mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
devil-jinBack Throwt50+1d
* Unbreakable
* Side switch on hit
dragunovBack throwt50+1d
Unbreakable
eddyBack throwth(h)50i12~14+0
Throw break: none
fahkumramH.2+3m,m (t)50i16+70d
* Heat Smash
* Balcony Break
* Transition to Attack Throw on hit
* 2nd hit damage 25
* +27a (+1) If only last hit connects on standing opponent
* 5 chip damage on block
* Low crush
fahkumramb+1+4m!50i60!+9d
* Unblockable
fahkumramBack Throwt!50i12!+0d
* Homing
* Unbreakable throw
fengBack Throwt50-4d
* Cannot break throw
heihachiH.2+3m,m50i15+10+0d
* Heat Smash
* Reversal Break
* Floor Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
heihachiH.2+3,Fm50i15+10-2d
* Heat Smash
* Reversal Break
* Balcony Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
heihachid+1+4m!50i60+18a
jack-8H.2+3h,m,t50i10-9-2d (-12)
* Heat Smash
* Balcony Break
* 10 chip damage on block
jack-8db,n,f+1+2t50i11-6-1d
* Throw Break 1+2
* Floor Break
jinH.2+3,4m,h,m50i15~16+9+32a (-4)
* Heat Smash
* Reversal Break
* Balcony Break
* 7 Chip damage on block
* Jail from 1st attack
jinub+1+2m!50i75~i76+9a (+0)
* Balcony Break
* Cancel to r50 with b,b
jinBack throwt50+1d
* Unbreakable
* Side switch on hit
junub+1+2m!50i57~58+6a
Balcony Break
junBack throwt50+7d
* Unbreakable
* Side switch
kazuyaBack throwth(h)50i12~14+3d
* Throw Break: none
kingss3+4h50i27~310+0d
* Deals a lot of chip damage on block.
* Tracks side steps.
* In game frame data incorrectly shows that SSL 3+4 is i21
kingf,hcf+2t50(55)i12~14-6+1d
* Homing during heat
* 2 throw break
* Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark.
* i13 startup for Bluespark throw with buffered input
* 55 damage on bluespark
* 18F throw break window on bluespark
* 7F throw break window on CH bluespark
* Partially restores remaining Heat time.
* f,b,d,f are required inputs for normal throw
* Opponent recovers in FUFL.
kingqcb+1+2t50i11-6-6d
* Floor Break
* Homing during heat
* 1+2 throw break
* Side switch
* King recovers in BT
* Partially restores remaining Heat time
* Opponent recovers in FUFA.
kumaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
kumahcb,f+1+2th(h)50i11+0+5
* Throw break: 1+2
* 60 dmg if opponent hits the wall
* Opponent status on hit: FUFA
* Side switch on throw break and hit
larsBack throwt50i12~140
* Throw break: none
* Opponent status on hit: FDFT
lawBack Throwt50i12~14+0d
Unbreakable
leeBack Throwt50i12~14!-5d
Unbreakable
leoBack throwt50i12~14-3d
* Deals 10 more damage at the wall
leroyH.2+3m50 (25)i15+6+0
* Heat Smash
* Balcony Break
* Alternate input: H.HRM.2+3
* Also possible after Twin Dragon Gate is successful
* Transition to HRM on block
* 12 chip damage
leroyBack throwt50i12~14
* Spike
* Throw break: none
* Opponent status on hit: FDFA
lidiaBack throwt50+0d
* Homing
* Throw break: none
* Opponent on hit: FDFT
lilib+1+4m!50i63~65+9a (-17)
* Balcony Break
* Low crush 56~76
* Floating state 77~79
liliu+1+2**m!50i18~19+16a (+7)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 56f, effective startup i74~75
miary-zoBack Throwt50i12~14!+0d
* Floor Break
* Unbreakable
ninab,B+2+3m!50i65+25a
Cancel to r25 with b,b
pandaH.2+3m50i15~16+9-3d
* Heat Smash
* Floor Break
* Balcony Break
* Alternate input: H.HBS.2+3
* Transition to +8 ROL with F on block only
* Transition to +13g HBS with D or 3+4 on block only
* 9 chip damage on block
* Floor breaks if 1st hit connects, or if 2nd hit connects on airborne opponent
* Balcony breaks if only 2nd hit connects on standing opponent
* Low crush
pandaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
pandaf,df,d,db,b,f+1+2th(h)50i110+5
* Throw break: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
paulH.1+2**m!50i71+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
paulBack Throw.1+3t50i12~14-14d FUFA
* Throw cannot be broken
paulBack Throw.2+4t50i12~14+1d FDFA
* Spike
* Throw cannot be broken
paulFC.1+2,2,d+1,1,1+2t50,i26+0d FDFA
* Throw break 1
* Transition to Arm Breaker with 1+2 after third hit
ravenBack throwt50-4d
* Floor Break
* Unbreakable
reinab+1+4ub(m)50i64+20d (-1)+20d (-1)
* Balcony Break
* Can cancel with input b,b
reinaBack throwth(h)50i12~14+0
* Break: none
* Opponent recovery on hit: FDFA
shaheenBack throwth(h)50i12~14+0d
Removes Recoverable Health
* Throw escape: none
* Opponent status on hit: FUFA
* Side switch on hit
steveTFA.2th50+0+0d
* Press 2 for throw break
* Partially uses remaining heat time
victorb,B+2+3ub(m)50i65~66+2 (-8)
* Balcony Break
victorBack throwt50i12~14-3
* Throw break: none
* Opponent recovery on hit: FUFA
xiaoyuH.2+3m,m,m,M50i15~16+9+0d
* Heat Smash
* Balcony Break
* Transition to standing with F (+5 oB)
* Transition to attack throw on hit
* Chip on block [7]
* Low crush 9~
xiaoyuBack Throwt50i12+0d
* Unbreakable
yoshimitsub,B+1+4m!50i59~61+2a
* Weapon
* Cannot be buffered
* Poor hitbox, will go over crouching opponents sometimes
yoshimitsuNSS.ub+1+3m!50i51~65-23
* Punishable on close hit with FUFT.3
yoshimitsuBack throwt50+1d
* Floor Break
* Unbreakable
zafinaBack Throwt50+0d
* Unbreakable
kumaH.2+3M,M51i13~15, i450+33a (+23)
* Heat Smash
* Balcony Break
* 10 chip damage
* Transition to attack throw on 1st hit
* +20a (+10) 45dmg on 2nd hit if 1st hit misses
paulH.qcf+2m51i13~14-13+26a (-10) FDFA
* Heat Dash +5, +36a (+26)
* Balcony Break
* Reversal Break
* Consumes Heat
* Chip damage (11)
* Clean Hit range 2.3
* Heat Dash disables Clean Hit
* 34 damage without Clean Hit
xiaoyuH.BT.2+3m,m,m,m51i15~16+9+20g
* Heat Smash
* Spike
* Transition to HYP 2nd step
* Transition to standing with F (+3, +5)
* Chip on block [7]
yoshimitsuH.2+3M,m,m,m51i18~19+4-3d
* Heat Smash
* Reversal Break
* Balcony Break
* Recovers 4 base health or 14 additional recoverable health on hit
* Enter DGF +10 r29 with U on block
* Transition to attack throw after 1st hit
* 9 chip damage on block
* Jail from 1st attack
* Ends Heat
* Low crush 68~89
* Floating state 90~92
zafinaH.2+3h,sm51i12~13 i47~53 i1~7 i1~7 i1~6 i1~2+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Jail from 1st attack
* 10 chip damage on block
* Transition to attack throw on hit
miary-zoH.2+3m,th52i17~18+6-5d
* Heat Smash
* Floor Break
* Transition to BAO +6 r24 automatically on block only
Cancel BAO transition -13 -6 +23a (+13) r36 with B
* 6 chip damage on block
* Low crush
armor-kingdb,n,f+2+4th(h)53i11-2-3d
* Floor Break
* Throw break 2
* Opponent left FUFA
kingdb,n,f+2+4t53i11-2-1d
Floor Break
* 2 throw break
* Input n,f+2+4 in 30 frames
* Cannot be buffered from crouch
* Cannot be executed during while standing
* Opponent recovers in FUFA
armor-kingH.2+3m,t54i17, i42~43+9+1d
* Heat Smash
* Balcony Break
* Can also be done during BAD
* Transition to attack throw on hit
* 2nd hit 16dmg and +13a (-4) on hit after 1st whiff
* Opponent left FUFT after attack throw
* 5 chip damage on block
azucena1+2+3+4,3+4m!54i75-8a
Base damage is 45
alisaR.df+1+2m,t55+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~
alisaBack throwt55+0d
* Floor Break
* Throw break: none
* Opponent recovery on hit: FDFA
* Side switch
annaR.df+1+2m,t55+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~
armor-kingR.df+1+2m,t55+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~
asukaR.df+1+2m,t55+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~
azucenaR.df+1+2m,t55+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~
bryanR.df+1+2m,t55+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~
claudioR.df+1+2m,t55+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~
cliveH.2+3m,t,m,m,m,m,m,m55i18+5-10
* Heat Smash
* Balcony Break
* Transition to attack throw on 1st hit
* 45 damage Balcony Break on 1st whiff
* Recover 27-45 recoverable health on hit:
* Regain 18?-19? additional recoverable health on hit
* Recover 19 recoverable health on 1st whiff and 2nd hit:
* Regain 12? additional recoverable health on 1st whiff and 2nd hit
* 10 chip damage on block
* Low crush 23~117
* Floating state 118~120
cliveR.df+1+2m,t55+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~
dragunovR.df+1+2m,t55+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~
eddyH.2+3m55i18~19+6+0
* Heat Smash
* Balcony Break
* Transition to RLX on block
* Low crush 34~
eddyR.df+1+2m,t55+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~
fahkumramR.df+1+2m,t55+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~
fengR.df+1+2m,t55+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~
heihachiR.df+1+2m,t55+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~
hwoarangR.df+1+2m,t55+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
* Possible during RFF, LFS and RFS
* Power crush 8~
jack-8R.df+1+2M,t55+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~
jinR.df+1+2m,t55+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~
junR.df+1+2m,t55+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~
kazuyaR.df+1+2m,t55+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~
kingR.df+1+2m,t55+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~
kingAIR.f,hcf+1t(a)55(60)i10 / i12~14+3d
* Floor Break
* Cannot throw break.
* Also by JGR.1+3 against airborne opponent.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
kumaR.df+1+2M,t55+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~
larsH.2+3m,M55i18~19, i38~41+12c+0 / +81a
* Heat Smash
* Spike
* Transition to 30dmg attack throw on 1st hit (+0)
* +81a 25dmg 2nd hit on 1st block or whiff
* Transition to r30 DEN on block or whiff (+12c/+81a)
* Transition to r37 standing on block (+10c/+79a) or whiff with input B
* 7 chip damage on block
larsR.df+1+2m,t55+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~
lawR.df+1+2m,t55+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~
leeR.df+1+2m,t55+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~
leoR.df+1+2m,t55+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~
leroyR.df+1+2m,t55+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~
lidiaH.1+2**m55i65+15g+63a
* Reversal Break
* Balcony Break
* Cancel with b,b or f,f
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
* Hold for 55 frames
lidiaH.2+3m,m,m,h55i18+10g+0d
* Heat Smash
* Balcony Break
* Transition to r31 HAE on block
** Cancel HAE transition with B on block
* Transition to attack throw on hit
* Increases HAE level by 1 on hit
* 8 chip on block
* Low crush 77~105
lidiaR.df+1+2m,t55+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~
liliH.2+3m,t55i16+7+0d
* Heat Smash
* Balcony Break
* H.RAB.2+3: i21 actual startup
* Transition to +14g DEW with F on block
* 6 chip damage on block
liliR.df+1+2m,t55+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~
miary-zoR.df+1+2m,t55+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~
ninaR.df+1+2m,t55+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~
pandaR.df+1+2m,t55+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~
paulR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* 114f cinematic freeze on frame 8
* t193 r56 on block
* t134 on whiff
* Power crush 8~
ravenR.df+1+2m,t55+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~
reinaR.df+1+2m,t55+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~
shaheenR.df+1+2m,t55+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~
steveR.df+1+2m,t55+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~
steveBack throwt55+5d
* Unbreakable
* Sideswitch
* Opponent left FUFT
victorR.df+1+2m,t55+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~
xiaoyuR.df+1+2m,t55+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~
yoshimitsuR.df+1+2m,t55+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~
zafinaR.df+1+2m,t55+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~
jinH.2+3m,h,m57i15~16+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw after 1st hit
* Transition to CD automatically on block
* Transition to standing on block with B
* 6 Chip damage on block
* Jail from 1st attack
armor-king(Back Throw)th(h)60i12~14!-4d
* Unbreakable throw
* Opponent left FUFA
bryanBack throwt60-1d
Unbreakable
claudiob,B+2+3m!60i72+15a (-11)
Balcony Break
devil-jinb+1+4m!60i63~64+20a (+10)
* Floating state 64~85
dragunovub+1+2m!60i63~64+26d (-32)
Balcony Break
* Unblockable
heihachiBack throwt60+0d
* Unbreakable
hwoarangBack throwth(h)60i12~14+1d
* Break: none
* Opponent recovery on hit: FUFA
* Also possible during RFF
kazuyab+1+4m!60i63+20a(+10)+20a(+10)
king(Behind 1 throw)t60(depends)+0d
* Cannot throw break.
* Any 1/1+2 break throw behind opponent's back, as well as RKO and chain throws.
* Side switch. Opponent recovers in FDFL.
king(Behind 2 throw)t60(depends)-1d
* Cannot throw break.
* Any 2 break throw behind opponent's back except chain throws.
* Side switch? Opponent recovers in FDFL.
kingAB2c.1,3,4,2,1+2t60-3+1d
* 2 throw break.
* Opponent recovers in FUFL. Max damage 100.
kumadb+2+3**l60i60~62-4+43a
* Balcony Break on airborne hit
* chip damage on block
lawb,B+2+3m!60i78+0d
Can cancel and transition to DSS with b,b
leeub+3+4h!60i60+9 (+0)+9a
* Balcony Break
* Unblockable
* Cancel and transition to HMS with 3+4
leoub+1+2m!60i70~71+26a (-21)
liliBack Throwt60+1d
Unbreakable
ninaBack throwt60+3d
* Removes Recoverable Health
* Unbreakable
* Can side switch on hit
pandadb+2+3**l60i60~62-4+43a
* Balcony Break
* chip damage on block
raven1+2+3+4,b,f,1+2m!60,i59~61+21a (+11)
Balcony Break Cannot be blocked
* High crush 12~42
yoshimitsud+1*(5),nM!60i214~215+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1+4m!60i29~30-32a
* Weapon
* 60 self damage during 1st recovery frame
* Can connect from the front if the opponent attacks into it
yoshimitsuf,F+1+4m!60i45-65a
* 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
yoshimitsuf,F+1+4,nm!60i45,
armor-kingWALL.1+3t(w)65i10!+0d
* Homing
* Cannot throw break.
* Opponent recovers in FUFT.
kingAIR.f,f,F+2+4t(a)65(70)i10+4d
* Floor Break
* Cannot throw break.
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
kingWALL.f,hcf+1t(w)65(70)i10-5d
* Cannot throw break. Also converts from RKO.
* (f,hcf+1_2): Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).
* (f,f,F+2+4): Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFR.
cliveWOL.2sm,t30,70i25~40-38~-23-12c~+3c
* Weapon
* Transition to attack throw on airborne hit
* 56 damage in total with attack throw and scaling
* Forces tech backroll on hit
fengub+1+2m!70i79~82+50a (+19)
jack-8Back Throw 1+3t70i12!+3d
* Unbreakable
* Floor Break
jack-8Back Throw 2+4t70i12!+17d
* Balcony Break
* Unbreakable
* 80 damage on wall splat
kumaBack throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
pandaBack throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
steveub+1+2ub(m)70i66~69+12a (+1)+12a (+1)
* Balcony Break
kingBehind.b,f+1+2t75i10+1d
Floor Break
* Cannot throw break.
* Opponent recovers FUFR.
hwoarangLFS.1+4m!80i66~69-2a~+1a
* Cancel with b,b
* Low crush 55~
jack-8f+4~1h80i65!+5
Unblockable
leroyd,df,f+3+4,Fm!80i56~57-1~0d
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
* Parry state 20~60
yoshimitsuf,F+1+4,Fm!, m!60, 185i45, i35~37-60a
* Weapon
* 200 self-damage during 1st recovery frame
* Dealing lethal damage will award the victory to Yoshimitsu
yoshimitsud+1*(6),nM!200i249~250+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
alisa2+3m[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
alisaH.d+1+2
* Cancel to r30 with db
* Consumes 60F of remaining Heat time
* 75% damage reduction when absorbing attacks
* Damage absorbed is recoverable
* No hitstop during attack absorption
* Automatic standing guard from frames 1 to 5
* Can standing or crouching guard starting at frame 31
* Power crush 6~30?
alisaH.f+1+4
* Consumes 150F of remaining Heat time
* Low crush 18~40
* Floating state 41~43
alisa1+2+3
Can transition to DES with held input 1+2
alisa1+2+4
alisaf+3+4
* Low crush 26~54
* Floating state 55~57
alisad+1+2
* Transition to r30 with db or d+1+2
* Transition to DBT with DES.f+3_f+4
alisadb+1
* Transition to FC with D
* Can perform WS moves after 24 frames
* High crush 4~15
alisadb+1
* Transition to r9? FC with D or after d+3 BKP transition
* Can perform WS moves after 24 frames
* High crush 4~15
alisab+1+3
* Parries all highs
* Parry state 3~15
alisa1+2+3+4
* Cannot block for 5 seconds
* CH state for 5 seconds
* Transition to DES with 1+2
* Low crush 11~49
* Floating state 50~52
alisa(Back to wall).b,b,UB
* is8~13
* Low crush 14~57
* Floating state 58~60
alisaDES.3
alisaDES.b,b
alisaDES.b+3
* Low crush 7~33
* Floating state 34~36
alisaDES.d+3
* DES.d+3_4 goes to foreground, DES.u+3_4 goes to background
* Transition to r20 DBT with 3_4
* Low crush 5~22
* Floating state 23~25
alisaDES.f,f
alisaDES.f+3
* Cancel to r33 with DBT.b
* Transition to r50 SS with DBT.u_d
* Low crush 18~40
* Floating state 41~43
alisaDES.f+3
* Cancel to r33 standing block with DBT.B
* Transition to Evasive Action with input DBT.U_D
* Low crush 18~40
* Floating state 41~43
alisaFUFT.1+2
* Floating state 1~5
* Low crush 6~40
* Floating state 41~43
alisaSBT.D
* Transition to r32 BKP with B (Backswing)
* High crush 34~
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
anna2+3m[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
anna1+2m[5;5]i16~18+1+9+14
* Homing
* Enter TOM +3 +8 with F on hit only
* 100% recoverable damage
annaf+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annab+3
* Actionable after 16f
* i3? low parry: parries all lows (including Heat Smash lows)
* i3? throw parry: +0d and 25 damage
* Transition to r13 HAM with f+3
* Parry state 3~47
annaCJM.df
* High crush 5~
* Floating state 8~35
annaCJM.f+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annaHAM.b+3
annaTOM.3
* Actionable after 16f
* i3? low parry: parries all lows (including Heat Smash lows)
* i3? throw parry: +0d and 25 damage
* Transition to r13 HAM with f+3
* Parry state 3~47
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
armor-king2+3m[12;12]i16+1+2c
* Can also be done during BAD
* Power crush 7~16
armor-kingH.f,n,d,df+1+2h![10]i25~28+23g
* On hit, gives a special stun that makes throws unbreakable for the stun duration
* Partially uses remaining Heat time
* Only deals recoverable damage
* Cannot K.O
armor-kingf+3+4sp
* Parries mid and high punches
* Cannot block in stance
* Transition to BAD
* Parry state 5-12?
armor-kingf+3+4,Ph![5]i25~34+23g
* On successful parry, gives a special stun that makes throws unbreakable for the stun duration
* Cannot K.O
armor-kingf,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
armor-kingf,n,d,df+1+2h![5]i35~38+23g
*On hit, gives a special stun that makes throws unbreakable for the stun duration
*Comes out faster in heat
*Cannot K.O
armor-king(Right Side Throw)th(h)i12~14-3+0d
* Throw break 2
* Opponent left FDFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
asuka2+3m[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
asuka1+2+3+4
* Transition to Ultimate Tackle throw with 1+2
* Cannot block for 5 seconds
* CH state for 5 seconds
asukaNWG.uf+1,2h,mi26~27+0+19a (+10)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Unparryable by traditional punch parries (bug?)
* Cancel to -3 -15 FC with D
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
azucena2+3m[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
azucenaH.LIB.1,2,F+7+54a (+34)
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* Chip damage on block
* Floating state 15~33
azucenaH.b+1,1,2,F+7+54a (+34)
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* Chip damage on block
* Floating state 15~33
azucenaH.b+2,F+7+54a (+34)
* Strong Aerial Tailspin
* Homing
* 70% scaling on combo
* Consumes 150F of remaining Heat time
* 7 Chip damage on block
* Low crush 15~30
* Floating state 31~33
azucenaH.f+3+4
* Parries all high or low attacks
* Consumes 120F of remaining Heat time
* Cancel to r20 with DB
* High crush 4~20
* Parry state 17~
azucena1+3+4
azucena1+3+4*
* Regenerates heat
* Heat meter won't disappear, even if it fully depletes
azucenaf+3+4
* Completely evades all high/low attacks
* Cancel to r20 with DB
* Parry state 18~
azucenaf+3+4*
* Regenerates heat
* Heat meter won't disappear, even if it fully depletes
* Parry state 1~
azucenad+1+2l[21;21]i25~26-4+0d
* Transition to throw on front standing hit only
* 18 damage to Azucena when hitting crouching opponent (block)
* Damage on hit and block is recoverable health
* Cannot KO Azucena when blocked
* r41 FC on whiff
* High crush 8~
* Floating state 25~
azucenab+3+4
* Low crush 6~19
* Floating state 20~22
azucenab+3+4*
Regenerates heat
azucena1+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
azucenaUB,b
Transition to r24 LIB with F
* Low crush 18~37
* Floating state 38~40
azucenaBT.b+3
azucenaBT.b+1+2
Parries all mids
* Parry state 2~8
azucenaBT.b+3+4
* High crush 6~20
azucenaBT.f+3+4
* Low crush 6~21
* Floating state 22~24
azucenaLIB.B
Completely evades high or low attacks
* Parry state 1~
azucenaLIB.F
* Completely evades high or low attacks
* Regenerates heat with each step
* Parry state 1~
azucenaLIB.U
* Completely evades high or low attacks
* Regenerates heat with each step
* Parry state 1~
azucenaLIB.b,b
* Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1
azucenaLIB.f,f
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bryanb+1+3+31
* Parries high or mid punches
* Parry state 5~12
bryan1+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
bryand,db,b
* Cancel to SS on any frame with u
* Minimum 3f needed to enter (one for each directional)
* High crush 1~10
bryanqcf
* Enter FC r25 with no input
* Cancel to SS on any frame with u
* Cancel to block on frames 1~9 with b
* Actionable on frame 1~
* High crush 1~25
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
claudio2+3m[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
claudio1+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
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
clive2+3m[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
clive3+4
* Strong low parry effect (active while moving)
* Move backward/forward with b_f
* Cancel to r53 with db_d_df
* Floating state 5~
* Parry state 9~
clivef+4
Actionable after 15f
cliveb+3
* Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves
* Parry state 5~13
cliveb+3,P
Earliest cancel to parry attacks r23
* is1~16
clive1+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
cliveuf
* Low crush 9~43
clivePHX.1+4
cliveWOL.4
Actionable after 15f
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
devil-jin2+3m[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
devil-jin3+4
* Low crush 20~58
* Floating state 59~61
devil-jinf+3
* Stance moves can be delayed by 10f
* Low crush 18~32
* Floating state 33~35
devil-jin1+2+3+4
* CH state for 5 seconds
* Can't block for 5 seconds
* Low crush 6~47
* Floating state 48~50
devil-jinf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b
devil-jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
devil-jinFUFT.u+3+4
FUFA shift to Fly leaves attacker in backturn
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
dragunov2+3m[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
dragunov3+4
* Transitions to FC on frame 28~
* High crush 6~38
dragunov1+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
dragunovSNK
* Lapses to standing
* Cancel to SS with u
* Input d, DF to transition to FC instead of SNK
dragunovFDFA.1+2
* Floating state 1~29
* High crush 30~40
dragunovFDFA.1+2,1+2m (t)i20~21-5+3
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 1~26
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
eddy2+3m[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
eddyf+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~53
eddyd+3+4
* Can block at frame 20? with B or DB
* Transition to FC after 35F
* High crush 6~55
eddyb+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~61
eddyu+4sp
* Transition to FC
* Low crush 7~
eddy1+2+3+4
eddyb,ub
* Transition to RLX
* Low crush 10?~
eddyHSP.n,d
* Transition to RLX
* Floating state 1~10?
* High crush 6?~
eddyHSP.n,f
* Transition to HSP
* Floating state 1~
eddyRLX.n,d
* Transition to HSP
eddyRLX.n,f
* Transition to RLX
* Recover in FC after 48F?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
fahkumramb+1+3
* Parries high, mid and low kicks
* Parry state 5~12
fahkumramb+2+4
* Parries high and mid punches
* Grants GRF on successful parry
* Regains recoverable health on successful parry
* Parry state 5~12
fahkumram1+2+3+4
fahkumramGRF.1+2sp
* Consumes GRF
* Partially consumes remaining Heat time
* Power crush 5~19
fahkumramRAM.db
* Cancels RAM
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
feng2+3m[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
feng1+3+4
fengf+3+4
* Parries high and mid fist and feet moves (not elbows/knees/heads etc)
* Transition to STC absorbing one hit
* Transitions to STC.P after absorbing two hits
* Transition to r20 KNP with B (r25 autoblock)
* Parry state 3~18
fengb+3~4
* Transition to BT
* Transition to STC r20 with 3+4
fengb+3+4
* i20 high/mid block
* Transition to r39 STC with f (ps25~39)
fengub+3-11~-10+15a~+16a
* Strong Aerial Tailspin
* Backwards momentum
feng1+2+3+4
fengqcf
* Minimum 3f needed to enter (one for each directional)
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
** Can access FC.df+4 with input d,DF+4 (i27? effective startup)
* Cancel to sidestep with U
* Can access df+3 and db+3 from a manual qcf input
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
heihachi2+3m[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
heihachiH.b,b,n,3+4
* Consumes all of the remaining Heat time
* Tremendous backwards travel
heihachi1+4SL[10;10]i17+2+21g
* Reversal Break
* Balcony Break
* Can only be used once per match
* Ultimate Count 3 required to use
* Can be used while in FUJ
* Opponent recovers crouching on hit
* Cannot cause a K.O
heihachi2+3+4
heihachif+3+4
* Cancel to r20 with b or db
* Heihachi remains in stance indefinitely unless a move is used
* Actionable after 40f
heihachid+1+2
* Actionable after 30f
heihachi1+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
heihachif,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cancel to SS with u
* Cancel to block with b
heihachif,n,d,df,UF
* Unable to act from frames 3~27
* Low crush 1~21
* Floating state 22~24
heihachiFUJ.DF
* Transition to r4 CD after 4 frames in FUJ (r8?)
* Low parry on frames 1?~14?
* Doesn't require a just frame input for Electric or Omen Thunder God Fist
* Parry state 1?~14?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
hwoarang2+3m[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
hwoarang1+2
* Transition to BT
hwoarang3+4
* Transition to RFF
* Transition to r13? standing block with B
hwoarangf+3
* Transition to LFS
* Sidesteps to the right
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance
hwoarangb+1+3+9
* Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle
* Parry state 5~12?
hwoarang1+2+3+4
hwoarangf,n,4
* Transition to RFS
* Sidesteps to the left
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance
hwoarangf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b
hwoarangLFS.3+4
* Transition to RFS
hwoarangRFF.3+4
* Transition to LFF
hwoarangRFF.f+4
* Transition to RFS
hwoarangRFS.3+4
* Transition to LFS
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jack-82+3m[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
jack-8H.uf+3L[16]i19-12+8c
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Automatically transitions to GMH on hit
* Partially uses remaining heat time
* 3 chip damage on block
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-81+4i22~
* Alternate input hcf
* Can be held for up to 5 spins
jack-83+4
* When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH
* Recover Heat and recoverable health when absorbing an attack
* GMC is always in effect during Heat
* Alternate input: ws3+4
* Power crush 7~22
jack-8d+3+4
* Transitions to SIT (Sit Down)
jack-8uf+3L[8]i23-12+8c GMH
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Only spikes when hit up close
* Automatically transitions to GMH on hit
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-81+2+3+4
jack-8HCFi22~
* Alternate input 1+4
* Can be looped together in 360 motions for up to 5 spins
jack-8GMH.f
jack-8GMH.ubjs12
*Recover in crouch
* Low crush 12
jack-8GMH.ufjs12
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-8SIT.b
*
* Floating state
jack-8SIT.f
*
* Floating state
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jin2+3m[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
jin1+3+4
jinf+3+4
* Enter Breaking Step r20 with DF
* Steps forward
* Actionable after 10f
* High crush 10~39
jinb+1+3
* Strong parry: parries all highs or mids except throws, unblockables and charge moves
* r14 after parrying
* Plus frames after parrying depend on the recovery of the parried move
* Parry state 3~9
jinb+3+4
* Can perform all attacks from ZEN Stance
* Enter Breaking Step with DF
* Cancel on any frame with f
* Transition to dash with f
* Steps backward
* Actionable after 5f
* High crush 6~39
jin1+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
jinf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cancel to sidestep with u
* Cancel to block with b
jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Can access uf1+2 by inputting 1+2 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jun2+3m[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.
* Gain 5 Kazama Essence on Heat Burst activation
* Power crush 7~16
junf+1+2h(5)i12+2+26g+23
* Balcony Break (airborne)
* Transition to r20 MIA on hit only
* Deals 5 recoverable damage
* Cannot cause a K.O.
* Deals 6 damage to self (4 recoverable)
* Power up in Heat (ps5~12)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junf+3+4
* Cancel to r34 FC with D on frame 16
* Parries low punches or kicks
* Parries throws
* Parry state 1~40
junb+1+3
* Parries mid or high punches or kicks
* Parry state 5~12
junb+1+2
* Enter SS r16 with u_d
* r30 when blocking after SS
* Cancel to r15 with DB
* Restores 3 recoverable health and gain Kazama Essence with each pulse
jun1+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
junUB,b
Can perform wr3 with input 3
* Low crush 10~41
* Floating state 42~44
junMIA.F
* Cancel to r34 FC with D on frame 16
* Parries low punches or kicks
* Parries throws
* Parry state 1~40
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
kazuya2+3m[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
kazuya1+2+3+4sp-
* Shift to charging
kazuyaf,n,DFsp
* Cannot be buffered
* Connect to Wind God Step
* Cost: 2F
kazuyaf,n,d,DFsp
* Cannot be buffered
* Cost 3F
kazuyaDVK.db+3+4L(10)i24-19+2
* Deals 10 recoverable damage on hit - Cannot K.O
* Unparryable (projectile?)
* Consumes 150F? of remaining Heat time
* Transition to r10 CD with DF (-10?/+11)
** -10 on block when performing stance actions, cannot guard i23 moves
** Transition to r22 forward dash with f,n,f (-21?/+0)
kazuyaf,(even numbers frames).nsp
Sidesteps right
kazuyaf,(odd numbers frames).nsp
Sidesteps left
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
king2+3m[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
king3+4
* Hold to continue spinning and power up strikes, but King doesn't change direction.
* King gets dizzy and falls after 6th spin: r102 FUFT fs?.
* 2nd spin onward: r32 JGS
* Low crush 6~21
* Floating state 22~24
kingf+3+4
* Cancel to r25 standing block with b on frame 35~ at the earliest
* Access powered-up JGR moves starting at frame 60?
* Immediately access powered-up JGR moves during Heat
* Becomes pc7~89 during Heat.
* Partially uses remaining Heat time
kingdb+1+2
* Damage taken during power crush state is recoverable
* Cancel into db1+2,2 (Emerald Elbow) on frames 17~60 with input 2
* Cancel to r30 JGR with input 3+4 on frame 35
* Cancel into movement or crouch or any attack on frame 40 (r40)
* Power crush 6~59
kingdb+1+2,3+4
* Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup
* pc7~ in heat
kingb+3+4
* Cannot be held to continue spinning.
* Low crush 6~21
* Floating state 22~24
king1+2+3+4
* Takes some time to charge and can cancel into anything.
* After charged next hit by either side becomes counter hit.
kingf,F+4m,(t)25,(14)i15-15+14a(+4)+1d
* Tornado
* Balcony Break
* Shifts to 14dmg throw on front grounded CH.
kingf,f,n,2L,(t)17,(30)i18-13+5s/(0d)
* i19 startup with buffered input
* Shifts to throw on front grounded CH.
* Unexecutable at long range from opponent
* High crush 6~29
kingf,n,d,df
* Duck high while moving forward.
* Input f,n,d,df,f+(button) for instant ws moves.
* 1st f cannot be held more than 10 frames.
kingss2+4,b/db
* Side Step that ducks high and covers long distance quickly, recovers in crouch.
* Input by u/d,n,n+2+4,b/db.
kingBT.3+4
* Jaguar Step away from the oppponent while keeping backturn stance on recovery.
* Can cancel into BT.1+2 / BT.1+4 unblockable.
* Can hold 3+4 to keep spinning.
* Cannot Reverse Jaguar Step in BT stance.
* Low crush 6~
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
kuma2+3m[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
kuma1+3+4sp
kuma3+4sp
* Alternate input: FDFA.3+4
* Can low parry in HBS with F
* Transition to HBS
* Transition to r10 FC with input ub_u_uf
* Transition to r15 FC with DB
* Remains in stance indefinitely
* Can move in stance with F or B
kuma3+4sp
* Alternate input: FDFA.3+4
* Transition to HBS
* High crush 4~
kumad+3+4sp
* Transition to SIT
* Transition to ROL with input f
kumad+3+4sp
* 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
kuma1+2+3+4
kumaFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Floating state 1~31
kumaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
* Floating state 1~36
kumaHBS.b,bsp
* Alternate input: SIT.B
* Transition to r12 HBS with input D or 3+4 at frame 35
kumaHBS.d+3+4sp
* Transition to FDFA
kumaHBS.f,fspi26~i31+14~+19+20~+25
* Transition to ROL
** Can transition to r20? HBS with D or 3+4
** Can transition to r13? FC
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
kumaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Transition to FC with no input
* Becomes special mid attack during Heat (Uses 120F of remaining Heat time)
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
lars2+3m[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
larsf+3sp
* Transition to DEN
* Recover 30F heat on transition
* Stance moves can be delayed by 19F
larsuf+3+4sp
* Low crush 11~
lars1+2+3+4sp
lars(airborne).DEN.2+4
larsDEN.2+4
larsDEN.Bsp
* Transition to DEN
* Can only performed on first DEN transition starting with frame 17
* Stance moves can be delayed by 19F
larsDEN.n,Fsp
* Transition to SEN
* Stance moves can be delayed by 20F
* High crush 12~39
larsSEN.Bsp
* Transition to DEN
* Recover 30F heat on transition
larsSEN.Dsp
* Transition to LEN
* Transition to r1 FC with no input
* Recover 30F heat on transition
* High crush 24~27?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
law2+3m[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
lawH.1+2-8~-7+66a (+50)
* Tornado
* Weapon
* Consumes 270F remaining Heat Time on block or whiff
* Restores 30F of remaining Heat Time on hit
* Alternate input DSS.1+2
law2+3+4
lawdf+1,3,2,2,3,3,3,4,4,4
First 3 hits are a natural combo
lawd+1+2
* Enters DSS
* Transition to Slide Step with DF
lawb+1+3+7
* Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups)
* Parry state 5?~11?
lawub+3
* Transition to Slide Step with DF
* Alternate input u+3
* Low crush 9~
law1+2+3+4
law1+2+3+4
law(While down, facing up) 1+2+3+4
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
lee2+3m[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
lee4,3,3h, h, m14, 14, i11, ,i19-13+8d
* Floor Break
* Combos from 2nd hit CH
lee4,3,4h, h, m14, 14, i11, ,i30-9+42d
* Tornado
* Low crush
lee2+3+4
* Has a hidden Perfect Input by inputting 2 on the 51~53 frames.
* Perfect Input is a Just Frame even in Heat
* Perfect Input restores Heat Time
lee3+4
* Transitions to HMS
* Transition to r7? FC with d_db_df (8F cost?)
** Transition to r1? FC when transitioning from HMS move transitions? (1F cost?)
* Transition to r7? MS with f,n
leeb+1+3+14BT
* High and Mid parry
* Puts you behind opponent
* Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
* Parry state 5?
leeu+3
* Transition to FC with D
* Transition to HMS with 3+4
* Low crush
<Showing 5601-6000 of 6256 moves>