Raven movelist

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Revision as of 06:56, 18 December 2023 by DuckmanTheThird (talk | contribs)

Heat

All Heat Engagers seem to be +17g~19g on standing opponent hit.

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
pc8~
t92 r52
Heat Burst
  • Cancel to r45 with b,b
Pandemonium

H.2+3

m,​t
20,​35
+14g
+3a
i18~20
t63 r43
Heat Smash
  • Transition to r20 SZN on block

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Wild Hunt X-ecutor

R.df+1+2

m,​t
55+
-15
+0
i20
pc8~
r39
  • Rage Art
  • Damage increases with lower health
  • Erases opponent's recoverable health on hit

n

Name
Alt

Input

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

1

h
5
+1
+8
i10
t27 r17
Left Right Combo

1,2

h,​h
5,​12
-3
+7
,i12
t33 r21
  • Jail from 1st attack with 2f delay
Left Right Combo > Black Hole

1,​2,4

h,​h,​m
5,​12,​20
-14~-12
+15a (-2)
,i23~25
,js23~42 fs43~45
t58 r33 BT
Tornado
Balcony Break
  • Combo from 1st CH

1,​2,3+4

h,​h
5,​12
-4
+6
t42 r22 SZN
Alternate input: 1,2~D
Right Jab

2

h
9
-1
+8
i10
t30 r20
PDK Combo

2,3

h,​l
9,​10
-13
-2
,i22
,cs6~
t54 r32
Combo from 1st hit
PK Combo

2,4

h,​h
9,​16
-8~-7
+8~+9
,i18~19
t46 r31 CD
  • Combo from 1st hit
  • Cancel to r31 with B

3

m
10
-8~-7
+3~+4
,i14~15
t41 r26

3,3

m,​h
10,​16
-8~-7
+5~+6
,i17~18
t44 r26
  • Jail from 1st attack
Valkyrie Lance Combo

3,​3,4

m,​h,​h
10,​16,​20
-9
+39a (-19)
+66a (+50)
,i26~27
t60 r33
Balcony Break
  • Combo from 2nd CH

3,​3,​4~B

m,​h,​h
10,​16,​20
-16~-15
-3~-2
r18 BT
High Kick

4

h
16
-7~-6
+3~+4
i12~13
t39 r26
Brocken Connect

4,1

h,​h
16,​13
-3~-2
+7~+8
,i19~20
t44 r24
  • Jail from 1st attack
Chariot

3~4

m,​M
10,​16
-9~-4
+19a
i25~26 i31~36
t62 r26 BT
Spike
Chariot to Blind Roll

3~4,F

m,​M
10,​16
-39~-36
-8
,js13~41 fs42~44
r53
Will phase through opponent up-close
Hydra Bite

4~3

m,​m
8,​10
-16~-15
+31a (+21)
i16 i29~30
js14~27 fs28~30
t58 r28
Recovery listed is for the second hit
Hydra Bite Low

4~3,1

m,​m,​l
8,​10,​15
-13~-2
+4~+5
,i34~35
,cs1~
t66 r31 FC
Can be delayed
Hydra Bite High

4~3,3

m,​m,​h
8,​10,​18
-3~+0
+14a
,i24~27
t55 r28
Balcony Break
  • Can be delayed
Hydra Bite Mid

4~3,4

m,​m,​m
8,​10,​20
-14~-13
+15a
,i33~34
t63 r29
Balcony Break
  • Can be delayed
Crusader

1+2

m
20
-9
+15a
i14
t47 r33
Heat Engager
Crusader > Heat Dash

H.1+2,F

m
20
+5
+45a (+35)
i14
r27

f

f+2

m
10
-12~-11
-1~+0
i15~16
t46 r30
Tartaros

f+2,3

m,​M
10,​13
-9~-8
+6c~+7c
,i21~22
t49 r27
Spike
  • Combo from 1st hit
  • Can be delayed

f+2,​3,3+4

m,​M
10,​13
r27 SZN
  • Alternate input: f+2,3~D

f+3

m
18
-9
+3
i17
t50 r33
Homing

f+3~B

m
18
-6
+6
r30 BT
Circling Winds

f+3,2

m,​m
18,​21
-14
+10a (+1)
+30a (+22)
,i30
t65 r35
Balcony Break
  • Combo from 1st hit
Lance Kick

f+4

h
23
-9~-8
+31a (+23)
i15~16
t49 r33
Balcony Break
Minos Typhoon

f+1+2

m
10,​20
-14
+30a (+4)
i18~19 i26
pc7~
t62 r36
Heat Engager
Balcony Break
  • Frame advantage is -9 if an attack is absorbed
Minos Typhoon > Heat Dash

H.f+1+2,F

m
10,​20
+5
+34a
i18~19 i26
pc7~
r27

df

Name
Alt

Input

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

df+1

m
13
-2~-1
+8~+9
i14~15
t37 r22
Body Blow > Phantom Mace

df+1,4

m,​sm
13,​25
-14~-5
+32a (-26)
,i18~27
t60 r29
Balcony Break
Spike
  • Combo from 1st hit
  • Available only on hit or block
Body Blow > Phantom Mace

H.df+1,4

m,​sm,​sm
13,​25,​30
-3~-2
+32a (-26)
i14~15, i18~27, i44~45
r25
Balcony Break
Spike
  • Combo from 1st hit
  • Available only on hit or block
  • Recover Heat on hit
Uppercut

df+2

m
15
-13~-11
+30a (+20)
i16~18
t46 r28 BT
  • Launches crouching opponent
Meat Hook

df+2,3

m,​h
15,​17
-8~-7
+28a (+19)
,i12~13
t34 r21
Balcony Break
Bolt Stunner

df+2,4

m,​m
15,​24
-15~-14
+11a (+2)
,i12~13
t46 r33
Balcony Break
Shadow Snap Kick

df+3

h
17
-9~-8
+12a
+46a (+36)
i16~17
cs6~17
t44 r27

df+4

m
15
-9~-8
+2~+3
i15~16
t43 r27
Pendulum Kick

df+4,4

m,​M
15,​16
-14~-13
+6a
,i22~25
t56 r31
Balcony Break
  • Combo from 1st hit with 7f delay
  • Input can be delayed 9f
  • Move can be delayed 8f
Pendulum Shadow

df+4,​4,3

m,​M,​M
15,​16,​22
-6~-3
+18a
,i27~30
,js1~27 fs28~30
t59 r29

d

Name
Alt

Input

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

d+1

sl
5
-5
+6
i10
cs4~
t34 r24 FC
  • Can recover standing with f
Crouch Straight

d+2

sl
8
-4
+7
i11
cs4~
t34 r23 FC
Stinging Low

d+3

L
10
-11
+0
i15
t45 r30
Basilisk Fang

d+4

L
18
-13
-2
+13g
i21
cs6~
t53 r32 FC

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Assassin's Sting

db+2

m
13
-4~-3
+5~+6
i13~14
r24 BT
Assassin's Sting Combo

db+2,1

m,​h
13,​15
-1~+0
+8~+9
,i22~23
t42 r19
  • Combo from 1st hit
Assassin's Sting > Phantom Javelin

db+2,​1,1

m,​h,​sm
13,​15,​21
-14~-13
+2a (-7)
,i18~19
r25
Balcony Break
  • Combo from 2nd CH
  • Available only on hit or block
Assassin's Sting > Phantom Javelin

H.db+2,1,1

m,​h,​sm,​sm
13,​15,​21,​30
-3~+5
+2a (-7)
i13~14, i22~23, i18~19 i39~47
r25
Balcony Break
  • Combo from 2nd CH
  • Available only on hit or block
  • Recover Heat on hit

db+2,​1,3+4

m,​h
13,​15
-4
+5
r22 SZN
Alternate input: db+2,1~D
Killer Bee

db+3

L
19
-12~-11
+5~+6
+39d
i28~29
js8~24 fs25~27 cs28~
t59 r30 FC
Shinobi Cyclone

db+4

L
21
-14~-13
+4c~+5c
+37a
i24~25
cs6~49
t57 r32

b

Elbow Strike

b+1

h
21
+7c~+8c
+10c~+11c
i16~17
t48 r31
Spike
Elbow
  • Deals chip damage on block
  • Transitions to r26 SZN on hit or block only

b+2

h
12
-14~-12
-3~-1
i15~17
t48 r31

b+2,2

h,​m
12,​17
-3
+6
+8
,i22
t60 r22 BT
Elbow
  • Combo from 1st hit
  • Input can be delayed 13f
Unicorn's Tail

b+2,​2,3

h,​m,​M
12,​17,​20
-19~-18
+12a (-5)
+26a (+16)
i21~22
t59 r37
Balcony Break
  • Combo from 2nd CH
  • Grounded hit can be inconsistent
Deadly Talon

b+2,​2,1+2

h,​m,​L
12,​17,​20
-30~-29
+3d
,i20~21
,cs18~29
t69 r48
  • Combo from 2nd CH
Missing Worm

b+2,4

h,​h
12,​17
-7~-6
+4~+5
,i24~25
t50 r25
  • Combo from 1st hit with 4f delay
  • Input can be delayed 13f
Missing Worm > Phantom Halberd

b+2,​4,2

h,​h,​sm
12,​17,​21
-14~-13
+24a (+9)
,i19~20
r25
Tornado
  • Combo from 2nd CH
  • Available only on hit or block
Missing Worm > Phantom Halberd

H.b+2,4,2

h,​h,​sm,​sm
12,​17,​21,​30
-3~-1
+24a (+9)
i15~17, i24~25, i19~20 i39~-41
r25
Tornado
  • Combo from 2nd CH
  • Available only on hit or block
  • Recover Heat on hit
Hades Heel

b+3

M
23
+4~+6
+15a
i27~29
t52 r23
Spike
  • Chip damage on block

b+4

m
13
-9~-8
-1~+0
i14~15
t45 r30
Knee
Skull Smasher

b+4,4

m,​m
13,​20
-8~-6
+6c~+8c
,i17~19
r45 BT
Spike
  • Combo from 1st hit
Skull Smasher Feint

b+4,B+4

m,​M
13,​24
+1c~+6c
+2c~+7c
+12a
,i37~42
r65 BT
Spike
Skull Smasher Feint Low

b+4,​B+4~3

m,​M,​L
13,​24,​11
-11
+0
,i20
,cs12~37
t50 r30
Skull Spin

b+4,​B+4~3,3+4

m,​M,​L,​m
13,​24,​11,​15
-25~-21
+6a
,i26~30
t70 r40
  • Combo from 2nd hit with 4f delay
  • Input can be delayed 7f
Alternating Smash

b+1+2

m
25
-15~-13
+20a (+10)
i28~30
t65 r33
Balcony Break
  • Backswing blow

u

Name
Alt

Input

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

ub+1

m
11
-6
+5
i16
t41 r25
Gate Keeper

ub+1,2

m,​m
11,​13
-13~-12
-2c~-1c
,i18~19
t50 r31
Spike
  • Combo from 1st hit with 7f delay
Deathbringer

u+3

h
23
+2
+6~+7
i27~28
js9~30 fs31~33
r51 BT
  • Chip damage on block
  • Alternate input: ub+3
Deathbringer Low

u+3,3

h,​L
23,​18
-16~-15
+16a
i31~32
,cs14~39
t76 r44
  • Transitions to r76 Ki Charge on hit only
  • Alternate input: ub+3,3
Deathbringer Low > Shadow

u+3,​3,3

h,​L,​M
23,​18,​22
-6~-4
+18a
,i27~30
,js1~27 fs28~30
t59 r29
Alternate input: ub+3,3,3

u+4

m
11
-9~-8
+22a (+12)
i20~21
js8~27 fs28~30
t48 r27
Balcony Break
  • Alternate input: ub+4
Shadow Scythe

uf+3

M
20
-9
+20a
i29~30
js9~30
t59 r29
Spike

uf+4

m
14
-9~-8
+22a (+12)
i20~21
js8~27 fs28~30
t48 r27
Balcony Break
Stormbringer

uf+4,4

m,​m
14,​20
-15
+9g~12g
+21a
,i16~19
t50 r31
Balcony Break
  • Alternate input: ub+4,4 or u+4,4

uf+4,​4~B

m,​m
14,​20
-16~-15
+15a (+5)
r19 BT

uf+3+4

m
17
-16~-14
+14a
i23~25
js8~26
t59 r34
Spike

uf+3+4,4

m,​L
17,​9
-11~-10
+0~+1
,i21~22
cs1~41
t51 r29
Chakram

uf+3+4,​4,2

m,​L,​m
17,​9,​21
-13
+10a
,i21
t58 r37
Spinning Chakram

uf+3+4,3+4

m,​m
17,​15
-25~-21
+6a
,i20~24
t65 r41
Delayed Rising Toe Kick

uf,n,4

m
20
-13~-11
+32a (+22)
i23~25
js9~30 fs31~33
t55 r30

Motion Input

Name
Alt

Input

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

f,F+2

m
26
-12~-11
+15a (+5)
i16~17
t56 r39
Balcony Break
Sudden Strike

f,F+3

m
20
-14~-11
+43a (+29)
i15~18
js7~23 fs24~26
t38 r20
Balcony Break
Iron Maul

f,F+4

m
21
-10~-8
+21a (+4)
i15~17
t44 r27
Balcony Break
Typhon Fang

f,f,F+3

m
20
+4~+6
+6a
i26~28
js14~34 fs35~37
t70 r42
Chip damage on block
Typhon Fang Phantom

H.f,f,F+3,4

m,​sm
20,​20
+7~+8
+72a (+56)
i26~28, i43~44
r74 BT
Tornado
  • Partially uses remaining Heat time
  • Available only on hit or block
War Hound

b,B+2

m,​h
15,​21
-10~-9
+5~+6
i17~18 i30~31
ps1?~
t68 r37
Balcony Break
  • Jail from 1st attack
  • Parries high or low punches or kicks
Blind Ghost

b,​B+2,P

m,​h,​t
15,​21,​35
-8~+2
+0d
,i15~25
r32 BT

Others

Name
Alt

Input

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

1+2+3+4

r55
  • CH state for 5 seconds
  • Can't block for 5 seconds
Dead End

1+2+3+4,b,f,1+2

,​m!
,​60
+21a (+11)
,i59~61
,cs12~42
t115 r51
Balcony Break
Wall Jump Attack

(Back to wall).b,​b,​UB

m
21
+6~+9
+28a (+19)
i40~43
is8~13 js?~? fs?~?
t62 r19 BT
Balcony Break
Back Handspring

UB,b

js10~41 fs42~44
r54 SZN
Pandra Spin

UB,​b,3+4

,​M!,​M!,​M!
,​20,​20,​20
-19a
,i38~40 i46~49 i51~54
,js21~56
t130 r66
Spike
Utsusemi Escape

b+1+3

ps1~10
r40
  • Parries all attacks
  • Alternate input: b+2+4
Utsusemi Escape

b+1+3,P

-31
js1~32 cs33~
r50 FC
  • Deals recoverable self-damage on a successful parry
  • Raven will teleport back a safe distance
  • Alternate input: BT.b+1+3 or BT.b+2+4

WS

Name
Alt

Input

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

ws1

m
14
-14~-13
+35a (+25)
i14~15
t39 r24
Jackknife Elbow

ws2

m
17
-8~-7
+8~+9
+37a (+27)
i13~14
t40 r28
Elbow
Trident Kick

ws3

m
18
-8~-7
+0a
i16~17
t46 r29
Trident Kick > Phantom Halberd

ws3,2

m,​sm
18,​20
-14~-13
+65a (+49)
,i19~20
r25
Tornado
  • Combo from 1st hit
  • Available only on hit or block
Trident Kick > Phantom Halberd

H.ws3,2

m,​sm,​sm
18,​18,​20
-3~-1
+65a (+49)
i16~17, i19~20 i39~41
r25
Tornado
  • Combo from 1st hit
  • Available only on hit or block
  • Recover Heat on hit
Shadow Snap Kick

ws4

m
18
-6~-5
+7~+8
+4
i11~12
t37 r25
Spinning Middle Kick

ws3+4

m
20
-12~-10
+7~+9
i16~18
t52 r34
Heat Engager
Homing
Balcony Break
  • Alternate input: qcf+3+4
Spinning Middle Kick

H.ws3+4,F

m
20
+5
+62a (+42)
i16~18
r27
Homing
  • Alternate input: H.qcf+3+4,F

ws3+4~B

m
20
r19 BT
Alternate input: qcf+3+4~B

Crouch

Name
Alt

Input

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

FC.1

sl
5
-5
+6
i10
cs1~
t34 r24 FC
Can recover standing with f
Crouch Straight

FC.2

sl
8
-4
+7
i11
cs1~
t34 r23 FC
Crouch Spin Kick

FC.3

L
10
-17
-6
i16
cs1~
t52 r36 FC
Crouch Chin Kick

FC.4

l
6
-15
-4
i12
cs1~
t46 r34 FC
Aqua Spider

FC.df+3

L
17
-9~-7
+2~+4
+30d
i20~22
cs1~35
t48 r26 BT
Tornado Destruction

FC.df+3+4

L,​sm
17,​25
-23~-21
-5a
i18~20 i34~36
cs1~17
t66 r46
Spike
  • Transition to r20 SZN on hit only
  • Second hit available on hit only
  • Power up during Heat
Tornado Destruction

H.FC.df+3+4

L,​sm
17,​25
-23~-21
-5
i18~20 i34~36
cs1~17
t66 r46
Spike
  • Transition to r20 SZN on hit only
  • Second hit available on hit only
  • Recover Heat on hit
Crouch Step

FC.df,d,DF

cs1~30
t30 r1? FC
Crouch Step to Shadow Sprint

FC.df,​d,​DF,f

t25 r1? CD

BT

Name
Alt

Input

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

b+3+4

r14 BT
Labyrinth to Front

BT.b+3+4

r14
Can block mid or high attacks after 6f
Blind Axe

BT.1

h
7
-1~+0
+5~+6
i8
t28 r19
Blind Lance

BT.1,4

h,​h
7,​23
-8~-7
+40a (-18)
+67a (+51)
,i16~17
t50 r33
Balcony Break
  • Combo from 1st hit
Backfist

BT.2

h
13
+0
+7
i10
t28 r18 BT
Backfist > Straight

BT.2,1

h,​h
13,​10
-3
+3
,i14
t36 r22
  • Combo from 1st hit
  • Can transition to r36 BT with B
Backfist > Straight to Shadow Sprint

BT.2,​1~F

h,​h
13,​10
+1
+7
t31 r18 CD
Blinding Knife

BT.2,2

h,​m
13,​15
-9~-8
+2~+3
,i21~22
t49 r27
Combo from 1st CH
Blinding Knife > Phantom Javelin

BT.2,​2,1

h,​m,​sm
13,​15,​21
-14~-13
+2a (-7)
,i18~19
r41
Balcony Break
  • Combo from 2nd hit
  • Combo from 1st CH
  • Power up during Heat
Blinding Knife > Phantom Javelin

H.BT.2,2,1

h,​m,​sm,​sm
9,​12,​21,​30
-3
+2a (-7)
i10, i21~22, i18~19, i39~47
r25
Balcony Break
  • Combo from 1st hit
  • Available only on hit or block
  • Recover Heat on hit

BT.2,​2,3+4

h,​m
13,​15
-7~-6
+8~+9
t45 r25 SZN
Alternate input: BT.2,2~D

BT.3

h
10
-11
+0
i10
t40 r30

BT.3,4

h,​m
10,​17
+0~+2
+1~+3
+11g~+13g
,i28~30
t57 r27
  • Combo from 1st hit with 2f delay
  • Input can be delayed 6f
  • Move can be delayed 5f
  • Forces crouch on CH
Crescent Mirage

BT.3,​4,3

h,​m,​M
10,​17,​22
-6~-3
+18a
,i27~30
,js1~27 fs28~30
t59 r29
Same move as df+(4,4),3
Fafnir

BT.3,​4,4

h,​m,​M
10,​17,​21
-9~-8
+5a
,i32~34
,js12~31 fs32~34
t67 r33 BT
Spike
  • Combo from 2nd CH
Fafnir to Blind Roll

BT.3,​4,​4,F

h,​m,​M
10,​17,​21
-36
,js18~49 fs50~52
r60
Will phase through opponent up-close
Chronos Lathe

BT.4

m
21
-5~-4
+44a (-14)
i19~20
js6~19
t49 r29
Heat Engager
Balcony Break
Chronos Lathe > Heat Dash

H.BT.4,F

m
21
-5~-4
+36a (+26)
i19~20
js6~19
r27
Crusader

BT.1+2

m
23
-13
+30a (+22)
i15~16
pc9~
t50 r34
Balcony Break
  • Frame advantage is -7 if an attack is absorbed
  • Chip damage on block if an attack is absorbed
Spiral Cannon

BT.3+4

m,​m
5,​20
-20~-19
+43a (+39)
i15 i34~35
js13~31 fs32~34
t73 r58
Second kick's frame advantage on hit: +34a (+24)
Soul Steal

BT.f+1

m
18
-8
+6
I16
t48 r32
Balcony Break
  • Transitions to throw on hit only
  • Opponent recovers BT on hit

BT.f+2

m
13
-5~-4
+6~+7
i17~18
t41 r23
Cold Massacre

BT.f+2,3

m,​M
13,​15
-7~-6
+14~+15
,i24~25
t50 r25
Spike
  • Combo from 1st CH with 5f delay
  • Input can be delayed 12f
  • Forces crouch on CH
Cold Worm

BT.f+2,4

m,​h
13,​17
-7~-6
+4~+5
,i20~21
t46 r25
  • Combo from 1st hit with 1f delay
  • Input can be delayed 12f
  • Power up during Heat
Cold Worm > Phantom Halberd

BT.f+2,​4,2

m,​h,​sm
13,​17,​21
-14~-13
+24a (+9)
,i19~20
r25
Tornado
  • Combo from 2nd CH
  • Available only on hit or block
Cold Worm > Phantom Halberd

H.BT.f+2,4,2

m,​h,​sm,​sm
13,​17,​21,​30
-3~-1
+24a (+9)
i17~18, i20~21, i19~20 i39~41
r25
Tornado
  • Combo from 2nd CH
  • Available only on hit or block
  • Recover Heat on hit
Demon Knee

BT.f+3

m
17
-5~-4
+3~+4
+38a (+30)
i13~14
t55 r41
Knee

BT.f+3~B

m
17
-8
+0
+35a (+27)
r45 BT
Kama Kick

BT.f+4

L
9
-9
+2
i16
t44 r28 BT
Trick Bang

BT.f+4,1

L,​h
13,​15
-9~-8
+5~+6
,i22~23
t52 r29
Tornado
  • Combo from 1st hit

BT.f+4,​1,3+4

L,​h
13,​15
-6~-5
+8~+9
tr36 r26 SZN
Alternate input: BT.f+4,1~D
Reverse Chakram

BT.f+3+4

M
24
-9~-7
+5a
i25~27
js5~24 fs25~27 cs28~51
t60 r36
Spike
Reverse Chakram to Blind Roll

BT.f+3+4,F

M
24
-36
-22
,js18~49 fs50~52
r60
Will phase through opponent up-close
Crouch Spin Knuckle

BT.d+1

sl
5
-3
+6
i10
cs1~
t34 r24 FC
Alternate input: BT.d+2
Shinobi Cyclone (clean)

BT.d+3

l
21
-26
KDN
KDN
25f(2)
TC,5F
r
TC from 4F to 5F
Shinobi Cyclone

BT.d+3

L
16
-26~-24
+0~+2
i25~27
cs4~48
t55 r28
Clean hit +74a (+58), 20 damage
Crouch Spin Kick

BT.d+4

l
6
-15
-4
i12
cs1~
t46 r34 FC

BT.b+2

m
17
-2~-1
+6~+7
i16~17
t40 r20 BT
Abyss Cannon

BT.b+2,3

m,​m,​m
17,​5,​20
-20~-19
+42a (+38)
,i20 i39~40
,js18~36 fs37~39
t69 r38
  • Combo from 1st CH
  • Second kick's frame advantage on hit: +34a (+24)
Abyss Spear

BT.b+2,4

m,​h
17,​13
-9~-8
+2~+3
,i17~18
t45 r27
Jail from 1st attack with 3f delay
Cannon Tail

BT.b+3

h
22
+4~+5
+41a
i18~19
t44 r25
Homing
Balcony Break
  • Chip damage on block
Gremlin Smasher

BT.f,F+3

m
25
-9~-8
+8a
i21~22
cs4~22
t58 36
Vermillion

BT.f,F+3+4

L
17
-18~-11
+24a
i23~30
fs13~21 cs18~49
t60 r30
Blind Roll

BT.f,f,f

js10~41 fs42~44
r45
Will phase through opponent up-close
Sixth Sense

BT.f+1+2

ps1~8
r40
Parries mid or high punches or kicks

BT.f+1+2,P

t
25
+5d
Opponent recovers FUFA

CD

Name
Alt

Input

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

qcf

t25 r2? CD
Shadow Sprint Cancel to FC

qcf,d,DF

cs1~
t30 r1? FC
Fatal Elbow

qcf+1

m
15
-9
+4
+15a
i16
t49 r33
Elbow
Fatal Elbow > Phantom Halberd

qcf+1,2

m,​sm
15,​21
-14~-13
+24a (+9)
,i19~20
r25
Tornado
  • Combo from 1st hit
  • Available only on hit or block
Fatal Elbow > Phantom Halberd

H.qcf+1,2

m,​sm,​sm
15,​21,​30
-3~-1
+24a (+9)
i16, 19~20, 39~41
r25
Tornado
  • Combo from 1st hit
  • Available only on hit or block
  • Recover Heat on hit
Fatal Elbow to SZ

qcf+1,3+4

m
15
+0
+13
+24a
t44 r24 SZN
Alternate input: qcf+1~D
Buzzsaw

qcf+2

L
18
-12~-11
+5~+6
+14~+15
i25~26
cs10~45
t56 r30
Cancel to r45 BT with B
Laevateinn

qcf+2~1

L,​m
18,​25
-9~-8
+24a (+14)
,i20~21
t51 r30
Balcony Break
  • Chip damage on block
  • Actual startup is i40~41
Poison Needle > Nightmare

qcf+3

h,​t
16,​14
-7~-6
-4d
i16~17
t47 r30
Spike
  • Transitions to attack throw on front hit only, otherwise launch +33a (+23)
  • Power up during Heat
Poison Needle > Nightmare

H.qcf+3

h,​t
16,​14
-7~-6
-4d
i16~17
t47 r30
Spike
  • Transitions to attack throw on front hit only, otherwise launch +33a (+23)
Black Hole

qcf+4

M
15
-14~-12
+32a (+22)
i18~20
fs20~32
t50 r30 BT
Tornado
Hellhound

qcf+1+2

m,​m
12,​21
-9
+11a (+2)
i24 i35
ps1~5 cs19~
t68 r33 FC
Balcony Break
  • Attack reversal
  • Parries high or mid punches or kicks
Blind Ghost

qcf+1+2,P

m,​m,​t
12,​21,​35
-8~+2
+0d
,i15~25

SZN

Name
Alt

Input

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

3+4

t40 r20 SZN
Alternate input: d+3+4 or FC.3+4
Swift Blade

SZN.1

h
12
-3~-2
+8~+9
i14~15
t36 r21
Swift Blade > Phantom Mace

SZN.1,4

h,​sm
12,​25
-14~-5
+32a (-26)
,i18~27
r25
Spike
Balcony Break
  • Combo from 1st hit
  • Available only on hit or block
Swift Blade > Phantom Mace

H.SZN.1,4

H,​sm,​sm
12,​25,​30
-3~-2
+32a (-26)
i14~15, i18~27, i44~45
r25
Balcony Break
Spike
  • Combo from 1st hit
  • Available only on hit or block
  • Recover Heat on hit
Swift Blade to Shadow Sprint

SZN.1~F

h
12
+1~+2
+12~+13
t30 r2? CD
Dual Thanatos

SZN.2

m,​sm
20,​10
-9
+7a (-2)
i18 23~24
t48 r30
Heat Engager
Balcony Break
  • Power up during Heat
Dual Thanatos > Heat Dash

H.SZN.2,F

m,​sm
20,​10
+5
+36a (+26)
i18 23~24
r27
Radius Flail

SZN.3

m
16
-4~-3
+5~+6
i16~17
js9~17
t46 r29 BT
Radius Flail > Phantom Halberd

SZN.3,2

m,​sm
16,​21
-14~-13
+24a (+9)
,i19~20
r25
Tornado
  • Combo from 1st hit
  • Available only on hit or block
  • Power up during Heat
Radius Flail > Phantom Halberd

H.SZN.3,2

m,​sm,​sm
16,​21,​30
-3~-1
+24a (+9)
i16~17, i19~20 i39~-41
r25
Tornado
  • Combo from 1st hit
  • Available only on hit or block
  • Recover Heat on hit
Cocytus Glide

SZN.4

L
21
-16~-9
+2~+9
+26a
i17~24
cs6~
t52 r28 FC
Oceanus Fissure

SZN.1+2

h
25
+0~+1
+23a
i15~16
t47 r31
Homing
Balcony Break
  • Chip damage on block
Blind Fall

SZN.U

js1~17 fs15~17
r25
Blind Fall to Crouching State

SZN.D

js1~17 fs15~17
r25 FC
Blind Labyrinth

SZN.B

js1~17 fs15~17
r25 BT

Throws

Name
Alt

Input

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

1+3

t
35
-6
+0d
i12~14
t39 r25
Throw break 1 or 2
Salamander

2+4

t
35
-3
+0d
i12~14
t39 r25
  • Throw break 1 or 2
  • Side switch
Neck Ringer

Left throw

t
40
-3
-3d
Floor Break
  • Throw break 1
  • Side switch on hit
Swift Assassin

Right throw

t
40
-3
-4d
Floor Break
  • Throw break 2
Dark Matter

Back throw

t
50
-4d
Floor Break
  • Unbreakable
Orbiting Moon

df+1+4

t
35
-2
+0d
i11
t39 r28
Floor Break
  • Throw break 1
  • Alternate input: qcf,df+1+4
Undertaker

uf+1+4

t
40
-2
+0d
i12
t38 r27
  • Throw break 1+2
  • Can side switch on hit

10 String

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
ub+1 m 11 -
2 m 13 -
2 m 5 -
2 h 5 -
4 h 8 -
2 m 8 -
3 m 9 -
4 L 5 -
2 m 6 -
1+2 M! 35