panda

PANDA

Cmd HL Dmg Startup Blk Hit CH Notes
RP+LK 中段 [12;12] i16 +1 +2c
* ヒートバースト
* フレーム42で 66 を押してr45にキャンセル
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
Power crush 7~16
H.uf+WK 中段 21 (8) i16~17 +12g +7a
* Alternate input: H.ROL.uf+WK
* Partially uses remaining heat time
* Transition to SIT (cannot cancel)
Low crush
H.RP+LK 中段 50 i15~16 +9 -3d
* Heat Smash
* Floor Break
* Balcony Break
* Alternate input: H.HBS.RP+LK
* Transition to +6 ROL with F on block only
* Transition to +13g HBS with D or WK on block only
* 9 chip damage on block
Low crush
R.df+WP 中段,t 55+ i20 -18 +0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
Power crush 8~
1 h 5 i10 +1 +8
Recovers 2f faster on hit or block (t27 r17)
1,1 h, 中段 5, 8 i10, i22~23 -15 -4c
* Combo from 1st hit CH with 2F delay
* Move can be delayed by 3F
1,1,1 h, 中段, 中段 5, 8, 14 i10, ,i22~23 -16 +69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
1,2 h, h 5, 25 i10, i22~24 -5 +11 (+2)
* Balcony Break
* Jail from 1st hit
* Combo from 1st CH with 3F delay
* 10 chip damage on block
1+WK sp
2 h 10 i10 -1 +6
2,1 h, 中段 10, 11 i10, i16 -3 +2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
2,1,2 h, 中段, 中段 10, 11, 22 i10, ,i33~34 -14 +31a (+21)
2,1,3 h, 中段, l 10, 11, 13 i10, ,i18 -13 -2
* Combo from 2nd CH
3 h 25 i18 -5 +21a (+11)
* Balcony Break
4 h 20 i14 -6 +5 +30a
* Balcony Break on CH
WP 中段 25 i13~14 -13 +18g
* Balcony Break
* Heat Engager
* Forces crouch on hit
WK sp
* Alternate input: FDFA.WK
* Can low parry in HBS with HBS.F
* Transition to HBS
* Transition to standing with input ub or u or uf
WK sp
* Alternate input: FDFA.WK
* Transition to HBS
High crush 4~
f+2 h 11 i12 -13 +3
f+2,1 h, h 11, 20 i12, i20 -5 +36a (+10)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 13F
f+3 h 30 i20 -5 +21a (+11)
* Balcony Break
f+4 h 22 i15 -6 +5 +30a
* Balcony Break on CH
f+WP 中段 16 i18 -15 +18a
f+WP,WP 中段, M 16, 20 i18, i30~31 -14 +65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
f+WK L 20 i28~30 -23 +6a
High crush 6~
f+WK,WP L, M 20, 30 (24) i28~30, i50~i60 -16 -13a
24 damage from 1st hit with grounded scaling
High crush 0~
df+1 中段 6 i15~16 -6 +2
df+1,2 中段, 中段 6, 9 i15~16, i22~23 -11 -2
* Combo from 1st CH
df+1,2,WP 中段, 中段, M 6, 9, 20 i15~16, ,i25~26 -14c +17d
* Combo from 2nd hit with 9F delay
* Combo from 1st CH
* Move can be delayed by 8F
* Input can be delayed by 10F
df+2 中段 10 i15~16 -9 +2
df+2,1 中段, 中段 10, 12 i15~16, i20~21 -16 +35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
df+3 中段 13 i16 -9 +2
* +2c on crouching hit
df+3,2 中段, h 13, 24 i16, i27~28 -5 +22a
* Balcony Break on airborne hit
* Combo from 1st hit
* 9 chip damage on block
df+4 中段 15 i12 -4 +7
d+1 sl 5 i10 -5 +6
* Transition to Standing with f
High crush 4~
d+2 sl 8 i11 -4 +7
High crush 4~
d+3 L 12 i20 -17 -6
High crush 4~
d+4 l 10 i16 -15 -4
High crush 4~
d+WP 中段 23 i14~15 -15 +13d (+3)
* Balcony Break
* 27 damage on clean hit
d+WK sp
* Alternative input: db+WK
* Transition to ROL with input SIT.F
* Transition to California Roll with input SIT.B
d+WK sp
* Transition to SIT
* Transition to ROL with input f
db+1 h 11 i14~15 -10 +4 +9
db+1,2 h, 中段 11, 20 i14~15, i17~18 -13 +4 +13c
* Floor Break
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or WK
db+1,2* h, 中段 11, 20 i14~15, i34~35 -12 +13c +42a
* Floor Break
* chip damage on block
* Heat skips to Level 2 charge
* Transition to HBS with input D or WK
db+1,2** h, 中段 11, 30 i14~15, i47~48 +3 +42a
* Floor Break
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes remaining time)
* Transition to HBS with input D or WK
db+2 l 10 i18 -15 / -17 HBS -1 / -3 HBS
* Transition to HBS with input D or WK
High crush
db+3 l 12 i18 -12 +1
db+4 l 20 i21~22 -23 +6 +74a (+58)
* Tornado
High crush 6~
db+WP mm 4,4 i14~15 -9 +2~3
db+WP,WP mm, mm 4,4, 4,4 i14~15, i15~16 -11 0
* Combos from 1st hit
+10 CH but only on the last hit
db+WP,WP,2 mm, mm, 中段 4,4, 4,4, 18 i14~15, ,i20~21 -15 +22a (+12)
db+RP+LK l 30 i32~34 -12 +39a
* Balcony Break
* Hold RP+LK to power up, up to 2 charge levels and deal more chip damage on block
db+RP+LK* l 40 i45~47 -12 +39a
* Balcony Break
* chip damage on block
db+RP+LK** l 60 i60~62 -4 +43a
* Balcony Break
* chip damage on block
b+1 中段 24 i22~23 -13 +13a
* Balcony Break
* Transition to -13 HBS with input D or WK
* 9 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* -3 on block after absorbing an attack in power crush state
Power crush 7~21
b+2 中段 12 i15 -9 +2
b+2,1 中段, h 12, 14 i15, i23 -3 / - 4 HBS / -14 ROL +8 / +7 HBS / -3 ROL
* Combos from 1st hit
* Transition to HBS with input D or WK
* Transition to ROL with input F
b+2,1,WP 中段, h, 中段 12, 14, 20 i15, ,i26 -11 +15a (+6)
* Balcony Break
* Combos from 2nd hit CH
b+2,2 中段, 中段 12, 15 i15, i25 -10 +6
Combos from 1st hit CH
b+2,2,1 中段, 中段, 中段 12, 15, 25 i15, ,i35~39 -15 +25a (+15)
* Tornado
* Does not Tornado on wall hit
* Combos from 2nd hit CH
Low crush
b+WP h, 中段 10,20 i18~19 i12~13 -8 +13d / HE
* Balcony Break
* Floor Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or WK (does not shift when using Heat Dash)
b+1+4 ub(m) 25 i60~62 +16a/+21a HBS
* Transition to HBS with input D or WK
b+1+4,f,f sm 40 i55~i130 -20~+55 +42a~+117a
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
b+WK 中段 20 i22~23 -28 +61a
* Alternate input: wsWK
* Tornado
ub+WP l 25 i31~32 -17 +12a
* Cancel into HBS with input D or WK
Low crush
u+WP 中段 24 i18~23 -4 / -3 HBS +3 / +4 HBS
* Transition to HBS with input D or WK
Low crush
u+WK 中段 21 i34~39 +14cg +20d
* Transition to SIT (cannot cancel)
Low crush
uf+1 中段 20 i26~28 -6 +22a
* Alternate input: ub+1 or u+1
* chip damage on block
Low crush
uf+2 中段 20 i28~30 -6 +30a +65a (+45)
* Balcony Break
* Homing
* Tailspin
* Alternate input: ub+2 or u+2
uf+3 中段 13 i16~17 -13 +30a (+20)
Low crush
uf+3,4 中段, 中段 13, 13 i16~17, i10~12 -11 +30a (+20) / +21a (+14)
Less frame advantage occurs after Combo from last hit
Low crush
uf+3,4,WP 中段, 中段, 中段 13, 13, 22 i16~17, ,i18~19 -15 +16a / -2a
* Spike
* Transition to HBS with input D or WK
* Less frame advantage occurs after Combo from last hit
uf+4 中段 20 i29~30 -6 -10a (-20)
* Balcony Break
Low crush
uf+4,3 中段, 中段 20, 25 i29~30, i20~21 +7 +21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
Low crush
WP+WK
b,f+2 h 26 i15~17 -5 +17a (+8) +62a (+42)
* Balcony Break
Tailspin
* Chip damage on block
d,df,f+2 中段 15 i17~18 -8 +3
d,df,f+2,1 中段, 中段 15, 25 i17~18, i27 -10 +33a (+7) / HE
* Balcony Break
* Heat Engager
d,df,f+2,2 中段, l 15, 22 i17~18, i33~34 -18 +40a
* Chip damage on block
f,F+2 中段 23 i19~21 -19 +45a (+35)
f,F+WP 中段 30 i37~38 +8 HBS / +5 ROL 52a HBS / +49a ROL
* Chip damage
* Transition to HBS (cannot cancel into standing)
* Transition to ROL with input F
f,f,F+3 中段 30 i22~23 +6 +13a (+3)
* Balcony Break
* Chip damage on block
f,f,F+WP 中段 30 i20~24 +3 +35d (-23)
* Balcony Break
* Heat Engager
* Chip damage
* Transition to HBS with input D or WK (does not shift when using Heat Dash)
Low crush 21F
ws1 中段 13 i13~15 -11 +2 +7
ws1,2 中段, 中段 13, 20 i13~15, i18~19 -13 +6 (+20g) +18
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or WK
* Tornado
* Wall Crush +20g on hit
* Wallsplat on CH
ws1,2* 中段, 中段 13, 28 i13~15, i35 -12 +18c +33a (-2)
* Heat skips to Level 2 charge
* Transition to HBS with input D or WK
* Balcony Break
* Tornado
ws1,2** 中段, 中段 13, 38 i13~15, i44 +3 +27a (-9)
* Transition to HBS with input D or WK
* Balcony Break
* Tornado
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
ws2 中段 20 i15~16 -12 +29a (+19)
ws3 中段 21 i18~20 -9 +17 (+8)
* Balcony Break
* Homing
ws4 中段 20 i11~12 -6 +5
SS.WP 中段 23 i22~23 -3 +6c
* 9 chip damage
* Transition to +12 +3 HBS with D
FC.1 l 12 i19~21 -8 +2
FC.WP sp N/A / i26~i31 Heat +1~+6 / -6~-1 HBS +7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
FDFA.WP l 10 i14~16 -12 +6 +6
* Transition to HBS
FUFA.WP 中段 15 i17~19 -2 (-2) +6 (+6) +6 (+6)
* Transition to HBS (Cannot cancel)
FUFT.d+WP 中段 21 i30 +17 +37a +37a
* Transition to SIT (Cannot cancel)
HBS.1 中段 10 i12~13 -13 +2 +12
HBS.1,2 中段, 中段 10, 20 i12~13, i24~25 -13 +4 +13c
*Hold 2 to power up, up to 2 charge levels
HBS.1,2* 中段, 中段 10, 20 i12~13, i33~34 -12 +13c +49a
* chip damage on block
* Heat skips to Level 2 charge
HBS.1,2** 中段, 中段 10, 30 i12~13, i44~45 +3 +49a
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
HBS.2 L 16 i21~24 -15 +21g
* Transition to HBS
High crush 1~
HBS.3 sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
HBS.WP 中段 24 i19~22 -15 +79a
* Tornado
HBS.WK 中段 21 i20~24 -14 +9a (-1)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
Power crush 7~
HBS.b,b sp
* Alternate input: SIT.B
* Transition to HBS with input D or WK
HBS.b+WP l 16 i26~29 -25c +14a
* Transition to HBS with input D or WK
HBS.b+WP,WP l, l 16, 33 i26~29, i22~24 -29c +8a / -3a (-10)
* Balcony Break
* Less frame advantage occurs after Combo from last hit
HBS.df+1 中段 23 i25~27 -7 +20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
HBS.df+2 中段 20 i15~16 -17 +35a (+25)
* Tornado
HBS.d+WP 中段 22 i16~20 -3 +4 +76(+60)
* Tornado
* Transition to HBS
* Tornado on CH only
HBS.d+WK sp
* Transition to FDFA
HBS.f,f sp N/A / i26~i31 Heat +1~+6 / -6~-1 HBS +7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
HBS.f+WK
* Alternate input: HBS.b+WK
* Transition to SIT
OTG.d+1+4 l,ub(l) 16 (11),48 (33) i55~110,i25~38 N/A 8 (0) / +14
* Cancel into BT with input OTG.d+1+4,WK
* More frame advantage when hitting standing opponent
ROL.1 h 31 i15~16 +4 +35d (+27)
* Balcony Break
* Tornado
* Power up during Heat (partially uses remaining Heat time)
ROL.2 中段 21 i17~19 -17 +28a (+18)
ROL.3 l 20 i18~26 -18 +33a
Recovers in FUFT
ROL.4 中段 20 i26~30 +7 +26a
Recovers in FUFT
ROL.WP sm 22 i10~40 -30 +45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
SIT.1 l 15 i21~22 -12 +4 +9
SIT.1,1 l, l 15, 13 i21~22, i25~26 -12 +6
Combo from 1st CH
SIT.2 中段 18 i19~21 -12 +73a (+57)
* Tornado
SIT.WK 中段 20 i25 -12 / -10 ROL -4a / -2a ROL
* Transition to ROL with input F
SIT.f sp N/A / i26~i31 Heat +1~+6 / -6~-1 HBS +7~+12 / 0~+5 HBS
* Alternative input: FC.WK or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.WK
* Becomes special mid attack during Heat (partially uses remaining Heat time)
1+3 th(h) 35 i12~14 -3 +1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
2+4 th(h) 35 i12~14 -6 +1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
* Side switch on hit
Back throw th(h) 70 i12~14 +1
* Throw break: none
* Opponent status on hit: FUFA
H.db+1+3 t 10 i15 +12
* Alternate input: H.db+2+4
* Unbreakable
* Partially uses remaining heat time
HBS.f+WP th(h) 30 i26~27 +1
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
LP+LK th(h) 50 i12~14 -3 +1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
RP+RK th(h) 40 i12~14 -3 +1
* Throw break: 2
* Opponent status on hit: FUFT off axis
f,df,d,db,b,f+WP th(h) 50 i11 0 +5
* Throw break: WP
* Opponent status on hit: FUFA
* Side switch on hit
uf+WP th(h) 35 i12~14 0 +26d (+7)
* Throw break: WP
* Balcony Break
* Opponent status on hit: FUFT