RBNorway




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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 in rage HMS d+1+2 m 20 pc8~17 55 -22 KND KND Rage art
in rage d/f+3+4 m 25 16~17 -1~0 Tail spin Tail spin Rage drive, Tail spin
in rage d/f+3+4, f, N m, (MS) 25 16~17 +2~+3 Tail spin Tail spin Rage drive, Tail spin
1 h 7 10 +1 +8 +8
1, 2 h, h 7,9 10 -1 +5 +5
1, 2, 2 h, h, m 7,9,14 10 -13~-12 -2~-1 -2~-1
1, 2, 2, 3 h, h, m, h 7,9,14,23 10 -3~-1 KND KND Tail spin
1, 2, 2, 3, 4 h, h, m, h, (HMS) 7,9,14,23 10 -9~-7 KND KND Tail spin
1, 2, 4 h, h, m 7,9,10 10 -12 -1 CS
1, 2, 4, 3 h, h, m, (HMS) 7,9,10 10 -14 -3 CS
1, 2, 4 (Hold long as possible) h, h, m 7,9,20 10 -7 0 CS
1, 2, f, n h, h, (Special) (TC)(MS) 7,9 10 -2 +4 +4
1, 3 h, h 7,5 10 -11 0 0
1, 3:3 h, h, m 7,5,4 10 -11 0 0
1, 3:3:3 h, h, m, h 7,5,4,12 10 -18 KND KND
2 h 10 10 +1 +7 +7
2, 1 h, h 10,8 10 -5~-3 +6~+8 +6~+8
2, 1, 3+4 h, h, (HMS) 10,8 10 -5 +6 +6
2, 1, 1 h, h, m 10,8,18 10s -12~-11 +3~+4 KND
2, 1, 3 h, h, h 10,8,24 10 -4~-2 KND Tail spin (3rd hit) Tail spin
2, 1, 4 h, h, l (TC) 10,8,18 cs16~ -16~-14 0~+2 +10~+12
2, 2 h, m 10,14 16~ -13~-12 -2~-1 -2~-1
2, 2, 3 h, m, h 10,14,23 16~ -3~-1 KND KND Tail spin
2, 2, 3, 4 h, m, h, (HMS) 10,14,23 16~ -9~-7 KND KND Tail spin
3 m 16 14 -8 +7 +7
3, 4 m, (HMS) 16 14 -8 +3 +3
3, 3 m, h 16,18 14 -10 +1 +1
3~3 h 18 30 -10 +1 +1
3~3 hit or guard 4 (h, )h(Throw) (18,)15,10 30 Throw(KND) Throw(KND) Throw(KND)
4 h 16 11 -9 +7 Launch (JG?)
4, 3 h, h 16,14 11 -14 -3 +2
4, 3, 3 h, h, m 16,14,20 11 -13~-11 KND KND
4, 3, 4 h, h, m (TJ) 16,14,25 js22~ -9~-7 KND KND
4, 4 h, h 16,6 22~ -5 +6 Launch (JG?)
4, 4, 4 h, h, h 16,6,8 22~ -5 +6 Launch (JG?)
4, u or u/f+3 h, m (TJ) 16,25 22~a -1~+1 KND KND
4, u or u/f+3, f h, m (Mist step) 16,25 22~a -27 KND KND
1+2 m 20 21~22s -4~-3 +3~+4 KND Homing
1+2, 3+4 m (HMS) 20 21~22s -4~-3 +3~+4 KND Homing
f+2 m 12 14~15 -9~-8 +2~+3 +2~+3
f+2, 1 m, h 12,24 14~15 -10~-9 KND KND
f+3 m 6 15 -18 -7 -7
f+3, 3 m, m 6,3 15 -18 -7 -7
f+3, 3, 3 m, m, h 6,3,3 15 -18~-17 -7~-6 -7~-6
f+3, 3, 3, 3 m, m, h, h 6,3,3,3 15 -18~-17 -7~-6 -7~-6
f+3, 3, 3, 3, 3 m, m, h, h, h 6,3,3,3,3 15 -18~-17 KND KND
f+3, 3, 3, 3, 3, 4 m, m, h, h, h, h 6,3,3,3,3,20 15 -4~-3 KND KND Tail spin
f+3, 3, 3, 3, 3, 4, 3 m, m, h, h, h, h, (HMS) 6,3,3,3,3,20 15 -7~-6 KND KND Tail spin
f+4 h 13 11 -7 +4 +4
f+4, 1 h, h 13, 16 11 -2 +13 +13
f+4, 3 h, m 13,18 11 -8~-6 +6~+8s KND
f+4, 3, 4 h, m, (HMS) 17,24 11 -4~-2 +10~+12s KND
f+1+2 hh 10,20 13,28~29 -13~-12 KND KND
f+3+4 mm (TJ) 10,20 30~32, 34~36 js14~33 +4~+6s +8~+10s +8~+10s
f+3+4 (Second hit miss) m 10 30~32s js14~33 -14~-12s -3~-1s -3~-1s
d/f+1 m 13 13~14 -1~0 +5~+6 +5~+6
d/f+2 m 12 15~16 -7~-6 Launch (JG?)(+4a) Launch (JG?)
d/f+3 m 14 15~16 -8~-7 +3~+4 +3~+4
d/f+3, 2 m, h 14,11 15~16 -6~-5 +5~+6 +5~+6
d/f+3, 2, 3 m, h, m 14,11,23 15~16 -14 Launch Launch
d/f+4 m 16 13~14 -9~-8 +2~+3 +2~+3
d/f+4, 3 m, (HMS) 16 13~14 -9~-8 +2~+3 +2~+3
d/f+1+2 m 18 20~21 -9~-8 -2~-1 -2~-1
d/f+1+2, 3 m, h 18,23 20~21 -3~-1 KND KND Tail spin
d/f+1+2, 3, 4 m, h, (HMS) 18,23 20~21 -9~-7 KND KND Tail spin
d+2 m 17 18~19 -6~-5 +8~+9 KND(JG)
d+3 l (TC) 17 16s cs6~ -17 -3 KND
d+3, 4 l (TC), (HMS) 15 16s cs6~ -15 -1 KND
d+4 l 7 12 -13 -14 -2
d+4, n+4 l, h 7,16 12 -9 +2 Launch (JG?)
d+4, n+4~3j l, h! (TJ) 7,60 12a KND KND KND
D+4, 4 l, l 7,8 12 -15 -16 -4
D+4, 4, 4 l, l, l 7,8,5 12 -15 -16 -4
D+4, 4, 4, 4 l, l, l, m 7,8,5,21 12 -20~-19 KND KND
D+4, 4, 4, 4, 3 l, l, l, m, (HMS) 7,8,5,21 12 -11~-10 KND KND
D+4, 4, 4, 4, 3, d/b (Cancel) l, l, l, m, (HMS) 7,8,5,21 12s -8 KND KND
d+3+4 h! (TJ) 60 60a cs25~44 js45~ KND KND KND
d+3+4, 3+4 (Cancel) (HMS) s
d/b+3 l 15 20~21 -12~-11 +2~+3 +2~+3
d/b+1+2 !, ! 20,30 76,90 CS CS CS
d/b+3+4 l? 17 23~25 -13~-11 +4~+6 KND
b+1 h 8 15 0 +6 +6
b+1, 1 h, m 8,6 15 -5 +6 +6
b+1, 1, 2 h, m, h 8,6,15 15 -11 +1 +1
b+1, 1, 3+4 h, m, (HMS) 8,6 15 -1 +10 +10
b+1, 1~f, n (Cancel) h, (MS) 8 15 -5 +1 +1
b+1:1 h, m 12,6 15 -5 +6 +6
b+1:1, 2 h, m, h 12,6,23 15 -6 KND KND
b+1:1, 3+4 h, m, (HMS) 12,6 15 -1 +10 +10
b+1:1~f, n (Cancel) h, (MS) 12 15 -5 +1 +1
b+2 h 13 14 -5 +1 +1
b+2, f, n h, (MS) 13 14 -1 +5 +5
b+2, 4 h, h 13,12 14 -8~-7 -6~-5 KND
b+2, 4, 3+4 h, h, (HMS) 13,12 14 -10~-9 -8~-7 KND
b+2, 4, 3 h, h, h (TJ) 13,12,21 js13~ -3 KND KND Tail spin
b+3 l 9 15 -14 -3 -3
b+3, 3 l, h 9,15 15 -12 -3 -3
b+3, 3, f l, h, (MS) 9,15 15 -7 +2 +2
b+4 m 20 20~22 -3~-1 +7~+9s (KND) KND
b+4, 3 m, (HMS) 22 20~22 -2~0 +8~+10s (KND) KND
b+1+2 Absorbs 1 h/m hit 20~22 +7b
b+1+2(when done) 4(When parry successful) (Special), m 30 20 KND Tail spin
b+3+4 m 20 20 pc8~19 -15 KND KND Power crush, Wall bounce
u/b, b (Special) (TJ), (HMS) 20 8~19
u/b+3 m 20 18~22 js17~ -13~-9 KND Launch
u+3 (Special) (TJ) a
u+3, D (Special) (TJ) as
u+3, 3+4 (Special) (TJ), (HMS) a
u/f+3 m (TJ) 12 25~26 js12~ -9~-8 +2~+3 +2~+3
u/f+3, 1 m (TJ), m 12,18 s js1~4 -12~-11 +3~+4 KND
u/f+3, 4 m (TJ), h 12,23 js1~4 -3~-1 KND KND Tail spin
u/f+4 m (TJ) 13 15~16 js9~ -13~-12 Launch (JG?) Launch (JG?)
u/f+3+4 h (TJ) 27 22~24 js9~ +5~+7 KND KND
u/f+3+4, 3+4 h (TJ), (HMS) 32 22~24 js9~ +8~+10 KND KND
f, F+3 m 26 14 -11~-10 KND KND
f, F+4 h 22 16~17 (17~) cs5~12 -5~-4 KND KND
d, D/B+4 m 24 22~24 (24~) -17~-15 Launch(JG?) Launch(JG?)
b, B+4 h 23 18~21 (19~) +2~+5 KND KND Homing, Tail spin
b, B+4, 3 h, (HMS) 23 8~21 (20~) 0~+3 KND KND Homing, Tail spin
f, f, f+3 or WR+3 m 14 14~15 (17~) js9~ -9~-8 KND KND
f, f, f+3, 4 m, m 14,26 js1~ +3~+5 KND KND
f, f, f+3, 4, 3+4 m, m, (HMS) 14,26 js1~ +4~+6 KND KND
WS+1 m 13 13~14 -2 +7 +7
WS+1,4 m,h 13,17 13~14 -5 +4 +4
WS+1,4,3(HMS) m,h 13,17 13~14 -8 +1 +1
WS+2 m 12 14~16 -8~-6 +3~+5 +3~+5
WS+2, 3 m, m 12,24 14~16 -13~-12 Launch Launch
WS+2, 4 m, h 12,23 14~16 -6~-5 +16~+17kg +16~+17kg Tail spin
WS+3 m 16 10~12 -21~-19 -10~-8 -10~-8
WS+3, 3 m, m 16,11 10~12 -15~-13 -4~-2s -4~-2s
WS+3, 3, 4 m, m (HMS) 16,11 10~12 -15~-13 -4~-2s -4~-2s
WS+3, 3, D+3 m, m, l 16,11,8 10~12 -19 -8 -8
WS+3, 3, D+3, n+3 m, m, l, m 16,11,8,10 10~12 -19 -8 -8
WS+3, 3, D+3, n+3, 3 m, m, l, m, h 16,11,8,10,10 10~12 -16 -5 -5
WS+3, 3, D/F+3 m, m, m 16,11,10 10~12 -19 -8 -8
WS+3, 3, D/F+3, n+3 m, m, m, h 16,11,10,10 10~12 -16 -5 -5
WS+3, 3, D/F+3, n+3, 3 m, m, m, h, m 16,11,10,10,10 10~12 -19 -8 -8
In+f-Kick D+3, ,, l 10 10~12 -19 -8 -8
In+f-Kick U+3, ,, m 15 10~12 -19 KND KND
WS+4 m 16 11~12 -6~-5 +5~+6 +5~+6
WS+4, 3 m, (HMS) 16 11~12 -9~-8 +2~+3 +2~+3
FC+d/f+4 l (TC) 17 16~17s cs1~ -14~-13 -3s~-2s KND
FC+d/f+4, 3 l (TC), (HMS) 17 16~17s cs1~ -12~-11 -1s~0s KND
FC+u/b+4 m (TJ) 15 18~28s (18~) js9~ -17~-7 -6~+4 -6~+4
FC+u+4 m (TJ) 22 18~28s (18~) js9~ -17~-7 Launch (JG?) Launch (JG?)
FC+u/f+4 m (TJ) 25 18~28s (18~) js9~ -17~-7 Launch (JG?) Launch (JG?)
FC+u/b or u or u/f+4, 3 m (TJ), (HMS) (15or22or)25 18~28s (18~) js9~ -17~-7 Launch (JG?) (-6~+4) Launch (JG?) (-6~+4)
FC+U/B+4 m (TJ) 25 14~17 js9~ -31~-28 -20~-17 -20~-17
FC+u or U/F+4 m (TJ) 28or30 14~17 js9~ -31~-28 KND KND
FC+u/b or u or U/F+4, d m 33or37or40 14~16s js9~ -31~-28 KND (-20~-17) KND
FC+u/b or u or U/F+3+4 mm (TJ) 30,20 46~49, 56~58d js9~ -4~-2 KND KND
FC+u/b or u or U/F+3+4 (First hit only) m (TJ) 30 46~49d js9~ -24~-21 KND KND
FC+d/f, d, D/F+3 l (TC) 22 16~20d (19~) cs1~15 js16~ -23~-19 KND KND
SSR+3+4 m 28 20~23 (29~) -9 KND KND Tail spin
SSR+3+4, 4 m, (HMS) 28 20~23 (29~) -12 KND KND Tail spin
SSL+3+4 h 25 17~20 (25~) -2~+1 KND KND Tail spin
SSL+3+4, 3 h, (HMS) 25 17~20 (25~) -5~-2 KND KND Tail spin
3+4 or From certain moves (to HMS) (HMS) RC
HMS d or u (HMS)
HMS f (HMS)
HMS d/b or D (Cancel) (Special) RC
HMS b (Cancel) (Special)
HMS 1 h (HMS) 10 12 0 +7 +7
HMS 1, 1, … h, h HMS) 10,10, … 12 -1 +7 +7
HMS 1, 1, …, f, n (Cancel) (MS) 10, 12s -3 +4 +4
HMS 1, 4 h, m 10,17 12 -8 +2 KND
HMS 1, 4, 3 h, m (HMS) 10,15 12 -8 +2 +2
HMS 2 m 23 19~20 -13~-12 Launch Launch
HMS 3 h 21 17~19 pc8~16 -4~-2 KND KND Homing, Power crush, Tail spin
HMS 3 Hit when close h, (throw) 21(,20) 17~19 8~16 Throw(KND)
HMS 4 l (TC) 30 24~26s cs6~ -26 KND KND
HMS 1+2 mm 10,15 15,26~27 -7~-6 +14~+15 (+26~+27 wc) +14~+15 (+26~+27 wc) Wall Crush
HMS u/f+3 m (TJ) 24 20~22 js9~ -9 KND KND Wall bounce
HMS u/f+3, D m (TJ) 24 20~22s js9~ -9 KND KND
HMS u/f+4 m (TJ) 20 25~29 js16~ -8~-4s KND KND
f, n or HMS f (to MS) (Special) (TC)(MS) 25~29 16~
MS 3 m (TJ) 10 15~16 (17~) js9~ -12~-11 -1~0 -1~0
MS 3, 4 m (TJ), m (TJ) 10,10 js1~ -13~-12 Launch (JG?) Launch (JG?)
MS 3+4 l (TJ) 17 29~33a,d (31~) js6~23 -35~-31 KND KND
MS etc, , 29~33, (31~) 6~23
MS b, n (Sway) (s)
Sway 4 l (TC) 18 21~22 cs1~ -13~-12 +3~+4 KND
Sway n command 21~22 1~

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 +1 +7 +7
3 m 16 14 -8 +7 +7
4 h 16 11 -9 +7 Launch (JG?)
f+1 h 7 10 +1 +8 +8
f+2 m 12 14~15 -9~-8 +2~+3 +2~+3
f+3 m 6 15 -18 -7 -7
f+4 h 13 11 -7 +4 +4
d/f+1 m 13 13~14 -1~0 +5~+6 +5~+6
d/f+2 m 12 15~16 -7~-6 Launch (JG?)(+4a) Launch (JG?)
d/f+3 m 14 15~16 -8~-7 +3~+4 +3~+4
d/f+4 m 16 13~14 -9~-8 +2~+3 +2~+3
d/b or d+1 Sm (TC) 5 10s cs4~ -5 +6 +6
d+2 m 18 18~19 -6~-5 +8~+9 +8~+9
d+3 l (TC) 17 16s cs6~ -17 -3 KND Rage art
d+4 l 7 12 -13 -14 -2
d/b or d+1 Sm (TC) 5 10s cs4~ -5 +6 +6
d/b+2 Sm (TC) 8 11s cs4~ -4 +7 +7
d/b+3 l 13 20~21 -12~-11 +2~+3 +2~+3
d/b+4 l (TC) 7 12s cs4~ -13 -2 -2
b+1 h 8 15 0 +6 +6
b+2 h 13 14 -5 +1 +1
b+3 l 9 15 -14 -3 -3
b+4 m 22 20~22 -3~-1 +7~+9s (KND) KND
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+3 m 20 18~22 js17~ -13~-9 KND Launch
u+3 (Special) (TJ) a
u/f+3 m (TJ) 12 25~26 js12~ -9~-8 +2~+3 +2~+3
u/b+4 m (TJ) 11 15~17 -19~-17 -8~-6 -8~-6
u+4 m (TJ) 15 15~17 -13~-11 KND Launch (JG?)
u/f+4 m (TJ) 13 15~16 js9~ -13~-12 Launch (JG?) Launch (JG?)
u/b or u+3+4 m (TJ) 25 21 -17 KND KND
u/f, n+4 m 25 23(29,35) js9~33 -11(-13) Launch (JG?) Launch (JG?)
WS+1 m 12 12~13 -2~-1 +9~+10 +9~+10
WS+2 m 12 14~16 -8~-6 +3~+5 +3~+5
WS+3 m 16 10~12 -21~-19 -10~-8 -10~-8
WS+4 m 16 11~12 -6~-5 +5~+6 +5~+6
FC+1 Sm (TC) 5 10s cs1~ -5 +6 +6
FC+2 Sm (TC) 8 11s cs1~ -4 +7 +7
FC+d/b or d+3 l (TC) 12 13s cs1~ -17 -3 -3
FC+d/f+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 h 10 10(11~) +1 +7 +7
SS+3 m 16 14(15~) -8 +3 +3
SS+4 h 16 11(12~) -9 +7 Launch (JG?)
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


29 Responses

  1. Thanks for the great work and thanks for the great comment section too!
    I have one correction to add:
    The rage drive should be “launch” on hitframe and counter hit frame because you get a full combo with another screw.

  2. So I’m seing moves missing… Like D4*4,U3 and D4*4,3,4

    And can someone explain to me whatj means? I see D4*4~3j And it says KND on block…. how does it knockdown on block? I’m in game and trying to get this string to knock down on block and IDK how.

    Is J stading for “JUST FRAME”? IDK I been trying a just frame too I cna’t find the timing or IDK.

    1. Yes, the j donetes “just Frame”. BGut remember that it’s the start of 4~3 which needs to be a just frame.
      Try to do the string pretty fast, d+4, the let go of down, and hti 4~3 almost right after. Then he will to an ublockable kick. Took a litle while before I got it too.
      I don’t understand what you mean by D4*4,U3. * means to hold the button. There is no move D4(hold), 4, U3 ?

    2. Oh, I see what you mean now, d+4, N, 4, u+3 etc. I think all of these are the same moves as if you did not do d+4.
      So d+4, N, 4, u+3 has the same frames and damage as 4, u+4 and so on

      1. I think that must be it…. They should still show it though because D+4 * 4, U3 is very popular move….. used in combo enders and for pressure at times.

  3. It would be great if you could please list what df+1,2 and df+1,2,2 and df+1,2,2,1 and maybe more are on block. A lot of Lees use his df+1,2,2,1 as a poke string.

  4. Please correct it i have lost many battles due to this. FC+d/f+4, 3 is also -14 on blockand i used it mnay times as -12 and got punished by Jin’s WS,2.

      1. FC,d/f+4~3,[HMS] is itself -12. This means that on frame 13, you can start an HMS move. If you press 3 while getting punished by an i13 move, you will see the HMS 3 spark even though you get punished.

        Blocking is not instant. Canceling HMS here with B requires 2 frames. Those are frames 13 and 14, allowing you to block on 15. Canceling with a down direction takes one frame (frame 13), actually allowing you to do something on frame 14. You can buffer the directional cancels, but there is no buffer for a button press, making it hard to capitalize on this extra saved frame with move JF inputs. However, because the cancel can be buffered, you can reliably block on frame 14 by hitting d/b~B (or I just do qcb) just before recovery, like, FC,d/f+4~3,[HMS]:qcB

        Enjoy!

    1. You can recover from that move both ways, standing or crouching, if you recover standing you’ll be punished lightly, if you recover crouching you’re at -14 but high stuff won’t punish you, so recovering from that move is like a “defensive mixup”

  5. Hey guys, I’ve tried block punishing Lee’s FC df+4 with i15 punishers but it doesn’t seem to work. So I think the move is actually -14.

  6. Hello again guys, great work so far, I have some more corrections to add if you can edit them please:

    1,2,4~3 is -13, not -14

    bb+4~3, should be +1 on block instead of 0, f+4 (i11) trades with HMS+1 (which should be i12)

    u/f+3+4~3+4 is +8 on block, HMS+2 (i19) trades with f+4(i11) and magic 4(i11).

    b+3,3 is -12 (not -15)

    Many thanks again, the majority of the other frame data written is correct, I will go through and check over the remainder at a later point this week.

  7. Hello woCdaM and co, some of my findings from latest build.

    U/b+3 is -13 on block now

    Ff+4 is -3 on block

    Ws+2,4 is -6 on block

    B+3,3 is -12 on block if not transitioned to MS

    I’ll do more tests this weekend. Thanks.

        1. Thanks a lot, I was getting mad trying to connect the f+3,3,3,3,3,4 for a full combo after this D:

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