Jack-8 movelist: Difference between revisions

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(33 intermediate revisions by 5 users not shown)
Line 16: Line 16:
|name=Heat Burst
|name=Heat Burst
|target=m
|target=m
|damage=12 (12)
|damage=(12)
|startup=i16
|startup=i16
|block=+1
|block=+1
Line 178: Line 178:
|damage= 25
|damage= 25
|startup=i12
|startup=i12
|block=
|block=!
|hit=+6d
|hit=+6d
|ch=
|ch=
Line 212: Line 212:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-3+4.jpg
|video=File:Jack-8-3+4.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* When timed with opponent attack, or absorbing an attack, shift to Gamma Charge
* When timed with opponent attack, or absorbing an attack, shift to Gamma Charge
* Powercrush active from 7f to 22f
* Powercrush active from 7f to 22f
* Recover Heat and recoverable health when absorbing an attack
* Recover Heat and recoverable health when absorbing an attack
* Gamma Charge is always
* Gamma Charge is always in effect during Heat
in effect during Heat
* Alternate input: ws3+4
* Alternate input: ws3+4
}}}}
}}}}
Line 288: Line 289:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Rage Art
* {{RageArt}}
* Damage increases with lower health
* {{RecoverableHealthRemoval}}
* Erases opponent's recoverable health on hit}}
* Damage increases with lower health}}
}}
}}


Line 307: Line 308:
|ch=+9
|ch=+9
|crush=
|crush=
|recv=
|recv=r21
|tot=
|tot=33
|range=
|range=
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-1.jpg
|video=File:Jack-8-1.mp4
|notes=
|notes=
}}
}}
Line 331: Line 334:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-11.jpg
|video=File:Jack-8-11.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{elbow}}
* {{elbow}}
* Combos from 1st hit
* Combos from 1st hit
* Transition to GMH with D
* Transition to GMH with D
* (+4 oB, +8c oH, +16d) }}
* (+4 oB, +8c oH, +16d cH) }}
}}
}}
{{Move
{{Move
|id=Jack-8-1,2
|id=Jack-8-1,2
Line 354: Line 360:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-12.jpg
|video=File:Jack-8-12.mp4
|notes=Combos from 1st hit CH
|notes=Combos from 1st hit CH
}}
}}
Line 368: Line 376:
|ch=
|ch=
|crush=
|crush=
|recv=
|recv=r20
|tot=
|tot=31
|range=
|range=
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes=
|image=File:Jack-8-2.jpg
|video=File:Jack-8-2.mp4
|notes=Recovers 2f faster on hit or block (t29 r18)
}}
}}
{{Move
{{Move
Line 392: Line 402:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-21.jpg
|video=File:Jack-8-21.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{elbow}}
* {{elbow}}
Line 413: Line 425:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-212.jpg
|video=File:Jack-8-212.mp4
|notes=
|notes=
}}
}}
Line 432: Line 446:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-211+2.jpg
|video=File:Jack-8-211+2.mp4
|notes=Jails
|notes=Jails
}}
}}
Line 451: Line 467:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-23.jpg
|video=File:Jack-8-23.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{Knee}}
* {{Knee}}
Line 472: Line 490:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-3.jpg
|video=File:Jack-8-3.mp4
|notes={{BB}}
|notes={{BB}}
}}
}}
Line 491: Line 511:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-4.jpg
|video=File:Jack-8-4.mp4
|notes=Balcony Break on CH
|notes=Balcony Break on CH
}}
}}
Line 510: Line 532:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-1+2both.jpg
|video=File:Jack-8-1+2.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{Tornado}}
* {{Tornado}}
Line 533: Line 557:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-hcf.jpg
|video=File:Jack-8-hcf.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Alternate input hcf
* Alternate input hcf
Line 543: Line 569:
|name=Gigaton Punch
|name=Gigaton Punch
|target=m
|target=m
|damage=25 (30)
|damage=25
|startup=i17(43~)
|startup=i17(43~)
|block=+21g
|block=+21g
Line 554: Line 580:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-hcf1.jpg
|video=File:Jack-8-hcf1.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{BB}}
* Chip damage on block
* Alternate input hcf,1 to power up
* Alternate input hcf+1 to do 5 more damage}}
* Chip damage on block (7)
}}
}}
}}
{{Move
{{Move
Line 576: Line 605:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-five.jpg
|video=File:Jack-8-five.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{BB}}
Line 585: Line 616:
|input=,df+1
|input=,df+1
|name=Windup Uppercut
|name=Windup Uppercut
|alias=one
|alias=
|target=m
|target=m
|damage=21
|damage=21
Line 598: Line 629:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-hcfdf1.jpg
|video=File:Jack-8hcfdf1.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Non blue spark version, for a just frame version search "emgf"
* {{Tornado}}
* {{Tornado}}
* Alternate input hcf,df+1}}
* Non just frame version of 1+4:df+1
* Alternate input hcf,df+1 to power up}}
}}
}}
{{Move
{{Move
Line 608: Line 641:
|input=1+4:df+1
|input=1+4:df+1
|name=Prime Windup Uppercut
|name=Prime Windup Uppercut
|alias=emgf
|alias=
|target=m
|target=m
|damage=36
|damage=30
|startup=i20~23
|startup=i20~23
|block=-17
|block=-17
Line 621: Line 654:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-hcfdf1p.jpg
|video=File:Jack-8-hcfdf1p.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Just Frame version of 1+4,df+1 (hcf,df+1), for a normal version search "one"
* {{Tornado}}
* {{Tornado}}
* Instant Tornado
* Instant Tornado
* Alternate input hcf:df+1}}
* Just frame version of 1+4,df+1
* Alternate input hcf:df+1 to power up}}
}}
}}


Line 647: Line 682:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f1.jpg
|video=File:Jack-8-f1.mp4
|notes=
|notes=
}}
}}
Line 666: Line 703:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f11.jpg
|video=File:Jack-8-f11.mp4
|notes=Combos from 1st hit
|notes=Combos from 1st hit
}}
}}
Line 685: Line 724:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f12.jpg
|video=File:Jack-8-f12.mp4
|notes=Combos from 1st hit
|notes=Combos from 1st hit
}}
}}
Line 704: Line 745:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f121.jpg
|video=File:Jack-8-f121.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{Tornado}}
* {{Tornado}}
Line 725: Line 768:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f122.jpg
|video=File:Jack-8-f122.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Can be charged to power up }}
* Can be charged to power up }}
Line 763: Line 808:
|ch=+32a (+24)
|ch=+32a (+24)
|crush=
|crush=
|recv=
|recv=r33
|tot=
|tot=43
|range=
|range=
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f2.jpg
|video=File:Jack-8-f2.mp4
|notes=
|notes=
}}
}}
Line 787: Line 834:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f3.jpg
|video=File:Jack-8-f3.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{Knee}}
* {{Knee}}
Line 832: Line 881:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f31+2.jpg
|video=File:Jack-8-f31+2.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Combos from 1st hit CH
* Combos from 1st hit CH
Line 853: Line 904:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-4.jpg
|video=File:Jack-8-4.mp4
|notes=Balcony Break on CH
|notes=Balcony Break on CH
}}
}}
Line 872: Line 925:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f4-1.jpg
|video=File:Jack-8-f4-1.mp4
|notes=Unblockable
|notes=Unblockable
}}
}}
Line 891: Line 946:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f4-12.jpg
|video=File:Jack-8-f4-12.mp4
|notes={{Elbow}}
|notes={{Elbow}}
}}
}}
Line 910: Line 967:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f1+2.jpg
|video=File:Jack-8-f1+2.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{BB}}
Line 931: Line 990:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f3+4.jpg
|video=File:Jack-8-f3+4.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Headbutt
* Headbutt
Line 1,251: Line 1,312:
* {{BB}}
* {{BB}}
* Alternate input b,db,d,df+2 to power up
* Alternate input b,db,d,df+2 to power up
** (31 damage, i22)}}
}}
}}
}}


Line 1,710: Line 1,771:
|damage=,17
|damage=,17
|startup=i26
|startup=i26
|block=-14
|block=-14c
|hit=+15d
|hit=+15d
|ch=+47a
|ch=+47a
Line 2,092: Line 2,153:
|notes={{Plainlist|
|notes={{Plainlist|
* Transition to GMH with D
* Transition to GMH with D
* (+4c oB, +8c oH) }}
* (+4 oB, +8c oH, +16d cH) }}
}}
}}
{{Move
{{Move
Line 2,324: Line 2,385:
* {{Homing}}
* {{Homing}}
* Alternate input df+1+4
* Alternate input df+1+4
}}
}}
}}
}}
== Crouch ==
{{MoveDataHeader}}
{{Move
{{Move
|id=Jack-8-FC.1
|id=Jack-8-b,db,d,df+2
|parent=
|parent=
|input=FC.1
|input=b,db,d,df+2
|name=
|name=Megaton Blast
|target=l
|target=m
|damage=10
|damage=31
|startup=i19
|startup=i22
|block=-8
|block=-9
|hit=+3
|hit=+31d (-5)
|ch=
|ch=
|crush=cs1
|crush=
|recv=rFC
|recv=
|tot=
|tot=
|range=
|range=
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* }}
* {{BB}}
}}
* Alternate input df+2+3
{{Move
}}
|id=Jack-8-FC.1,1
}}
|parent=Jack-8-FC.1
{{Move
|input=,1
|id=Jack-8-hcf
|name=Double Low Hammer
|parent=
|target=,l
|input=HCF
|damage=,14
|name=
|startup=i31
|target=
|block=-12
|damage=
|hit=+5
|startup=i22~
|ch=
|block=
|crush=cs
|hit=
|recv=rFC
|ch=
|tot=
|crush=
|range=
|recv=
|tracksLeft=
|tot=
|tracksRight=
|range=
|notes={{Plainlist|
|tracksLeft=
* }}
|tracksRight=
}}
|notes={{Plainlist|
{{Move
* Alternate input 1+4
|id=Jack-8-FC.1,2
* Can be looped together in 360 motions for up to 5 spins
|parent=Jack-8-FC.1
}}
|input=,2
}}
|name=Megaton Strike
{{Move
|target=,m
|id=Jack-8-hcf,1
|damage=,24
|parent=Jack-8-hcf
|startup=i32
|input=,1
|block=-11
|name=Gigaton Punch
|hit=+11a (+2)
|target=m
|ch=+43a (-4)
|damage=30
|startup=i17(43~)
|block=+21g
|hit=+7a (-2)
|ch=+39d (-8)
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* {{BB}}
* Alternate input 1+4,1
* Chip damage on block (9)
}}
}}
{{Move
|id=Jack-8-hcf,df+1
|parent=Jack-8-hcf
|input=,df+1
|name=Windup Uppercut
|alias=one
|target=m
|damage=25
|startup=i20~23
|block=-17
|hit=+52a (+42)
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* {{Tornado}}
* Non blue spark version, for a just frame version search "emgf"
* Alternate input 1+4,df+1
}}
}}
{{Move
|id=Jack-8-hcf:df+1
|parent=
|input=HCF:df+1
|name=Prime Windup Uppercut
|alias=emgf
|target=m
|damage=36
|startup=i20~23
|block=-17
|hit=+66a (+50)
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* {{Tornado}}
* Instant Tornado
* Just frame version of hcf,df+1, for a normal version search "one"
* Alternate input 1+4:df+1
}}
}}
 
== Crouch ==
{{MoveDataHeader}}
{{Move
|id=Jack-8-FC.1
|parent=
|input=FC.1
|name=
|target=l
|damage=10
|startup=i19
|block=-8
|hit=+3
|ch=
|crush=cs1
|recv=rFC
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* }}
}}
{{Move
|id=Jack-8-FC.1,1
|parent=Jack-8-FC.1
|input=,1
|name=Double Low Hammer
|target=,l
|damage=,14
|startup=i31
|block=-12
|hit=+5
|ch=
|crush=cs
|recv=rFC
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* }}
}}
{{Move
|id=Jack-8-FC.1,2
|parent=Jack-8-FC.1
|input=,2
|name=Megaton Strike
|target=,m
|damage=,24
|startup=i32
|block=-11
|hit=+11a (+2)
|ch=+43a (-4)
|crush=
|crush=
|recv=rFC
|recv=rFC
Line 2,598: Line 2,775:
|damage=,10
|damage=,10
|startup=i26
|startup=i26
|block=-13
|block=-4
|hit=+7
|hit=+7
|ch=
|ch=
Line 2,638: Line 2,815:
|damage=,23
|damage=,23
|startup=i19
|startup=i19
|block=-13
|block=-4
|hit=+32a
|hit=+32a
|ch=
|ch=
Line 3,238: Line 3,415:
|ch=
|ch=
|crush=js12
|crush=js12
|recv=
|recv=rFC
|tot=
|tot=
|range=
|range=
Line 3,244: Line 3,421:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* }}
*Recover in crouch }}
}}
}}
{{Move
{{Move
Line 3,258: Line 3,435:
|ch=
|ch=
|crush=js12
|crush=js12
|recv=
|recv=rFC
|tot=
|tot=
|range=
|range=
Line 3,264: Line 3,441:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* }}
*Recover in crouch }}
}}
}}
{{MoveQuery|Jack-8-GMC.1}}
{{MoveQuery|Jack-8-GMC.1}}
Line 3,874: Line 4,051:


== 10 Strings ==
== 10 Strings ==
{| class="wikitable" style="text-align: center"
|-
| colspan="7" class="wikitable-heading" | 10 Hit Combo 1
|-
! Input !! Hit level !! Damage !! Startup !! Block !! Hit !! Combo
|-
| d+2 || sl || 8 || i11 || -11 || +0 ||Start
|-
| 1 || L || 6 || i24~26 || -14 || -3||Yes
|-
| 1 || L || 5 || i31~33 || -21 || -10 ||No
|-
| 1 || m || 7 || i26~27 || -12 || -1 ||Start
|-
| 2 || m || 7 || i27~28 || -19 || -8 ||Yes
|-
| 1 || m || 6 || i25 || -21 || -10 ||Start
|-
| 2 || m || 6 || i16~17 || -22 || -12 ||Yes
|-
| 1 || m || 8 || i16~17 || -25 || -11 ||Yes
|-
| 1+2 || m || 21 || i24~26 || -27 || -11 ||Start
|-
| 1+2 || m || 25 || i17~18 || -26 || +5a ||Yes
|}

Latest revision as of 19:00, 11 December 2024

Heat

Gamma Howl (3+4) becomes Gamma Charge (GMC), which allows for immediate use of GMC.1 and GMC.2 (partially uses Heat time)
Name
Alt

Input

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

2+3

m
(12)
+1
+2c
i16
pc
Heat Burst
Meteor Raid

H.2+3

h,​m,​t
50
-9
-2d (-12)
i10
Heat Smash
Balcony Break
  • Chip damage on block (19)
Piston Gun Assault

b+2

m
27
+5
+2d
i19
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
Piston Gun Assault (charged)

b+2*

m
40
-2 (+5 WC)
+17a (+9)
i35
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Wall crush
  • Chip damage on block (16)
Tyulpan Blast

b+1+2

m
28
-19
-1d (-10)
i14
Heat Engager
Heat Dash +5, +43d(+35)
Balcony Break
Full Metal Deathblow

GMH.4

h
30
+4
+21d (+11)
i14~18
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Chip damage on block (9)
Particle Barrier

GMH.3+4

sm
20
-13
+40d (-18)
i20 pc6
pc6
Heat Engager
Heat Dash +5, +36a(+26)
  • Chip damage on block when absorbing an attack (6)
Iron Gunman

d+2+4

t
25
!
+6d
i12
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Can be done from crouch
  • Alternate input GMH.2+4
Gamma Howl (Gamma Charge)

3+4

pc7
  • When timed with opponent attack, or absorbing an attack, shift to Gamma Charge
  • Powercrush active from 7f to 22f
  • Recover Heat and recoverable health when absorbing an attack
  • Gamma Charge is always in effect during Heat
  • Alternate input: ws3+4
Jaguar Hook - Gamma

GMC.1

m
22
-6
+73a (+57)
i22
Homing
  • Partially uses remaining Heat time
  • Chip damage on block (4)
Exaton Blast - Gamma

GMC.2

h
42
+11
+31a (+5)
i20 pc1
pc1
Tornado
Guard Break
Balcony Break
  • Partially uses remaining Heat time
  • Chip damage on block (4)

Rage

Name
Alt

Input

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

R.df+1+2

m,​t
55+
-15
+0d
i20
pc8~
Rage Art
Removes Recoverable Health
  • Damage increases with lower health

n

Name
Alt

Input

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

1

h
10
-2
+6
+9
i12
t33 r21
Jab > Jackhammer

1,1

h,​m
10,​22
-14c
+4c
+12d
i15
Elbow
  • Combos from 1st hit
  • Transition to GMH with D
  • (+4 oB, +8c oH, +16d cH)
Jab > Stunning Hook

1,2

h,​h
10,​24
-2
+30a
i19
Combos from 1st hit CH

2

h
10
+1
+9
i11
t31 r20
Recovers 2f faster on hit or block (t29 r18)

2,1

h,​m
10,​12
-3
+2
i16
Elbow
  • Combos from 1st hit
Jab Elbow Smash

2,​1,2

h,​m,​m
10,​12,​20
-12
+29a (+19)
i33
r FC
Piston Gun Fusillade

2,​1,1+2

h,​m,​h,​h,​h,​h,​h
10,​12,​10,​6,​6,​6,​20
-4
+13d
i33
Jails
Mimesis Savage Knee

2,3

h,​m
10,​18
-13
+5
+30d (+22)
i19
Knee
  • 2nd hit Balcony Break on CH
Left Kick

3

h
30
-14
+18d (+8)
i18
Balcony Break
Right Kick

4

h
18
-4
+7
+32d (+22)
i16
Balcony Break on CH
Tornado Punch

1+2

m,​m
8,​14
-13
+67a (+51)
i15
Tornado
  • Instant Tornado
Homing
Gamma Howl (Gamma Charge)

3+4

pc7
  • When timed with opponent attack, or absorbing an attack, shift to Gamma Charge
  • Powercrush active from 7f to 22f
  • Recover Heat and recoverable health when absorbing an attack
  • Gamma Charge is always in effect during Heat
  • Alternate input: ws3+4

1+4

i22~
  • Alternate input hcf
  • Can be held for up to 5 spins
Gigaton Punch

1+4,1

m
25
+21g
+7a (-2)
+39d (-8)
i17(43~)
Balcony Break
  • Alternate input hcf,1 to power up
  • Chip damage on block (7)
Gigaton Punch (2/3/4/5 spins)

1+4*,1

m
35/45/55/199
!
+70d
i17(68/93/118~)
Balcony Break
  • Unblockable
Windup Uppercut

1+4,df+1

m
21
-17
+52a (+42)
i20~23
Tornado
  • Non just frame version of 1+4:df+1
  • Alternate input hcf,df+1 to power up
Prime Windup Uppercut

1+4:df+1

m
30
-17
+66a (+50)
i20~23
Tornado
  • Instant Tornado
  • Just frame version of 1+4,df+1
  • Alternate input hcf:df+1 to power up

f

Name
Alt

Input

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

f+1,1

m,​h
13,​25
-7
+8d (-1)
+40d (-7)
i25
Combos from 1st hit

f+1,2

m,​h
13,​12
-6
+5
i22
Combos from 1st hit
Drilling Engine

f+1,​2,1

m,​h,​m
13,​12,​12
-12
+65a (+49)
i26
Tornado
  • Instant Tornado
Piston Gun Blaster

f+1,​2,2

m,​h,​m
13,​12,​12
+6
+3d
i33
  • Can be charged to power up
Piston Gun Blaster (charged)

f+1,​2,2*

m,​h,​m
13,​12,​12
-12 (0 wall crush)
+11d (-15)
i61
Balcony Break
  • Wall crush
  • Chip damage on block (16)
Pinpoint Assault

f+2

h
22
-12
+5
+32a (+24)
i10
t43 r33
Sometimes written stop sign

f+3

m
18
-9
+5
i15
Knee
  • Transition to GMH with D
    • (+2 oB, +16g oH, +16 ch)
  • Alternate input ws3
Two-Step Die

f+3,2

m,​h
18,​20
-9
+44d (-14)
i23
Balcony Break
  • Combos from 1st hit
  • Alternate input ws3,2
Machine Press

f+3,1+2

m,​m
18,​20
-11c
+2d
+48a
i25
  • Combos from 1st hit CH
  • Alternate input ws3,1+2

f+4

m
20
-4
+7
+32d (+22)
i17
Balcony Break on CH
Dark Greeting

f+4~1

h
80
!
+5
i65
Unblockable
Sudden Elbow

f+4~1,2

m
30
+8
+0d
i15 (66~)
Elbow
Rolling Death Crusher

f+1+2

m,​m
12,​20
-12
+32d (+6)
i27 pc7
pc7
Balcony Break
  • Chip damage on block when absorbing an attack (12)
Merkabah Headbutt

f+3+4

m
24
-11
+9c
i22
  • Headbutt
  • Transition to GMH with D
    • (-3 oB, +15c oH)

df

Name
Alt

Input

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

df+1

m
12
-4
+3
+5
i14
Overheat

df+1,1

m,​m
12
-11
+21cg
+72a (+56)
i29
Tornado
Balcony Break
  • Combos from 1st hit CH
  • Delayable

df+1,2

m,​h
1210
-12
-1
i29
  • Jails
  • Combos from 1st hit CH
  • Delayable

df+1,​2,1

m,​h,​h
1210,​2
-10
-2
i15
  • Jails
  • On air hit +22a (+15)
  • Combos from 2nd hit
  • Combos from 1st hit CH
Overdrive

df+1,​2,​1,2

m,​h,​h,​h
1210,​2,​20
-18
+35d (-23)
i9
Balcony Break
  • On air hit +12 (+5)
  • Combos from 2nd hit
  • Combos from 1st hit CH
Programmed Uppercut

df+2

m
13
-14
+31a (+21)
i15
Cosmic Sweeper

df+2,1

m,​h
13,​16
-32
+40a (+22)
i21
  • Transition to GMH with D
    • (+45a (+27) oH)
  • Can be charged to power up
Cosmic Sweeper (charged)

df+2,1*

m,​h
13,​16
-46
+69a (+53)
i35
Tornado
  • Transition to GMH with D
    • (+70a (+54) oH))

df+3

m
16
-9
+2
i16
Combine Harvester

df+3,2

m,​h
1620
-9
+25d
i20
Balcony Break
Mimesis Wrench Kick

df+4

m
17
-9
+5
+14c
i15
Dump Truck

df+3+4

m
28
-23
+10a (+1)
i13
Balcony Break
Body Press

df+1+3

sm
20
-11
+0d~+19d
i30~49
{{}}
Debugger

df+1+4

l
23
-37
+18d
i34
Homing
  • Alternate input b,db,d,df+1 to power up
Megaton Blast

df+2+3

m
26
-9
+31d (-5)
i22
Balcony Break
  • Alternate input b,db,d,df+2 to power up

d

Name
Alt

Input

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

d+1

s
5
-5
+6
i10
cs4
rFC

d+2

s
8
-4
+7
i11
cs4
rFC
  • Alternate input FC.d+2

d+3

l
12
-17
-6
i20
cs4
rFC
  • Alternate input FC.d+3

d+4

l
10
-15
-4
i16
cs4
rFC
  • Alternate input FC.d+4
Double Axe

d+1+2

m
28
-18
+42a (+32)
i27
cs6
Sit Down

d+3+4

SIT
  • Transitions to SIT (Sit Down)

db

Name
Alt

Input

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

db+1

l
13
-12
+1
i12
cs
rFC

db+1,1

l,​l
13,​5
-12
-1
i16
cs
rFC
  • Combos from 1st hit

db+1,​1,1

l,​l,​l
13,​5,​5
-12
-1
i16
cs
rFC
Machinegun Blast

db+1,​1,​1,2

l,​l,​l,​m
13,​5,​5,​21
-11
+43a (-4)
i19
Balcony Break
Power Shovel

db+2

l
24
-18
+3c
+33d
i22
cs6
  • Can be charged to power up
Power Shovel (charged)

db+2*

l
30
-33
+17d
i36
  • Chip damage on block (9)
Cossack Kick

db+3

l
15
-20
-9
i21

db+3,4

l,​l
15,​12
-16
-9
i27

db+3,​4,3

l,​l,​l
15,​12,​12
-19
-8
i27

db+3,​4,​3,4

l,​l,​l,​l
15,​12,​12,​12
-16
-5
i27

db+3,​4,​3,​4,3

l,​l,​l,​l,​l
15,​12,​12,​12,​12
-19
-8
i27
Cossack Kicks

db+3,​4,​3,​4,​3,4

l,​l,​l,​l,​l,​l
15,​12,​12,​12,​12,​12
-16
-5
i27
Cossack Smash

db+3, ... 1+2

l,​h
15,​21
+14g
+43a (-15)
i34
Balcony Break
Big Boot

db+4

l
14
-13
-2
i16
cs6
rFC
Megaton Earthquake

db+1+2

l,​l
8,​21
-70
-5d
i18

b

Name
Alt

Input

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

b+1

m
17
-11
+8
i20
Double Biceps

b+1,2

m,​m
17,​17
-14c
+15d
+47a
i26
Spike
  • Combos from 1st hit
Piston Gun Assault

b+2

m
27
+5
+2d
i19
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
Piston Gun Assault (charged)

b+2*

m
40
-2 (+5 WC)
+17a (+9)
i35
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Wall crush
  • Chip damage on block (16)

b+3

m
14
-9
+2
i16

b+3,2

m,​h
1413
-4
+1
i22
  • Transition to GMH with D
    • (+0 oB, +5 oH)
Mad Dozer

b+3,​2,2

m,​h,​h
141320
-9
+44d (-14)
i25
Balcony Break
  • Can be charged to power up
Mad Dozer (charged)

b+3,​2,2*

m,​h,​m
141340
-9
+13d (+5)
i67
Balcony Break
Wall Crush +3 on block
  • Chip damage on block (16)

b+4

m
16
-13
-2
-2a
i13
Sherman Stomp

b+4,4

m,​m
1621
-4
-8d
i30
  • Combos from 1st hit CH
  • When comboing from 1st hit:
Floor Break
Tyulpan Blast

b+1+2

m
28
-19
-1d (-10)
i14
Heat Engager
Heat Dash +5, +43d(+35)
Balcony Break

u

Name
Alt

Input

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

ub+1+2

h
30
-9
+23d
i20 pc7
pc7
Balcony Break
Homing
  • Chip damage on block when absorbing an attack (12)

u+4

m
25
-16
+15a (+5)
i25
js
Balcony Break
  • Alternate input ub+4, uf+4
Patriot Fist

u+1+2

m
23
-13
+49a (+39)
i19
Giant Foot Stomp

u+3+4

m
40
!
+17d
i94~100
js
  • Unblockable
  • Can input additional 3+4 (up to 4 times) to fly farther and deal more damage
  • Alternate input ub+3+4
Sky Sweeper

uf+1

h
10
+71a (+55)
i17
Tornado
  • Only hits airborne opponents
  • Transition to GMH with D
    • (+75a (+59))
  • Can be charged to power up
  • Alternate input ub+1, u+1
Sky Sweeper (charged)

uf+1*

h
35
+69a (+53)
i35
Tornado
  • Only hits airborne opponents
  • Transition to GMH with D
    • (+70a (+54))
  • Alternate input ub+1*, u+1*
Reactor Elbow

uf+2

m
25
+4c
+7c
+11d
i24 js9
js9
Elbow

uf,n,2

m
28
-1c
+10c
i32
js
Terrapulser

uf+3

l
(8)
-12
+8c
i23 js9
js9
  • Automatically transitions to GMH on hit
  • Alternate input ub+3, u+3
Pancake Press

uf+3+4

m
23
+13cg
+20d
i34 js8
js8
  • Automatically transitions to SIT on hit or block

Motion Input

Name
Alt

Input

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

f,F+1

m
22
-6
+8c
+16d
i15
  • Transition to GMH with D
  • (+4 oB, +8c oH, +16d cH)
Rocket Uppercut

f,F+2

m
23
-16
+53a (+43)
i18
  • Can be charged to power up
Rocket Uppercut (charged)

f,F+2*

m
35
-15
+61a
34
Tornado
  • Chip damage on block (14)
Granite Stomping

f,F+3

m
22
+4c
+9c
+22a
i26
  • Transition to FC with D
Rocket Kick

f,F+4

m
32
-10
+15d (+5)
i16
Tornado
Balcony Break
  • Chip damage on block (12)

f,F+1+2

m
20
-15
+22cs
i15
Homing
Cross Cut Blast

f,​F+1+2,2

m,​m
20,​24
-11
+11a (+2)
i32
Balcony Break
  • Combos from 1st hit
High and Low Cross Cut

f,​F+1+2,1+2

m,​l
20,​21
-19
+13d
i28
cs
Sliding Attack

f,F+1+4

m (l)
25
-82
-88
i21
js
  • Low attack on landing
(-110 oB, -65 oH)
Cemaho Chop

f,f,F+2

m
25
+6
+10
i22
  • Chip damage on block (7)
  • Guarantees i10 moves on hit
  • Alternate input wr2
Mimesis Charging Tackle

f,f,F+1+2

m
34
+4
+7a (-2)
i20~23
Balcony Break
  • Chip damage on block (10)
  • Alternate input wr1+2
Debugger

b,db,d,df+1

l
28
-37
+18d
i29
Homing
  • Alternate input df+1+4
Sometimes written debug
Megaton Blast

b,db,d,df+2

m
31
-9
+31d (-5)
i22
Balcony Break
  • Alternate input df+2+3

HCF

i22~
  • Alternate input 1+4
  • Can be looped together in 360 motions for up to 5 spins
Gigaton Punch

HCF,1

m
30
+21g
+7a (-2)
+39d (-8)
i17(43~)
Balcony Break
  • Alternate input 1+4,1
  • Chip damage on block (9)
Windup Uppercut

HCF,df+1

m
25
-17
+52a (+42)
i20~23
Tornado
  • Non blue spark version, for a just frame version search "emgf"
  • Alternate input 1+4,df+1
Sometimes written one
Prime Windup Uppercut

HCF:df+1

m
36
-17
+66a (+50)
i20~23
Tornado
  • Instant Tornado
  • Just frame version of hcf,df+1, for a normal version search "one"
  • Alternate input 1+4:df+1
Sometimes written emgf

Crouch

Name
Alt

Input

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

FC.1

l
10
-8
+3
i19
cs1
rFC
Double Low Hammer

FC.1,1

l,​l
10,​14
-12
+5
i31
cs
rFC
Megaton Strike

FC.1,2

l,​m
10,​24
-11
+11a (+2)
+43a (-4)
i32
rFC
Balcony Break

FC.2

s
8
-4
+7
i11
cs1
rFC
  • Alternate input d+2

FC.3

l
12
-17
-6
i20
cs1
rFC
  • Alternate input d+3

FC.4

l
10
-15
-4
i16
cs1
rFC
  • Alternate input d+4

FC.1+2

l
21
-15
+13d
i24
cs1
rFC
  • Alternate input FC.db+1+2
Low Cross Combo

FC.1+2,1+2

l,​m
2123
-18
+42a (+32)
i40
  • Combos from 1st hit

FC.df+1

m
5
-21
-11c
i23

FC.df+1,2

m,​m
5,​8
-21
-11c
i16
  • Combos from 1st hit

FC.df+1,​2,1

m,​m,​m
5,​8,​11
-11
+16cs
i16
  • Combos from 1st hit
Windmill Punches

FC.df+1,​2,​1,1

m,​m,​m,​h
5,​8,​11,​30
+15
+13BT
i21
Guard Break

FC.df+2

m
12
-13
-2
i17
cs
rFC

FC.df+2,1

m,​m
12,​10
-4
+7
i26
cs
rFC
Swing R Knuckle

FC.df+2,​1,2

m,​m,​m
12,​10,​10
-12
+29a (+19)
i27
cs
rFC
Swing R Knuckle High

FC.df+2,f+1

m,​h
12,​23
-4
+32a
i19
cs
rFC
Balcony Break
  • Combos from 1st hit
Swing R Knuckle Low

FC.df+2,d+1

m,​l
12,​8
-11
+0
i22
cs
rFC
Balcony Break
  • Combos from 1st hit

FC.df+4

m
10
-12
+4
i12
Mimesis Spike Press

FC.df+4,2

m,​m
10,​17
-14
+4c
+19d
i20
Atomic Shoulder Tackle

FC.df+3+4

m
28
-9
+1a (-8)
+33a (-14)
i21
Balcony Break

FC.db+1

l
14
-11
+3
i14
cs1
rFC

FC.db+1,1

l,​m
14,​10
-6
+5
i24
cs
rFC
Pulverizer

FC.db+1,​1,1

l,​m,​m
14,​10,​20
-14
+9a
i20
Balcony Break
  • Can be charged to power up
Pulverizer (charged)

FC.db+1,​1,1*

l,​m,​m
14,​10,​30
-6
+15a (+7)
i34
Balcony Break
  • Chip damage on block (12)

WS

Name
Alt

Input

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

ws1

m
14
-13
+34a (+24)
i15

ws2

m
10
-7
+4
i14
V-Twin

ws2,1

m,​m
10,​17
-14c
+3d
+49a
i15
  • Combos from 1st hit
V-Deathblow

ws2,4

m,​h
10,​26
+4
+21a (+11)
i16
Balcony Break
  • Combos from 1st hit
  • Chip damage on block (7)

ws3

m
18
-9
+5
i15
Knee
  • Transition to GMH with D
    • (+2 oB, +16g oH, +16 ch)
  • Alternate input f+3
Two-Step Die

ws3,2

m,​h
18,​20
-9
+44d (-14)
i23
Balcony Break
  • Combos from 1st hit
  • Alternate input f+3,2
Machine Press

ws3,1+2

m,​m
18,​20
-11c
+2d
+48a
i25
  • Combos from 1st hit CH
  • Alternate input f+3,1+2
Toe Smash

ws4

m
20
-6
+5
i11

ws1+2

m
14
-15
+26a (+16)
i20

ws1+2,1+2

m,​m
14,​12
-15
+15d
i17
Floor Break
  • Combos from 1st hit
Double Hammer Thrash

ws1+2,​1+2,1+2

m,​m,​l
14,​12,​14
-23
+6d
i27
Balcony Break
  • Combos from 1st hit

GMH (Gamma Howl)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Gamma Howl (Gamma Charge)

3+4

pc7
  • When timed with opponent attack, or absorbing an attack, shift to Gamma Charge
  • Powercrush active from 7f to 22f
  • Recover Heat and recoverable health when absorbing an attack
  • Gamma Charge is always in effect during Heat
  • Alternate input: ws3+4
Juggernaut Hook

GMH.1

m
20
-9
+25d
i22
Homing
Balcony Break
Exaton Blast

GMH.2

h
40
+11g
+21d (+11)
i20
Balcony Break
Tornado
Granite Stomp

GMH.3

m
28
+4
+9c
+22a
i24
  • Transition to FC with D
    • (+7 oH, +2 oB)
Full Metal Deathblow

GMH.4

h
30
+4
+21d (+11)
i14~18
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Chip damage on block (9)
Gun Bomb

GMH.1+3

t
30
!
+0d
i15
  • Crouch Throw (Unbreakable)
Floor Break
  • Alternate input d+1+3
Iron Gunman

GMH.2+4

t
25
!
+6d
i15
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Alternate input d+2+4
Mimesis Overkill

GMH.1+2

th
45 (57)
-6
+0d
i16
  • 57 Damage if opponent hits the wall
  • Throw Break 1+2
  • Swaps positions on break
Particle Barrier

GMH.3+4

sm
20
-13
+40d (-18)
i20 pc6
pc6
Heat Engager
Heat Dash +5, +36a(+26)
  • Chip damage on block when absorbing an attack (6)
Prime Windup Uppercut

GMH.f+1

m
26
-17
+66a (+50)
i20
Tornado
  • Instant Tornado
Megalodriller

GMH.f+2

m
34
-13
+30a (+4)
i17
Balcony Break
Breakout Fortress

GMH.ub

js12
js12
rFC
  • Recover in crouch
Flying Fortress

GMH.uf

js12
js12
rFC
  • Recover in crouch
Jaguar Hook - Gamma

GMC.1

m
22
-6
+73a (+57)
i22
Homing
  • Partially uses remaining Heat time
  • Chip damage on block (4)
Exaton Blast - Gamma

GMC.2

h
42
+11
+31a (+5)
i20 pc1
pc1
Tornado
Guard Break
Balcony Break
  • Partially uses remaining Heat time
  • Chip damage on block (4)

SIT (Sit Down)

Name
Alt

Input

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

d+3+4

SIT
  • Transitions to SIT (Sit Down)

SIT.1

l
10
-48
-37
i19
SIT

SIT.1,2

l,​l
1010
-47
-36
i15
SIT
  • Combos from 1st hit

SIT.1,​2,1

l,​l,​l
101010
-47
-36
i15
SIT
  • Combos from 1st hit
Sit Punches

SIT.1,​2,​1,2

l,​l,​l,​l
10101010
-47
-36
i15
SIT
  • Combos from 1st hit
  • Alternate input SIT.2,1,2,1
Ground Assault

SIT.1+2

m
21
-44
-12d
i24
SIT
Extra Pancake Press

SIT.3+4

m
35
+13cg
+20d
i54
js
SIT
Forward Roll

SIT.f

Backward Roll

SIT.b

SS

Name
Alt

Input

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

ss1

m
23
+6c
+59a
i32
Piston Gun Snipe

ss2

h
20
+9
+35d (+27)
i17
Balcony Break
  • Transition to GMH with D
    • (+9 oB, +35d (+27) oH)
  • Chip damage on block (6)

While Down (Face Up)

Name
Alt

Input

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

d+1+2

m
18
+18g
+39d
i28
SIT
  • Recovers in SIT, then stands up

Others

Name
Alt

Input

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

Throws

Name
Alt

Input

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

1+3

t
35
+0
+1d
i12
BT
  • Throw Break 1 or 2
  • Swaps positions on break
Piston Gun Back Breaker

2+4

t
35
-6
-3d
i12
  • Throw Break 1 or 2
  • Swaps positions on break
  • Side Switch
Side Left Bomb

Left Throw

t
40
-3
+1d
i12
  • Throw Break 1
Balcony Break
Father's Love

Right Throw

t
40
-3
+0d
i12
  • Throw Break 2
  • Side Swap
Spinal Crush

Back Throw 1+3

t
70
!
+3d
i12
  • Unbreakable
Floor Break
Throw Away

Back Throw 2+4

t
70
!
+17d
i12
  • Unbreakable
Balcony Break
Volcano

df+2+4

t
10
-2
+26a
i11
  • Throw Break 2
Volcano Blaster

df,DF+2+4

t
10
-2
+54a
i14
  • Throw Break 2
Body Smash

db+2+3

t
25
-2
+14c
i11
  • Throw Break 2
Floor Break
Ground Zero

uf+1+2

t
35
-6
-10d
i11
  • Throw Break 1+2
Floor Break
Lift Up Megaton hit

uf+1+2,d,df+2

t
40
-6
+19a (-7)
i11
  • Throw Break 1+2
Balcony Break
  • Wallsplats opponent
  • If blocked, does 20 chip dmg and is -2 oB
Pile Driver

db,n,f+1+2

t
50
-6
-1d
i11
  • Throw Break 1+2
Floor Break
Pyramid Driver

qcf+1

t
40
-2
-2d
i11
  • Throw Break 1
Floor Break
Back Breaker

qcb+2

t
45
-2
+12d
i11
  • Throw Break 2
Mimesis Overkill

GMH.1+2

th
45 (57)
-6
+0d
i16
  • 57 Damage if opponent hits the wall
  • Throw Break 1+2
  • Swaps positions on break
Gun Bomb

GMH.1+3

t
30
!
+0d
i15
  • Crouch Throw (Unbreakable)
Floor Break
  • Alternate input d+1+3
Iron Gunman

GMH.2+4

t
25
!
+6d
i15
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Alternate input d+2+4
Gun Bomb

d+1+3

t
30
!
+0d
i12
  • Crouch Throw (Unbreakable)
Floor Break
  • Can be done from crouch
  • Alternate input GMH.1+3
Iron Gunman

d+2+4

t
25
!
+6d
i12
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Can be done from crouch
  • Alternate input GMH.2+4
Cossack Compactor

db+3, ... d+1+2

l,​m (th)
15,​4,​5,​5,​5,​5,​21
0
i34
  • Crouch throw (Unbreakable)
  • Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
Twin Drivers

(During Enemy wall stun) 1+3

t
33
!
+0d
i12
  • Wall throw (Unbreakable)
  • Alternate input 2+4 or uf+1+2

10 Strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
d+2 sl 8 i11 -11 +0 Start
1 L 6 i24~26 -14 -3 Yes
1 L 5 i31~33 -21 -10 No
1 m 7 i26~27 -12 -1 Start
2 m 7 i27~28 -19 -8 Yes
1 m 6 i25 -21 -10 Start
2 m 6 i16~17 -22 -12 Yes
1 m 8 i16~17 -25 -11 Yes
1+2 m 21 i24~26 -27 -11 Start
1+2 m 25 i17~18 -26 +5a Yes