User:RogerDodger/sandbox: Difference between revisions

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== n ==
{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Steve-1
|id=Steve-1
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* Combo can be delayed 5f from 2nd CH.}}
* Combo can be delayed 5f from 2nd CH.}}
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== f ==
{{MoveData
{{MoveData
|id=Steve-f+2
|id=Steve-f+2

Revision as of 03:18, 3 August 2022

n

Name
Alt

Input

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

1

h
7
+1
+8
i10
r
Double Jab

1,1

h,​h
7,​7
-3
+3
i10
,i##
r
Combo from 1st hit
Double Jab to Stance

1,​1

h,​h,​sp
7,​7
-6
+0
i10
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
  • Combo from 1st hit.
Double Jab to DK

1,​1,f+3

h,​h,​sp
7,​7
-4
+2
i10
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
  • Combo from 1st hit.
Lightning Combo

1,​1,2

h,​h,​h
7,​7,​15
-7
+4
i10
,i##
r
Combo from 1st hit
Lightning Combo to Stance

1,​1,​2

h,​h,​h,​sp
7,​7,​15
-5
+6
i10
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
  • Combo from 1st hit.
Lightning Combo to DK

1,​1,​2,f+3

h,​h,​h,​sp
7,​7,​15
-3
+8
i10
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
  • Combo from 1st hit.
Double Jab Body Blow

1,​1,d+1

h,​h,​m
7,​7,​15
-6
+0
+5
i10
,i##
r
Double Jab Body Blow to FLC

1,​1,​d+1,B

h,​h,​m,​sp
7,​7,​15
+0
+6
+11
i10
,i##
r
Jab Body Blow

1,d+1

h,​m
7,​15
-6
+0
+5
i10
,i##
r
Jab Body Blow to FLC

1,​d+1,B

h,​m,​sp
7,​15
+0
+6
+11
i10
,i##
r
Left Right

1,2

h,​h
7,​10
-2
+6
i10
,i##
r
Combo from 1st hit
Left Right to Stance

1,​2

h,​h,​sp
7,​10
-4
+4
i10
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
  • Combo from 1st hit.
Left Right to DK

1,​2,f+3

h,​h,​sp
7,​10
-2
+6
i10
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
  • Combo from 1st hit.
Left Right Left

1,​2,1

h,​h,​h
7,​10,​15
-3
+3
i10
,i##
r
Combo from 1st or 2nd CH.
Left Right Left to PKB

1,​2,​1,F

h,​h,​h,​sp
7,​10,​15
-2
+4
i10
,i##
r
Combo from 1st or 2nd CH.
Left Right Left to FLC

1,​2,​1,B

h,​h,​h,​sp
7,​10,​15
-1
+5
i10
,i##
r
Combo from 1st or 2nd CH.
Left Right Left to Stance

1,​2,​1

h,​h,​h,​sp
7,​10,​15
-6
+0
i10
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
  • 1 or Combo from 2nd CH
Left Right Left to DK

1,​2,​1,f+3

h,​h,​h,​sp
7,​10,​15
-4
+2
i10
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
  • Combo from 1st or 2nd CH.
British Edge Combo

1,​2,​1,2

h,​h,​h,​m
7,​10,​15,​15
-10
KDN
i10
,i##
r
Combo from 3rd CH
British Edge Combo to Stance

1,​2,​1,​2

h,​h,​h,​m,​sp
7,​10,​15,​15
-6
KDN
i10
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
  • Combo from 3rd CH.
British Edge Combo to DK

1,​2,​1,​2,f+3

h,​h,​h,​m,​sp
7,​10,​15,​15
-4
KDN
i10
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
  • Combo from 3rd CH.
British Edge Combo 2

1,​2,​1,d+2

h,​h,​h,​l
7,​10,​15,​19
-12
+1C
KDN
i10
,i##
r
{{{1}}}
British Edge Combo 2 to Crouch

1,​2,​1,​d+2,D

h,​h,​h,​l
7,​10,​15,​19
-12
+1C
KDN
i10
,i##
r
{{{1}}}
Right Straight

2

h
12
-1
+5
i12
r
Straight Hook

2,1

h,​h
12,​14
-5
+6
i12
,i##
r
Combo from 1st hit
Straight Hook to PKB

2,​1,F

h,​h,​sp
12,​14
+2
+13G
+13
i12
,i##
r
Combo from 1st hit
Straight Hook to FLC

2,​1,B

h,​h,​sp
12,​14
+3
+14G
+14
i12
,i##
r
Combo from 1st hit
Vanguard Rush

2,​1,2

h,​h,​m
12,​14,​22
-11
KDN
i12
,i##
r
  • Combo from 2nd CH.
  • Input can be delayed 11f.
  • Combo can be delayed 5f from 2nd CH.

f

Ducking Body Blow

f+2

m
11
-6
+5
i21
r
No Tech Crouch Status.
Ducking Body Blow to Left Hook

f+2,1

m,​h
11,​12
-5
-1
i21
,i##
r
  • Combo from 1st hit
  • Input can be delayed 17f
  • Combo can be delayed 7f
Ducking Body Blow to Left Hook to PKB

f+2,​1,F

m,​h,​sp
11,​12
+0
+4
i21
,i##
r
Ducking Body Blow to Left Hook to FLC

f+2,​1,B

m,​h,​sp
11,​12
+1
+5
i21
,i##
r
Ducking Psyche-out Body

f+2【1,2】

m,​m
11,​20
-10
KDN
i21
,i##
r

f+1+2

mh
10,​12
-14
-3
i15
r
Shotgun Combination

f+1+2,2

mh,​m
10,​12,​20
-13
KDN
i15
,i##
r
Combo from 1st hit
Left Uppercut

df+1

m
12
-2
+5
i13
r
Meaty 1f
Left Uppercut to Stance

df+1

m,​sp
12
-7
+0
i13
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
Left Uppercut to DK

df+1,f+3

m,​sp
12
-5
+2
i13
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
Uppercut Cross Combo

df+1,2

m,​h
12,​13
-6
+3
+5
i13
,i##
r
Combo from 1st hit
Uppercut Cross Combo to Cancel Stance

df+1【2~】

m,​sp
12
-16
-9
i13
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
Uppercut Cross Combo to Cancel DK

df+1【2,f+3

m,​sp
12
-14
-7
i13
,i##
r
  • Alternate input f+4】
  • When connect to Punisher(DK f2), faster 2f.
Uppercut Psyche-out Hook

df+1【2,1】

m,​h
12,​20
-2
+2
KDN
i13
,i##
r
Uppercut Psyche-out Hook to FLC

df+1【2,​1】B

m,​h,​sp
12,​20
+0
+4
KDN
i13
,i##
r
Uppercut Psyche-out Body

df+1【2,2】

m,​m
12,​20
-10
KDN
i13
,i##
r
Uppercut Psyche-out Left Right Combo

df+1【2,f+1+2】

m,​hh
12,​8,​12
-3
+0
+3
i13
,i##
r
+3f on 3rd CH.
Uppercut Psyche-out Left Right Combo to FLC

df+1【2,​f+1+2】

m,​hh,​sp
12,​8,​12
-4
-1
+2
i13
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
Uppercut Psyche-out Left Right Combo to DK

df+1【2,​f+1+2】f+3

m,​hh,​sp
12,​8,​12
-2
+1
+4
i13
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
Crescent Hook

df+2

m
18
-11
+6
KDN
i16
t47 r31
Crescent Hook to Stance

df+2

m,​sp
18
-7
+10
KDN
i16
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
Crescent Hook to DK

df+2,f+3

m,​sp
18
-2
+15G
KDN
i16
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
Crescent Hook to DK Cancel

df+2,f+3

m,​sp
18
-6
+11G
KDN
i16
,i##
t42 r42
  • Alternate input f+4,db
  • Returns to crouching.
Sonic Fang

df+1+2

mm
14,​21
-12
KDN
i14
r
-23f on 1st block.
Knee Blaster

d+1

l
12
-13
-2
i16
r
{{{1}}}

d+2

l
11
-18
-5
i17
r
TC6f

D+2,1

l,​m
11,​8
-11
-5
+0
,i##
r
  • Combo from 1st CH.
  • Input can be delayed 13f.
  • Combo can be delayed 13f from 1st CH.
Wildman Combo 1 (2) to Stance

D+2,​1

l,​m,​sp
11,​8
-6
+0
+5
,i##
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
Wildman Combo 1 (2) to DK

D+2,​1,f+3

l,​m,​sp
11,​8
-4
+2
+7
,i##
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
Wildman Combo 1

D+2,​1,2

l,​m,​h
11,​8,​17
-2
KDN
KDN*
,i##
,i##
r
  • Combo from 2nd CH
  • Input can be delayed

【d+2☆1】

m
15
-4
+7
i29
r
Wildman Combo 2 (1) to Stance

【d+2☆1】

m,​sp
15
-6
+5
i29
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
Wildman Combo 2 (1) to DK

【d+2☆1】f+3

m,​sp
15
-4
+7
i29
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
Scorpion's Claw

【d+2☆1】2

m,​m
15,​20
-13
+3C
KDN
i29
,i##
r
  • Combo from 1st hit
  • Input can be delayed 11f
  • Combo can be delayed 11f
  • Forced to crouching upon NH.
Wildman Combo 2

【d+2☆1】f+2

m,​h
15,​17
-2
KDN
KDN*
i29
,i##
r
  • Combo from 1st hit
  • Input can be delayed 11f
  • Combo can be delayed 6f
Crouch Jab

db+1

sm
5
-5
+6
i10
r
{{{1}}}
Knee Clipper

db+2

l
21
-12
+1C
KDN
i26
r
{{{1}}}
Knee Clipper to Crouch

db+2,DB

l
21
-12
+1C
KDN
i26
i26
r
{{{1}}}
Foot Stomp

db+3

l
10
-15
+1
i16
r
Foot Stomp Right Hook

db+3,2

l,​h
10,​16
-7
KDN
i16
,i##
r
Combo from 1st hit
Stun Gun

db+1+2

m
21
-18
+24
i36
r
PC8f
Quick Hook

b+1

h
17
-14
+2
KDN
i13
t43 r30
Quick Hook to FLC

b+1,B

h,​sp
17
-1
+10
KDN
i13
,i##
r
Quick Hook to FLC Cancel

b+1,​B,db

h,​sp
17
-5
+6
KDN
i13
,i##
t34 r34
Quick Hook & Straight

b+1,2

h,​h
17,​9
-5
+19Sp
i13
,i##
r
Tailspin
  • Combo from 1st hit
  • Input can be delayed 9f
  • Combo can be delayed 9f
Quick Hook & Straight to PKB

b+1,​2,F

h,​h,​sp
17,​9
-5
+19Sp
i13
,i##
r
Tailspin
  • Combo from 1st hit
  • Input can be delayed 9f
  • Combo can be delayed 9f
Frigate

b+1,d+2

h,​l
17,​10
-11
+0
i13
,i##
r
{{{1}}}
Frigate to PKB

b+1,​d+2,F

h,​l,​sp
17,​10
-9
+2
i13
,i##
r
{{{1}}}
Frigate Combo

b+1,​d+2,1

h,​l,​m
17,​10,​20
-9
KDN
i13
,i##
r
Combo from 2nd CH
Body Bomb

b+2

m
15
-14
KDN
i17
r
Jumping Knuckle

ub

m
12
-12
-1
i18
r
{{{1}}}
Over the Top

uf+1

m
18
-6
+5
i19
r
{{{1}}}
Hook

ub+2

h
17
-12
+9
i15
r
Burst Hammer

u

m
20
-14
LNC
i22
r
{{{1}}}
Jump-in Foot Stomp

u

l
20
-12
+9
i36
r
{{{1}}}
Jump-in Foot Stomp Right Hook

u

l,​h
20,​16
-7
KDN
,i##
r
  • Alternate input uf+3,2
  • Combo from 1st hit
Jumping Duck Kick

u

m
20
-14
LNC
i23
r
{{{1}}}
Beat Down

f,F+2

m
24
-13C
KDN
i14
r
  • Can't be buffered.
  • Start-up 15f in actualy.
  • Forced to crouching upon block..
  • Meaty 2f in actualy.
Rocket Launcher

d,df,f+1

m
21
-10
KDN
i16
r
Advance Input is available.
Rocket Launcher to FLC

d,​df,​f+1,B

m,​sp
21
-3
KDN
i16
,i##
r
Advance Input is available.
Rocket Launcher to FLC Cancel

d,​df,​f+1,​B,db

m,​sp
21
-5
KDN
i16
,i##
r
Advance Input is available.
Low Cross Blaster

d,df,f+2

l
18
-18
+2C
i19
r
{{{1}}}
Low Cross Blaster to PKB

d,​df,​f+2,F

l,​sp
18
-18
+2C
i19
,i##
r
{{{1}}}
Hellfire

d,db,b,f+2+3

ub(m)
70
KDN
KDN
i66
r
Advance Input is available.
Eraser

f,f,f+2

m
30
+9G
KDN
i20
r
{{{1}}}
Sliding Low Punch

Run1

l
23
-12
KDN
i16
r
TC6f
Crouch Jab

FCdb

sm
5
-5
+6
i10
r
{{{1}}}
Crouch Straight

FCd+2

sm
8
-4
+7
i11
r
{{{1}}}

WS1

m
12
-3
+3
+8
i11
r
Eagle Jab

WS1,1

m,​h
12,​7
-3
+3
i11
,i##
r
  • Combo from 1st hit.
  • Input can be delayed 13f.
  • Combo can be delayed 13f from 1st CH.
Eagle Jab to Stance

WS1,​1

m,​h,​sp
12,​7
-6
+0
i11
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
Eagle Jab to DK

WS1,​1,f+3

m,​h,​sp
12,​7
-4
+2
i11
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
Wildman

WS1,2

m,​m
12,​20
-13
+3C
KDN
i11
,i##
r
  • Combo from 1st hit.
  • Input can be delayed 13f.
  • Combo can be delayed 13f from 1st CH.
  • Forced to crouching upon NH..
  • Meaty 1f.
Right Uppercut

WS2

m
17
-7
+4A
LNC
i14
t40 r26
Meaty 1f
Right Uppercut to Stance

WS2

m,​sp
17
-7
+4A
LNC
i14
,i##
r
  • Input 3 connect to DL.
  • Input 4 connect to DR.
  • Input b3 or b4 connect to SW.
Right Uppercut to DK

WS2,f+3

m,​sp
17
-5
+6A
LNC
i14
,i##
r
  • Alternate input f+4
  • When connect to Punisher(DK f2), faster 2f.
Patella Smash to PKB

FCdf+1

l,​sp
12
-12
+2
i15
r
TC
Finishing Blow

FCdf+2

m
20
-15
LNC
i18
r
No Tech Crouch Status
Cheapshot

When enemy is downd+1+2

l
16
-11
+2
i16
r
Taunt

2+3+4

sp
-
,i##
t118 r118
Wall Jumping Attack

b,b,ubwith back against wall

m
21
+4C
KDN
i39
r
  • Can't be buffered.
  • Air Status 5f.
  • Invinciblity during 8 to 13f.
Spin Knuckle Jab

BT.1

h
15
-8
+3
i8
r
Alternate input 2
Crouch Spin Knuckle

BT.d+1

sm
10
-2
+9
i10
r
{{{1}}}
Ducking Left

3

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

DL1

m
14
-10
+1
i15
r
Double Stinger

DL1,1

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

DL1,B

m,​sp
14
-3
+8
i15
,i##
r

DL1,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

DL1,​f+1,1

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

DL1,​f+1,​1,B

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

DL2

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

DL2,F

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

DL2,1

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..
Ducking Right

4

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

DR1

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

DR1,F

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

DR1,2

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

DR2

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 DL.
  • Input 4 connect to DR.
  • 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 DL.
  • Input 4 connect to DR.
  • 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