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| Special moves | Basic Moves

Special moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
in rage d+1+2 m 55 20 pc8~17 -22 KND KND Rage art
in rage b+2, 1+2 m, h 20,21 20 8~17 +9~+10s JG JG Rage drive
in rage 1, b+2, 1+2 h, m, h 7, 20,21 10 +9~+10s JG JG Rage drive
1 h 7 10 +1 +8 +8
1, 1 h, h 7,6 10 -1 +8 +8
1, 1, 2 h, h, m 7,6,12 10 -17 KND KND
1, 2 h, h 7,8 10 -1 +7 +7
1, 2, 2 h, h, h 7,8,12 10 -12 +4 +4
1, 2, 2~1+2 h, h, m 7,8,25 10 -6~-5 KND KND
1, 2, 2~1+2 u or d h, h, (Special) 7,8 10 -16 -9 -9
1, 2, 4 h, h, h 7,8,21 10 -9 KND CS
1, b+2 h, m 7,21 10 -2 +8 +8
1, b+2, 1 h, m, m 7,21,20 ar36~ -15~-11 Launch Launch
1, b+2, 4 h, m, m (TJ) 7,21,30 js17~ +5 KND KND
2 h 10 10 0 +9 +9
2, 2 h, h 10,18 10 -13 -2 -2
2, 2~1+2 h, m 10,25 10 -6~-5 KND KND
2, 2~1+2 u or d h, (Special) 10 10 -14 -5 -5
3 h 15 14 -10 +1 +1
3, 4 h, m 15,20 14 -14~-13 +3~+4 CS
4 h 21 16 -9 KND CS
4~3 WS+4~3 m (TJ) 25 35~37d (36~) js10~ -11~-9 KND KND
1+2 m 25 12~13 -10~-9 KND KND
f+2 h 13 15~16 -9~-8 +2~+3 +2~+3
f+2, 3 h, m 13,20 15~16 -2~0 KND CS
f+2~1+2 m 25 16(17~) -6~-5 KND KND
f+2~1+2 u or d (Special) 16(17~)
f+3 m 20 18~20 -2~0 KND CS
f+4 m 20 19~20 +4~+5s +7~+8s (+13~+14) KND
f+1+2 h 15 12~13 -14~-13 KND KND
d/f+1 m 10 13~14 -1~0 +9~+10 +9~+10
d/f+1, 1 m, h 10,8 13~14 -2 +4 +4
d/f+1, 2 m, m 10,24 13~14 -13~-12s KND KND
d/f+2 m 14 15~16 -7~-6 +4~+5 Launch (JG?)
d/f+4 m 15 12 -6 +5 +5
d/f+1+2 m 25 24~25 pc8~23 -14~-13 KND KND Power crush
d+1 m 16 16~17 -9~-8 +2~+3 +2~+3
d+1, D m 16 16~17s -9~-8 +2~+3 +2~+3
d+1, 2 m, m 16,17 16~15 -9~-8 +6~+7 KND
d+3 or d/f+3+4 m 25 22~23 -7~-6s KND KND
d+1+4 ! 50 60 KND KND KND
d+2+3 (Special)! 0 63 -3 -3(KND) -3
d/b+2 l (TC) 25 23~25s cs8~ -18~-16 +6~+8s +6~+8s
d/b+1+2 mm? 10,20 21~22, 38~39 -13~-12 +5~+6 +5~+6
b+1 h 14 15~16 -11~-10 -5~-4 -5~-4 Homing
b+1, 2 h, h 14,20 15~16 -9 +15kg CS Tail spin
b+1, 2~1+2 h, m 14,25 15~16 -6~-5 KND KND
b+1, 2~1+2 u or d h, (Special) 14 15~16 -19~-18 -13~-12 -13~-12
b+2 m 20 22~23 -2~-1 KND KND Wall bounce
b+3 h 14 14~15 -4~-2 +7~+9 +7~+9
b+3,2 h,h 14 14~15 -1 +8 Launch
b+3, 3 h, m 14,25 14~16 -12~-8s KND KND
b+4 m 20 18~20 -9~-7 KND Launch Homing, Tail spin
b+1+2 m 17 19~20 -9~-8 +8~+9 +8~+9
b+1+2, 1+2 m, m 18,24 19~20 -13 KND KND
u/f+3 m (TJ) 17 28~29 js9~ -10~-9 KND KND
u/f+3, 4 m (TJ), m (TJ) 17,20 js1~ +3~+4 KND KND Tail spin
u/f+4 m (TJ) 25 24~27 js9~ -5~-2 KND KND Tail spin
f, F+2 m 22 19~20 (20~) -16~-15 Launch Launch
f, F+3 m 25 20~22 (21~) -3~-1s KND KND
b, f+2 m 12 15~16 (15~) -7~-6 +4~+5 +4~+5
b, f+2, 1 m, h 12,24 15~16 (15~) -9 KND KND
b, f+2, 2 m, m 12,21 15~16 (15~) -12s +1s KND
b, f+2, 3 m, h 12,20 15~16 (15~) -6~-5 KND KND Tail spin
b, B+1+2 m 25 35~36 (36~) +10g~+11g (+12~+13kg) KND KND wc
b, B+3+4 (Special) 35~36 (36~)
qcf+2 m 30 15~16 (15~) -17~-16 ED ED
f, f, f+3 m 30 22~25 (25~) js3~ +9~+12g ED ED
WS+1 m 17 13~14 -14~-13 KND KND
WS+2 m (TC) 20 18 cs1~8 -6 +11kg CS Tail spin
WS+3 m 10 18 -11 +0 +0
WS+3,1+2 m,m 10,20 18 -14 KND KND
WS+4 m 13 11~12 -3~-2 +8~+9 +8~+9
WS+4, 4 m, m 13,16 11~12 -15~-14 0~+1s 0~+1s
FC+d/f+4 l (TC) 20 19~21s cs1~ -23 KND KND
SS+2 m 10 19(28~) -9 -1 -1
SS+2, 1 m, m 10,20 19(28~) -14~-13 KND KND
Opponent Down, d+4 l(On grounded opponent) 24 19 -14 -3 -3
2+3+4 (Special) 19
1+2+3+4 (Special) 19
When ki-charged d, u, u or u/f+3 (Special), m (TJ) 36 28~29 (85~) js9~ -10~-9 KND KND
When ki-charged d, u, u or u/f+3, 4 (Special), m (TJ), m (TJ) 36,24 js1~ +1~+2 KND KND Tail spin
f+3+4 (Special)(h or m punch parry)(RAI) (5~)
f+3+4, u or d (Special)
RAI 1 h 20 17~18 (37~) -2~-1 KND CS Homing
RAI 2 m 20 15~16 (35~) -13~-12 KND KND
RAI 2, 1 m, m 20,23 15~16 (35~) -17~-16s KND KND
RAI 1+2 h! 35 56(76~) CS CS CS
f, n, d, D/F (Special) 56(76~)
f, n, d, d/f+1 m 25 19~21 (22~) ar19~ -15~-13 Launch Launch
f, n, d/f+1 m (TJ) 35 19~21a (21~) ar19~ -10~-8 Launch Launch
f, n, d, D/F+2 h 20 11~12 (15~) -10~-9 Launch (JG?) Launch (JG?)
f, n, d, d/f+2 h 23 11~12 (14~) +5~+6 Launch (JG?) Launch (JG?)
f, n, d, d/f+3 m 30 27~28 (30~) js5~ +7~+8 KND KND
f, n, d, D/F+3 l? 24 33~34 (37~) js5~28 -23~-22 KND KND
f, n, d, d/f+4 l(HS) 15 16~17 (19~) -23 +8~+9s KND
f, n, d, d/f+4, 4 l, l(HS) 15,10 16~17 (19~) -10 KND KND
f, n, d, d/f+4, 4 (Single hit) l, l(HS) 15,10 16~17 (19~) -10 +3s KND
f, n, d, d/f+4, 4, 4 l, l, l(HS) 15,10,8 16~17 (19~) -10 KND KND
f, n, d, d/f+4, 4, 4 (Single hit) l, l, l(HS) 15,10,8 16~17 (19~) -10 +3s KND
HS n, 1 m(HS) 20 ar28~ -15~-12 Launch Launch
HS n, 4 m(HS) 10 28~ -3~-2 +8~+9 +8~+9
HS n, 4, 4 m, m(HS) 10,20 28~ -14~-13 -3~-2s -3~-2s

Basic Moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
1 h 7 10 +1 +8 +8
2 h 10 10 0 +9 +9
3 h 15 14 -10 +1 +1
4 h 21 16 -9 KND CS
f+1 h 7 10 +1 +8 +8
f+2 h 13 15~16 -9~-8 +2~+3 +2~+3
f+3 m 20 18~20 -3~-1 KND CS
f+4 m 20 19~20 +4~+5s +7~+8s (+13~+14) KND
d/f+1 m 13 13~14 -1~0 +9~+10 +9~+10
d/f+2 m 14 15~16 -7~-6 +4~+5 Launch (JG?)
d/f+3 m 17 17 -7 +4 +4
d/f+4 m 15 12 -6 +5 +5
d+1 m 16 17~18 -9~-8 +2~+3 +2~+3
d+2 Sm (TC) 8 11s cs4~ -4 +7 +7
d+3 or d/f+3+4 m 25 22~23 -7~-6s KND KND
d/b or d+4 l (TC) 7 12s cs4~ -13 -2 -2
d/b+1 Sm (TC) 5 10s cs4~ -5 +6 +6
d/b+2 l (TC) 23 23~25s cs8~ -18~-16 +5~+7s +5~+7s
d/b+3 l (TC) 12 15~17s cs4~ -18~-16 -4~-2 -4~-2
d/b or d+4 l (TC) 7 12s cs4~ -13 -2 -2
b+1 h 14 15~16 -11~-10 -5~-4 -5~-4 Homing
b+2 m 20 22~23 -2~-1 KND KND Wall bounce
b+3 h 14 14~16 -4~-2 +7~+9 +7~+9
b+4 m 20 18~20 -9~-7 KND KND Homing, Tail spin
u/b or u or u/f+1 m (TJ) 12 18 js9~ -8 +3 +3
u/b or u or u/f+2 h 17 15~16 -12~-11 +9~+10g +9~+10g
u/b or u+3 m (TJ) 25 21 js9~ -17 KND KND
u/f+3 m (TJ) 17 28~29 js9~ -10~-9 KND KND
u/b+4 m (TJ) 11 15~17 js9~ -19~-17 -8~-6 -8~-6
u+4 m (TJ) 15 15~17 js9~ -13~-11 KND Launch (JG?)
u/f+4 m (TJ) 25 24~27 js9~ -5~-2 KND KND Tail spin
WS+1 m 20 14~15 -14~-13 KND KND
WS+2 m (TC) 20 18 cs1~8 -6 +11kg CS Tail spin
WS+3 h 28 16 -16 KND KND
WS+4 m 13 11~12 -3~-2 +8~+9 +8~+9
FC+1 Sm (TC) 5 10s cs1~ -5 +6 +6
FC+2 Sm (TC) 8 11s cs1~ -4 +7 +7
FC+3 l (TC) 12 16s cs1~ -17 -3 -3
FC+d/b or d+4 l (TC) 10 12s cs1~ -15 -4 -4
SS+1 h 7 10(11~) +1 +8 +8
SS+2 m 10 19(28~) -9 -1 -1
SS+3 h 15 14(15~) -10 +1 +1
SS+4 h 21 16(17~) -9 KND CS
BT 1 or 2 h 15 8 -8 +3 +3
BT 3 or 4 h 25 10 -8 KND KND
BT d+1 or 2 Sm 10 10s cs1~ -2 +9 +9
BT d+3 or 4 l 12 10s cs1~ -11 +3 +3


14 Responses

  1. Heihachi patch 4.20 ( f3 on block -2,f2,3 on block -2 and hell sweep is +8 on hit only the first hit.

  2. Now OTGF f, n, d/f+1 has official crouch state status. It would be nice to know from what frame it starts crushing. It even can crush some mids from what I have seen.

  3. i’ll try to help with two examples from the startup frame column:

    21 js9~ means the move hits at 21frames and from 9th frame onwards the character is in a “jumping state”

    23~25s cs8~ means the move hits at 23frames, it has 3 active frames (23-25) and from the 8th frame the character will be in a “crouching state”

  4. Thank you for the frame data, but I don;t understand what letters mean in the start up frames column. it’s not described in the link you provided before. Thanks again!

  5. Thank you for the database. Please do me this one favor, can you make a legend that has what all the abbreviated terms mean? i.e. KND=Knockdown, and so forth. Im new to T7 and would like to know what all these abbreviations mean like TJ, ED, JG, CS, RC and so forth. If you can do this for me, I would gladly appreciate it. Thank you in advance.

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