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{{Lee}}
 
<small>''Up to date as of [[Version 4.00|Ver.4.00]]''</small>
To test, copy [[Template:MoveData/style3.css]] into a live css editor.
{{MoveDataHeader2}}
 
{{MoveData2/sandbox
|id=MoveDataHeader2
|moveNo={{{moveno|'''No.'''}}}
|name={{{name|[[Movelist#Name|'''Name (STANCE)''']]}}}
|input={{{input|[[Movelist#Input|'''Input''']]}}}
|target={{{target|[[Movelist#Hit_level|'''Hit level''']]}}}
|damage={{{damage|[[Movelist#Damage|'''Damage''']]}}}
|startup={{{startup|[[Movelist#Startup|'''Startup''']]}}}
|block={{{block|[[Movelist#Block|'''Block''']]}}}
|hit={{{hit|[[Movelist#Hit|'''Hit''']]}}}
|ch={{{ch|[[Movelist#CH|'''Counter-hit''']]}}}
|tracksLeft={{{tracksLeft|[[Movelist#Tracking|'''Left''']]}}}
|tracksRight={{{tracksRight|[[Movelist#Tracking|'''Right''']]}}}
|range={{{range|[[Movelist#Range|'''Range''']]}}}
|recv={{{recv|[[Movelist#Recovery|'''Recovery''']]}}}
|screw={{{screw|[[Notation#Combo annotations|'''S!''']]}}}
|wall={{{wall|[[Notation#Combo annotations|'''W!''']]}}}
|floor={{{floor|[[Notation#Combo annotations|'''F!''']]}}}
|crush={{{crush|[[Movelist#Crush|'''Crush''']]}}}
|combo={{{combo|[[Movelist#Notes|'''Combo''']]}}}
|jail={{{jail|[[Movelist#Notes|'''Jail''']]}}}
|leeway={{{leeway|[[Movelist#Notes|'''Leniency''']]}}}
|delay={{{delay|[[Movelist#Notes|'''Delayable''']]}}}
|tab='''toggle'''
}}
{{MoveData2/sandbox
{{MoveData2/sandbox
|moveNo=1
|moveNo=1

Latest revision as of 07:25, 5 February 2021

To test, copy Template:MoveData/style3.css into a live css editor.

1
Rage Art
R.d+1+2
m  |  55–82
i20
-22
-5d
25
20
2.87
r46
pc8~19
Damage increases with lower health
2
Rage Drive
R.d/f+3+4
m  |  25
i16~17
-1
8
15
3.01
r38
  • Hit vs BT +10a (+1a)
  • Bullet time 20f on hit
  • Bullet time 10f on block
  • Transition to r39 MS with f~n
  • Transition input can be delayed 11f

n

Jab
1
h  |  7
i10
+1
+8
5
7
2.03
r17
  • Recovery is very slightly off-axis to the right, changing the tracking of follow up moves
3
Left Right Combo
1,​2
h,​h  |  7,​9
i10,​i12
-1
+5
2.83
r20
Yes
4f
  • Transition to r21 MS with f~n
  • Transition input can be delayed 6f
1,​2,​2
h,​h,​m  |  7,​9,​14
i10,​i20~21
-13
-2
r31
2.CH (5fd)
7f
5f
4
Left Right Combo to Revolution Zwei
1,​2,​2,​3
h,​h,​m,​h  |  7,​9,​14,​23
i10,​i21~23
-3
+17a (+8a)
r31
S!
3.hit (8fd)
17f
13f
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f
5
Left Right Mid Kick
1,​2,​4
h,​h,​m  |  7,​9,​10
i10,​i18
-12
-1
r31
2.hit (i19)
Yes
1f
  • Holding 4 during startup will slow it by 1f for about every 2f held
  • Transition to r33 HMS with 3
6
Left Right Max Mid
1,​2,​4*
h,​h,​m  |  7,​9,​20
i10,​i30
-7
+0
r31
  • Hold for 26f
  • Tracks opposite direction to 1,2,4
1,​3
h,​h  |  7,​5
i10,​i16
-11
+0
1.hit
Yes
4f
1,​3:3
h,​h,​m  |  7,​5,​4
i10,​i9
-10
+1
Yes
  • 3f input window
8
1,​3:3:3
h,​h,​m,​h  |  7,​5,​4,​12
i10,​i11
-18
Yes
  • 2f input window
Right Cross
2
h  |  10
i10
+1
+8
5
7
2.07
r18
2,​1
h,​h  |  10,​8
i10,​i15~17
-5
+6
2.99
r22
1.hit
Yes
7f
5f
  • Transition to r22 HMS with 3+4
  • Transition input can be delayed 6f
9
Combination Drei
2,​1,​1
h,​h,​m  |  10,​8,​18
i10,​i20~21
-12
+3
4.36
r30 FC
F!
2.CH
4f
10
Combination Hünf
2,​1,​3
h,​h,​h  |  10,​8,​24
i10,​i24~26
-4
+20a (+11a)
4.42
r28
S!
2.CH
2f
11
Combination Vier
2,​1,​4
h,​h,​L  |  10,​8,​18
i10,​i25~27
-16
+0
4.87
r33
,cs16~
11f
8f
2,​2
h,​m  |  10,​14
i10,​i20~21
-13
-2
2.28
r31
1.CH (5fd)
7f
5f
12
Right Cross to Revolution Zwei
2,​2,​3
h,​m,​h  |  10,​14,​23
i10,​i21~23
-3
+17a (+8a)
r31
S!
2.hit (8fd)
17f
13f
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f
13
Mist Kick
3
m  |  16
i14
-8
+7
20
9
2.23
r27
  • Transition to r27 HMS with 4
  • Transition input can be delayed 2f
14
Mist Wolf Combination
3,​3
m,​h  |  16,​18
i14,​i17
-10
+1
2.61
r29
1.hit
Yes
13f
15
Trick Kick
3~3
h  |  18
i30
-10
+1
2.59
r29
  • 13f input window
  • Recovery slowed by 1f if 4 pressed during startup
16
Mist Trap
3~3:4
h,​t  |  18,​25
i30
+0d
2.59
r29
1f input window
Magic Four
4
h  |  16
i11
-9
+7
5
7
2.01
r28
Spin Kick
4,​3
h,​h  |  16,​14
i11,​i18
-14
-3
+2
r33
1.CH +25a(+18)
Yes
17
Spinning Hammer Kick
4,​3,​3
h,​h,​m  |  16,​14,​20
i11,​i19~21
-13
+8d
r30
F!
2.CH
11f
10f
18
Spin Kick Somersault Combo
4,​3,​4
h,​h,​m  |  16,​14,​25
i11,​i30~32
-9
+24a (+14a)
r29
,js22~
1st +33a(+26)/2.CH (5fd)
7f
4,​4
h,​h  |  16,​6
i11,​i10
-5
+6
2.28
r24
1.CH
Yes
19
Machine Gun Kicks
4,​4,​4
h,​h,​h  |  16,​6,​8
i11,​i10
-5
+6
2.55
r24
Yes
20
Lee Somersault
4,​u+3
h,​m  |  16,​25
i11,​i33~35
-1
r18
,js25~
1.CH
4f
3f
  • Alternate input 4,u/f+3
  • Transition to r26 MS with f~n
  • Transition input can be delayed 17f
22
Pirouette Punch
1+2
m  |  20
i21~22
-4
+3
2.63
r28 FC
F!
  • Homing
  • Transition to r25 HMS with 3+4
  • Transition input can be delayed 2f

f

f+2
m  |  12
i14~15
-9
+2
18
8
2.25
r27
33
Double Signal
f+2,​1
m,​h  |  12,​24
i14,​i19~20
-10
+42d (-16d)
3.96
r30
1.hit (10fd)
12f
11f
f+3
m  |  6
i15
-18
-7
7
18
2.63
r37
f+3,​3
m,​m  |  6,​3
i15,​i8
-18
-7
r37
Yes
1f
f+3,​3,​3
m,​m,​h  |  6,​3,​3
i15,​i8
-18
-7
r37
Yes
1f
f+3,​3,​3,​3
m,​m,​h,​h  |  6,​3,​3,​3
i15,​i8~9
-18
-7
r36
1.hit
1f
f+3,​3,​3,​3,​3
m,​m,​h,​h  |  6,​3,​3,​3,​3
i15,​i8~9
-18
+13 (+3a)
r36
1.hit
1f
34
Acid Storm
f+3,​3,​3,​3,​3,​4
m,​m,​h,​h,​h,​h  |  6,​3,​3,​3,​3,​20
i15,​i20~21
-7
+20a
r32
S!
5th hit
16f
17f
  • Transition to r35 HMS with 3
  • Transition input can be delayed 26f
  • Alternate input
    • f+3,3,4
    • f+3,3,3,4
    • f+3,3,3,3,4
f+4
h  |  13
i11
-7
+4
7
10
2.31
r26
36
Deadly Cyclone
f+4,​1
h,​h  |  13,​16
i11,​i24~25
-2
+13g
3.76
r29
S!
1.CH (6fd)
16f
11f
35
Deadly Arc
f+4,​3
h,​m  |  13,​18
i11,​i21~23
-8
+6c
3.74
r25
F!
1.CH (9fd)
16f
11f
  • Spike
  • Transition to r21 HMS with 4
37
Aggressive One-Two
f+1+2
h,​h  |  10,​20
i13,​i28~29
-13
+18a (+9a)
2.53
r31
38
Feather Landing
f+3+4
M,​M  |  10,​20
i30~32,​i34~36
+4c
+8c
3.30
r27 FC
js14~33
F!
Yes
  • Spike

d/f

Quick Upper
d/f+1
m  |  10
i13~14
-1
+5
19
7
2.17
r19
Can evade jabs on frames 6~9
Uppercut
d/f+2
m  |  12
i15~16
-7
6
6
2.06
r25
  • Hit vs crouch +4s
  • Can evade jabs on frame 9
  • Tracks right up to 18 frames sometimes
d/f+3
m  |  14
i15~16
-8
+3
7
7
2.08
r26
d/f+3,​2
m,​h  |  14,​11
i15,​i19~20
-6
+5
3.14
r24
1.hit
4f
44
Mercury Drive
d/f+3,​2,​3
m,​h,​m  |  14,​11,​23
i15,​i22~21
-14
4.70
r36
2.CH (7fd)
10f
45
Front Kick
d/f+4
m  |  16
i13~14
-9
+2
9
12
2.55
r27
  • Transition to r27 HMS with 3
  • Transition can be delayed 2f
d/f+1+2
m  |  18
i20~21
-9
-2
12
16
r31
46
Revolution Zwei
d/f+1+2,​3
m,​h  |  18,​23
i20~21,​i21~23
-3
+17a (+8a)
r31
S!
1.hit (7fd)
16f
13f (7fd)
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f

d

Crouch Jab
d+1
s  |  5
i10
-5
+6
1.55
r24 FC
cs4~
  • Alternate input d/b+1
  • Transition to r24 with f
  • Transition input can be delayed 16f
47
Gut Polisher
d+2
m  |  17
i18~19
-6
+8
6
18
2.39
r26
48
Sliver Low
d+3
L  |  17
i16
-17
-3
14
12
2.39
r33 FC
cs6~
  • Transition to r31 HMS with 4
  • Transition input can be delayed 10f
  • Transition can be delayed 8f
Shin Kick
d+4
l  |  7
i12
-13
-14
-2
18
18
2.50
r32
49
Shin to Head Kick
d+4,​4
l,​h  |  7,​16
i12,​i23
-9
+2
+27a (+17a)
r28
1.CH (7fd)
11f
10f
  • Often notated d+4,n+4
  • Connects to 4 extensions
Shin Kick to Silver Cyclone
d+4,​4:3
l,​h!  |  7,​60
i12,​i60~61
+9a (+0a)
r39
cs25~45,js45~
  • Technically a cancel from d+4,4
    • 3 must be input on exactly the first frame of d+4,4 i.e., frame 13, or if d+4,4 is delayed, exactly one frame after 4
  • Cancel to r53 HMS with 3+4 on frames ,2~37
d+4,​d+4
l,​l  |  7,​8
i12,​i20
-15
-16
-4
r34
1.CH (10fd)
13f
12f
  • Often notated D+4,4
d+4,​d+4,​4
l,​l,​l  |  7,​8,​5
i12,​i20
-15
-16
-4
r34
2.CH
10f
11f
  • Often notated D+4,4,4
55
Laser Edge Kick Combo
d+4,​d+4,​4,​4
l,​l,​l,​m  |  7,​8,​5,​21
i12,​i24~25
-20
+11a (+2a)
r38
3.CH (6fd)
14f
  • Often notated D+4,4,4,4
  • Transition to r30 HMS with 3
  • Transition input can be delayed 2f
56
Silver Cyclone
d+3+4
h!  |  60
i60~61
+9a (+0a)
r39
cs25~45,js45~
Cancel to r53 HMS with 3+4 on frames ,2~37

d/b

Crouch Straight
d/b+2
s  |  8
i11
-4
+7
5
9
1.80
r23 FC
cs4~
57
Bump Kick
d/b+3
L  |  15
i20~21
-12
+2
26
12
2.55
r30
F!
Spike
Crouch Shin Kick
d/b+4
l  |  7
i12
-13
-2
18
17
2.30
r32 FC
cs4~
58
Death Touch
d/b+1+2
m!,​m!  |  20,​30
i76 i90
+20a
r31
Cancel to r74 with u,u on frames 2~50
59
Grass Snake
d/b+3+4
L  |  17
i23~25
-13
+4
29
15
2.75
r29

b

b+1
h  |  8
i15
+0
+6
7
12
2.61
r19
If 1 is pressed on frames 12~14, adds 4 more damage and improves hitbox (~0.04 more range and better tracking)
b+1,​1
h,​m  |  8,​6
i15,​i20
-5
+6
3.65
r24
1.hit
  • Cancel to r24 MS with f~n on frames 1~15
  • Transition to r20 HMS with 3+4
  • Transition input can be delayed 11 frames
Triple Tooth
b+1,​1,​2
h,​m,​h  |  8,​6,​15
i15,​i20
-11
+1
4.86
r34
1.hit
b+1:1
h,​m  |  12,​6
i15,​i20
-5
+6
3.65
r24
1.hit
  • Cancel to r24 MS with f~n on frames 1~15
  • Transition to r20 HMS with 3+4
  • Transition input can be delayed 11 frames
60
Triple Fang
b+1:1,​2
h,​m,​h  |  12,​6,​23
i15,​i20
-6
+39d (-19d)
4.86
r34
1.hit
63
Rear Cross Punch
b+2
h  |  13
i14
-5
+1
2.55
r24
  • Transition to r20 MS with f~n
  • Transition input can be delayed 5f
b+2,​4
h,​h  |  13,​12
i14,​i14~15
-8
-6
+19a (+9a)
r35
1.hit (8fd)
13f
5f
  • Transition to r37 HMS with 3+4
  • Transition input can be delayed 24f
65
Super High Combination
b+2,​4,​3
h,​h,​h  |  13,​12,​21
i14,​i27~28
-3
+22a (+13a)
r27
,js13~
S!
2.CH
5f
b+3
L  |  9
i15
-14
-3
r33
66
Stinging Rush
b+3,​3
L,​h  |  9,​15
,​i19
-12
-3
r33
1.CH
  • Transition to r28 MS with f~n
  • Transition input can be delayed 5f
68
Silver Heel
b+4
m  |  20
i20~22
-3
+7c
2.66
r20
F!
  • Spike
  • Hit vs crouch +18d
  • Transition to r19 HMS with 3
  • Transition adds tracking if input mid startup
101
b+1+2
  | 
+7b
r42
ps2~10
Parries high and mid punches
Mist Illusion Kick
b+1+2,​p,​4
m  |  30
i12~14
+23a (+14a)
r21
69
Mist Flash
b+3+4
m  |  20
i20
-15
+6a (-3a)
2.85
r38
pc8~19
W!

u/b

70
Wheel of Fate
u/b+3
M  |  20
i18~22
-13
+20a (+13a)
2.20
r28

u

Hook
u+2
h  |  17
i15~16
-12
+9~+10g
r30
  • Alternate input:
    • u/b+2
    • u/f+2
71
Fake
u+3
  | 
r44
js9~28
  • Transition to r35 FC with D
  • Transition to r44 HMS with 3+4
u+4
m  |  15
i15~17
-13
+19a (+9a)
1.70
r29
js9~

u/f

u/f+3
m  |  12
i25~26
-9
+2
3.09
r27
js12~
72
Brilliant Rosé
u/f+3,​1
m,​m  |  12,​18
i25~26,​i21~22
-12
+3
4.27
r30 FC
F!
1.hit
73
Double Mazurek
u/f+3,​4
m,​h  |  12,​23
i25~26,​i25~27
-3
3.93
r26
S!
74
Silver Arrow
u/f+4
m  |  13
i15~16
-13
2.21
r30
js9~
75
Silver Bullet
u/f+3+4
h  |  27
i22~24
+5
r35
js9~
  • Transition to r32 HMS with 3+4
  • Transition input can be delayed 3f
Delayed Hopkick
u/f,​n,​4
m  |  25
i23~25
-11
r27
js9~

Motion input

76
Pulse Blast
f,​F+3
m  |  26
i14~15
-11
+10a (+1a)
3.10
r35
Can't be buffered
77
Deadly Edge
f,​F+4
h  |  22
i16~17
-5
2.41
r23
cs5~15
Can't be buffered
79
Lee Cutter
b,​B+4
h  |  23
i19~21
+2
2.67
r26
S!
  • Homing
  • Transition to r23 HMS with 3
  • Can't be buffered
78
Blazing Kick
d,​D/B+4
M  |  24
i22~24
-17
3.23
r38
Can't be buffered
f,​f,​F+3
m  |  14
i14~15
-9
+17a (+7a)
2.49
r33
js9~
  • Alternate input wr3
  • Can't be buffered
81
Waxing Crescent
f,​f,​F+3,​4
m,​m  |  14,​26
i14~15,​i20~22
+3
+24d (-11d)
4.27
r29
,js1~
F!
Yes
  • Alternate input wr3,4
  • Transition to r26 HMS with 3
80
Back Handspring to Hitman
u/b,​b
  | 
r66 HMS

Throw

104
Knee Drive
f,​F+3+4
t  |  30
i12
-4
1.96
r27
Throw break 1+2

SS

95
Lee Screw Right
SSL.3+4
h  |  25
i17~20
-2
+19a (+10a)
r28
S!
  • Transition to r31 HMS with 3
94
Lee Screw Left
SSR.3+4
m  |  28
i20~23
-9
r34
S!
  • Transition to r37 HMS with 4

WS

ws1
m  |  13
i13~14
-2
+7
1.98
r20
82
Wonderful Combo
ws1,​4
m,​h  |  13,​17
i13~14,​i20
-5
+4
3.17
r28
1.hit
  • Transition to r28 HMS with 3
ws2
m  |  12
i14~16
-8
+3
2.33
r25
83
Rocket Heel
ws2,​3
m,​m  |  12,​24
i14~16,​i20~21
-13
3.78
r33
1.hit
84
Twister Heel
ws2,​4
m,​h  |  12,​23
i14~16,​i27~28
-6
+18g
3.71
r24
S!
1.hit
ws3
M  |  16
i10~12
-21
-10
2.20
r38
Tsunami Kicks
ws3,​3
M,​m  |  16,​11
i10,​i15~16
-15
-4c
2.65
r33
Yes
  • Transition to r33 HMS with 4
  • Transition input can be delayed 2f
ws3,​3,​d/f+3
M,​m,​m  |  16,​11,​10
i10,​i26
-19
-8
r38
2.CH
86
Infinite Kicks Mid Chain
ws3,​3,​d/f+3,​3
M,​m,​m,​h  |  16,​11,​10,​10
i10,​i24
-16
-5
r35
3.hit
  • Connect to INF
  • Hit vs BT +3a
ws3,​3,​d+3
M,​m,​l  |  16,​11,​8
i10,​i26
-19
-8
r38
2.CH
ws3,​3,​d+3,​3
M,​m,​l,​m  |  16,​11,​8,​10
i10,​i24
-19
-8
r38
3.hit
85
Infinite Kicks Low Chain
ws3,​3,​d+3,​3,​3
M,​m,​l,​m,​h  |  16,​11,​8,​10,​10
i10,​i24
-16
-5
r35
4.CH
  • Connect to INF
  • Hit vs BT +3a
INF.3
m  |  10
,​i24
-19
-8
r38
Infinite Kicks Mid Variation
INF.3,​3
m,​h  |  10,​10
,​i24
-16
-5
r35
1.hit
  • Connect to INF
  • Hit vs BT +3a
INF.d+3
l  |  10
,​i24
-19
-8
r38
INF.d+3,​3
l,​m  |  10,​10
,​i24
-19
-8
r38
1.hit
87
Infinite Kicks Low Variation
INF.d+3,​3,​3
l,​m,​h  |  10,​10,​10
,​i24
-16
-5
r35
2.CH
  • Connect to INF
  • Hit vs BT +3a
INF.u+3
m  |  15
,​i19
-19
+1a
r39
INF.u+3,​3
m,​m  |  15,​10
,​i26
-19
-8
r38
88
Infinite Kicks Axe Variation
INF.u+3,​3,​3
m,​m,​h  |  15,​10,​10
,​i24
-16
-5
r35
2.hit
  • Connect to INF
  • Hit vs BT +3a
Toe Smash
ws4
m  |  16
i11~12
-6
+5
2.22
r24
  • Transition to r27 HMS with 3
  • Transition input can be delayed 2f

FC

FC.d+1
s  |  5
i10
-5
+6
1.57
r24 FC
cs1~
  • Alternate input
    • FC d/b+1
    • FC d/f+1
  • Transition to r24 with f
  • Transition input can be delayed 16f
FC.d+2
s  |  8
i11
-4
+7
1.77
r23 FC
cs1~
  • Alternate input
    • FC d/b+2
    • FC d/f+2
FC.d+3
l  |  12
i13
-17
-3
r33 FC
cs1~
Alternate input FC d/b+3
FC.d/f+3
L  |  12
i16
-17
-3
r33 FC
cs1~
FC.d+4
l  |  10
i12
-15
-4
r34 FC
cs1~
Alternate input FC d/b+4
89
Silver Tail
FC.d/f+4
L  |  17
i16~17
-14
-3c
2.76
r32 FC
Transition to r30 HMS with 3
93
Sliding
FC.d/f,​d,​D/F+3
L  |  22
i16~20
-23
3.54
r39 FU
cs1~15
Can't be buffered
FC.u/b+4
m  |  15
i18~28
-17
-6
r26 FC
js9~
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f
FC.u+4
m  |  22
i18~28
-17
r26 FC
js9~
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f
90
Catapult Flip
FC.u/f+4
m  |  25
i18~28
-17
r26 FC
js9~
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f
FC.U/B+4
m  |  25
i14~17
-31
-20
r47
js9~
Transition to r34 FC with D
FC.U+4
m  |  28
i14~17
-31
+0a (-10a)
r47
js9~
Transition to r34 FC with D
91
Catapult Assault
FC.U/F+4
m  |  30
i14~17
-31
+0a (-10a)
r47
js9~
Transition to r34 FC with D
92
Catapult Drop
FC.u/f+3+4
m,​M  |  30,​20
i46~49,​i56~58
-4
+17a (+7a)
r31 FU
js9~45
  • Alternate input
    • FC u+3+4
    • FC u/b+3+4

HMS

23
Hitman (HMS)
3+4
  | 
r10 HMS
Hitman Sidestep
HMS.u~n
  | 
r29 HMS
  • Alternate input HMS d~n
  • Can cancel to any HMS attack
39
Hitman to Mist Step
HMS.f~n
  | 
r22 MS
Hitman Cancel
HMS.D
  | 
r1 FC
  • Alternate input
    • HMS D/B
    • HMS D/F
Hitman Guard
HMS.b
  | 
r1
Can only be done in "full" Hitman, with Lee's left hand performing the "come on" gesture
24
Freaker Jab
HMS.1
h  |  10
i12
+0
+7
2.28
r21 HMS
  • Cancel to HMS 3 with 3
  • Cancel to r19 MS with f~n
HMS.1,​1
h,​h  |  10,​10
i12,​i10
-1
+7
r22 HMS
Yes
6f
  • Cancel to r22 MS with f~n
HMS.1,​1,​1
h,​h,​h  |  10,​10,​10
i12,​i10
-1
+7
r22 HMS
Yes
8f
  • Cancel to r24 MS with f~n
25
Freaker Jab Rush
HMS.1,​1,​1,​1
h,​h,​h,​h  |  10,​10,​10,​10
i12,​i10
-1
+7
r22 HMS
Yes
8f
  • Cancel to r24 MS with f~n
26
Excellent Combo
HMS.1,​4
h,​m  |  10,​17
i12,​i15
-8
+2
r32
1.hit
Yes
10f
9f
  • Transition to r32 HMS with 3
  • Transition input can be delayed 1f
27
Scatter Blow
HMS.2
m  |  23
i19~20
-13
2.47
r33
28
Scatter Kick
HMS.3
h,​t  |  21,​20
i17~19
-4
+0d
2.58
r30
pc8~16
S!
  • Homing
  • Hit vs BT +21a
  • Hit without throw +7a (max range or from side)
29
Shin Slicer
HMS.4
L  |  20
i24~26
-26
2.64
r29 FC
cs6~
30
Poison Touch
HMS.1+2
m,​m  |  10,​15
i15~16,​i26~27
-7
+6
2.38
r25
Yes
31
Silver Slash
HMS.u/f+3
m  |  24
i20~22
-9
+12a (+3a)
2.80
r30
js9~
W!
  • Transition to r30 FC with D
32
Silver Circle
HMS.u/f+4
M  |  20
i25~29
-8c
3.69
r32
js16~

MS

39
Mist Step
f~n
  | 
r1 MS
  • MS lasts 22 frames
  • MS is in crouching state on frames 6~19
  • Can't be buffered
MS.3
m  |  10
i15~16
-12
-1
2.25
r30
js9~
40
Inverted Axle
MS.3,​4
m,​m  |  10,​10
i15~16,​i15~16
-13
3.44
r31
,js1~
Combo from 1.hit
41
Lee Sliding
MS.3+4
L  |  17
i29~33
-35
+10a
3.98
r47 FU
js6~23
Can't buffer moves during recovery
42
Sway
MS.b,​n
  | 
r1 Sway
  • Sway lasts 29 frames
  • Can only be done when MS is in crouching state
  • Gives access to ws moves for 4 frames
43
Spinning Axe Kick
Sway.4
L  |  18
i21~22
-13
+3
3.40
r31
cs1~

10 String

10 Hit Combo (2)
d/f+1,​2
m,​h  |  10,​5
i13~14,​i20
-10
+1
2.97
r29
1.hit
1f
10 Hit Combo (3)
d/f+1,​2,​2
m,​h,​h  |  10,​5,​6
i13~14,​i22
-18
-7
3.84
r37
1.hit
  • Hit vs BT +13a (+3a)
10 Hit Combo (4)
d/f+1,​2,​2,​1
m,​h,​h,​h  |  10,​5,​6,​5
i13~14,​i13
-10
+1
4.50
r29
3.CH
On block
  • Can't buffer attacks during recovery
10 Hit Combo (5)
d/f+1,​2,​2,​1,​3
m,​h,​h,​h,​h  |  10,​5,​6,​5,​7
i13~14,​i22~23
-25
-14
5.15
r44
4.hit
1f
10 Hit Combo (6)
d/f+1,​2,​2,​1,​3,​3
m,​h,​h,​h,​h,​L  |  10,​5,​6,​5,​7,​6
,​i24
-25
-14
5.90
r44
5th hit
10 Hit Combo (7)
d/f+1,​2,​2,​1,​3,​3,​3
m,​h,​h,​h,​h,​L,​h  |  10,​5,​6,​5,​7,​6,​7
,​i21
-25
-14
6.32
r44
10 Hit Combo (8)
d/f+1,​2,​2,​1,​3,​3,​3,​4
m,​h,​h,​h,​h,​L,​h,​h  |  10,​5,​6,​5,​7,​6,​7,​7
,​i20
-17
-6
6.81
r36
7th hit
10 Hit Combo (9)
d/f+1,​2,​2,​1,​3,​3,​3,​4,​3
m,​h,​h,​h,​h,​L,​h,​h,​h  |  10,​5,​6,​5,​7,​6,​7,​7,​10
,​i18
-25
-5
7.55
r44
Yes
96
10 Hit Combo
d/f+1,​2,​2,​1,​3,​3,​3,​4,​3,​4
m,​h,​h,​h,​h,​L,​h,​h,​h,​m  |  10,​5,​6,​5,​7,​6,​7,​7,​10,​25
i13~14,​i32~34
-20
+12a (+2a)
7.91
r37
,js24~
9th hit