Katarina movelist: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
Line 47: Line 47:
|target=h
|target=h
|damage=7
|damage=7
|range=2.03
|range=
|tracksLeft=5
|tracksLeft=
|tracksRight=7
|tracksRight=
|startup=i10
|startup=i10
|recv=r17
|recv=
|block=+1
|block=+1
|hit=+8
|hit=+8
|notes=Recovery is ''very'' slightly off-axis to the right, changing the tracking of follow up moves
|notes=
}}
}}
{{MoveData
{{MoveData
Line 64: Line 64:
|target=,h
|target=,h
|damageLead=7
|damageLead=7
|damage=,9
|damage=,10
|range=2.83
|range=
|startupRoot=i10
|startupRoot=i10
|startup=,i12
|startup=,i12
|recv=r20
|recv=
|block=-1
|block=-2
|hit=+5
|hit=+4
|notes={{Plainlist|
|notes={{Plainlist|
* Move can be delayed 4f
* Combo from 1st NH}}
* Jail from 1st attack
* Transition to r21 MS with f~n
* Transition input can be delayed 6f}}
}}
}}
{{MoveData
{{MoveData

Revision as of 00:24, 18 January 2021

R!

Name
Alt

Input

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

3+4

m
55-82
??
??
??
-22
??
i20
pc8~17
??
Damage increases with lower health
Rage Drive

HAR 1+2

m
55
??
??
??
+5~+6
Throw (KND)
i15~16
??
  • Breaks floor
  • Unscaled damage against wall

WIP below

n

Jab

1

h
7
+1
+8
i10
Left Right Combo

1,2

h,​h
7,​10
-2
+4
i10
,i12
  • Combo from 1st NH

1,​2,2

h,​h,​m
7,​9,​14
-13
-2
i10
,i20~21
r31
  • Move can be delayed 5f
  • Input can be delayed 7f
  • Combo from 2nd CH with 5f delay
Left Right Combo to Revolution Zwei

1,​2,​2,3

h,​h,​m,​h
7,​9,​14,​23
-3
+17a (+8a)
i10
,i21~23
r31
  • Tailspin
  • Input can be delayed 17f
  • Move can be delayed 13f
  • Combo from 3rd hit with 8f delay
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f
Left Right Mid Kick

1,​2,4

h,​h,​m
7,​9,​10
-12
-1
i10
,i18
r31
  • Input can be delayed 1f
  • Holding 4 during startup will slow it by 1f for about every 2f held
  • Jail from 2nd attack at i18
  • Combo from 2nd hit at i19
  • Transition to r33 HMS with 3
Left Right Max Mid

1,​2,4^

h,​h,​m
7,​9,​20
-7
0
i10
,i30
r31
  • Hold for 26f
  • Tracks opposite direction to 1,2,4

1,3

h,​h
7,​5
-11
0
i10
,i16
  • Move can be delayed 4f
  • Jail from 1st attack with 2f delay
  • Combo from 1st hit

1,​3:3

h,​h,​m
7,​5,​4
-10
+1
i10
,i9
  • Jail from 2nd attack
  • 3f input window

1,​3:3:3

h,​h,​m,​h
7,​5,​4,​12
-18
i10
,i11
  • Jail from 2nd attack
  • 2f input window
Right Cross

2

h
10
2.07
5
7
+1
+8
i10
r18

2,1

h,​h
10,​8
2.99
-5
+6
i10
,i15~17
r22
  • Input can be delayed 7f
  • Move can be delayed 5f
  • Jail from 1st attack with 4f delay
  • Combo from 1st hit
  • Transition to r22 HMS with 3+4
  • Transition input can be delayed 6f
Combination Drei

2,​1,1

h,​h,​m
10,​8,​18
4.36
-12
+3
i10
,i20~21
r30 FC
  • Floor break
  • Input can be delayed 4f
  • Combo from 2nd CH
Combination Hünf

2,​1,3

h,​h,​h
10,​8,​24
4.42
-4
+20a (+11a)
i10
,i24~26
r28
  • Tailspin
  • Input can be delayed 2f
  • Combo from 2nd CH
Combination Vier

2,​1,4

h,​h,​L
10,​8,​18
4.87
-16
+0
i10
,i25~27
,cs16~
r33
  • Input can be delayed 11f
  • Move can be delayed 8f

2,2

h,​m
10,​14
2.28
-13
-2
i10
,i20~21
r31
  • Move can be delayed 5f
  • Input can be delayed 7f
  • Combo from 1st CH with 5f delay
Right Cross to Revolution Zwei

2,​2,3

h,​m,​h
10,​14,​23
-3
+17a (+8a)
i10
,i21~23
r31
  • Tailspin
  • Input can be delayed 17f
  • Move can be delayed 13f
  • Combo from 2nd hit with 8f delay
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f
Mist Kick

3

m
16
2.23
20
9
-8
+7
i14
r27
  • Transition to r27 HMS with 4
  • Transition input can be delayed 2f
Mist Wolf Combination

3,3

m,​h
16,​18
2.61
-10
+1
i14
,i17
r29
  • Move can be delayed 13f
  • Jail from 1st attack with 2f delay
  • Combo from 1st hit
Trick Kick

3~3

h
18
2.59
-10
+1
i30
r29
  • 13f input window
  • Recovery slowed by 1f if 4 pressed during startup
Mist Trap

3~3:4

h,​t
18,​25
2.59
+0d
i30
r29
1f input window
Magic Four

4

h
16
2.01
5
7
-9
+7
i11
r28
Spin Kick

4,3

h,​h
16,​14
-14
-3
+2
i11
,i18
r33
  • Jail from 1st attack
  • Combo from 1st CH +25a (+18a)
Spinning Hammer Kick

4,​3,3

h,​h,​m
16,​14,​20
-13
+8d
i11
,i19~21
r30
  • Floor break
  • Move can be delayed 10f
  • Input can be delayed 11f
  • Combo from 2nd CH
Spin Kick Somersault Combo

4,​3,4

h,​h,​m
16,​14,​25
-9
+24a (+14a)
i11
,i30~32
,js22~
r29
  • Move can be delayed 7f
  • Combo from 1st CH +33a (+26a)
  • Combo from 2nd CH with 5f delay

4,4

h,​h
16,​6
2.28
-5
+6
i11
,i10
r24
Machine Gun Kicks

4,​4,4

h,​h,​h
16,​6,​8
2.55
-5
+6
i11
,i10
r24
Jail from 1st attack
Lee Somersault

4,u+3

h,​m
16,​25
-1
i11
,i33~35
,js25~
r18
  • Alternate input 4,u/f+3
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Combo from 1st CH +34a (+27a)
  • Transition to r26 MS with f~n
  • Transition input can be delayed 17f
Pirouette Punch

1+2

m
20
2.63
-4
+3
i21~22
r28 FC
  • Homing
  • Floor break
  • Transition to r25 HMS with 3+4
  • Transition input can be delayed 2f

f

f+2

m
12
2.25
18
8
-9
+2
i14~15
r27
Double Signal

f+2,1

m,​h
12,​24
3.96
-10
+42d (-16d)
i14
,i19~20
r30
  • Move can be delayed 11f
  • Input can be delayed 12f
  • Combo from 1st hit with 10f delay

f+3

m
6
2.63
7
18
-18
-7
i15
r37

f+3,3

m,​m
6,​3
-18
-7
i15
,i8
r37
  • Input can be delayed 1f
  • Jail from 1st attack

f+3,​3,3

m,​m,​h
6,​3,​3
-18
-7
i15
,i8
r37
  • Input can be delayed 1f
  • Jail from 1st attack

f+3,​3,​3,3

m,​m,​h,​h
6,​3,​3,​3
-18
-7
i15
,i8~9
r36
  • Input can be delayed 1f
  • Combo from 1st hit

f+3,​3,​3,​3,3

m,​m,​h,​h
6,​3,​3,​3,​3
-18
+13 (+3a)
i15
,i8~9
r36
  • Input can be delayed 1f
  • Combo from 1st hit
Acid Storm

f+3,​3,​3,​3,​3,4

m,​m,​h,​h,​h,​h
6,​3,​3,​3,​3,​20
-7
+20a
i15
,i20~21
r32
  • Tailspin
  • Combo from 5th hit +61a (+44a)
  • Move can be delayed 17f
  • Input can be delayed 16f
  • 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
2.31
7
10
-7
+4
i11
r26
Deadly Cyclone

f+4,1

h,​h
13,​16
3.76
-2
+13g
i11
,i24~25
r29
  • Tailspin
  • Move can be delayed 11f
  • Input can be delayed 16f
  • Combo from 1st CH with 6f delay
Deadly Arc

f+4,3

h,​m
13,​18
3.74
-8
+6c
i11
,i21~23
r25
  • Spike
  • Move can be delayed 11f
  • Input can be delayed 16f
  • Combo from 1st CH with 9f delay
  • Transition to r21 HMS with 4
Aggressive One-Two

f+1+2

h,​h
10,​20
2.53
-13
+18a (+9a)
  • i13
  • i28~29
r31
Jail from 1st hit
Feather Landing

f+3+4

M,​M
10,​20
3.30
+4c
+8c
  • i30~32
  • i34~36
js14~33
r27 FC
  • Spike
  • Jail from 1st hit

d/f

Quick Upper

d/f+1

m
10
2.17
19
7
-1
+5
i13~14
r19
Can evade jabs on frames 6~9
Uppercut

d/f+2

m
12
2.06
6
6
-7
i15~16
r25
  • Hit vs crouch +4s
  • Can evade jabs on frame 9
  • Tracks right up to 18 frames sometimes

d/f+3

m
14
2.08
7
7
-8
+3
i15~16
r26

d/f+3,2

m,​h
14,​11
3.14
-6
+5
i15
,i19~20
r24
  • Move can be delayed 4f
  • Combo from 1st hit
Mercury Drive

d/f+3,​2,3

m,​h,​m
14,​11,​23
4.70
-14
i15
,i22~21
r36
  • Move can be delayed 10f
  • Combo from 2nd CH with 7f delay
Front Kick

d/f+4

m
16
2.55
9
12
-9
+2
i13~14
r27
  • Transition to r27 HMS with 3
  • Transition can be delayed 2f

d/f+1+2

m
18
12
16
-9
-2
i20~21
r31
Revolution Zwei

d/f+1+2,3

m,​h
18,​23
-3
+17a (+8a)
i20~21
,i21~23
r31
  • Tailspin
  • Move can be delayed 13f
  • Input can be delayed 16f
  • Combo from 1st hit with 7f delay
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f

d

Crouch Jab

d+1

s
5
1.55
-5
+6
i10
cs4~
r24 FC
  • Alternate input d/b+1
  • Transition to r24 with f
  • Transition input can be delayed 16f
Gut Polisher

d+2

m
17
2.39
6
18
-6
+8
i18~19
r26
Sliver Low

d+3

L
17
2.39
14
12
-17
-3
i16
cs6~
r33 FC
  • Transition to r31 HMS with 4
  • Transition input can be delayed 10f
  • Transition can be delayed 8f
Shin Kick

d+4

l
7
2.50
18
18
-13
-14
-2
i12
r32
Shin to Head Kick

d+4,4

l,​h
7,​16
-9
+2
+27a (+17a)
i12
,i23
r28
  • Often notated d+4,n+4
  • Connects to 4 extensions
  • Input can be delayed 11f
  • Move can be delayed 10f
  • Combo from 1st CH with 7f delay
Shin Kick to Silver Cyclone

d+4,4:3

l,​h!
7,​60
+9a (+0a)
i12
,i60~61
  • cs25~45
  • js45~
r39
  • 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
-15
-16
-4
i12
,i20
r34
  • Often notated D+4,4
  • Input can be delayed 13f
  • Move can be delayed 12f
  • Combo from 1st CH with 10f delay

d+4,​d+4,4

l,​l,​l
7,​8,​5
-15
-16
-4
i12
,i20
r34
  • Often notated D+4,4,4
  • Input can be delayed 10f
  • Move can be delayed 11f
  • Combo from 2nd CH
Laser Edge Kick Combo

d+4,​d+4,​4,4

l,​l,​l,​m
7,​8,​5,​21
-20
+11a (+2a)
i12
,i24~25
r38
  • Often notated D+4,4,4,4
  • Move can be delayed 14f
  • Combo from 3rd CH with 6f delay
  • Transition to r30 HMS with 3
  • Transition input can be delayed 2f
Silver Cyclone

d+3+4

h!
60
+9a (+0a)
i60~61
  • cs25~45
  • js45~
r39
Cancel to r53 HMS with 3+4 on frames ,2~37

d/b

Crouch Straight

d/b+2

s
8
1.80
5
9
-4
+7
i11
cs4~
r23 FC
Bump Kick

d/b+3

L
15
2.55
26
12
-12
+2
i20~21
r30
Spike
Crouch Shin Kick

d/b+4

l
7
2.30
18
17
-13
-2
i12
cs4~
r32 FC
Death Touch

d/b+1+2

m!,​m!
20,​30
+20a
i76 i90
r31
Cancel to r74 with u,u on frames 2~50
Grass Snake

d/b+3+4

L
17
2.75
29
15
-13
+4
i23~25
r29

b

b+1

h
8
2.61
7
12
0
+6
i15
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
3.65
-5
+6
i15
,i20
r24
  • Combo from 1st 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
4.86
-11
+1
i15
,i20
r34
Combo from 1st hit

b+1:1

h,​m
12,​6
3.65
-5
+6
i15
,i20
r24
  • Combo from 1st 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 Fang

b+1:1,2

h,​m,​h
12,​6,​23
4.86
-6
+39d (-19d)
i15
,i20
r34
Combo from 1st hit
Rear Cross Punch

b+2

h
13
2.55
-5
+1
i14
r24
  • Transition to r20 MS with f~n
  • Transition input can be delayed 5f

b+2,4

h,​h
13,​12
-8
-6
+19a (+9a)
i14
,i14~15
r35
  • Input can be delayed 13f
  • Move can be delayed 5f
  • Combo from 1st hit with 8f delay
  • Transition to r37 HMS with 3+4
  • Transition input can be delayed 24f
Super High Combination

b+2,​4,3

h,​h,​h
13,​12,​21
-3
+22a (+13a)
i14
,i27~28
,js13~
r27
  • Tailspin
  • Input can be delayed 5f
  • Combo from 2nd CH +62a (+45a)

b+3

L
9
-14
-3
i15
r33
Stinging Rush

b+3,3

L,​h
9,​15
-12
-3
,i19
r33
  • Combo from 1st CH
  • Transition to r28 MS with f~n
  • Transition input can be delayed 5f
Silver Heel

b+4

m
20
2.66
-3
+7c
i20~22
r20
  • Spike
  • Hit vs crouch +18d
  • Transition to r19 HMS with 3
  • Transition adds tracking if input mid startup
+7b
ps2~10
r42
Parries high and mid punches
Mist Illusion Kick

b+1+2,P.4

m
30
+23a (+14a)
i12~14
r21
Mist Flash

b+3+4

m
20
2.85
-15
+6a (-3a)
i20
pc8~19
r38
Wall bounce

u/b

Wheel of Fate

u/b+3

M
20
2.20
-13
+20a (+13a)
i18~22
r28

u

Hook

u+2

h
17
-12
+9~+10g
i15~16
r30
  • Alternate input:
    • u/b+2
    • u/f+2
Fake

u+3

js9~28
r44
  • Transition to r35 FC with D
  • Transition to r44 HMS with 3+4

u+4

m
15
1.70
-13
+19a (+9a)
i15~17
js9~
r29

u/f

u/f+3

m
12
3.09
-9
+2
i25~26
js12~
r27
Brilliant Rosé

u/f+3,1

m,​m
12,​18
4.27
-12
+3
i25~26
,i21~22
r30 FC
  • Floor break
  • Combo from 1st hit
Double Mazurek

u/f+3,4

m,​h
12,​23
3.93
-3
i25~26
,i25~27
r26
Tailspin
Silver Arrow

u/f+4

m
13
2.21
-13
i15~16
js9~
r30
Silver Bullet

u/f+3+4

h
27
+5
i22~24
js9~
r35
  • Transition to r32 HMS with 3+4
  • Transition input can be delayed 3f

Motion input

Pulse Blast

f,F+3

m
26
3.10
-11
+10a (+1a)
i14~15
r35
Can't be buffered
Deadly Edge

f,F+4

h
22
2.41
-5
i16~17
cs5~15
r23
Can't be buffered
Lee Cutter

b,B+4

h
23
2.67
+2
i19~21
r26
  • Homing
  • Tailspin
  • Transition to r23 HMS with 3
  • Can't be buffered
Blazing Kick

d,D/B+4

M
24
3.23
-17
i22~24
r38
Can't be buffered

f,f,F+3

m
14
2.49
-9
+17a (+7a)
i14~15
js9~
r33
  • Alternate input wr3
  • Can't be buffered
Waxing Crescent

f,​f,​F+3,4

m,​m
14,​26
4.27
+3
+24d (-11d)
i14~15
,i20~22
,js1~
r29
  • Alternate input wr3,4
  • Floor break
  • Jail from 1st hit
  • Transition to r26 HMS with 3
Back Handspring to Hitman

u/b,b

r66 HMS

Throw

Knee Drive

f,F+3+4

t
30
1.96
-4
i12
r27
Throw break 1+2

SS

Lee Screw Right

SSL 3+4

h
25
-2
+19a (+10a)
i17~20
r28
  • Tailspin
  • Transition to r31 HMS with 3
Lee Screw Left

SSR 3+4

m
28
-9
i20~23
r34
  • Tailspin
  • Transition to r37 HMS with 4

WS

ws1

m
13
1.98
-2
+7
i13~14
r20
Wonderful Combo

ws1,4

m,​h
13,​17
3.17
-5
+4
i13~14
,i20
r28
  • Combo from 1st hit
  • Transition to r28 HMS with 3

ws2

m
12
2.33
-8
+3
i14~16
r25
Rocket Heel

ws2,3

m,​m
12,​24
3.78
-13
i14~16
,i20~21
r33
Combo from 1st hit
Twister Heel

ws2,4

m,​h
12,​23
3.71
-6
+18g
i14~16
,i27~28
r24
  • Tailspin
  • Combo from 1st hit

ws3

M
16
2.20
-21
-10
i10~12
r38
Tsunami Kicks

ws3,3

M,​m
16,​11
2.65
-15
-4c
i10
,i15~16
r33
  • Jail from 1st attack
  • Transition to r33 HMS with 4
  • Transition input can be delayed 2f

ws3,​3,d/f+3

M,​m,​m
16,​11,​10
-19
-8
i10
,i26
r38
Combo from 2nd CH
Infinite Kicks Mid Chain

ws3,​3,​d/f+3,3

M,​m,​m,​h
16,​11,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Combo from 3rd hit
  • Hit vs BT +3a

ws3,​3,d+3

M,​m,​l
16,​11,​8
-19
-8
i10
,i26
r38
Combo from 2nd CH

ws3,​3,​d+3,3

M,​m,​l,​m
16,​11,​8,​10
-19
-8
i10
,i24
r38
Combo from 3rd hit
Infinite Kicks Low Chain

ws3,​3,​d+3,​3,3

M,​m,​l,​m,​h
16,​11,​8,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Combo from 4th CH
  • Hit vs BT +3a

INF 3

m
10
-19
-8
,i24
r38
Infinite Kicks Mid Variation

INF 3,3

m,​h
10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 1st hit
  • Hit vs BT +3a

INF d+3

l
10
-19
-8
,i24
r38

INF d+3,3

l,​m
10,​10
-19
-8
,i24
r38
Combo from 1st hit
Infinite Kicks Low Variation

INF d+3,​3,3

l,​m,​h
10,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 2nd CH
  • Hit vs BT +3a

INF u+3

m
15
-19
+1a
,i19
r39

INF u+3,3

m,​m
15,​10
-19
-8
,i26
r38
Infinite Kicks Axe Variation

INF u+3,​3,3

m,​m,​h
15,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 2nd hit
  • Hit vs BT +3a
Toe Smash

ws4

m
16
2.22
-6
+5
i11~12
r24
  • Transition to r27 HMS with 3
  • Transition input can be delayed 2f

FC

FC d+1

s
5
1.57
-5
+6
i10
cs1~
r24 FC
  • 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
1.77
-4
+7
i11
cs1~
r23 FC
  • Alternate input
    • FC d/b+2
    • FC d/f+2

FC d+3

l
12
-17
-3
i13
cs1~
r33 FC
Alternate input FC d/b+3

FC d/f+3

L
12
-17
-3
i16
cs1~
r33 FC

FC d+4

l
10
-15
-4
i12
cs1~
r34 FC
Alternate input FC d/b+4
Silver Tail

FC d/f+4

L
17
2.76
-14
-3c
i16~17
r32 FC
Transition to r30 HMS with 3
Sliding

FC d/f,d,D/F+3

L
22
3.54
-23
i16~20
cs1~15
r39 FU
Can't be buffered

FC u/b+4

m
15
-17
-6
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC u+4

m
22
-17
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f
Catapult Flip

FC u/f+4

m
25
-17
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC U/B+4

m
25
-31
-20
i14~17
js9~
r47
Transition to r34 FC with D

FC U+4

m
28
-31
+0a (-10a)
i14~17
js9~
r47
Transition to r34 FC with D
Catapult Assault

FC U/F+4

m
30
-31
+0a (-10a)
i14~17
js9~
r47
Transition to r34 FC with D
Catapult Drop

FC u/f+3+4

m,​M
30,​20
-4
+17a (+7a)
  • i46~49
  • i56~58
js9~45
r31 FU
  • Alternate input
    • FC u+3+4
    • FC u/b+3+4

HMS

Hitman Stance

3+4

r10 HMS
Hitman Sidestep

HMS u~n

r29 HMS
  • Alternate input HMS d~n
  • Can cancel to any HMS attack
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
Freaker Jab

HMS 1

h
10
2.28
+0
+7
i12
r21 HMS
  • Cancel to HMS 3 with 3
  • Cancel to r19 MS with f~n

HMS 1,1

h,​h
10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 6f
  • Cancel to r22 MS with f~n

HMS 1,​1,1

h,​h,​h
10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 8f
  • Cancel to r24 MS with f~n
Freaker Jab Combo

HMS 1,​1,​1,1

h,​h,​h,​h
10,​10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 8f
  • Cancel to r24 MS with f~n
Excellent Combo

HMS 1,4

h,​m
10,​17
-8
+2
i12
,i15
r32
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Jail from 1st attack with 6f delay
  • Combo from 1st hit
  • Transition to r32 HMS with 3
  • Transition input can be delayed 1f
Scatter Blow

HMS 2

m
23
2.47
-13
i19~20
r33
Scatter Kick

HMS 3

h,​t
21,​20
2.58
-4
+0d
i17~19
pc8~16
r30
  • Homing
  • Tailspin
  • Hit vs BT +21a
  • Hit without throw +7a (max range or from side)
Shin Slicer

HMS 4

L
20
2.64
-26
i24~26
cs6~
r29 FC
Poison Touch

HMS 1+2

m,​m
10,​15
2.38
-7
+6
  • i15~16
  • i26~27
r25
Jail from 1st hit
Silver Slash

HMS u/f+3

m
24
2.80
-9
+12a (+3a)
i20~22
js9~
r30
  • Wall bounce
  • Transition to r30 FC with D
Silver Circle

HMS u/f+4

M
20
3.69
-8c
i25~29
js16~
r32

MS

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
2.25
-12
-1
i15~16
js9~
r30
Inverted Axle

MS 3,4

m,​m
10,​10
3.44
-13
i15~16
,i15~16
,js1~
r31
Combo from 1st hit
Lee Sliding

MS 3+4

L
17
3.98
-35
+10a
i29~33
js6~23
r47 FU
Can't buffer moves during recovery
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
Spinning Axe Kick

Sway 4

L
18
3.40
-13
+3
i21~22
cs1~
r31

10 String

10 Hit Combo (2)

d/f+1,2

m,​h
10,​5
2.97
-10
+1
i13~14
,i20
r29
  • Combo from 1st hit
  • Input can be delayed 1f
10 Hit Combo (3)

d/f+1,​2,2

m,​h,​h
10,​5,​6
3.84
-18
-7
i13~14
,i22
r37
  • Combo from 1st hit
  • Hit vs BT +13a (+3a)
10 Hit Combo (4)

d/f+1,​2,​2,1

m,​h,​h,​h
10,​5,​6,​5
4.50
-10
+1
i13~14
,i13
r29
  • Jail from 3rd block
  • Combo from 3rd CH
  • 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
5.15
-25
-14
i13~14
,i22~23
r44
  • Combo from 4th hit
  • Input can be delayed 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
5.90
-25
-14
,i24
r44
Combo from 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
6.32
-25
-14
,i21
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
6.81
-17
-6
,i20
r36
Combo from 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
7.55
-25
-5
,i18
r44
Jail from 8th attack
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
7.91
-20
+12a (+2a)
i13~14
,i32~34
,js24~
r37
Combo from 9th hit

External Resources