
claudio
| Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|
| f+2,2 | h, m | 9, 20 | i12, i14 | -26 | +18a (-13) | * Balcony break on airborne hit
* Combo from 1st hit
* Transition to r67 STB on hit without STB
* Tremendous backstep on block | |
| STB.4,2 | h, sm | 13, 32 | i12, i28-36 | -19~-11 | +27a (+1) | * Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 1f delay
* 6 chip damage on block
* 12 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead | |
| 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~ | |
| f+2,1,1+2 | h, m, m | 9, 12, 25 | i12, ,i21~22 | -18 | +7a (-2) | * Balcony Break
* Shoulder
* Combo from 1st CH with 16F delay
* Input can be delayed 16F
* Move can be delayed 12F | |
| f+1+2 | m | 8 | i16 | -18 | -7 | ||
| d+1+2 | m | 28 | i13~14 | -18 | +7a (-2) | * Balcony Break
* Shoulder | |
| f,F+2 | m | 14 | i14~16 | -18 | -7 | * Elbow
* i15 fastest startup when buffered during blockstun. i17 fastest startup when unbuffered | |
| FC.df+2 | m | 14 | i14~16 | -18 | -7 | * Elbow | |
| d+3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit
* High crush 4~ | |
| df+1,2 | m, m | 10, 15 | i15, i23~24 | -15 | +31a (+21) | * Combo from 1st hit with 1f delay | |
| d+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit
* High crush 4~ | |
| db+3 | L | 17 | i21~22 | -15~-14 | +3c | +13c | * High crush 6~ |
| b+3+4 | m | 24 | i29~30 | -15 | +9a (+0) | * Homing
* Balcony Break
* Backswing blow
* Max distance from opponent when performed from tip range: 3.07-3.09 (frames 10-13?) | |
| H.2+3 | L,M | 40 | i18~19 | -14 | +11d | * Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit
* Chip damage on block
* Pseudo homing low? | |
| 1+2 | m | 20 | i17 | -14 | +2c | Floor Break | |
| f+1+2,1+2 | m, m | 8, 16 | i16, i18 | -14 | +4a | * Combo from 1st hit with 11f delay
* Jail from 1st block with no delay
* Input can be delayed 11f
* Move can be delayed 10f | |
| df+3,1 | m, m | 12, 18 | i14, i17~19 | -14 | +29a (+14) | * Tornado
* Combo from 1st hit with 14f delay
* Input can be delayed 14f
* Move can be delayed 8f | |
| b+4 | m | 10 | i17 | -14 | -3 | * Increased tracking when b4,1 is input? | |
| ws2 | m | 20 | i15~16 | -14 | +26a (+16) | * Transition to r39 STB on hit without STB
* Frame advantage +24a (+14) on STB gain | |
| 2,1,2 | h, m, m | 10, 13, 25 | i12, ,i16~18 | -13 | +12a (+3) | * Heat Engager
* Heat Dash +5, +62a (+42)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd CH with 14f delay
* Input can be delayed 15f
* Move can be delayed 10f
* Transition to r65 STB on hit without STB
* -10a (-1) upon STB gain on an airborne hit
* Interrupt with i1 from 1st block | |
| df+2 | m | 19 | i14 | -13 | +5 | +57a | * Gain STB on counterhit
* Completely homing to SSL/SWL? |
| d+2,2 | L, L | 6, 8 | i20, i16~17 | -13 | -1 | * Jail from 1st block
* Combo from 1st hit
* High crush 1~ | |
| db+4 | L | 7 | i15 | -13 | -2 | * Pseudo homing to SSL/SWL side? | |
| b+4,3,2 | m, h, M | 10, 14, 20 | i17, ,i31~32 | -13 | +16a | * Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Low crush 1~31 | |
| b+4,4 | m, m | 10, 16 | i17, i28~29 | -13 | +30a (+20) | * Tornado
* Combo from 1st CH with 2f delay
* Input can be delayed 12F
* Interrupt with i8 from 1st block
* Low crush 22~37
* Floating state 38~40 | |
| b+1+2 | m | 25 | i22 | -13 | +15a | * Balcony Break
* Spike
* -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~21 | |
| uf+4 | m | 13 | i15~17 | -13 | +33a (+23) | * Low crush 9~30
* Floating state 31~33 | |
| f,F+2,1+2 | m, m | 14, 14,20 | i14~16, i14~16 | -13 | +10a (+1) | * Balcony Break
* Combo from 1st hit with 10f delay
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB
* Frame advantage -14a (-23) on STB gain | |
| f,F+3,2 | m, m | 8, 4,13 | i15~16, i20~21,i16~17 | -13 | +22a (+17) | * Tornado
* 2 chip damage on block
* Can be charged
* Has roughly 5 levels of charge
* Combos from 1st hit if uncharged | |
| uf,n,4 | m | 20 | i23~i25 | -13 | +32a (+22a) | * Low crush 9~30
* Floating state 31~33 | |
| FC.df+2,1+2 | m,m | 14,20 | i14~16 | -13 | +10a (+1) | * Balcony Break
* Combo from 1st hit with 10f delay
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB | |
| 1,3 | h, l | 5, 11 | i10, i22 | -12 | -1 | * Combo from 1st CH with 3f delay
* Input can be delayed 5f
* Move can be delayed 4f | |
| db+1+2 | M | 20 | i17~18 | -12 | +8a (-9) | +62a (+46) | * Tornado
* Balcony Break
* High crush 6~16
* Low crush 20~32
* Floating state 33~35 |
| b+3,n,3 | m, m | 14, 21 | i13, i24~25 | -12 | +9c | +14 | * Spike
* Combo from 1st CH with 6f delay
* Input can be delayed 9f
* Move can be delayed 8f |
| b+4,3 | m, h | 10, 14 | i17, i22~23 | -12 | -4 | +1 | * Homing
* Combo from 1st hit with no delay
* Combo from 1st CH with 8f delay
* Input can be delayed 12F |
| uf+3+4,2 | m,m, m | 10,12, 14 | i17,i13~14, i20 | -12 | +30a (+4) | * Balcony Break
* Gain STB on hit
* Combos from 1st hit | |
| ws3 | m | 20 | i16 | -12 | +11a (+2) | Balcony Break | |
| SS.4 | L | 20 | i20~21 | -12 | +6c | * Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low? | |
| 4 | h | 13 | i12 | -11 | +5 | +9s | * Pseudo homing to sidestep left and sidewalk left? |
| 3+4 | M | 28 | i24~26 | -11c | +4a | * Floor Break
* Low crush 13~22
* Floating state 23~25 | |
| d+2 | L | 6 | i20 | -11 | +0 | * High crush 6~ | |
| db+4,3 | L, h | 7, 10 | i15, i18 | -11 | +0 | * Combo from 1st hit with 1f delay
* -30 from 1st block | |
| b+4,2 | m, m | 10, 20 | i17, i20 | -11 | +29a (+3) | * Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12F
* Transition to r45 STB on hit without STB and Heat | |
| uf+3+4 | m,m | 10,12 | i17,i13~14 | -11 | +9 | * First hit can be parried
* Low crush 18~35 | |
| 3 | m | 14 | i14 | -10 | +1 | * Tracks sidestep right and sidewalk right completely? | |
| f+2,1 | h, m | 9, 12 | i12, i15~16 | -10 | +6c | * Floor Break
* Combo from 1st hit | |
| STB.f+1+2,1+2 | m, m | 8, 16 | i16, i18 | -9 | +64a | * Balcony Break
* Jail from 1st attack with 1f delay
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* 3 chip damage on block
* 6 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead | |
| db+2,1 | sl, m | 8, 12 | i11, i18 | -9 | +3 | * Combo from 1st CH
* Jail from 1st block
* High crush 1~ | |
| b+2 | h | 25 | i14 | -9 | +9a | * Tornado
* Pseudo homing? | |
| ws1,2 | m, M | 12, 12 | i12~13, i28~29 | -9 | +4 | * Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i10 from 1st block | |
| STB.db+1+2 | M | 25 | i17~18 | -9 | +62a (+46) | * Tornado
* 5 chip damage on block
* 9 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* High crush 6~16
* Low crush 20~32
* Floating state 33~35 | |
| STB.f,F+3,2 | m, m,m | 8, 4,20 | i15~16, i20,i16 | -9 | +22a (+17) | * Tornado
* Balcony Break on airborne hit only
* Can be charged
* Roughly 5 levels of charge
* 6 chip damage on block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Combo from 1st if uncharged | |
| df+4 | m | 14 | i13 | -8 | +3 | ||
| d+1 | m | 14 | i17~18 | -8 | +2 | ||
| b+1 | m | 17 | i18~19 | -8 | +9a | * Homing
* Balcony Break | |
| f,F+3 | m | 8 | i15~16 | -8 | -1 | ||
| df+3 | m | 12 | i14 | -7 | +6 | * Completely homing to SSR/SWR? | |
| ub+2 | m | 20 | i17~18 | -7 | +20d | * Balcony Break
* Gain STB on hit
* Frame advantage +4d on STB gain | |
| ws1,1 | m, h | 12, 15 | i12~13, i20 | -7 | +19g c | * Balcony Break
* Transition to STB on hit without STB
Frame advantage +44g on STB gain
* Combo from 1st hit with 1f delay | |
| 2,1 | h, m | 10, 13 | i12, i20 | -6 | +5 | Combo from 1st hit with 2f delay | |
| 3,2 | m, h | 14, 22 | i14, i22~23 | -6 | +25a (+16) | * Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Transition to r55 STB on hit without STB
* -6a (-13) upon STB gain on an airborne hit | |
| uf+3 | m | 22 | i23~25 | -6 | +23d | * Floor Break
* 20 damage with input ub+3
* 21 damage with input u+3
* Linear move?
* No tracking to SSL/SWL side?
* Low crush 9~26
* Floating state 27~29 | |
| ws4 | m | 18 | i11~12 | -6 | +5 | ||
| 2+4 | t | 35 | i12~14 | -6 | +0d | * Homing
* Throw break 1 or 2
* Side switch on hit
* Both players transition to FUFA on hit | |
| uf+1+2 | t | 40 | i12 | -6 | +1d | * Throw break 1+2
* Side switch on hit
* Can be buffered
* Opponent recovers in FUFA | |
| db+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f
* +6c on crouching hit
* High crush 4~ | |
| f+3+4 | h | 18 | i17~18 | -4 | +19a | * Balcony Break (airborne)
* 3 chip damage on block | |
| df+1 | m | 10 | i15 | -4 | +7 | * Cannot be sidestepped or sidewalked right? | |
| db+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit
* High crush 4~ | |
| b+3 | m | 14 | i13 | -4 | +7 | * Knee
* Completely homing to SSL/SSR/SWR? | |
| ws1 | m | 12 | i12~13 | -4 | +7 | ||
| 1,2 | h, h | 5, 12 | i10, i13~14 | -3 | +8 | * Jail from 1st attack with 5f delay
* Input can be delayed 5f
* Move can be delayed 4f | |
| 2 | h | 10 | i12 | -3 | +3 | ||
| 1+3 | t | 35 | i12~14 | -3 | +1d | * Homing
* Throw Break 1 or 2 | |
| Left throw | t | 40 | -3 | +1d | * Break: 1
* Opponent recovers in off-axis FUFT | ||
| Right throw | t | 40 | -3 | +1d | * Throw break 2
* Can side switch on hit
* Opponent recovers in FUFT | ||
| f,F+2,2 | m, h | 14, 20 | i14~16, i14~15 | -2c | +6c | * Spike
* Combo from 1st hit with 13f delay
* Input can be delayed 13f
* Move can be delayed 6f | |
| FC.df+2,2 | m, h | 14, 20 | i14~16, i14~15 | -2c | +6c | * Spike
* Combo from 1st hit with 13f delay
* Input can be delayed 13f
* Move can be delayed 6f | |
| df+3,2 | m, h | 12, 10 | i14, i15 | -1 | +5 | * Combo from 1st hit with 14f delay
* Input can be delayed 14f
* Move can be delayed 9f | |
| STB.b+4,3,2 | m, h, M | 10, 14, 38 | i17, ,i31~32 | -1c | 43a (+33) | * Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* 7 chip damage on block
* 14 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Low crush 1~31 | |
| f,F+4 | m | 20 | i15~17 | -1~+1 | +6~+8 | +13~+15 | * Knee
* i16 startup when buffering f,n. i18 fastest startup when unbuffered
* Low crush 11~28
* Floating state 29~31 |
| f+2 | h | 9 | i12 | +0 | +6 | * Homing to sidestep left and sidewalk left? | |
| f,F+3,2* | m, m | 8, 4,20 | i15~16, i20~21,i39~40 | 0 | +14d | * Tornado
* Balcony Break
* 6 chip damage on block
* Gain STB on hit or block | |
| (back to wall).b,b,ub | m | 21 | i36~38 | +0c | +8a | * Floating state 5~13
* Low crush 14~32
* Floating state 33~35 | |
| 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16 | |
| 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| 4,3 | h, h | 13, 14 | i12, i25~26 | +1 | +15g | * Homing
* Balcony Break
* Combo from 1st hit with 1f delay
* +22a (+15) if the 1st hit counterhits
* Low crush 17~30 | |
| f+3 | h | 18 | i18 | +1 | +15g | +14 | * Homing
* Balcony Break
* +22a (+13) on BT hit
* Low crush 9~24 |
| b+4,1 | m, h | 10, 18 | i17, i20~21 | +1 | +4 | * Tornado
* Balcony break on airborne hit
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12F
* 5 chip damage on block
* 7 chip damage on block in heat | |
| f+4 | m | 23 | i22~23 | +4c | +4c | +28d | |
| uf+2 | m | 21 | i21 | +4c | +20a | * Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Transition to r49 STB on hit without STB and Heat
* Transition to FC r30 with D
* 4 chip damage on block
* Low crush 9~22 | |
| STB.d+1,2 | m, M | 14, 23 | i17~18, i28 | +6 | +28a (+13) | * Tornado
* Combo from 1st hit
* 4 chip damage on block
* 8 chip damage on block in heat
* Interrupt with i8 from 1st block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead | |
| f,f,F+2 | h | 40 | i13~16 | +6 | +24a (+19) | * Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Transition to r51 STB without STB and Heat
* Frame advantage +1a (-4) on STB gain
* 8 chip damage on block
* 15 chip damage on block in heat
* Cannot be buffered
* Low crush 3~26
* Floating state 27~29 | |
| STB.ws1,2 | m, M | 12, 23 | i12~13, i28~29 | +6 | +28a (+13) | * Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i10 from 1st block
* 4 chip damage on block
* 8 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead | |
| STB.f,f,F+1+2 | h | 45 | i13~16 | +8g~+11g | +28a (+18) | * Balcony Break
* 22 damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Assuming i19 startup from buffered manual input (temporary tracking score result)
* Low crush 3~26
* Floating state 27~29 | |
| STB.f,F+3,2* | m, m,m | 8, 4,25 | i15~16, i20,i39~40 | +12 | +67a (+51) | * Tornado
* Balcony Break
* Guard Break
* Instant Tornado on hit
* 7 chip damage on block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Combo from 1st if uncharged | |
| 1+2,1+2 | m, t | 20, 10 | i17, i17 | +0 | * Combo from 1st hit
* Only comes out on standing hit
* Doesn't work at tip range
* Doesn't work in the side or back
* Not a timed input | ||
| 1+2,1+2,2 | m, t, t | 20, 10, 18 | i17, ,i17 | -5d or +0d | * Combo from 1st hit
* Gain STB on hit
* -5d vs FUFT when gaining STB
* +0d vs FUFA if already STB
* Deals 20 damage with input b,f+2
* Not a timed input | ||
| 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 | ||||||
| b,B+2+3 | m! | 60 | i72 | +15a (-11) | Balcony Break | ||
| Back throw | t | 50 | +0d | * Unbreakable
* Can side switch on hit
* Opponent recovers in FDFT |
Showing 101 moves