mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
lee1+2+3+4
leeb,n
*
leef,n
* Transitions to MS
* Alternate input HMS.f,n
* Can perform standing actions except for 3 and 3+4?
* High crush
leeub,b
* Automatically transitions to HMS
* Low crush
leeFC.df,d,DF
*
* High crush
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
leo2+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
leod+1+2
* High crush 6~
leob+1+3
* Parries high and mid punches and kicks
* Parry state 5~12
leob+2+4
* Balcony Break
* Parries high and mid punches and kicks
* Side switch on punch parry (+5)
* 25 damage on kick parry (+1d), does not Balcony Break
* Parry state 5~12
leob+3+4
leoub+1
* Parries high and mid kicks
* Parry state 5~12
leo1+2+3+4
Gain LTG
leod,df,f
* Cancel to SS with U?
* No crouching state
* Transition to r6? hFC with alternate input d,DF
** Crouching state
** Cannot access stance moves
leoBOK.n
* Stance moves may be delayed by 8F?
* May perform FC moves from frame 9?
* High crush
leoKNK.DF
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
leroy1+3+4sp
* 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 20~100
leroy3+4sp
* Auto low parry starting of frame 3
* Partially restores remaining Heat time upon successful parry during Heat
* Transition to n with HRM.3+4
* Parry state 3
leroy3+4sp
* Auto low parry
* Stays indefinitely in stance
* Partially restores remaining Heat time upon successful parry during Heat
* Transition to r16 standing with HRM.3+4
** Recovers in standing guard after 6F?
* Parry state 3~
leroyb+2sp
* Parry
* Restores 120F of remaining Heat time on successful parry
* Becomes Superior Twin Dragon Gate upon perfect parry (ps5~6 or ps3~4 from HRM)
* Is ps3~15 from HRM.b+2
* Shift to r7 t34 on successful parry
** Can perform Twin Dragon Thunderclap and Chain Punch: Branch
** Recover to r16 standing with any input
** Can automatically parry successive hits (ps1~34) and return to r7 t34 on each hit
** Successive hits recover 15F of remaining Heat time
* Parry state 5~15
leroy1+2+3+4sp
leroyP:b+2sp
* Alternate input: P:HRM.b+2
* Parry
* Restores 120F of remaining Heat time on successful parry
* Performed when opponent attack connects on ps5~6 (ps3~4 from HRM)
* Shift to r7 t34 on successful parry
** Can perform Twin Dragon Thunderclap and Superior Chain Punch: Branch
** Recover to r16 standing with any input
** Can automatically parry successive hits (ps1~34) and return to r7 t34 on each hit
** Successive hits recover 15F of remaining Heat time
leroyHRM.SSsp
Can access sidestep moves
leroyOTG.db+2li17~18-16-5
Power up during Heat (partially uses remaining Heat time)
leroyOTG.db+2,1+2l, li17~18, -13-2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
lidiaH.CAT.U
* Increases Heaven and Earth level
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Parry state 5~39
lidiaH.HRS.U
* Increases Heaven and Earth level
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Parry state 5~39
lidiaH.WLF.U
* Increases Heaven and Earth level
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Parry state 5~39
lidia1+3+4
lidiaf+3+4
Actionable after 20f
lidiab+1+3
Parries high or mid punches
* Parry state 5~12
lidiab+3+4
Actionable after 20f
lidia1+2+3+4
* Can't block for 5 seconds
* CH state for 5 seconds
lidiaCAT.F
Actionable after 20f
lidiaCAT.b
* After recovery, limited to blocking for 13 frames
* Takes 8f to cancel into block
lidiaCAT.b,B
* Low crush 11~25
* Floating state 26~28
lidiaHRS.F
Actionable after 20f
lidiaHRS.b
* After recovery, limited to blocking for 13 frames
* Takes 8f to cancel into block
lidiaHRS.b,B
* Low crush 11~25
* Floating state 26~28
lidiaP.HAE
* Transition to HAE
* Strong parry effect
* Partially restore remaining Heat time
lidiaWLF.b
* After recovery, limited to blocking for 13 frames
* Takes 8f to cancel into block
lidiaWLF.b,B
* Low crush 11~25
* Floating state 26~28
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
lili2+3m[12;12]i16+1+2c
* Heat Burst
* RAB.2+3: i21 actual startup
* 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
liliH.b+3*
* Actionable after 48f
* Stance moves can be buffered
* Transition to r57 DEW with F
* Partially restores remaining Heat Time
* Low crush 38~50
* Floating state 51~53
lilib+3
* Actionable after 20f
* Stance duration 40f, cannot input moves on frame 26~
* Stance moves can be buffered
* Transition to r29? DEW with F
* Low crush 12~22
* Floating state 23~25
lilib+3*
* Actionable after 48f
* Stance moves can be buffered
* Transition to r57? DEW with F
* Low crush 40~50
* Floating state 51~53
lilib+3+4
* Actionable after 16f
lili1+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
liliqcf
* Minimum 3f needed to enter (one for each directional, d can be buffered)
* Stance moves available for 25 frames
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
* Cancel to r32 RAB with b+3 or b+4
* Cancel to SS with u
liliBT.b+3
* Actionable after 20f
* Stance duration 40f, cannot input moves on frame 26~
* Stance moves can be buffered
* Transition to r29? DEW with F
* Low crush 12~22
* Floating state 23~25
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
miary-zo2+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
miary-zoH.b+3+4
* Transition to WAL
* d+3+4 foreground jump, u+3+4 background jump (r60 js9~34 fs35~37)
* Partially consumes remaining Heat Time
miary-zo1+3+4
* Low crush 13~123
* Floating state 124~126
miary-zo3+4
* Actionable after 20f
* Cancel to r35 with DB on frame 20
* Low crush 5~58
* 59~61
miary-zof+3
* Actionable after 15f
* Cancel to r1? FC with DB on frame 16~. 1F cost?
* Stance moves available on frames 15~31
* High crush 6~44
miary-zob+3+4
* Transition to WAL r20 on contact with wall
* d+3+4 foreground jump, u+3+4 background jump (r60 js9~34 fs35~37)
* Low crush 9~35
* Floating state 36~38
miary-zo1+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
miary-zoTromba
* Miary Zo clings to the wall for a short time
* Cancel with DB
* Can enter WAL without wall contact when in Heat with H.b+3+4
* Low crush
miary-zoBAO.F
* Low crush 1~12
* Floating state 13~15
* High crush 21~59
miary-zoBAO.uf
* Evasive forward leap
* Low crush 1~83
* Floating state 84~86
miary-zoMOR.3+4
* Low crush 6~15
miary-zoWAL.F
* Transition to MOR
* Low crush 1~12
* Floating state 13~20
* High crush 21~59
miary-zoWAL.uf
* Transition to BAO
* Low crush
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
ninaH.1,2,1,1+2h, h, h, h,h,h,h,h5, 10, 17, 6,6,6,[10],[10]i10, ,i25,i6,i6,i5,i5-2+29a (+3)
* Balcony Break
* Weapon
* Jail from 3rd attack
* Combo from 2nd CH with 4F? delay
* 17 chip damage on block
* Consumes 180F of remaining Heat time
* Move cannot be delayed
* Input can be delayed by 4F
ninadf+3+4i31~35
* i20~24 startup with input d,DF+4
* High crush 4~
ninab+1+3-6
* Damage is 25 + 50% of the opponent's attack
* Parries mid or high punches or kicks
* Parry state 5~12
ninaH.b+3+4,1+2h, h,h,h,h,h16, 6,6,6,[10],[10]i14~15, i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit with 8F delay
* Jails from 2nd hit
* 17 chip damage on block
* Consumes 180F of remaining Heat time
* Move can be delayed by 7F
* Input can be delayed by 8F
nina1+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
ninadb,qcf,n,DB+2+3
ninaqcb
* Cancel to SS with u
* Buffer to r10 SS with d
* Recovers in FC for 5 frames (21~25)
* High crush 1~20
ninaqcf
* Perform WS moves with qcf,n
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
* High crush 1~20
ninaH.ws1,1+2m, h,h,h,h,h17, 6,6,6,[10],[10]i13~14, i25, i5, i6, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* 17 chip damage on block
* Consumes 180F of remaining Heat time
ninaH.ws4,3,1+2m, h, h,h,h,h,h15, 24, 6 (4),6 (3),6 (2),[10] ([3]),[10] ([3])i11~12, ,i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Aerial combo from 2nd hit (+13a (+12))
* Jails from 3rd hit
* 17 chip damage on block
* Consumes 180F of remaining Heat time
ninaH.SS.1+2,1+2m, sm,sm,sm,sm22, 8,8,[8],[8]i19, i30,i5,i6,i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 1st block
* 12 chip damage on block
* Consumes 180F of remaining Heat time
ninaH.qcf+4,3,1+2m, h, h,h,h,h,h15, 23, 6 (4),6 (3),6 (2),[10] (3),[10] (3)i14, ,i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Aerial combo from 2nd hit (+13a (+12))
* Jails from 3rd hit
* 17 chip damage on block
* Consumes 180F of remaining Heat time
ninaqcf+2+3h![10;10]i24~38+36g~+50g
* Opponent can recover in crouch on hit with D
* High crush 1~37
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
panda2+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
panda1+3+4sp
panda3+4sp
* Alternate input: FDFA.3+4
* Transition to HBS
* High crush 4~
panda3+4sp
* 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
pandad+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
pandad+3+4sp
* Transition to SIT
* Transition to ROL with input f
panda1+2+3+4
pandaFC.1+2spN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
pandaHBS.b,bsp
* Alternate input: SIT.B
* Transition to HBS with input D or 3+4
pandaHBS.d+3+4sp
* Transition to FDFA
pandaHBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaHBS.f+3+4
* Alternate input: HBS.b+3+4
* Transition to SIT
pandaSIT.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
* Becomes special mid attack during Heat (partially uses remaining Heat time)
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
paulf+3+4sp
* Transitions to CS
pauldf+3+4sp
* Transitions to DPD
paulb+3+4sp
* Transitions to SW
paul1+2+3+4
pauld,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
pauld,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
pauld,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
paulFC.D
paulCD.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
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
raven2+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
raven3+4
* Transition to CD (Shadow Sprint) with F
* Alternate input: d+3+4 or FC.3+4
ravendf+3+4
Transitions to Crouch Step
* High crush 4~25
ravenb+1+3
* Parries all attacks except for Rage Arts
* Parry state 1~10
ravenb+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~
ravenb+3+4
raven1+2+3+4
* CH state for 5 seconds
* Can't block for 5 seconds
ravenUB,b
* Low crush 10~41
* Floating state 42~44
ravenqcf
Can cancel to t30 r1? FC with d,DF
ravenFC.df,d,DF
* High crush 1~30
ravenFC.df,d,DF,f
ravenBT.b+3+4
Can block mid or high attacks after 6f
ravenBT.f,f,f
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 12?~41
* Floating state 42~44
ravenBT.f+1+2
Parries mid or high punches or kicks
* Parry state 1~8
ravenSZN.B
* Low crush 1~17
* Floating state 15~17
ravenSZN.D
* Low crush 1~17
* Floating state 15~17
ravenSZN.F
ravenSZN.U
* Low crush 1~17
* Floating state 15~17
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
reina2+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
reinaH.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
reina1+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
reina2+3+4sp
Input d+2+3+4 to get Heihachi's secret taunt
reinaf+3
reinadf+3sp
* Can transition to SEN with input WGS.f+3
reinad+3sp
* 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?
reinad+1+2
* Can transition to r14 SEN with input f+3
* Can transition to r2 WGS with input DF
reinad+1+2sp
reinab+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
reinab+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
reinaub+1+2sp
* 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
reinau+3sp
* 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?
reinau+1+2sp
* 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
reina1+2+3+4sp
reinaf,n
* Can transition to WGS with input DF
* Punch parry, transitions to WGS on successful parry with +10
* Parry state 2~8
reinaws1+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
reinaSSH.ufsp
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
shaheen2+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
shaheendf+3+4sp
* Transitions to SNK
* Transition to r1? FC with SNK.DB
shaheen1+2+3+4sp
shaheenFC.df,d,DFsp
* High crush
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
steve2+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
steveH.EXD.1+3h (th)i18
*
Homing
* Unbreakable
* Transition to TFA
steveH.df+3+4sp
* Transition to r13 EXD
* r25? EXD FC cancel?
* Partially uses remaining heat time
* Auto low parry effect
* High crush 1~
* Parry state 1~
steve3sp
* 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
steve4sp
* 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
steve1+2+4
steve3+4sp
* Transition into ALB
* Transition to r10 PAB with F after 20F
* Transition into i13 ALB.d_u with d_u after 24F
stevef+3sp
* 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
stevef+3+4sp
* 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
steveb+1+3sp
* 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
steveb+3sp
* 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
steveb+3+4sp
* 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)
steveub+3sp
* 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
steve1+2+3+4
steveALB.dspi13
* Transition to r10 PAB with F after 20F
steveDCK.f+3sp
* 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?
steveSWY.1+2thi10~15-2+1 / +10~17wc
* 3 damage on wall crush
* +10 when opponent hits the wall, if the throw is successful
* Frame advantage on wall crush increases up to +17 the further the opponent is from the wall
* Throw break 1+2
* 10F throw break window for NH and CH SWY.1+2
steveSWY.1+2~bthi10~15-2+1 / +13~23?wc
* 3 damage on wall crush
* +13 when opponent hits the wall after being rotated by < 90 degrees
* +17 when opponent hits the wall after being rotated by > 90 degrees
* +23? when opponent hits the wall after being rotated by 180 degrees?
* Frame advantage on wall crush increases up to +23? the further the opponent is from the wall
* Throw break 1+2
* 14F? throw break window for NH and CH SWY.1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
victor2+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
victor2+3+4sp
victor3+4spi30
* Cancel stance with db
victor3+4spi30
* Cancel to FC with db
victorf+3spi20
* 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
victor1+2+3+4sp
victorub,bsp
victorIAI.bsp
victorIAI.dsp
* High crush 1~30
victorIAI.fsp
* Parries low attacks
* Parry state 3?~11?
* High crush 4~17
victorIAI.usp
* is1-4
victorPRF.3+4sp
* 10?f of intangibility on transition
victorPRF.dfspi21
* Recovers crouched
* High crush 5~20
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
xiaoyu2+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
xiaoyu1+3+4
* Low crush 8~15
xiaoyu2+3+4
xiaoyuf+3+4
* Transition to AOP with D
* Low crush 9~
xiaoyud+1+2
* Transition to AOP
* Transition to r10 FC with AOP.u
* Alternate input BT.d+1+2
* High crush 1~
xiaoyud+3+4special
* Alternate input u+3+4
xiaoyudb+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?
xiaoyudb+3+4
* Transition to BT
* High crush
xiaoyub+1+3+6
* Transition to BT on successful parry
* Alternate input b+2+4
* Also possible during HYP and BT
* Parry state 5~12?
xiaoyub+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)
xiaoyu1+2+3+4
xiaoyuAOP.d
* Xiaoyu ducks lower
* will crush most mids
* High crush
xiaoyuAOP.f+3+4
* Transition to AOP with D
* High crush
xiaoyuAOP.uf
* Alternate input AOP.ub AOP.u
* Low crush
xiaoyuBT.d+1+3+51a (+35)
* Low Parry from BT
* Alternate input BT.d+2+4
* Parry state 1?~14?
xiaoyuBT.d+3+4
* Xiaoyu spins and steps to the right
* Alternate input BT.u+3+4 (steps to the left)
xiaoyuBT.f+3+4
* "Cali Roll"
* High crush 1~8
* Low crush 9~
* High crush 28~30
xiaoyuHYP.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?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
yoshimitsu2+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 7~62
* On
* cancel:
* Floating state 12~20
* Low crush 21~29
* Floating state 30~32
yoshimitsu1+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
yoshimitsu3+4
Yoshimitsu recovers in BT
yoshimitsud+1+2
* Unavailable in NSS
* Low crush 8~17
* Floating state 18~20
yoshimitsud+3+4
* All stance moves are bufferable
* High crush 6~
* Floating state 6~
yoshimitsuDB+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~
yoshimitsub+3
* 8 self-damage
* Can be performed from backturn (reverse direction)
yoshimitsub+3,3
* 10 self-damage
* 18 self-damage in total
yoshimitsub+3,3,3
* 5 self-damage
* 23 self-damage in total
yoshimitsub+3,3,3,3
* 5 self-damage
* 28 self-damage in total
yoshimitsub+3,3,3,3,3
* 5 self-damage
* 33 self-damage in total
yoshimitsub+3,3,3,3,3,3
* 5 self-damage
* 38 self-damage in total
yoshimitsub+1+2
* High crush 8~50
yoshimitsuu+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~
yoshimitsu1+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
yoshimitsuFC.DF+1l![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
yoshimitsuDGF.1+2
* Low crush 1~27
* Floating state 28~30
yoshimitsuDGF.d+3+4
* Low crush 1~27
* Floating state 28~
* High crush 31~
yoshimitsuDGF.f
realigns with opponent, creates distance
* Low crush 1~
yoshimitsuFLE.1
* Floating state 1~25
* High crush 26~
yoshimitsuFLE.3
* Evades like a sidestep
* Low crush 1~
yoshimitsuFLE.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~
yoshimitsuFLE.db
* Low crush 1~12
* Floating state 13~15
yoshimitsuFLE.d+3+4
* Low crush 1~16
* High crush 16~30
* Floating state 17~
yoshimitsuFLE.f
* In WFL from frames 2?-32?
* Cancel into FLE.f,f with f within 19? frames
* Low crush 1~
yoshimitsuFLE.f+2
yoshimitsuFLE.u+1+2
* Low crush 1~
yoshimitsuFUFT.d+3+4
* Floating state 1~
yoshimitsuIND.1+2
Unavailable in NSS
* Low crush 1~27
* Floating state 28~30
yoshimitsuIND.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~
yoshimitsuIND.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
yoshimitsuIND.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~
yoshimitsuIND.u
* Evasive, can go under some attacks if timed
* Floating state 1~29
yoshimitsuIND.u+1+2
Unavailable in NSS
* Low crush 1~
yoshimitsuKIN.f
* High crush 5~25
yoshimitsuKIN.u+1+2
Can be counterhit on frames 1~19
* Low crush 14~
yoshimitsuMED.1
yoshimitsuMED.3+4
yoshimitsuMED.d
Transitions into sidewalk with held input
yoshimitsuMED.f
* Transition to BT with 3+4
* Can be cancelled into instant while standing
* Closes distance with the opponent
yoshimitsuMED.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)
yoshimitsuNSS.b+1+2
* High crush 8~50
yoshimitsuNSS.d+1+2
* High crush 7~
* Floating state 7~
yoshimitsuNSS.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
yoshimitsuNSS.uf+1+3
* Low crush 9~35
* Floating state 36~38
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
zafina3+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
zafinad+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~
zafinad+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
zafinab+1+3+12d
* Zafina automatically retaliates on a successful parry
* Deal 8 recoverable damage to self without Heat
* Parry state 6~29
zafinab+3,ORB.1+2m13,8,(20)14i24~26-9-14a (-15)
* Balcony Break
* Consumes ORB
* Consumes 240F of remaining Heat time
* Deals 3 additional damage when Zafina's remaining health is below 43
* 8 chip damage on block
** 13 chip damage on block when Zafina's remaining health is below 43
* -9 frame advantage and 17 chip damage on block after absorbing an attack in power crush state
** 22 chip damage when Zafina's remaining health is below 43
* Available only on hit or block
* Power crush 7~23
zafina1+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
zafinaMNT.2+3
zafinaSCR.d+3+4
* High crush 1~70
* Floating state 6~50
<Showing 6001-6256 of 6256 moves