
bob
| Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|
| 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| 1,1 | h, h | 5, 7 | i10, i17 | -3 | +5 | * Jails from 1st block with 1F delay * Combo from 1st hit with 3F delay | |
| 1,1,2 | h, h, h | 5, 7, 12 | i10, ,i19 | -12 | +3 | * Jails from 1st block * Combo from 1st hit | |
| 1,2 | h, h | 5, 10 | i10, i13 | -3 | +7 | * Jail from 1st block with 3F delay * Combo from 1st hit with 3F delay | |
| 1,4 | h, h | 5, 15 | i10, i16 | -6 | +5 | * Jails from 1st block with 2F delay * Combo from 1st hit with 3F delay | |
| 2 | h | 8 | i10 | +0 | +6 | * | |
| 3,1 | m, h | 14, 11 | i15~16, i19 | -3 | +8 | * Combo from 1st hit * Move cannot be interrupted | |
| 3,2 | m, h | 14, 20 | i15~16, i22~23 | +1 | +19cg | +70a (+54) | * Balcony Break * Tornado * Combo from 1st hit with no delay * Combo from 1st CH with 7F delay * Interrupt with i3 from 1st block * Instant Tornado on CH * Move can be delayed by 9F |
| 4 | h | 15 | i13 | -9 | +4 | +9s | * |
| 4,3 | h, h | 15, 15 | i13, i19~20 | -9 | +6 | * Combo from 1st hit with 2F delay * Airborne combo from 1st CH with 2F delay (+21a (+14)) * Interrupt with i1 from 1st block * Move cannot be delayed * Input can be delayed by 2F | |
| f+2 | h | 10 | i12 | -7 | +3 | * | |
| f+4 | h | 20 (38) | i16~17 | -6 | +19a | +3d | * Homing * Shift to 14dmg throw on CH from the front |
| df+4 | h | 12 | i13~14 | -6 | +5 | * | |
| df+4,3 | h, h | 12, 23 | i13~14, i20~21 | -8 | +4 | * Combo from 1st hit with 3F delay * Interrupt with i2 from 1st block * Transition to BAL r20 with F (+12g/+0) ** FC r37 transition with no input (Cannot block i17 moves when transitioning on block) * Move can be delayed by 2F * Input can be delayed by 3F | |
| d+3,4 | L, h | 12, 15 | i19~20, i25~26 | -8 | +10g | * Balcony Break * Combo from 1st CH with 4F delay | |
| d+4,3 | l, h | 11, 12 | i16, i23~24 | -7 | -2 | * Combo from 1st CH * Interrupt with i3 from 1st block | |
| d+1+2,2,1 | h,h, m, h | 6,6, 6, 20 | i14, i11, ,i7~8 | -16 | +12a | * Jail from 1st block * Combo from 4th hit with 9F delay * Transition to Ki Charge r53 with U on hit (-1d) * Move cannot be delayed * Input can be delayed by 9F | |
| db+4,4,3 | L, m, h | 15, 14, 12 | i24~25, ,i12 | -9 | +3 | * Jails from 2nd block * Combo from 2nd CH with 6F delay * Duckable * Move cannot be delayed * Input can be delayed by 6F | |
| b+2,2 | m, h | 12, 12 | i13~14, i18 | -3 | +8 | * Combo from 1st hit with 4F delay * Move cannot be interrupted * Move can be delayed by 3F * Input can be delayed by 4F | |
| b+2,2,4,4 | m, h, m, h | 12, 12, 13, 20 | i13~14, ,i23~24 | -7 | +18a (+9) | * Balcony Break * Combo from 2nd CH or 3rd hit with 3F delay * Interrupt with i3 from 3rd block | |
| b+4,4 | m, h | 13, 20 | i15, i23 | -3 | +18a (+9) | * Balcony Break * Combo from 1st hit * Interrupt with i3 from 1st block * 4 chip damage on block | |
| b+1+2,1,2 | m, m, h | 20, 10, 20 | i17~18, ,i12 | -16 | +8a (-1) | * Balcony Break * Jail from 2nd block with 9F delay * Combo from 1st CH or 2nd hit with 20F delay * 20F timestop on hit * Move can be delayed by 12F * Input can be delayed by 20F | |
| u+1+2,4 | m, h | 15, 20 | i16~18, i18~19 | -8 | -2d | * Tornado * Combo from 1st hit with 13F delay * Interrupt with i7 from 1st block * Move cannot be delayed * Input can be delayed by 13F * Low crush 10~27 * Floating state 28~30 | |
| uf+3+4,4 | L,h, h | 10,12, 20 | i21, i10, i18 | -4 | +22a (+13) | * Balcony Break * Strong Aerial Tailspin * Combo from 2nd CH * Jails attack inputs from 2nd block * Move cannot be interrupted from 1st hit * Duckable * Low crush 1~17 * Floating state 18~20 | |
| f,F+3 | h | 18 | i18~19 | -6 | +32a | * Balcony Break * Strong Aerial Tailspin * Transition to CD r26 with DF (+2/+40a) * Has good left sidestep tracking * Low crush 11~27 * Floating state 28~30 | |
| f,n,d,df+1 | h | 21 | i13~14 (i16+) | -4 | +78a (+62) | * Balcony Break * Instant Tornado on hit * Can also be performed with f,n,df#1 (i15+) * 4 chip damage on block * Recovers 2F faster on hit or block (t36 r22) | |
| f,n,d,df+3,2 | m, h | 16, 27 (18) | i16~17, i23~24 | +3 | +19a / +24a (-11) | * Balcony Break * Spike (airborne) * Airborne combo from 1st hit (+24d (-11)) * Jails attack inputs from 1st block (crouch assist bufferable) * Transition to FC r30 with D (+3/+19a/+25a (-10)) * Duckable * 5 chip damage on block * Low crush 1~33 * Floating state 34~36 | |
| ws1,2 | m, h | 11, 23 | i13~15, i24~25 | -5 | +8a (-1) | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Elbow * Combo from 1st hit with 6F delay * Interrupt with i4 from 1st block * 20f timestop on hit * 4 chip damage on block * Low crush 23~37 * Floating state 38~40 | |
| ws3 | h | 17 | i17~18 | -8~-7 | +17a (+8) | * Balcony Break * Homing | |
| BAL.1,2 | m, h | 16, 21 | i15~17, i24~25 | +1 | +28a (+18) | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st hit with 8F delay * Move cannot be interrupted (crouch assist bufferable) | |
| d+1+2 | h,h | 6,6 | i14, i11 | -9 | +2 | * | |
| b,B+2+3 | h! | 25 | i48~50 | +13d | * Strong Aerial Tailspin * Low crush 20~47 * Floating state 48~50 | ||
| H.df+3+4 | L | 20 | i21 | -13 | +7 | +75a (+59) | * Transition to BAL r29 on hit ** FC r52 transition with no input (Cannot block i16 moves) * Consumes 300F of remaining Heat Time |
| 1,d+4 | h, l | 5, 13 | i10, i22 | -12 | -1 | * Combo from 1st hit with 3F delay * Interrupt with i3 from 1st block * -1c on crouching hit | |
| d+3 | L | 12 | i19~20 | -18 | -7 | * -7c on crouching hit * High crush 6~56 | |
| d+4 | l | 11 | i16 | -12 | -1 | * -1c on crouching hit | |
| db+3 | L | 17 | i20 | -12 | +2 | +14g | * |
| db+4 | L | 15 | i24~25 | -12 | -1 | * -1c on crouching hit * High crush 6~38 | |
| db+3+4 | L | 10 | i19 | -31 | +6 | * Stagger low | |
| db+3+4,4 | L, l | 10, 18 | i19, i9 | -28 | +8c / -9c | +1d | * Spike * Combo from 1st hit * -9c if only the second hit connects |
| f,n,d,DF+4 | L | 16 | i18~19 | -28 | -1 | * Stagger low | |
| FC.df+4 | L | 14 | i19 | -12 | +3 | +29d | * * High crush 1~26 |
| BAL.4 | L | 14 | i23~26 | -24 | +27d | +25a | * Transition to FC r32 on CH * Side switch on CH * 4f timestop on CH * High crush 1~55 |
| hFC.3 | L | 12 | i16 | -16 | -6 | -2c on crouching hit * High crush 1~ | |
| hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| uf+3+4 | L,h | 10,12 | i21, i10 | -25,-15 | -4 | * * Low crush 24~30 * Floating state 31~33 | |
| 1,2,2 | h, h, m | 5, 10, 20 | i10, ,i20~21 | -14 | +5 | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st CH with 3F delay * Interrupt with i1 from 1st block * Move can be delayed by 2F * Input can be delayed by 3F | |
| 2,1 | h, m | 8, 10 | i10, i23~25 | -7 | +0 | +3 | * Combo from 1st hit with 2F delay * Interrupt with i3 from 1st block * Move can be delayed by 7F |
| 2,1,4 | h, m, m | 8, 10, 20 | i10, ,i27~28 | -10 | +11d | * Spike * Combo from 2nd CH * Interrupt with i8 from 2nd block * Whiffs vs SSR, SWR from 2nd block * Floating state 17~37 | |
| 3 | m | 14 | i15~16 | -6 | +5 | * | |
| 3,1,1 | m, h, m | 14, 11, 20 | i15~16, ,i19 | -13 | +6 | +23a | * Spike * Combo from 2nd CH with 10F delay * Move cannot be interrupted * Move can be delayed by 9F * Input can be delayed by 10F |
| 3,3 | m, m | 14, 18 | i15~16, i25~26 | -13 | +4a (-5) | * Balcony Break * Combo from 1st CH * Interrupt with i6 from 1st block | |
| 4,3,4 | h, h, M | 15, 15, 20 | i13, ,i28~33 | -10 | +4c | +3d | * Spike * Combo from 2nd CH with 6F delay * Airborne combo from 1st CH (-7d) * Interrupt with i6 from 1st block * Low crush 18~35 |
| 4,4 | h, M | 15, 22 | i13, i32~37 | +2c | +5d | * Spike * Airborne combo from 1st CH with 2F delay (-7d) * Interrupt with i14 from 1st block * Whiffs vs SS, SW from 1st block * Low crush 19~37 | |
| 1+2 | m | 18 | i19~20 | -13 | +0c | * Spike * Transition to BAL r23 with F on hit or block (+1/+14c) ** FC r46 transition with no input (cannot block i22 moves after transition on block) | |
| 1+2,1+2 | m, m | 18, 20 | i19~20, i18~19 | -15 | +11a (-6) | +26a (+18) | * Balcony Break * Combo from 1st hit with 5F delay * Move cannot be interrupted * Move can be delayed by 16F * Input can be delayed by 20F |
| 3+4,4 | M,M, m | 14, 14, 14 | i25, i8, i28~29 | -14 | +16a | * Spike * Interrupt with i8 from 1st block * Whiffs vs SS, SW from 1st block * Move cannot be delayed * Input can be delayed by 1F * Low crush 9~30 * Floating state 31~33 | |
| 3+4,4,2 | M,M, m, m | 14, 14, 14, 25 | i25, i8, ,i19~20 | -14 | +1a (-16) | * Balcony Break * Spike combo from 2nd hit (-4a (-16)) * Move cannot be interrupted * 20f timestop on hit | |
| f+2,3 | h, M | 10, 22 | i12, i14~15 | -15 | +12a (+3) | * Balcony Break * Jails from 1st block with 6F delay * Combo from 1st hit with 10F delay * Move can be delayed by 5F * Input can be delayed by 10F * Recovers 3F faster on hit (t64 r32) | |
| H.f+2,1+2,1 | h, m,m, M | 10, 10,10, 20 (14) | i12, ,i25~30 | -12 | +15d (-20) | * Floor Break * Combo from 1st hit * Jail from 3rd block * 14dmg with scaling from prev hit * 20F timestop on hit * +13d from 4th hit (impossible?) * Low crush 2~29 * Floating state 30~32 | |
| f+3 | m | 18 | i21~24 | -2 | +3c | +9c | * Spike |
| f+3,4 | m, m | 18, 23 | i21~24, i28~29 | +3 | +10a (+1) | +55cs | * Balcony Break * Combo from 1st CH with 6F delay * Interrupt with i11 from 1st block * Interrupt with i5 from 1st hit * Whiffs vs SS, SW from 1st block * Whiffs vs SSR from 1st hit * 4f timestop on CH * Move cannot be delayed * Input can be delayed by 6F |
| f+1+2 | m | 23 | i16~17 | -14 | +12a (+3) | * Balcony Break * Body slam * 9 chip damage and -9 on block after attack absorption * Recovers 1F faster on hit (t49 r32) * Power crush 7~15 | |
| df+1 | m | 13 | i14 | -2 | +5 | * | |
| df+1,2 | m, m | 13, 15 | i14, i19 | -10 | +6 | * Elbow * Jail from 1st block with 1F delay * Combo from 1st hit with 3F delay * Combo from 1st CH with 8F delay * Move can be delayed by 10F * Input can be delayed by 11F | |
| df+1,d+1 | m, M | 13, 20 | i14, i26~27 | -13c | +6c | +13c | * Elbow * Spike * Combo from 1st CH with 1F delay * Interrupt with i6 from 1st block * Recovers 4F faster on hit (t72 r32) * Move can be delayed by 7F * Input can be delayed by 8F * Low crush 19~29 * Floating state 30~32 |
| df+2 | m | 14 | i15~16 | -8 | +3s | +33a (+23) | * Slight jab evasion (frames 8 to 10?) |
| df+3 | m | 19 | i19~20 | -9 | +19a (+2) | +73a (+57) | * Balcony Break * Tornado * Instant Tornado on CH * Recovers 2F faster on hit (t50 r30) |
| df+4,4 | h, m | 12, 24 | i13~14, i25~26 | -13 | +11a (+2) | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Knee * Combo from 1st hit with 3F delay * Interrupt with i7 from 1st block * Whiffs vs SSR from 1st block (inconsistent; more consistent when using sidestep stance moves) * Move can be delayed by 2F * Input can be delayed by 3F * Floating state 24~34 | |
| d+1 | M | 18 | i18~19 | -8 | +7c | +12d | * Spike * Recovers 4F faster on hit or block (t46 r27) |
| d+2 | m | 12 | i15 | -9 | +2 | * | |
| d+2,1 | m, m | 12, 11 | i15, i14~15 | -11 | +0 | * Jail from 1st block with 2F delay * Combo from 1st hit with 2F delay * Move can be delayed by 1F * Input can be delayed by 2F | |
| d+2,1,2 | m, m, m | 12, 11, 18 | i15, ,i22~24 | -12 | -1 | * Interrupt with i3 from 1st block * Move can be delayed by 10F | |
| d+2,1,2,2 | m, m, m, m | 12, 11, 18, 21 | i15, ,i29 | -15 | +15a (+5) | * Balcony Break * Combo from 3rd hit with 4F delay * Interrupt with i6 from 3rd block * Whiffs vs SSL, SWL from 3rd block * 20f timestop on hit * Move can be delayed by 10F | |
| d+2,3 | m, m | 12, 21 | i15, i41 | -2 | +9 | +67a | * Knee * Interrupt with i21 from 1st block * Interrupt with i10 from 1st hit * Whiffs vs SS, SW from 1st block * 4f timestop on CH * Crumple stun on CH * Move can be delayed by 2F |
| d+2,4 | m, m | 12, 21 | i15, i17 | -13 | +14a (+7) | * Balcony Break * Jail from 1st block with 2F delay * Combo from 1st hit with 2F delay * Low crush 19~32 * Floating state 33~35 | |
| d+4,3,4 | l, h, m | 11, 12, 15 | i16, ,i25~26 | -15 | +8a (-1) | * Balcony Break * Combo from 1st CH or 2nd hit * Move cannot be interrupted | |
| d+1+2,2 | h,h, m | 6,6, 6 | i14, i11, i10~11 | -8 | +3 | * Jail from 1st block * Combo from 1st hit | |
| db+2 | m | 17 | i14 | -8 | +6 | * Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?) | |
| db+4,4 | L, m | 15, 14 | i24~25, i25~27 | -12 | -2 | * Spike * Combo from 1st CH * Interrupt with i6 from 1st block * Whiffs vs SSR, SWR from 1st block * Low crush 14~28 * Floating state 29~31 | |
| db+4,4,3,3 | L, m, h, M | 15, 14, 12, 18 | i24~25, ,i35~38 | -12 | +29d | * Spike * Combo from 3rd CH * Interrupt with i10 from 3rd block | |
| db+1+2 | m | 16 | i17~18 | -13 | +33a (+23) | * Strong jab evasion (frames 5 to 13?) | |
| b+1 | m | 15 | i18~19 | -8 | +5c | * Elbow * Spike | |
| b+1,2 | m, m | 15, 16 | i18~19, i23~24 | -8 | +7 | * Combo from 1st hit * Jails attack inputs from 1st block (cannot CH) | |
| b+2 | m | 12 | i13~14 | -5 | +6 | * | |
| b+2,1 | m, m | 12, 23 | i13~14, i23 | -13 | +7 | * Elbow * Spike * Combo from 1st hit with 1F delay * Transition to BAL r27 with F on hit (+12g) ** FC r50 transition with no input (Cannot block i11 moves) * Interrupt with i5 from 1st block * Move cannot be delayed * Input can be delayed by 1F | |
| b+2,2,4 | m, h, m | 12, 12, 13 | i13~14, ,i22 | -13 | +3 | * Knee * Combos from 2nd CH with 8F delay * Interrupt with i2 from 2nd block * Move can be delayed by 10F | |
| b+3 | M | 20 | i17~18 | -15 | +12a (+3) | +27a (+21) | * Recovers 3F faster on hit (t50 r32) |
| b+4 | m | 13 | i15 | -11 | +4 | +9 | * Knee |
| b+1+2 | m | 20 | i17~18 | -9 | +8c | * Spike * Head | |
| b+1+2,1 | m, m | 20, 10 | i17~18, i30 | -11 | +0 | * Combo from 1st CH with 8F delay * Interrupt with i5 from 1st block * Move can be delayed by 9F | |
| b+3+4 | m | 26 | i18~20 | -7 | +18a (+8) | * Balcony Break * Hip * 20F timestop on hit * 5 chip damage on block * Low crush 10~22 * Floating state 23~25 | |
| ub+1 | m | 25 | i26 | -15 | +15a (+6) | * Balcony Break * Backswing blow * Recovers 6F faster on hit (t56 r30) | |
| ub+4,1 | m | 25 | i11~13 (i28~30) | -9 | +11a (+2) | * Balcony Break * i28~30 effective startup (ub+4 takes 17 frames) * 20f timestop on hit * Low crush 1~27 * Floating state 28~30 | |
| ub+3+4,4 | m,m, m | 6,6, 23 (16) | i18, i10, i29~31 | -11 | +20a (+11)/+21a (+14) | * Balcony Break * Airborne combo from 1st hit (+21a (+14)) * Interrupt with i6 from 1st block * Low crush 17~31 | |
| u+3 | M | 20 | i22~23 | +3 | +7 | +9c | * Spike * Transition to BAL r23 with F (+7/+12g/+16c) ** FC r49 transition with no input (Cannot block i16 and i11 moves after block and hit transitions respectively) * Low crush 9~20 |
| u+1+2 | m | 15 | i16~18 | -11 | -3 | * Head * Slight jab evasion? * Transition to BAL r23 on hit or block with F (+0/+8) * FC r46 transition with no input (Cannot block i23 and i15 moves on block or hit transitions respectively) * Low crush 13~24 * Floating state 25~27 | |
| u+1+2,1+2 | m, m | 15, 25 | i16~18, i18~22 | -17 | +8a (-1) | * Balcony Break * Body slam * Combo from 1st hit with 13F delay * Interrupt with i7 from 1st block * Move can be delayed by 14F * Input can be delayed by 27F | |
| u+3+4 | M | 20 | i24~28 | +1 | +6c | * Spike * 4 chip damage on block * Low crush 12~29 | |
| uf+1 | m | 10 | i16 | -9 | +3 | * Has good right sidestep tracking | |
| uf+1,2 | m, m | 10, 16 | i16, i20~21 | -9 | +8 | * Combo from 1st hit with 6F delay * Interrupt with i1 from 1st block * Move can be delayed by 5F * Input can be delayed by 6F | |
| H.uf+1,2,2 | m, m, m | 10, 16, 24 | i16, ,i31 | +5 | +23a (+13) | * Balcony Break * Combo from 1st hit * Interrupt with i8 from 2nd block * Whiffs vs SSL, SWL from 2nd block * Consumes 300F of remaining Heat Time * 20F timestop on hit * Input cannot be delayed | |
| uf+3 | m | 20 | i20 | -13 | +33a (+23) | * Recovers 2F faster on hit (t51 r31) * Low crush 9~26 * Floating state 27~29 | |
| uf+4 | m | 20 | i26~28 | -4 | +22a | * Spike * * Low crush 9~28 * Floating state 29~31 | |
| b,B+1+4,2 | m | 25 | i15~16 (i57~58) | -11 | +11a | * Balcony Break * Spike * i57~58 actual startup * Input 2 at frame 42 | |
| f,F+2 | m | 21 | i14 | -8 | +14a | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break | |
| f,F+4 | m | 12 | i22~23 | -9 | +2 | * Homing * +2c on crouching hit * Low crush 14~26 * Floating state 27~29 | |
| f,F+4,4 | m, m | 12, 20 | i22~23, i14~16 | -12 | +11a (+2) | * Balcony Break * Combo from 1st hit * Available on hit or block only * Input cannot be delayed * Low crush 1~27 * Floating state 28~30 | |
| f,n,d,DF+4,1+2 | L, m | 16, 25 (17) | i18~19, i25 | -17 | +7a (+6) / +2d | * Balcony Break * Airborne combo from 1st hit (+7a (+6)) | |
| f,n,d,df+2 | M | 24 | i16~17 | -23 | +76a | * Tornado * Parryable * Recovers 5F faster on hit (t60 r43) * Low crush 17~39 * Floating state 40~42 | |
| f,n,d,df+3 | m | 16 | i16~17 | -10 | -5s | * Knee * Low crush 14~27 * Floating state 28~30 | |
| f,n,d,df+3,4 | m, M | 16, 30 (21) | i16~17, i26 | -11c | +16a (+6) / +21a (+11) | * Balcony Break * Combo from 1st hit * Interrupt with i1 from 1st block * 20f timestop on hit * Low crush 1~25 * Floating state 26~28 | |
| f,n,d,df+1+2 | m | 20 | i15 | -10 | +24a (+14) | * Balcony Break * Can be charged to power up * i28 latest uncharged startup with max charge delay | |
| f,n,d,df+1+2* | m | 33 | i28 | +4 | +39a | * Balcony Break * Charge for 23-28F * 6 chip damage on block | |
| uf,n,4 | m | 20 | i23~i25 | -13 | +32a (+22a) | * * Low crush 9~30 * Floating state 31~33 | |
| f,f,F+3 | m | 30 | i20~24 | +6 | +10a (+0) | * Balcony Break * 9 chip damage on block * Low crush 3~25 * Floating state 26~28 | |
| f,f,F+3+4 | M | 27 | i26~33 | +0 | +2cg | * Balcony Break * Forces tech back roll on hit * 5 chip damage on block * Low crush 15~35 * Floating state 36~38 | |
| ws1 | m | 11 | i13~15 | -11 | +0 | * Elbow | |
| ws1,3 | m, M | 11, 25 | i13~15, i25~26 | -13 | +11a (+2) | * Balcony Break * Hip * Combo from 1st hit * Interrupt with i5 from 1st block | |
| ws2 | m | 10 | i14 | -7 | +4 | * | |
| ws2,1 | m, m | 10, 10 | i14, i28~31 | -20 | +33a (+23) | * Tornado * Combo from 1st hit with 2F delay * Interrupt with i8 from 1st block * Whiffs vs SSL, SWL from 1st block | |
| ws2,2 | m, m | 10, 20 | i14, i23 | -13c | +5c | +17d | * Combo from 1st hit with 7F delay * Interrupt with i7 from 1st block * Move can be delayed by 10F * Input can be delayed by 14F |
| ws3,3+4 | h, M | 17, 28 (19) | i17~18, i33~41 | -4c | +17d | * Spike * Airborne combo from 1st hit (-8d) * Interrupt with i8 from 1st block * Low crush 15~37 * Floating state 38~40 | |
| ws4 | m | 16 | i11~12 | -6 | +5 | * | |
| ws1+2 | m | 20 | i15~17 | -8 | +17a (+10) | +31a (+21) | * |
| SS.1+2 | m | 24 | i15~16 | -5c | +13cg | * Balcony Break * i24~25 effective startup (sidestep takes 9f) * Forces tech back roll on hit | |
| FC.df+2 | m | 14 | i14 | -8 | +3 | * +3c on crouching hit | |
| FC.df+2,1 | m, m | 14, 12 | i14, i21 | -7 | +4 | * Combo from 1st hit * Interrupt with i1 from 1st block * +4c on crouching hit | |
| FC.df+2,1,1+2 | m, m, m | 14, 12, 25 | i14, ,i26 | -13 | +11a (+2) | * Balcony Break * Combo from 2nd CH with 4F delay * Interrupt with i6 from 1st block * Move can be delayed by 9F | |
| (back to wall).b,b,UB | m | 21 | i35~38 | +1 | +34d | * Floating state 5~7 * is8~24 * Floating state 25~33 * Low crush 34~37 * Floating state 38~40 | |
| BAL.1 | m | 16 | i15~17 | -5 | +5 | * | |
| BAL.2 | m | 21 | i23~24 | -8 | +12g | * Balcony Break * Homing * Strong Aerial Tailspin | |
| BAL.3 | m | 25 | i24~25 | +4 | +17a (+0) | * Balcony Break * Tornado * Low crush 21~25 * Floating state 26~43 | |
| BAL.3+4 | M | 28 | i29~33 | -13c | +13d | * Floor Break * Hip * Floating state 1~16 * Low crush 17~29 * Floating state 30~32 | |
| BT.d+2 | m | 17 | i15~16 | -9 | +14a (+5) | +59a | * Balcony Break * 4f timestop on CH * Crumple stun +13F on CH |
| b+4,3 | m, m,h | 13, 16,20 (24) | i15, i32~33,i15~16 | -9 | +17a (+0) | * Balcony Break * Tornado * Combo from 1st CH * Interrupt with i12 from 1st block * Whiffs vs SSR, SWR from 1st block * Transition to BAL r24 with F (-1/+25a (+8)) ** FC r47 transition with no input (Cannot block i24 moves on block transition) * Input 3 during frames 30~33 to power up (+4 damage) * Low crush 27~52 * Floating state 53~55 | |
| 3+4 | M,M | 14, 14 | i25, i8 | -9 | +1 | * * Floating state 15~29 | |
| H.f+2,1+2 | h, m,m | 10, 10,10 | i12, i19, i17 | -9 | +13a (+6) | * Combo from 1st hit with 5F delay * Jail from 1st block with 1F delay * Consumes 270F of remaining Heat Time * Move can be delayed by 4F * Input can be delayed by 5F * Low crush 40~51 * Floating state 52~54 | |
| d+3+4 | M,m | 12,14 | i15~16 i5~7 | -12 | +21a (+14) | * Slight jab evasion especially at range (frames 6 to 9?) * +3~+5 on second hit * Floating state 20~34 | |
| ub+3+4 | m,m | 6,6 | i18, i10 | -9 | +18a (+11) | * Slight jab evasion especially from crouching (frames 3 to 12?) | |
| H.BAL.1,4 | m, m,m (t) | 16, 11,20 (14) | i15~17, i24~25 | +4 | +0d | * Floor Break * Balcony Break +17a from 3rd hit * Shift to attack throw r86 on front hit * Combo from 1st hit with 8F delay * 25dmg with scaling from 2nd hit * Move cannot be interrupted * +22a (-13) on back hit * Consumes 240F of remaining Heat Time * Low crush 23~58 * Floating state 59~73 | |
| H.2+3 | m,t | 14,20 (50) | i16~17, i29 | +6 | +0d | * Heat Smash * Reversal Break * Balcony Break * Transition to attack throw on hit (50dmg) * +10a (-7) on 2nd hit * Just frame input (H.2+3:3:4) for 5-10 total damage ** Input 3 during frames 53~55, input 4 during frames 94~96 | |
| R.df+1+2 | m,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~ | |
| b,B+1+4 | m! | 60 | i72~74 | +7d | * Spike * 20f timestop on hit * Cancel to r47 FC with DB at frame 42 * Low crush 51~69 * Floating state 70~72 | ||
| db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 4~ | |
| hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 1~ | |
| hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| f+3+4 | sp | * Transition to BAL * Transition to FC r48 with no input * Stance moves can be delayed by 18F * Cannot block in stance * High crush 8~48 | |||||
| b+1+3 | sp | (10),20 (25) | i41?, i30 | +5g / +26a (+0) | * Balcony Break (Perfect) * Parries high and mid punches * On successful parry, shift to Steak and Fries (FC.db+1+2) ** Input 3 during frames 26 to 29 of 2nd hit * Parry state 5~12 | ||
| 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Opponent recovers FDFT | |
| 2+4 | t | 35 | i12~14 | -3 | +0d | * Floor Break * Throw break 1 or 2 * Swaps sides on successful throw | |
| Back Throw | t | 50 (60) | +0d | * Unbreakable * Can fully wall splat (60 damage) * Opponent recovers FDFA | |||
| FC.db+1+2 | t | 35 | i12,i30 | -3 | +5g | * Throw break: 1+2 | |
| FC.db+1+2:3 | t | 45 | i12,i30 | -3 | +26a (+0) | * Balcony Break * Throw break: 1+2 * Input 3 during frames 26 to 29 of 2nd hit | |
| Left Throw | t | 40 (45) | -3 | +0d | * Throw break: 1 * Can fully wall splat (45 damage) * Opponent recovers FDFA | ||
| Right Throw | t | 40 | -3 | +0d | * Throw break: 1 * Opponent recovers FUFT | ||
| uf+1+2 | t | 40 (45) | i12 | -3 | +0d | * Throw break: 1+2 * Opponent recovers FDFA * 45 damage on wall splat * Swaps sides on throw break | |
| ub+4 | * Transition to BAL r51 with F at frame 38 * Low crush 9~33 * Floating state 34~36 | ||||||
| 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds * Low crush 55~82 * Floating state 83~85 | ||||||
| f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to SS with u * Cancel to standing block with b from frames 1 to 9 |
Showing 161 moves