
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| miary-zo | Back Throw | t | 50 | i12~14 | ! | +0d | * Floor Break * Unbreakable | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| nina | df+3,2,1,2 | m, h, h, h | 13, 12, 6, 6 | i14, ,i16 | +1 | * Combo from 3th CH with ?f delay * Input can be delayed ?f * Interrupt with i? from 3th block | ||
| nina | df+3+4 | i31~35 | * i20~24 startup with input d,DF+4 * High crush 4~ | |||||
| nina | 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 | ||||||
| nina | b,B+2+3 | m! | 50 | i65 | +25a | Cancel to r25 with b,b | ||
| nina | db,qcf,n,DB+2+3 | |||||||
| nina | qcb | * Cancel to SS with u * Buffer to r10 SS with d * Recovers in FC for 5 frames (21~25) * High crush 1~20 | ||||||
| nina | qcf | * Perform WS moves with qcf,n * Transition to r6? hFC with alternate input d,DF ** Cannot access stance moves * High crush 1~20 | ||||||
| nina | qcf+2+3 | h! | [10;10] | i24~38 | +36g~+50g | * Opponent can recover in crouch on hit with D * High crush 1~37 | ||
| nina | Back throw | t | 60 | +3d | * Removes Recoverable Health * Unbreakable * Can side switch on hit | |||
| nina | TSS.2 | t | 20 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: TSS.1,2,4,3,1+3 | |||
| nina | qcb,B+1+3 | t | 15 | i12 | +6c | * Unbreakable * qcb,B+2+4 | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| panda | 1+3+4 | sp | ||||||
| panda | 3+4 | sp | * Alternate input: FDFA.3+4 * Transition to HBS * High crush 4~ | |||||
| panda | 3+4 | sp | * Alternate input: FDFA.3+4 * Can low parry in HBS with HBS.F * Transition to HBS * Transition to standing with input ub or u or uf | |||||
| panda | d+3+4 | sp | * Alternative input: db+3+4 * Transition to ROL with input SIT.F * Transition to California Roll with input SIT.B * Low crush 6~12 * Floating state 13~15 * High crush 16~67 | |||||
| panda | d+3+4 | sp | * Transition to SIT * Transition to ROL with input f | |||||
| panda | H.db+4,1 | l, m | 20, 14 | i21~22, i27~28 | +17a (-18) | * Floor Break * On hit only * Combos from 1st hit * Partially consumes remaining Heat time * Low crush | ||
| panda | b+1+4 | ub(m) | 25 | i60~62 | +16a/+21a HBS | * Transition to HBS with input D or 3+4 | ||
| panda | 1+2+3+4 | |||||||
| panda | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) | |||||
| panda | HBS.b,b | sp | * Alternate input: SIT.B * Transition to HBS with input D or 3+4 | |||||
| panda | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| panda | HBS.f+3+4 | * Alternate input: HBS.b+3+4 * Transition to SIT | ||||||
| panda | 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+4,3+4 * More frame advantage when hitting standing opponent | |
| panda | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| panda | H.db+1+3 | t | 10 | i15 | +12 | * Alternate input: H.db+2+4 * Unbreakable * Uses 300F of remaining heat time | ||
| panda | HBS.f+1+2 | th(h) | 30 | i26~27 | +1 | * Removes Recoverable Health * Spike * Throw break: none * Opponent status on hit: FUFA | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| paul | H.1+2** | m! | 50 | i71 | +30d (-6) FDFA | * Balcony Break * Reversal Break * Consumes Heat * Charge begins on frame 1 * Requires 56f charge * H.1+2 from 1~27f charge * H.1+2* from 28~55f charge | ||
| paul | 1+2** | m! | 40 | i71 | +20d (+10) | * Balcony Break * H.1+2** with Heat * Charge begins on frame 1 * Requires 56f charge * 1+2 from 1~27f charge * 1+2* from 28~55f charge | ||
| paul | f+3+4 | sp | * Transitions to CS | |||||
| paul | df+3+4 | sp | * Transitions to DPD | |||||
| paul | b+1+3 | 25 | +1d FUFA | * Parry * Parry state 5~12 | ||||
| paul | b+3+4 | sp | * Transitions to SW | |||||
| paul | 1+2+3+4 | |||||||
| paul | d,db,b | * Cannot be buffered * Moves backward up to 1.04 * Less movement against distant opponent * cs1~10 against distant opponent * Less movement from attack transition * No crouching state from attack transition * High evasion from attack transition * Transition to r9 DPD from 2f with df * Minimum 3f needed to enter (one for each directional) * High crush 1~14 | ||||||
| paul | d,df | * Cannot be buffered * 1.12 movement over 20f * Transition to CS from 2f with f * Transition to r9 DPD from 3~19f with df * Transition to r6? hFC with alternate input d,DF ** Cannot access stance moves * Cancel to r1 block from 2f with b * Cancel to r1 sidestep from 2f with u * High crush 1~21 | ||||||
| paul | d,df,f | * Cannot be buffered * t35 from 1+2~f * Exits crouching state on frame 1 * 1.63 movement over 25f (includes CD) * 1.98 movement over 35f from 1+2 cancel * Transition to r9 DPD from 2f with df * Cancel to r1 sidestep from 2f with u * Cancel to r1 block from 24f with b | ||||||
| paul | FC.D | |||||||
| paul | CD.df | * Buffer window 2~9f (3~9f from SWA) * Sidestep can be buffered with u * DPD attacks can be buffered * While standing attacks can be buffered * Cancel to r1 block from 10f with b * High crush 1~30 | ||||||
| paul | Back Throw.1+3 | t | 50 | i12~14 | -14d FUFA | * Throw cannot be broken | ||
| paul | Back Throw.2+4 | t | 50 | i12~14 | +1d FDFA | * Spike * Throw cannot be broken | ||
| paul | FC.1+2,2,1,2,1 | t | 30 | ,i26 | +0d | * Throw break 1 or 2 * Alternate input 1,2,1,2 | ||
| paul | FC.1+2,2,d+1,1,1+2 | t | 50 | ,i26 | +0d FDFA | * Throw break 1 * Transition to Arm Breaker with 1+2 after third hit | ||
| paul | H.df+1+3,qcf+2 | t, m | 22, 21 | i12~13, i13~14 | +16d (-20) FDFA | * Balcony Break * Consumes Heat * Strict qcf input required (d,f does not work) * Perfect input window 55-56f | ||
| paul | df+1+3,qcf+2 | t, m | 22, 15 | i12~13, i13~14 | +16d (-20) FDFA | * Balcony Break * H.df+1+3,qcf+2 with Heat * Strict qcf input required (d,f does not work) * Perfect input window 55-56f * Perfect input increases damage, wall carry | ||
| paul | df+1+3:H.qcf+2 | t, m | 22, 26 | i12~13, i13~14 | +16d (-20) FDFA | * Balcony Break * Consumes Heat * Strict qcf input required (d,f does not work) * Perfect input window 55-56f * Perfect input increases damage, wall carry | ||
| paul | df+1+3:qcf+2 | t, m | 22, 20 | i12~13, i13~14 | +16d (-20) FDFA | * Balcony Break * H.df+1+3:qcf+2 with Heat * Strict qcf input required (d,f does not work) * Perfect input window 55-56f * Perfect input increases damage, wall carry | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| raven | 3+4 | * Transition to CD (Shadow Sprint) with F * Alternate input: d+3+4 or FC.3+4 | ||||||
| raven | df+3+4 | Transitions to Crouch Step * High crush 4~25 | ||||||
| raven | b+1+3 | * Parries all attacks except for Rage Arts * Parry state 1~10 | ||||||
| raven | b+1+3,P | -31 | * Deals recoverable self-damage on a successful parry * Raven will teleport back a safe distance * Can input b+1+3/b+2+4 again at frame 40 before recovering in FC * Low crush 1~32 * High crush 33~ | |||||
| raven | b+3+4 | |||||||
| raven | 1+2+3+4 | * CH state for 5 seconds * Can't block for 5 seconds | ||||||
| raven | 1+2+3+4,b,f,1+2 | m! | 60 | ,i59~61 | +21a (+11) | Balcony Break Cannot be blocked * High crush 12~42 | ||
| raven | UB,b | * Low crush 10~41 * Floating state 42~44 | ||||||
| raven | UB,b,3+4 | m!,m!,M! | 20,20,20 | ,i38~40 i46~49 i51~54 | -19a | Spike * Low crush 21~56 | ||
| raven | qcf | Can cancel to t30 r1? FC with d,DF | ||||||
| raven | FC.df,d,DF | * High crush 1~30 | ||||||
| raven | FC.df,d,DF,f | |||||||
| raven | BT.b+3+4 | Can block mid or high attacks after 6f | ||||||
| raven | BT.f,f,f | * Will phase through opponent up-close * While vanished, Raven has no hurtbox * Low crush 12?~41 * Floating state 42~44 | ||||||
| raven | BT.f+1+2 | Parries mid or high punches or kicks * Parry state 1~8 | ||||||
| raven | SZN.B | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | SZN.D | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | SZN.F | |||||||
| raven | SZN.U | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | BT.f+1+2,P | t | 25 | +5d | Opponent recovers FUFA | |||
| raven | Back throw | t | 50 | -4d | * Floor Break * Unbreakable | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| reina | H.d+1+2 | * Automatically parries limb-based, non-airborne mids and highs * Deals 40 damage on successful parry * +1d on successful parry * Parry state 20~60 | ||||||
| reina | 1+4 | * Alternate input ws1+4 * Can transition to WGS with DF after 14 frames * Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF * Can press df to cancel with sidestep * High crush 1~29 | ||||||
| reina | 2+3+4 | sp | Input d+2+3+4 to get Heihachi's secret taunt | |||||
| reina | f+3 | |||||||
| reina | df+3 | sp | * Can transition to SEN with input WGS.f+3 | |||||
| reina | d+3 | sp | * Transitions to UNS (Kou, d) * Can transition to UNS (Kou, u) with input u+3 * Can transition to UNS (Gen) with input b+3 * Can transition to WGS with input DF * Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF * Punch parry, transitions to WGS on successful parry with +10 * Parry state 5~12? | |||||
| reina | d+1+2 | * Can transition to r14 SEN with input f+3 * Can transition to r2 WGS with input DF | ||||||
| reina | d+1+2 | sp | ||||||
| reina | b+1+3 | * Parry mids and highs * Converts incoming damage to recoverable health * Partially restores Heat on successful parry * Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move * Parry state 3~8 | ||||||
| reina | b+3 | * Partially drains heat meter when in heat * Transitions to UNS (Gen) * Can transition to UNS (Kou, u/d) with input u+3 or d+3 * Can transition to SEN with input f+3 * Can transition to WGS with input DF * Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF * See also Unsoku Cancel | ||||||
| reina | ub+1+2 | sp | * Can transition to Wind God Step with input DF * Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF * Low crush 10~24 | |||||
| reina | u+3 | sp | * Transitions to UNS (Kou, u) * Can transition to UNS (Kou, d) with input d+3 * Can transition to WGS with input DF * Can execute EWGF or EWGK by inputting 2/3 exactly one frame after DF * Punch parry, transitions to WGS on successful parry with +10 * Parry state 5~12? | |||||
| reina | u+1+2 | sp | * Can transition to Wind God Step with input DF * Can execute EWGF or EWGK by inputting 2/3 exactly one frame after DF * Low crush 10~24 | |||||
| reina | 1+2+3+4 | sp | ||||||
| reina | f,n | * Can transition to WGS with input DF * Punch parry, transitions to WGS on successful parry with +10 * Parry state 2~8 | ||||||
| reina | ws1+4 | * Alternate input 1+4 * Can transition to WGS with DF after 14 frames * Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF * Can press df to cancel with sidestep * High crush 1~29 | ||||||
| reina | SSH.CH.3 | l | 33,18 | i22 | +0 | * Spike | ||
| reina | SSH.uf | sp | ||||||
| reina | CH.df+3+4 | m,t | 6,35 | i16 | +0 | Spike | ||
| reina | Back throw | th(h) | 50 | i12~14 | +0 | * Break: none * Opponent recovery on hit: FDFA | ||
| reina | SEN.1+3 | th(h) | 12 | i16 | -3 | * Throw break: none * Opponent recovery on hit: FUFA | ||
| reina | WRA.1+3 | t (h) | 20 | i16 | +10d | * Unbreakable * Opponent recovery on hit: FUFT * Does 35 damage on wall hit | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| shaheen | df+3+4 | sp | * Transitions to SNK * Transition to r1? FC with SNK.DB | |||||
| shaheen | db+1+2 | ub!(m) | 40 | i64~65 | +42 (+11) | |||
| shaheen | b+1+3 | sp | 15 (15) | * Removes Recoverable Health * Alternate input: b+2+4 * Punch parry * Hit throw on successful parry * Side switch on parry * Parry state 5~12 | ||||
| shaheen | 1+2+3+4 | sp | ||||||
| shaheen | FC.df,d,DF | sp | * High crush | |||||
| shaheen | Back throw | th(h) | 50 | i12~14 | +0d | Removes Recoverable Health * Throw escape: none * Opponent status on hit: FUFA * Side switch on hit | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| steve | H.EXD.1+3 | h (th) | i18 | * Homing * Unbreakable * Transition to TFA | ||||
| steve | H.LNH.P | m,t | 15 | * Parries high and mid punches and kicks? * Active after LNH is actionable * Transition to TFA after successful parry * Parry state 25~95? | ||||
| steve | H.df+3+4 | sp | * Transition to r13 EXD * r25? EXD FC cancel? * Partially uses remaining heat time * Auto low parry effect * High crush 1~ * Parry state 1~ | |||||
| steve | 3 | sp | * Actionable for 21F * Transition to r15 SWY with b+3_4 after 7F with 14F delay * Transition to r1 DCK with f+3_4 after 7F with 14F delay * Transition to r8 RWV with d+3_4 (steps right) after 20F * Can cancel into r1 block when transitioning from attacks that transition to LWV * SWY transition notes: * Transition is t45? r15 cs1~36? and actionable for 21F. * Can transition from SWY into LWV/RWV after 10F with 10F delay? * Can transition from SWY into DCK after 25F * DCK transition notes: * Transition is t60? r15 cs1~35? and actionable for 35F. * Can transition from DCK into LWV/RWV after 25?F * Can transition from DCK into SWY after 35?F | |||||
| steve | 4 | sp | * Actionable for 21F * Transition to r15 SWY with b+3_4 after 7F with 14F delay * Transition to r1 DCK with f+3_4 after 7F with 14F delay * Transition to r8 LWV with u+3_4 (steps left) after 20F * Can cancel into r1 block when transitioning from attacks that transition to RWV * SWY transition notes: * Transition is t45? r15 cs1~36? and actionable for 21F. * Can transition from SWY into LWV/RWV after 10F with 10F delay? * Can transition from SWY into DCK after 25F * DCK transition notes: * Transition is t60? r15 cs1~35? and actionable for 35F. * Can transition from DCK into LWV/RWV after 25?F * Can transition from DCK into SWY after 35?F | |||||
| steve | 1+2+4 | |||||||
| steve | 3+4 | sp | * Transition into ALB * Transition to r10 PAB with F after 20F * Transition into i13 ALB.d_u with d_u after 24F | |||||
| steve | f+3 | sp | * Transition to DCK * Actionable for 19F * Input u+3_4 to r25 cs1~25 LWV after 9F with 10F delay * Input d+3_4 to r25 cs1~25 RWV after 9F with 10F delay * Input b+3_4 to r10 SWY after 14F with 5F delay * Input f+3_4 to r6 EXD after 19F * Transition to r15 FC with db after 9F with 10F delay * WV transition notes: * Transition is t45 r25 cs1~25 and actionable for 14F. * Can immediately transition into r15 SWY with 14F delay? * Can immediately transition into r1 DCK with 14F delay? * High crush 1~25 | |||||
| steve | f+3+4 | sp | * Transition to PAB * i21? auto high/mid block * Can move forward with f after 20F * Can transition to r1 FC with db after 20F * Can transition to r1 standing with f+3+4 after 20F * Stance moves and the following transitions can be performed instantly after inputting f+3+4: * Transition to r7? LWV with 3 (laterally evasive) * Transition to r7? RWV with 4 (laterally evasive) * Transition to r1? ALB with 3+4 * Transition to r6 DCK with f+3_4 * Transition to r10 SWY with b+3_4 | |||||
| steve | df+1,2~f+1+2,1,1,2 | m, h,h, m, m, m | 12, 8,12, 7, 8, 8 | i13, ,i22~23 | -8 | * Combo from 4th hit | ||
| steve | b+1+3 | sp | * Parry h and m punches * +7? on successful parry * Press 1 on successful parry for follow-up ** i14,30dmg (-12/+24a (+18)/+26a (+16)) * Parry state 5~12 | |||||
| steve | b+3 | sp | * Transition to SWY * Actionable for 15F * Transition to r25 cs1?~25? LWV with u+3_4 after 5F with 10F delay * Transition to r25 cs1?~25? RWV with d+3_4 after 5F with 10F delay * Transition to r6 DCK with f+3_4 after 20F in SWY * WV transition notes: * Transition is t45 r25 cs1~25 and actionable for 14F. * Can immediately transition into r15 SWY with 14F delay? * Can immediately transition into r1 DCK with 14F delay? * High crush 1~25 | |||||
| steve | b+3+4 | sp | * Transition to FLK * Actionable for 64F * Auto i5? high and mid neutral block high and mid? * Can cancel immediately into FC with db after b+3+4 input (3F iWS) * Can cancel immediately into r6 DCK with f+3_4 * Can cancel immediately into r10 SWY with b+3_4 * Transition to r8 LWV with 3 (steps left) * Transition to r8 RWV with 4 (steps right) | |||||
| steve | ub+3 | sp | * Transition to LNH * Actionable for 120F * Transition to LWV with 3 (steps left) * Transition to RWV with 4 (steps right) * Transition to DCK with f+3_4 * Transition to SWY b+3_4 | |||||
| steve | 1+2+3+4 | |||||||
| steve | ALB.d | sp | i13 | * Transition to r10 PAB with F after 20F | ||||
| steve | DCK.f+3 | sp | * Transition to EXD * Actionable for 19F * Input u+3_4 to r18 cs1~25 LWV after 9F with 10F delay * Input d+3_4 to r18 cs1~25 RWV after 9F with 10F delay * Input b+3_4 to r10 SWY after 14F with 5F delay * Input db to r15 FC with db after 9F with 10F delay * WV transition notes: * Transition is t38 r18 cs1~18 and actionable for 14F. * Can immediately transition into r15 SWY with 14F delay? * Can immediately transition into r1 DCK with 14F delay? | |||||
| steve | Back throw | t | 55 | +5d | * Unbreakable * Sideswitch * Opponent left FUFT | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| victor | 2+3+4 | sp | ||||||
| victor | 3+4 | sp | i30 | * Cancel stance with db | ||||
| victor | 3+4 | sp | i30 | * Cancel to FC with db | ||||
| victor | f+3 | sp | i20 | * Cancel to r20 cs5~ FC with df * Punch parry only * +15~+20 PRF on successful parry * Can perform Heat Burst and Heat Smash from stance * Parry state 5-10 | ||||
| victor | 1+2+3+4 | sp | ||||||
| victor | b,B+2+3 | ub(m) | 50 | i65~66 | +2 (-8) | * Balcony Break | ||
| victor | ub,b | sp | ||||||
| victor | CH.db+4 | l,th | 20,4 | i20~21 | +49a | |||
| victor | CH.d+4 | l,t | 12,18 | i16 | +0 | |||
| victor | IAI.P.f | m | 21 | i16~17 | +60 (+44) | * Balcony Break * Tornado | ||
| victor | IAI.b | sp | ||||||
| victor | IAI.d | sp | * High crush 1~30 | |||||
| victor | IAI.f | sp | * Parries low attacks * Parry state 3?~11? * High crush 4~17 | |||||
| victor | IAI.u | sp | * is1-4 | |||||
| victor | PRF.3+4 | sp | * 10?f of intangibility on transition | |||||
| victor | PRF.df | sp | i21 | * Recovers crouched * High crush 5~20 | ||||
| victor | Back throw | t | 50 | i12~14 | -3 | * Throw break: none * Opponent recovery on hit: FUFA | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| xiaoyu | 1+3+4 | * Low crush 8~15 | ||||||
| xiaoyu | 2+3+4 | |||||||
| xiaoyu | f+3+4 | * Transition to AOP with D * Low crush 9~ | ||||||
| xiaoyu | d+1+2 | * Transition to AOP * Transition to r10 FC with AOP.u * Alternate input BT.d+1+2 * High crush 1~ | ||||||
| xiaoyu | d+3+4 | special | * Alternate input u+3+4 | |||||
| xiaoyu | db+1+2 | * Transition to HYP * db+1+2: perform Hypnotist right * ub+1+2: perform Hypnotist left * Actionable for 70F * Stance move properties change with amount of time spent in stance: * 1 step: 20~24F * 2 steps: 45~50F * 3 steps: 70~90F * Can cancel stance after 40F with b, db, u, uf, f, df or 1 jab * Punch parry (+9 HYP, opponent BT) * During Heat, taking 3 steps (70f in HYP) partially restores remaining Heat time * Successful parry partially restores remaining Heat time * Alternate input ub+1+2 * Parry state 2~10? | ||||||
| xiaoyu | db+3+4 | * Transition to BT * High crush | ||||||
| xiaoyu | b+1+3 | +6 | * Transition to BT on successful parry * Alternate input b+2+4 * Also possible during HYP and BT * Parry state 5~12? | |||||
| xiaoyu | b+3+4 | * Transition to BT * r25 BT when performed from BT * r15 BT when performed from AOP * Alternate input BT.b+3+4 (r25), AOP.b+3+4 (r15) | ||||||
| xiaoyu | 1+2+3+4 | |||||||
| xiaoyu | AOP.d | * Xiaoyu ducks lower * will crush most mids * High crush | ||||||
| xiaoyu | AOP.f+3+4 | * Transition to AOP with D * High crush | ||||||
| xiaoyu | AOP.uf | * Alternate input AOP.ub AOP.u * Low crush | ||||||
| xiaoyu | BT.d+1+3 | +51a (+35) | * Low Parry from BT * Alternate input BT.d+2+4 * Parry state 1?~14? | |||||
| xiaoyu | BT.d+3+4 | * Xiaoyu spins and steps to the right * Alternate input BT.u+3+4 (steps to the left) | ||||||
| xiaoyu | BT.f+3+4 | * "Cali Roll" * High crush 1~8 * Low crush 9~ * High crush 28~30 | ||||||
| xiaoyu | HYP.1+2 | * Starts taking steps in the opposite direction * Can be performed any time in HYP after 25F from manual stance transition, or 20?F after other stance transitions? * Parry state 2?~11? | ||||||
| xiaoyu | HYP.2+3 | m! | 40 | i61 | +10d | * Unblockable * Cancel to BT with BB | ||
| xiaoyu | Back Throw | t | 50 | i12 | +0d | * Unbreakable | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| yoshimitsu | 4,4,2,2,1 | h, h, m, h, m! | 16, 16, 5, 6, 30 | i12~13, ,i67 | -18 | * Weapon | ||
| yoshimitsu | 4,4,2,2,1~1 | h, h, m, h, m!, m! | 16, 16, 5, 6, 30, 22 | i12~13, ,i28~113 | -58 | * Weapon * Cancel early to r26 with B (earliest cancel -12a) * Possible to double-hit | ||
| yoshimitsu | 4,4,2,2,NSS.1~1 | h, h, m, h, m, h! | 16, 16, 5, 6, 30, 40 | i12~13, ,i20~105 | -49a (-75) | * Balcony Break * Cancel early to r30 with B | ||
| yoshimitsu | 1+2 | * Transition to r17 FC with D * Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves * Parry state 3~9 | ||||||
| yoshimitsu | 3+4 | Yoshimitsu recovers in BT | ||||||
| yoshimitsu | d+1*(1),n | M! | 20 | i55~56 | +4c | +6a | * Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b* | |
| yoshimitsu | d+1*(2),n | M! | 25 | i99~100 | +4c | +6a | * Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b* | |
| yoshimitsu | d+1*(3),n | M! | 30 | i130~131 | +4c | +6a | * Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b* | |
| yoshimitsu | d+1*(4),n | M! | 40 | i179~180 | +16a | +52a | * Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b* | |
| yoshimitsu | d+1*(5),n | M! | 60 | i214~215 | +16a | +52a | * Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b* | |
| yoshimitsu | d+1*(6),n | M! | 200 | i249~250 | +16a | +52a | * Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b* | |
| yoshimitsu | d+1+2 | * Unavailable in NSS * Low crush 8~17 * Floating state 18~20 | ||||||
| yoshimitsu | d+1+4 | m! | 60 | i29~30 | -32a | * Weapon * 60 self damage during 1st recovery frame * Can connect from the front if the opponent attacks into it | ||
| yoshimitsu | d+1+4,B+1 | m!, m! | 60, 18 | i29~30, i1~39 | -29a | * Weapon * 6 self damage | ||
| yoshimitsu | d+1+4,B+1,1 | m!, m!, m! | 60, 18, 20 | i29~30, ,i1~18 | -29a | * Weapon * 6 self damage | ||
| yoshimitsu | d+1+4,B+1,1,1 | m!, m!, m!, m! | 60, 18, 20, 21 | i29~30, ,i1~18 | -29a | * Weapon * 10 self damage | ||
| yoshimitsu | d+1+4,B+1,1,1,1 | m!, m!, m!, m!, m! | 60, 18, 20, 21, 28 | i29~30, ,i1~18 | -29a | * Weapon * 12 self damage | ||
| yoshimitsu | d+1+4,B+1,1,1,1,1 | m!, m!, m!, m!, m!, m! | 60, 18, 20, 21, 28, 30 | i29~30, ,i1~35 | -30a | * Weapon * 17 self-damage * The entire string deals 111 self damage | ||
| yoshimitsu | d+3+4 | * All stance moves are bufferable * High crush 6~ * Floating state 6~ | ||||||
| yoshimitsu | DB+1+2 | * Continues as long as DB is held * Transition to r25 releasing db * Actionable after 10f, mashing delays follow-ups * Follow-ups are fastest with inputs timed on frame 11 * High crush 11~ | ||||||
| yoshimitsu | b+3 | * 8 self-damage * Can be performed from backturn (reverse direction) | ||||||
| yoshimitsu | b+3,3 | * 10 self-damage * 18 self-damage in total | ||||||
| yoshimitsu | b+3,3,3 | * 5 self-damage * 23 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3 | * 5 self-damage * 28 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3,3 | * 5 self-damage * 33 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3,3,3 | * 5 self-damage * 38 self-damage in total | ||||||
| yoshimitsu | b+1+2 | * High crush 8~50 | ||||||
| yoshimitsu | ub+1+3 | m! | 40 | i50~52 | -24 | * Weapon * Punishable on close hit with FUFT.3 | ||
| yoshimitsu | ub+1+3,1+2 | m!, h! | 40, 18 | i50~52, i18~19 | +1~+2 | +45a | * Floor Break * Weapon | |
| yoshimitsu | ub+1+3,n,1 | m!, m! | 40, 22 | i50~52, i28~113 i2~4 | -57a | * Weapon * Cancel early to r25 with B on frame 64 * Possible to double-hit during cancel | ||
| yoshimitsu | u+1+2 | * Cancel to r12 with db_d_df (js1~10) * Unavailable in NSS * Actionable after 15 frames, except when using DGF.2 which can be performed after 10 frames * Low crush 8~ | ||||||
| yoshimitsu | uf+1+3 | M! | 40 | i113~114 | +30a | * Floor Break * Weapon * Cancel to r64 DGF with 1+2 on frame 34 * Cancel to r60 DGF with 1+2 on frame 35, delayable up to frame 92 * Becomes a different move in NSS * Low crush 9~110 * Floating state 111~113 | ||
| yoshimitsu | uf+1+3,b | M! | 35 | i93~94 | +24a | * Floor Break * Weapon * Cancel to r106 DGF with 1+2 on frame 79 * Input during frames 1-31 of uf+1+2 * Yoshimitsu will transition to BT if the opponent is far * Low crush 9~90 * Floating state 91~93 | ||
| yoshimitsu | 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 | ||||||
| yoshimitsu | b,B+1+4 | m! | 50 | i59~61 | +2a | * Weapon * Cannot be buffered * Poor hitbox, will go over crouching opponents sometimes | ||
| yoshimitsu | f,F+2:2 | m, t | 15, 18 | i15, | +8d | * Transitions to attack throw only on front hit (air hit OK) * 3f perfect input window on frames 13~15, +2 damage * After hit, enter IND r20 with d+3+4 | ||
| yoshimitsu | f,F+1+4 | m! | 60 | i45 | -65a | * Weapon * Cannot be buffered * 60 self-damage during 1st recovery frame * NSS.f,F+1+4 will always cancel into f,F+1+4,n * Dealing lethal damage will award the victory to Yoshimitsu * Holding any direction will trigger the attack, not just forward | ||
| yoshimitsu | f,F+1+4,F | m!, m! | 60, 185 | i45, i35~37 | -60a | * Weapon * 200 self-damage during 1st recovery frame * Dealing lethal damage will award the victory to Yoshimitsu | ||
| yoshimitsu | f,F+1+4,n | m! | 60 | i45, | ||||
| yoshimitsu | ws2,NSS.1,2 | m, h | 13, 16 | i15~16, , | * Balcony Break (airborne) * Elbow * Combo from 2nd CH | |||
| yoshimitsu | ws2,NSS.1,3 | m, h | 13, 16 | i15~16, , | * Balcony Break * Combo from 2nd CH | |||
| yoshimitsu | FC.DF+1 | l! | [12;12] | i26 | +70a (+54) | * Weapon * 100% recoverable damage * Cannot be buffered after Heat Dash * Must hold DF for 5 frames * i27 effective startup (with FC.db,b+1 input) * i31 effective startup (with FC.DF+1 input) * i37 effective startup (FC.db,b+1 from manual crouch) * i41 effective startup (FC.DF+1 from manual crouch) * High crush 1~34 | ||
| yoshimitsu | BDS.1 | h! | 25 | i21~40 | +32a~+51a | |||
| yoshimitsu | DGF.1+2 | * Low crush 1~27 * Floating state 28~30 | ||||||
| yoshimitsu | DGF.3+4 | h!,t | 17,18 | i20~21 | +0 | * Floor Break * Transitions to attack throw on front hit (air hit OK) * Attack throw recovers standing * Low crush 1~ | ||
| yoshimitsu | DGF.d+3+4 | * Low crush 1~27 * Floating state 28~ * High crush 31~ | ||||||
| yoshimitsu | DGF.f | realigns with opponent, creates distance * Low crush 1~ | ||||||
| yoshimitsu | FLE.1 | * Floating state 1~25 * High crush 26~ | ||||||
| yoshimitsu | FLE.3 | * Evades like a sidestep * Low crush 1~ | ||||||
| yoshimitsu | FLE.d | * Evades jabs from frames 4-14 * Evades mids from frames 7-12 * Can be canceled into other FLE moves (except FLE.n) * Low crush 1~4 * Floating state 5~15 * Low crush 16~ | ||||||
| yoshimitsu | FLE.d | M | 0 | i10 | +31a (+24) | * Evades jabs from frames 4-14 * Evades mids from frames 7-12 * Can be cancelled into other FLE moves (except FLE.n) * Only accessible after hitting with FLE.n * Low crush 1~ | ||
| yoshimitsu | FLE.db | * Low crush 1~12 * Floating state 13~15 | ||||||
| yoshimitsu | FLE.d+3+4 | * Low crush 1~16 * High crush 16~30 * Floating state 17~ | ||||||
| yoshimitsu | FLE.f | * In WFL from frames 2?-32? * Cancel into FLE.f,f with f within 19? frames * Low crush 1~ | ||||||
| yoshimitsu | FLE.f+2 | |||||||
| yoshimitsu | FLE.u+1+2 | * Low crush 1~ | ||||||
| yoshimitsu | FUFT.d+3+4 | * Floating state 1~ | ||||||
| yoshimitsu | IND.1 | M! | 15 | i53~55 | +0c~+2c | * Floor Break * Weapon * Same animation as the ending of qcf+1 * Low crush 30~52 * Floating state 53~55 | ||
| yoshimitsu | IND.1+2 | Unavailable in NSS * Low crush 1~27 * Floating state 28~30 | ||||||
| yoshimitsu | IND.D+3+4* | * Allows 8-way directional movement in IND * Continues as long as 3+4 is held * Holding a directional input and pressing 1, 2 or 1+2 will play different voicelines * Yoshimitsu must rest his arms before he can move, this animation takes 30 frames, this animation does not occur when using NSS.d+1+2 * High crush 1~ * Floating state 1~ | ||||||
| yoshimitsu | IND.f | * If closer than 1.75 units, recovers r49, 1 unit behind the opponent * If in BT.IND closer than 1.75 units, recovers r49, 4.2 units away from the opponent * If farther than 1.75 units, recovers r49 BT in the same location * Evasive, can go under some attacks * Floating state 1~50 | ||||||
| yoshimitsu | IND.n | * Recovers 3 recoverable health with each pulse * Can be cancelled into other IND moves * Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out * High crush 1~ * Floating state 1~ | ||||||
| yoshimitsu | IND.u | * Evasive, can go under some attacks if timed * Floating state 1~29 | ||||||
| yoshimitsu | IND.u+1+2 | Unavailable in NSS * Low crush 1~ | ||||||
| yoshimitsu | KIN.b+1+2 | m! | 25 | i46 | +6a | * Weapon * Backswing blow * Unavailable in NSS * Move is delayed by 5f | ||
| yoshimitsu | KIN.f | * High crush 5~25 | ||||||
| yoshimitsu | KIN.u+1+2 | Can be counterhit on frames 1~19 * Low crush 14~ | ||||||
| yoshimitsu | MED.1 | |||||||
| yoshimitsu | MED.1+2 | m! | 10 | i30~34 | -1a | Recovers 12 base health | ||
| yoshimitsu | MED.3+4 | |||||||
| yoshimitsu | MED.d | Transitions into sidewalk with held input | ||||||
| yoshimitsu | MED.f | * Transition to BT with 3+4 * Can be cancelled into instant while standing * Closes distance with the opponent | ||||||
| yoshimitsu | MED.n | * May be canceled into another MED move * at 26-28 frames into the animation: * Restores recoverable health successively ** +1 health (1st pulse) ** +2 health (2nd pulse) ** +3 health (3rd onward) | ||||||
| yoshimitsu | NSS.BT.d+1 | l | 15 | Yoshimitsu remains in NSS | ||||
| yoshimitsu | NSS.b,B+1+4 | m! | 40 | i65~70 | -3a (-12) | +29a (-18) | Balcony Break | |
| yoshimitsu | NSS.b+1+2 | * High crush 8~50 | ||||||
| yoshimitsu | NSS.d+1+2 | * High crush 7~ * Floating state 7~ | ||||||
| yoshimitsu | NSS.d+1+4 | * Yoshimitsu is invisible on frames 50~64, but can still be hit * Transition to 1SS.IND with D * Transition to DGF with U | ||||||
| yoshimitsu | NSS.ub+1+3 | m! | 50 | i51~65 | -23 | * Punishable on close hit with FUFT.3 | ||
| yoshimitsu | NSS.ub+1+3,n,1 | m!, h! | 50, 40 | i51~65, i20~105 | -49a (-75) | * Balcony Break * Cancel to r94 with B on frame 64 | ||
| yoshimitsu | NSS.uf+1+3 | * Low crush 9~35 * Floating state 36~38 | ||||||
| yoshimitsu | Back throw | t | 50 | +1d | * Floor Break * Unbreakable | |||
| yoshimitsu | qcb,f+2 | t | 0 | i15~16 | +0 | * Unbreakable * Opponent recovers 26 health * Yoshimitsu loses 35 health | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| zafina | 3+4 | * Cancel to r20 with db * Can block after 21 frames with db * Cancel to r28 with UB_U_UF * Stance sidestep with u_d * Backdash/dash with b_f | ||||||
| zafina | d+1+2 | * Cancel to r30 with DB_UB_U_UF * Cancel to r10 standing guard with DB * Crawl with F * High crush 6~33 * Floating state 34~ | ||||||
| zafina | d+3+4 | * Cancel to r30 with db * Cancel to r38 with UB_U_UF * Can block in stance on frame 31~ * Stance sidestep with u_d * Move backward/forward with b_f * Dash with f,f * High crush 6~30 | ||||||
| zafina | b+1:1 | m, t | 14, 36 | i18, | +0d | * Deal 5 (8) recoverable damage to self without Heat * Side switch on hit * Gain ORB on hit * Azazel's Power * Low crush 80~92 * Floating state 93~95 | ||
| zafina | b+1:ORB.1+2 | m, t | 14, 19,10,16 | i18, | +0d | * Consumes ORB * Consumes 180F of remaining Heat time * Azazel's Power * Deals (5) 8 recoverable damage to Zafina without Heat * Deals 5 additional damage when Zafina's remaining health is 42 or lower * Available only from 1st front hit | ||
| zafina | b+1+3 | +12d | * Zafina automatically retaliates on a successful parry * Deal 8 recoverable damage to self without Heat * Parry state 6~29 | |||||
| zafina | ub+1+2 | m! | 40 | i64 | +41a (+10) | * +45a on side/BT hit | ||
| zafina | 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 | ||||||
| zafina | MNT.2+3 | |||||||
| zafina | SCR.d+3+4 | * High crush 1~70 * Floating state 6~50 | ||||||
| zafina | Back Throw | t | 50 | +0d | * Unbreakable |