User:RogerDodger/sandbox: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
Line 1,117: Line 1,117:
* No Tech Crouch Status.
* No Tech Crouch Status.
* Cost 8f.
* Cost 8f.
* Connect to DR (3 or 4 Hold +d).
* Connect to RWV. (3 or 4 Hold +d).
* Connect to DK (3 or 4 Hold +f).
* Connect to DK (3 or 4 Hold +f).
* Connect to SW (3 or 4 Hold +b).}}
* Connect to SW (3 or 4 Hold +b).}}
}}
}}
{{MoveData
{{MoveData
|id=Steve-DL1
|id=Steve-LWV.1
|name=Left Body
|name=Left Body
|input=DL1
|input=LWV.1
|damage=14
|damage=14
|target=m
|target=m
Line 1,133: Line 1,133:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DL1,1
|id=Steve-LWV.1,1
|name=Double Stinger
|name=Double Stinger
|input=,1
|input=,1
|inputLead=DL1
|inputLead=LWV.1
|damage=,22
|damage=,22
|damageLead=14
|damageLead=14
Line 1,153: Line 1,153:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DL1,B
|id=Steve-LWV.1,B
|name=Left Body to FLC
|name=Left Body to FLC
|input=,B
|input=,B
|inputLead=DL1
|inputLead=LWV.1
|damageLead=14
|damageLead=14
|target=,sp
|target=,sp
Line 1,167: Line 1,167:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DL1,f+1
|id=Steve-LWV.1,f+1
|input=,f+1
|input=,f+1
|inputLead=DL1
|inputLead=LWV.1
|damage=,9
|damage=,9
|damageLead=14
|damageLead=14
Line 1,185: Line 1,185:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DL1,f+1,1
|id=Steve-LWV.1,f+1,1
|name=Centurion Rush
|name=Centurion Rush
|input=,1
|input=,1
|inputLead=DL1,f+1
|inputLead=LWV.1,f+1
|damage=,8
|damage=,8
|damageLead=14,9
|damageLead=14,9
Line 1,202: Line 1,202:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DL1,f+1,1,B
|id=Steve-LWV.1,f+1,1,B
|name=Centurion Rush to FLC
|name=Centurion Rush to FLC
|input=,B
|input=,B
|inputLead=DL1,f+1,1
|inputLead=LWV.1,f+1,1
|damageLead=14,9,8
|damageLead=14,9,8
|target=,sp
|target=,sp
Line 1,217: Line 1,217:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DL2
|id=Steve-LWV.2
|name=Right Shoulder Rush
|name=Right Shoulder Rush
|input=DL2
|input=LWV.2
|damage=13
|damage=13
|target=m
|target=m
Line 1,228: Line 1,228:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DL2,F
|id=Steve-LWV.2,F
|name=Right Shoulder Rush to PKB
|name=Right Shoulder Rush to PKB
|input=,F
|input=,F
|inputLead=DL2
|inputLead=LWV.2
|damageLead=13
|damageLead=13
|target=,sp
|target=,sp
Line 1,242: Line 1,242:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DL2,1
|id=Steve-LWV.2,1
|name=Right Shoulder Rush to Billy Club
|name=Right Shoulder Rush to Billy Club
|input=,1
|input=,1
|inputLead=DL2
|inputLead=LWV.2
|damage=,21
|damage=,21
|damageLead=13
|damageLead=13
Line 1,262: Line 1,262:
* Forced to crouching upon NH..}}
* Forced to crouching upon NH..}}
}}
}}
== RWV ==
{{MoveData
{{MoveData
|id=Steve-4
|id=Steve-4
Line 1,274: Line 1,277:
* No Tech Crouch Status.
* No Tech Crouch Status.
* Cost 8f.
* Cost 8f.
* Connect to DL (3 or 4 Hold +u).
* Connect to LWV. (3 or 4 Hold +u).
* Connect to DK (3 or 4 Hold +f).
* Connect to DK (3 or 4 Hold +f).
* Connect to SW (3 or 4 Hold +b).}}
* Connect to SW (3 or 4 Hold +b).}}
}}
}}
{{MoveData
{{MoveData
|id=Steve-DR1
|id=Steve-RWV.1
|name=Left Shoulder Rush
|name=Left Shoulder Rush
|input=DR1
|input=RWV.1
|damage=13
|damage=13
|target=m
|target=m
Line 1,290: Line 1,293:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DR1,F
|id=Steve-RWV.1,F
|name=Left Shoulder Rush to PKB
|name=Left Shoulder Rush to PKB
|input=,F
|input=,F
|inputLead=DR1
|inputLead=RWV.1
|damageLead=13
|damageLead=13
|target=,sp
|target=,sp
Line 1,304: Line 1,307:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DR1,2
|id=Steve-RWV.1,2
|name=Left Shoulder Rush to Uppercut
|name=Left Shoulder Rush to Uppercut
|input=,2
|input=,2
|inputLead=DR1
|inputLead=RWV.1
|damage=,15
|damage=,15
|damageLead=13
|damageLead=13
Line 1,323: Line 1,326:
}}
}}
{{MoveData
{{MoveData
|id=Steve-DR2
|id=Steve-RWV.2
|name=Gut Drill
|name=Gut Drill
|input=DR2
|input=RWV.2
|damage=22
|damage=22
|target=m
|target=m
Line 1,348: Line 1,351:
* Enable input df, during FC.
* Enable input df, during FC.
* Cost 6f.
* Cost 6f.
* Connect to DL (3 or 4 Hold +u).
* Connect to LWV. (3 or 4 Hold +u).
* Connect to DR (3 or 4 Hold +d).
* Connect to RWV. (3 or 4 Hold +d).
* Connect to SW (3 or 4 Hold +b).}}
* Connect to SW (3 or 4 Hold +b).}}
}}
}}
Line 1,556: Line 1,559:
|ch=KDN*
|ch=KDN*
|notes={{Plainlist|
|notes={{Plainlist|
* Input 3 connect to DL.
* Input 3 connect to LWV..
* Input 4 connect to DR.
* Input 4 connect to RWV..
* Input b3 or b4 connect to SW.}}
* Input b3 or b4 connect to SW.}}
}}
}}
Line 1,610: Line 1,613:
* <span class="icon cs">TC</span>
* <span class="icon cs">TC</span>
* Cost 31f.
* Cost 31f.
* Connect to DL (3 or 4 Hold +u).
* Connect to LWV. (3 or 4 Hold +u).
* Connect to DR (3 or 4 Hold +d).
* Connect to RWV. (3 or 4 Hold +d).
* Connect to SW (3 or 4 Hold +b).}}
* Connect to SW (3 or 4 Hold +b).}}
}}
}}
Line 1,672: Line 1,675:
|notes={{Plainlist|
|notes={{Plainlist|
* {{Tailspin}}
* {{Tailspin}}
* Input 3 connect to DL.
* Input 3 connect to LWV..
* Input 4 connect to DR.
* Input 4 connect to RWV..
* Input b3 or b4 connect to SW.}}
* Input b3 or b4 connect to SW.}}
}}
}}
Line 1,726: Line 1,729:
* Enable from input db3 or db4 or FC.
* Enable from input db3 or db4 or FC.
* Cost 10f.
* Cost 10f.
* Connect to DL (3 or 4 Hold +u).
* Connect to LWV. (3 or 4 Hold +u).
* Connect to DR (3 or 4 Hold +d).
* Connect to RWV. (3 or 4 Hold +d).
* Connect to DK (3 or 4 Hold +f).}}
* Connect to DK (3 or 4 Hold +f).}}
}}
}}

Revision as of 03:39, 10 August 2022

n

Name
Alt

Input

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

1

h
7
4
8
+1
+8
i10
t27 r17
Double Jab

1,1

h,​h
7,​7
-3
+3
i10
,i15
t47 r22
  • Jail from 1st block with 3f delay
  • Combo from 1st hit with 4f delay
  • Move can be delayed 4f
  • Transition to -2 +4 r21 DCK with f+3
  • Transition to -6 +0 r25 LWV with 3
  • Transition to -6 +0 r25 RWV with 4
  • Transition to -6 +0 r25 SWY with b+3
Lightning Combo

1,​1,2

h,​h,​h
7,​7,​15
-7
+4
i10
,i13~14
r25
  • Jail from 2nd attack with 4f delay
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Transition to -3 +8 r21 DCK with f+3
  • Transition to -5 +6 r23 LWV with 3
  • Transition to -5 +6 r23 RWV with 4
  • Transition to -5 +6 r23 SWY with b+3
  • Transitions can be delayed 5f
Body Blow

1,​1,d+1

h,​h,​m
7,​7,​15
-6
+0
+5
i10
,i25
r25
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Transition to +0 +6 +11 r19 FLK with B
Body Blow

1,d+1

h,​m
7,​15
-6
+0
+5
i10
,i25
r25
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Transition to +0 +6 +11 r19 FLK with B
One Two

1,2

h,​h
7,​10
-2
+6
i10
,i10
t41 r21
  • Jail from 1st attack
  • Transition to -2 +6 r21 DCK with f+3
  • Transition to -4 +4 r23 LWV with 3
  • Transition to -4 +4 r23 RWV with 4
  • Transition to -4 +4 r23 SWY with b+3
  • Transitions can be delayed 5f
One Two Three

1,​2,1

h,​h,​h
7,​10,​15
-3
+3
i10
,i14
r22
  • Jail from 1st attack
  • Combo from 1st CH
  • Combo from 2nd CH
  • Transition to -1 +5 r20 FLK with B
  • Transition to -2 +4 r21 PAB with F
  • Transition to -2 +4 r21 DCK with f+3
  • Transition to -6 +0 r25 LWV with 3
  • Transition to -6 +0 r25 RWV with 4
  • Transition to -6 +0 r25 SWY with b+3
  • Transition inputs can be delayed 2f
British Edge Combo

1,​2,​1,2

h,​h,​h,​m
7,​10,​15,​15
-10
+16a (+7)
i10
,i18~19
r28
  • Combo from 3rd CH
  • Input can be delayed 2f
  • Transition to -4 r22 DCK with f+3
  • Transition to -6 r24 LWV with 3
  • Transition to -6 r24 RWV with 4
  • Transition to -6 r24 SWY with b+3
  • Transitions can be delayed 2f
  • Transition inputs can be delayed 3f
British Edge Combo 2

1,​2,​1,d+2

h,​h,​h,​L
7,​10,​15,​19
-12
+1c
+14a
i10
,i26~27
,cs10~
r30
  • Input can be delayed 3f
  • Transition to r30 FC with D
Right Straight

2

h
12
-1
+5
i12
t32 r20
Straight Hook

2,1

h,​h
12,​14
-5
+6g
+6
i12
,i19
r24
  • Jail from 1st attack
  • Transition to +2 +13g +13 r17 PAB with F
  • Transition to +3 +14g +14 r16 FLK with B
  • Transition inputs can be delayed 2f
Vanguard Rush

2,​1,2

h,​h,​m
12,​14,​22
-11
+13a (+4)
i12
,i25
r32
  • Combo from 2nd CH with 5f delay
  • Input can be delayed 11f
  • Move can be delayed 10f
  • Interrupt with i6 from 2nd block

f

Ducking Body Blow

f+2

m
11
-6
+5
i21~22
r24
No crouching state
Ducking Body Blow to Left Hook

f+2,1

m,​h
11,​12
-5
-1
i21~22
,i15
r21
  • Combo from 1st hit with 6f delay
  • Move can be delayed 15f
  • Transition to +0 +4 r16 PAB with F
  • Transition to +1 +5 r15 FLK with B
[[#Steve-f+2,[1~2]]]
Ducking Psyche-out Body

f+2,[1~2]

m,​m
11,​20
-10
i21~22
,i31
r29

f+1+2

m,​h
10,​12
-14
-3
i15~16 i23~25
r31
Jail from 1st attack
Shotgun Combination

f+1+2,2

m,​h,​m
10,​12,​20
-13
+3a
i15~16
,i18~19
r36
Combo from 1st hit

df

Left Uppercut

df+1

m
12
-2
+5
i13~14
r19
  • Transition to -5 +2 r22 DCK with f+3
  • Transition to -7 +0 r24 LWV with 3
  • Transition to -7 +0 r24 RWV with 4
  • Transition to -7 +0 r24 SWY with b+3
Uppercut Cross Combo

df+1,2

m,​h
12,​13
-6
+3
+5
i13
,i19
t57 r25
  • Combo from 1st hit
  • Cancel to -14 -7 r32 DCK with f+3
  • Cancel to -16 -9 r34 LWV with 3
  • Cancel to -16 -9 r34 RWV with 4
  • Cancel to -16 -9 r34 SWY with b+3
  • Starts on frame 14, causing first hit to only have 1 active frame
[[#Steve-df+1,[2~1]]]
Uppercut Psyche-out Hook

df+1,[2~1]

m,​h
12,​20
-2
+2
i13
,i30~31
r17
Transition to +0 +4 r15 FLK with B
[[#Steve-df+1,[2~2]]]
Uppercut Psyche-out Body

df+1,[2~2]

m,​m
12,​20
-10
i13
,i37
r29
[[#Steve-df+1,[2~f+1+2]]]
Uppercut Psyche-out Left Right Combo

df+1,[2~f+1+2]

m,​h,​h
12,​8,​12
-3
+0
+3
i13
,i34 i44
r22
  • Jail from 2nd attack
  • CH frames are for 3rd hit
  • Transition to -2 +1 +4 r21 DCK with f+3
  • Transition to -4 -1 +2 r23 LWV with 3
  • Transition to -4 -1 +2 r23 RWV with 4
  • Transition to -4 -1 +2 r23 SWY with b+3
Crescent Hook

df+2

m
18
-11
+6
i16~17
t47 r30
  • Transition to -2 +15g +43d (+35) r21 DCK with f+3
  • Transition to -7 +10 r26 LWV with 3
  • Transition to -7 +10 r26 RWV with 4
  • Transition to -7 +10 r26 SWY with b+3
  • Fastest df+2,f+3~db is 41 total
  • Fastest df+2,f+3~db,b is 42 total
Sonic Fang

df+1+2

m,​m
14,​21
-12
+18a (+11)
i14 i24~25
r31
1st hit -23 on block

d

Knee Blaster

d+1

l
12
-13
-2
i16
cs6~
t48 r32 FC

d+2

l
11
-18
-5
i17
cs6~
r37

d+2,1

l,​m
11,​8
-11
-5
+0
i17
,i14~15
r29
  • Combo from 1st CH with 13f delay
  • Move can be delayed 13f
  • Transition to -4 +2 +7 r22 DCK with f+3
  • Transition to -6 +0 +5 r24 LWV with 3
  • Transition to -6 +0 +5 r24 RWV with 4
  • Transition to -6 +0 +5 r24 SWY with b+3
  • Often written D+2,1
Wildman Combo 1

d+2,​1,2

l,​m,​h
11,​8,​17
-2
+27a (+18)
i17
,i24~25
r22
  • Combo from 2nd CH with 5f delay
  • Input can be delayed 12f
  • Move can be delayed 11f
  • Interrupt from 2nd block with i6

d+2,n+1

m
15
-4
+7
i29~30
r22
  • Transition to -4 +7 r22 DCK with f+3
  • Transition to -6 +5 r24 LWV with 3
  • Transition to -6 +5 r24 RWV with 4
  • Transition to -6 +5 r24 SWY with b+3
  • Often written [d+2~n+1]
Scorpion's Claw

d+2,​n+1,2

m,​m
15,​20
-13
+3c
i29~30
,i13~14
r35
  • Jail from 1st block with 5f delay
  • Combo from 1st hit with 10f delay
  • Move can be delayed 10f
Wildman Combo 2

d+2,​n+1,f+2

m,​h
15,​17
-2
+27a (+18)
i29~30
,i24~25
r22
  • Combo from 1st CH with 5f delay
  • Input can be delayed 12f
  • Move can be delayed 11f
  • Interrupt from 1st block with i6

db

Crouch Jab

db+1

s
5
-5
+6
i10
cs4~
r24 FC
Transition to r24 with F
Knee Clipper

db+2

L
21
-12
+1c
i26~27
cs6~
r30
  • Alternate input hFC.db+2
  • Transition to r30 FC with D

db+3

L
10
1.75
-15
+1
i16
r34
Foot Stomp Right Hook

db+3,2

L,​h
10,​16
-7
i16
,i15~16
r31
Jail from 1st attack
Stun Gun

db+1+2

m
21
-18
+24
i36~37
pc8~35
r38

b

Quick Hook

b+1

h
17
-14
+2
i13~14
t43 r29
  • Recovery 5f faster on hit or CH
  • Transition to -1 +10 +69a r16 FLK with B
  • Hitstop 5f on CH
  • Fastest b+1,B~db is 33 total
  • Fastest b+1,B~db,b is 34 total
Quick Hook & Straight

b+1,2

h,​h
17,​9
-5
+19g
i13~14
,i18~19
r23
Tailspin
  • Combo from 1st hit with 8f delay
  • Move can be delayed 8f
  • Transition to r23 PAB with F
Frigate

b+1,d+2

h,​L
17,​10
-11
+0
i13~14
,i27~28
,cs13~
r29
  • Combo from 1st hit without delay
  • Move can be delayed 9f
  • Transition to -9 +2 r27 PAB with F
  • Starts on frame 14 without delay, causing first hit to only have 1 active frame
Frigate Combo

b+1,​d+2,1

h,​L,​m
17,​10,​20
-9
+35a (+20)
i13~14
,i25~27
r28
Combo from 2nd CH
Body Bomb

b+2

m
15
-14
i17~18
r32

u

Hook

ub+2

h
17
-12
+9g
i15~16
r30
Jumping Knuckle

u+1

m
12
-12
-1
i18
js9~
r31
Spike
  • Alternate input ub+1 (jumps back)
Over the Top

uf+1

m
18
-6
+5
i19~21
js9~
t44 r23
Spike
  • Alternate input PKB.u+1
Burst Hammer

uf+2

m
20
-14
i22~25
js9~
r31
Spike
  • Alternate input u+2 (jumps up)
Jump-in Foot Stomp

uf+3

L
20
-12
+9
i36~37
js9~
r30
Spike
  • Alternate input u+3 (jumps up)
Jump-in Foot Stomp Right Hook

uf+3,2

L,​h
20,​16
-7
,i15~16
r31
  • Alternate input u+3,2
  • Jail from 1st attack
Jumping Duck Kick

uf+4

m
20
-14
i23~24
js9~
r32
  • Alternate input u+4 (jumps up)

Motion input

Rocket Launcher

d,df,f+1

m
21
-10
+16a (+7)
i16
r29
  • Transition to -3 r22 FLK with B
  • Transition input can be delayed 5f
  • Fastest d,df,f+1,B~db is 38 total
  • Fastest d,df,f+1,B~db,b is 39 total
Low Cross Blaster

d,df,f+2

L
18
-18
+2c
i19
cs10~
r36
  • Transition to r36 PAB with F
Hellfire

d,db,b,f+2+3

m!
70
+12a (+1)
i66~69
r31
Beat Down

f,F+2

m
24
-13c
i14~17
r40
  • Can't be buffered
Eraser

f,f,F+2

m
30
+9g
+10a
i20~24
js9~
r36
  • Can't be buffered
  • Alternate input wr2

Crouch

Crouch Jab

hFC.1

m
5
-5
+6
i10
cs1~
r24 FC
Transition to r24 with F
Crouch Straight

hFC.2

s
8
-4
+7
i11
cs1~
r23 FC
Patella Smash to Peekaboo

FC.df+1

L
12
-12
+2
i15~16
cs1~
r29 PAB
Finishing Blow

FC.df+2

m
20
-15
i18~19
r35
  • Can evade many highs
  • No crouching state

WS

ws1

m
12
-3
+3
+8
i11~12
r21
Eagle Jab

ws1,1

m,​h
12,​7
-3
+3
i11~12
,i15
r22
  • Combo from 1st hit with 0f delay
  • Combo from 1st CH with 11f delay
  • Move can be delayed 11f
  • Transition to -2 +4 r21 DCK with f+3
  • Transition to -6 +0 r25 LWV with 3
  • Transition to -6 +0 r25 RWV with 4
  • Transition to -6 +0 r25 SWY with b+3
Wildman

ws1,2

m,​m
12,​20
-13
+3c
KDN
i11
,i13~14
r35
  • Combo from 1st hit with 2f delay
  • Combo from 1st CH with 12f delay
  • Input can be delayed 12f
  • Move can be delayed 11f
Right Uppercut

ws2

m
17
-7
+4a
i14~16
t40 r24
  • Transition to r22 DCK with f+3
  • Transition to r24 LWV with 3
  • Transition to r24 RWV with 4
  • Transition to r24 SWY with b+3

Others

Sliding Low Punch

(Long run).1

L
23
-12
+17a
i16
cs6~
r31
Cheapshot

OTG.d+1+2

L
16
-11
+2
i17
r30
Taunt

2+3+4

t118

(Back to wall).b,​b,​UB

m
21
+4c
i39~41
fs5~7 is8~13 js14~
r26
  • Can't be buffered
  • UB is held for 5 frames
  • Frame counts are from first frame of UB

LWV

Ducking Left

3

sp
-
,i##
t35 r35
  • No Tech Crouch Status.
  • Cost 8f.
  • Connect to RWV. (3 or 4 Hold +d).
  • Connect to DK (3 or 4 Hold +f).
  • Connect to SW (3 or 4 Hold +b).
Left Body

LWV.1

m
14
-10
+1
i15
r
Double Stinger

LWV.1,1

m,​m
14,​22
-13
KDN
KDN*
i15
,i##
r
  • Combo from 1st hit
  • Input can be delayed 10f
  • Combo can be delayed 6f
Left Body to FLC

LWV.1,B

m,​sp
14
-3
+8
i15
,i##
r

LWV.1,f+1

m,​m
14,​9
-3
+3
i15
,i##
r
  • Combo from 1st hit
  • Input can be delayed 10f
  • Combo can be delayed 10f
Centurion Rush

LWV.1,​f+1,1

m,​m,​h
14,​9,​8
+3
+7
KDN
i15
,i##
r
Combo from 2nd hit
Centurion Rush to FLC

LWV.1,​f+1,​1,B

m,​m,​h,​sp
14,​9,​8
+4
+8
KDN
i15
,i##
r
Right Shoulder Rush

LWV.2

m
13
-5
+4
i14
r
Right Shoulder Rush to PKB

LWV.2,F

m,​sp
13
-1
+8
i14
,i##
r
Right Shoulder Rush to Billy Club

LWV.2,1

m,​m
13,​21
-8
+4C
KDN
i14
,i##
r
  • Combo from 1st CH.
  • Input can be delayed 16f.
  • Combo can be delayed 11f from 1st CH.
  • Forced to crouching upon NH..

RWV

Ducking Right

4

sp
-
,i##
t35 r35
  • No Tech Crouch Status.
  • Cost 8f.
  • Connect to LWV. (3 or 4 Hold +u).
  • Connect to DK (3 or 4 Hold +f).
  • Connect to SW (3 or 4 Hold +b).
Left Shoulder Rush

RWV.1

m
13
-5
+4
i14
r
Left Shoulder Rush to PKB

RWV.1,F

m,​sp
13
-1
+8
i14
,i##
r
Left Shoulder Rush to Uppercut

RWV.1,2

m,​m
13,​15
-13
LNC
i14
,i##
r
  • Combo from 1st CH.
  • Input can be delayed 16f.
  • Combo can be delayed 12f from 1st CH.
Gut Drill

RWV.2

m
22
-13
KDN
i15
r
Wall Bounce
Ducking

f+3

sp
-
,i##
t35 r35
{{{1}}}
Ducking to Cancel

DKdb

sp
-
,i##
t1 r1
  • Returns to crouching.
  • Cost 16f from input f3 or f4db.
Fox Hunt

DK1

m
17
-7
KDN
LNC
i19
r
Crumble Stun 10f on NH.
Skyscraper

DK2

m
15
-14
LNC
i19
r

DK

m
5
-6
+0
i16
r
Alternate input DI1+2

DK1+2,1

m
  • 2
5,​3
-
+2
i16
,i##
r
Combo from 1st hit

DK1+2,​1,2

m*2
5,​3
  • 2
-
-3
i16
,i##
r
Combo from 1st hit

DK1+2,​1,​2,1

m*2
5,​3*2
-
+2
i16
,i##
r
Combo from 1st hit

DK1+2,​1,​2,​1,2

m*2
5,​3*2
-
-3
i16
,i##
r
Combo from 1st hit

DK1+2,​1,​2,​1,​2,1

m*2
5,​3*2
-
+2
i16
,i##
r
Combo from 1st hit

DK1+2,​1,​2,​1,​2,​1,2

m*2
5,​3*2
-
-3
i16
,i##
r
Combo from 1st hit

DK1+2,​1,​2,​1,​2,​1,​2,1

m*2
5,​3*2
-
+2
i16
,i##
r
Combo from 1st hit

DK1+2,​1,​2,​1,​2,​1,​2,​1,2

m*2
5,​3*2
-10
-4
i16
,i##
r
Combo from 1st hit
Gatling Gun

DK1+2,​1,​2,​1,​2,​1,​2,​1,​2,1

m*2
5,​3*2,​12
-12
LNC
i16
,i##
r
Combo from 1st hit
Punisher

DKf+2

m
51
-7
KDN
KDN*
i16
i15
t46 r31
Tailspin
  • When from combination, faster 2f.
Punisher to Stance

DKf+2

m,​sp
51
+1
KDN
KDN*
i16
,i##
r
  • Input 3 connect to LWV..
  • Input 4 connect to RWV..
  • Input b3 or b4 connect to SW.
Punisher to DK

DKf+2,f+3

m,​sp
51
+3
KDN
KDN*
i16
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
Punisher to DK Cancel

DKf+2,f+3

m,​sp
51
+0
KDN
KDN*
i16
,i##
t39 r39
  • Alternate input f+4,db
  • Returns to crouching.
Ducking In

f+3

sp
-
,i##
t60 r60
{{{1}}}
Ducking In to Crouch

DIdb

-
,i##
t51 r51
Power Fox Hunt

DI1

m
21
-7
LNC
i19
r
Power Skyscraper

DI2

m
21
-14
LNC
i19
r
Power Punisher

DIf+2

h
28
+5
KDN
i15
r
Tailspin
Power Punisher to Stance

DIf+2

h,​sp
28
+13
KDN
i15
,i##
r
Tailspin
  • Input 3 connect to LWV..
  • Input 4 connect to RWV..
  • Input b3 or b4 connect to SW.
Power Punisher to DK

DIf+2,f+3

h,​sp
28
+15
KDN
i15
,i##
r
  • Alternate input f+4
Tailspin
  • When connect to Punisher(DK f2), faster 2f.
Power Punisher to DK Cancel

DIf+2,f+3

h,​sp
28
+12
KDN
i15
,i##
r
  • Alternate input f+4,db
Tailspin
  • Returns to crouching.
Swaying

b+3

sp
-
,i##
t35 r35
{{{1}}}
Billy Club

SW中1

m
26
-1C
+6C
KDN
i16
r
  • Forced to crouching upon block or NH.
  • Meaty 1f.
Snake Charmer

SW中2

m
30
-18
KDN
i17
r
TC
Quick Spin

3+4

sp
-
,i##
t30 r30
Alternate input BT3+4
Spin to PKB

3+4,F

sp
-
,i##
,i##
t30 r30
Cyclone Punch

QS2

m
22
-8
KDN
i23
r
Meaty 1f
Cyclone Knee Clip

QSd+2

l
17
-12
+1C
KDN
i34
r
{{{1}}}
Cyclone Left

QSU

sp
-
,i##
t55 r55
Cyclone Right

QSD

sp
-
,i##
t55 r55
Double Cyclone Punch

During Cyclone Left(Right)1

m
34
-8
KDN
i48
r
Double Cyclone Knee Punch

During Cyclone Left(Right)d+1

l
30
-12
KDN
i59
r
TC43f
Spin to PKB

During Cyclone Left(Right)F

sp
-
,i##
r
Peekaboo

f+3+4

sp
-
,i##
r
  • Disable Block during 20f.
  • Auto Block(H/M).
  • No Cost to combinations.
  • Eneble connect to Stance excluding PKB and FLC.
Advance

PKBF

sp
-
,i##
r
Peecaboo to Crouch

PKBdb

sp
-
,i##
t1 r1
  • Returns to crouching.
  • Cost 21f from input f3+4db.
Albion Combination (1) to PKB

PKB1

h,​sp
10
-2
+9
i12
r
Albion Combination (2) to PKB

PKB1,2

h,​spsp
10,​14
+0
+8
i12
,i##
r
Combo from 1st hit.
Albion Combination to PKB

PKB1,​2,1

h,​spspsp
10,​14,​21
-13
+8C
LNC
i12
,i##
r
  • Combo from 2nd CH.
  • Input can be delayed 10f.
  • Combo can be delayed 9f from 2nd CH.
  • Forced to crouching upon NH..
Spite Hook

PKB2

absorbspunch(h
M),​H
-3
+2
KDN
i14
r
  • Alternate input ub+2
Homing
  • Absorbs Punch(H/M) during 7 to 13f.
  • After Absorbs succeeds, Damage 25 + 50% of enemy attack.
Gazelle Upper to PKB

PKBf+2

m,​sp
18
-13
KDN
i18
r
Straight Punch Combination

PKBf+2,1

m,​sp
18,​25
+1
KDN
i18
,i##
r
Nimrod Combination

PKBf+1+2

h,​h
12,​23
-5
KDN
i12
r
Argos Rush (1) to PKB

PKBdf+1

m,​sp
12
-9
+2
i15
r
Argos Rush (2) to PKB

PKBdf+1,1

m,​spsp
12,​14
-10
+1
i15
,i##
r
  • Combo from 1st hit
  • Input can be delayed 15f
  • Combo can be delayed 11f
Argos Rush (3) to PKB

PKBdf+1,​1,2

m,​spspsp
12,​14,​12
-11
-3
i15
,i##
r
  • Combo from 2nd CH.
  • Input can be delayed 12f.
  • Combo can be delayed 8f from 2nd CH.
Argos Rush

PKBdf+1,​1,​2,1

m,​spspsp
12,​14,​12,​20
-13
KDN
i15
,i##
r
Combo from 3rd hit
Cross Cut

PKBdf+1,2

m,​sp
12,​20
-6
KDN
i15
,i##
r
Tailspin
  • Combo from 1st hit
  • Input can be delayed 15f
  • Combo can be delayed 12f
Cutting Elbow to PKB

PKBdf+2

m,​sp
16
-10
LNC
i16
r
Patella Smash

PKBd+1

l,​sp
11
-12
+2
i15
r
TC6f
Knuckle Plow

PKBd+2

l
25
-12
+7
KDN
i28
r
{{{1}}}

PKBb+1

m
15
-19
-6
i17
r

PKBb+1,1

m,​h
15,​10
-7
-1
i17
,i##
r
  • Combo from 1st hit
  • Input can be delayed 13f
  • Combo can be delayed 12f

PKBb+1,​1,2

m,​h,​m
15,​10,​12
-11
-5
i17
,i##
r
  • Combo from 2nd CH
  • Input can be delayed 12f
  • Combo can be delayed 7f
Lancaster Combination

PKBb+1,​1,​2,1

m,​h,​m,​m
15,​10,​12,​21
-10
KDN
i17
,i##
r
Combo from 3rd CH
Lancaster Combination to FLC

PKBb+1,​1,​2,​1,B

m,​h,​m,​m,​sp
15,​10,​12,​21
-3
KDN
i17
,i##
r
Combo from 3rd CH
Lancaster Combination to FLC Cancel

PKBb+1,​1,​2,​1,​B,db

m,​h,​m,​m,​sp
15,​10,​12,​21
-4
KDN
i17
,i##
r
Combo from 3rd CH
Swaying Hook

PKBb+2

m
25
-13
KDN
i28
r
Wall Bounce
  • Meaty 1f
Dreadnought Uppercut

PKBu

m
23
-15
LNC
i17
r
{{{1}}}
Flicker Stance

b+3+4

sp
-
,i##
r
  • Disable block during 15f.
  • Auto Block(H/M).
  • Cost 5f.
  • Eneble connect to Stance excluding QS and FLC.
Flicker Stance to Cancel

FLCdb

sp
-
,i##
t1 r1
Cost 16f from b3+4.

FLC1

h
14
-4
+7
i12
r
Spitfire Combo (1) to FLC

FLC1,B

h,​sp
14
-1
+10
i12
,i##
r
Spitfire Combo (1) to QS

FLC1,b+3+4

h,​sp
14
+16
+27G
+27
i12
,i##
r

FLC1,1

h,​h
14,​8
-9
+0
i12
,i##
r
Combo from 1st CH
Spitfire Combo (2) to FLC

FLC1,​1,B

h,​h,​sp
14,​8
-4
+5
i12
,i##
r
Combo from 1st CH
Spitfire Combo (2) to QS

FLC1,​1,b+3+4

h,​h,​sp
14,​8
+9
+18
i12
,i##
r
Combo from 1st CH

FLC1,​1,1

h,​h,​h
14,​8,​8
-9
+0
i12
,i##
r
Combo from 2nd CH
Spitfire Combo (3) to FLC

FLC1,​1,​1,B

h,​h,​h,​sp
14,​8,​8
-4
+5
i12
,i##
r
Combo from 2nd CH
Spitfire Combo (3) to QS

FLC1,​1,​1,b+3+4

h,​h,​h,​sp
14,​8,​8
+13
+21
i12
,i##
r
Combo from 2nd CH
Spitfire Combo

FLC1,​1,​1,2

h,​h,​h,​m
14,​8,​8,​22
-7C
KDN
i12
,i##
r
  • Enable Cancel Spitfire Combo (2)(3).
  • Combo from 3rd hit.
Tempest Combo

FLC1,f+1

h,​m
14,​17
-5
+0C
KDN
i12
,i##
r
  • Enable Connect from Spitfire Combo (2).
  • Combo from 1st or 2nd CH.
  • Input can be delayed 14f from FLC 1.
  • Input can be delayed 11f from FLC 1,1.
  • Combo can be delayed 14f from 1st CH.
  • Forced to crouching upon NH..
  • +9CF on Crouch Hit.
Power Hook Combo

FLC1,d+1

h,​h
14,​23
+0
+18Sp
KDN
i12
,i##
r
  • Alternate input u+1
Tailspin
  • Enable Connect from Spitfire Combo (2).
  • Combo from 1st or 2nd CH.
  • Input can be delayed 14f from FLC 1.
  • Input can be delayed 11f from FLC 1,1.
  • Combo can be delayed 14f from 1st CH.
Fly Swatter

FLC2

m
21
-5C
KDN
LNC
i18
r
Meaty 1f
British Lancer

FLCb+2

h
21
-9
KDN
i14
r
PC8f
Rage Art

During Rage1+2

h,​th
55
-3
Th
i13
r
  • Alternate input FC1+2
  • Guard Point 8f
Rage Drive 1 (Pre Move)

During Ragedf+3+4

sp
-
,i##
r
{{{1}}}
Rage Drive 1

During Dempsey Roll1+2

m*5
10*4,​19
+1
KDN
5~F
r
{{{1}}}
Rage Drive 2

During Ragedf+2+3

mm
5,​20
+7
LNC
i14
r
Alternate input 【df+2,2+3】
Rage Drive 2 to DK

During Ragedf+2+3,f+3

mm,​sp
5,​20
+15G
LNC
i14
,i##
r
Alternate input f+4
Gut Wrencher

1+3

th(h)
35
1 or 2
-6F
RP
Head-sd
Fac-Up
i12
r
Long Range Throw
Brain Pulverizer

2+4

th(h)
35
1 or 2
-3F
反時計
Foot-sd
Fac-Dwn
i12
r
  • Long Range Throw.
  • Floor Break.
Choker Slam

Approach from left side

th(h)
40
1
-3F
Head-sd
Fac-Up
,i##
r
Floor Break.
Throw Down

Approach from right side

th(h)
40
2
-3F
Head-sd
Fac-Up
,i##
r
Schoolyard Bully

Approach from behind

th(h)
55(56)
disable
Foot-sd
Fac-Up
,i##
r
  • Damage () is wall bonus.
  • Wall Stun.
Armlock Throw

f,f+1+2

th(h)
40
1+2
+0F
RP
Head-sd
Fac-Up
i12
r
Spinning Elbow Drop

d,db,b+2+4

th(h)
40
2
-2F
Head-sd
Fac-Up
i12
r
Position Change

SW1+2

th(h)
0(3)
1+2
-2F
+1F
i10
r
  • Break Throw 14f.
  • With input d or b or u, push enemy in the direction you selected .
  • Damage () is wall bonus&wall stun (+11-F).
Ten Count

PKB1+2

th(h)
45
1+2
+0F
Foot-sd
Fac-Dwn
i11
r
Griffin Throw

FLC1+2

th(h)
40
1+2
-6F
RP
Head-sd
Fac-Up
i12
r
Parry

b+1+2

absorbspunch(h
M)
disable
+5F
,i##
t35 r35
  • Alternate input FLCb+1+2
  • Absorbs Punch(H/M) during 2 to 10f.
Left Uppercut

After Parry succeeds1

-
30
disable
i14
r
  • -12f on block.
  • Bryan can evade when input b.
10 Hit Combo 1
Input df1 【2f1+2】 1 1 2 1 1 2 1 2
Hit level m hh m m m h h l m m
Damage 12 8,12 7 8 8 8 10 5 6 22
Startup
Block -2 -3 -19 -25 -16 -9 -14 -13 -11 -23
Hit +5 +0 -8 -17 -8 +5 -3 +8 -5 -8c
Combo
10 Hit Combo 2
Input df1 【2f1+2】 1 1 2 1 1 2 1 b2
Hit level m hh m m m h h l m ub(m)
Damage 12 8,12 7 8 8 8 10 5 6 40
Startup
Block -2 -3 -19 -25 -16 -9 -14 -13 -11 kdn
Hit +5 +0 -8 -17 -8 +5 -3 +8 -5 kdn
Combo