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mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
xiaoyuf+2,1m, h12, 14i16~17, i20-6+5+7
* Combo from 1st hit
* Jails from 1st block
* Transition to HYP with B (+0, +11)
xiaoyuf+4h23i19+1+13
* Homing
* Chip on block [4]
xiaoyudf+2,3m, h15, 23i14, i23~24-1+35a (+9)
* Balcony Break
* Cancel to r15 FC with DB, D, or DF (-3, -16)
* Combo from 1st hit with 8F delay
* Move can be delayed by 6F
* Input can be delayed by 9F
xiaoyud+3,4L, h12, 21i14, i25~26+0+26a (+17)
* Balcony Break
* Combo from 1st CH
xiaoyub+3h22i18~19+3+8c+32d
* Chip on block [6]
* Unparryable by traditional kick parries (bug?)
* Transition to BT
xiaoyuu+4,1m, h20, 4i23~26, i18-10-4-1
*
xiaoyuu+4,1,2m, h, h20, 4, 7i23~26, ,i11-10+1
* Combo from 2nd hit
* Jail from 2nd block
xiaoyuf,F+1,3m, h13, 20i15, i18~19-1+20a (+11)
* Balcony Break
* Combos from 1st hit
xiaoyuf,F+4h20i20~23+9+13g c+58a (+38)
* Strong Aerial Tailspin
* Balcony Break
* Transition to HYP on hit or block
* Chip on block [6]
xiaoyuAOP.1,2m, h11, 15i18, i21-3+30g
* Combo from 1st hit with 8F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuBT.2h9i12+0+6
*
xiaoyuBT.2,1h, h9, 8i12, i14-1+6+10
* Transition to HYP with B (-2, +5)
* Combos from 1st hit
* Jail from 1st block
xiaoyuBT.1+2,4m,m, h6,6, 20i16~18,i3~5, i23~24+3+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 15F delay
* Move can be delayed by 8F
* Input can be delayed by 17F
* 6 chip damage on block
xiaoyuBT.d+3,4L, h12, 20i16, i19-5+20a (+11)+37a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
xiaoyuHYP.4h20i14-2+57a
* Balcony Break
xiaoyuHYP.3+4h20i25+8+30a
* Strong Aerial Tailspin
* Cancel to BT with B
* Chip on block [8]
* Low crush 12~
xiaoyuhFC.3,2L, h11, 6i15~17, i18+0+7
* Combo from 1st hit CH
xiaoyuhFC.3,2,1L, h, h11, 6, 6i15~17, ,i14-1+6+10g
* Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block
yoshimitsu1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
yoshimitsu2h10i11-1+5+8
yoshimitsu2,2h, h10, 18i11, i24-1+15g
* Tornado
* Balcony Break (airborne)
* Combo from 1st hit with 1f delay
* Move cannot be delayed
* Enter KIN r25 with 1+2
* Transitions to NSS on hit or block only
* Recovers 2f faster on hit or block
* Interrupt with i5 from 1st block
* Hit vs BT +20a (+11)
yoshimitsu2,3h, h10, 24i11, i26~27-10+16a (+7)
* Balcony Break
* Combo from 1st CH with 2f delay
* Move can be delayed 5f
yoshimitsu2,NSS.1h, h10, 5,15i11, i23~24 i18-5+19a
* Balcony Break
* Combo from 1st hit
* Jail from 2nd attack
yoshimitsu3,1m, h12, 20i15~16, i22~24+7+18g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 4 chip damage on block
* Does not transition to DGF during Heat activation or Heat Dash
* Power up in NSS or Heat
* Recovers in 1SS
* Low crush 26~
yoshimitsu3,NSS.1m, h12, 22i15~16, i22~24+7+18g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* Does not transition to DGF during Heat Dash
* Recovers in 1SS
* 3,H.1: Consumes 90F of remaining Heat time
* Low crush 26~
yoshimitsu4h16i12~13-11+0+20a (+10)
Balcony Break (airborne)
yoshimitsu4,4h, h16, 16i12~13, i24~25-4+4
* Combo from 1st hit with 4f delay
* Move cannot be delayed
yoshimitsu4,4,2,2h, h, m, h16, 16, 5, 6i12~13, ,i22~23-24-13b
* Combo from 3rd hit
yoshimitsu4,4,4h, h, h16, 16, 20i12~13, ,i24~25-4+18a (+9)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Move cannot be delayed
yoshimitsuf+2h18i17~18-4+14g+39a
Balcony Break
yoshimitsuf+3h24i16~17-9+17a (+8)
* Homing
* Balcony Break
yoshimitsudf+1,2m, h14, 16i13, i25~26-4+14g+39a
* Balcony Break
* Combo from 1st CH with 2f delay
* Move cannot be delayed
yoshimitsud+2,1M, h12, 23i16~17, i27~28-9+17a (+8)
* Balcony Break
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f
yoshimitsud+2,2,1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,NSS.1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,NSS.1M, h12, 18i16~17, i27~28-9+10g
* Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f
yoshimitsub+1h8i17+1+7+12
Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1h, h8, 9i17, i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1h, h, h8, 9, 10i17, ,i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i11~12+4+5+10
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i11~12+4+5+10
* Combo from 4th hit
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1,1,1h, h, h, h, h, h8, 9, 10, 12, 14, 16i17, ,i11~12-73-71-67
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsub+2,2m, h12, 21i14~15, i22~23-9+2a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Weapon
* Combo from 1st with 1f delay
* Combo from 1st CH with 7f delay
* Input can be delayed 14f
yoshimitsub+2,NSS.2m, h12, 18i14~15, i22~23-9+0
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st with 1f delay
* Combo from 1st CH with 7f delay
* Input can be delayed 14f
yoshimitsuuf+3+4,1M, h20, 8i31~35, i16~18-1-43
* On hit, transitions to r49 backward jump automatically
* Combo from 1st hit vs grounded
* Combo from 1st hit
yoshimitsuws1,1m, h12, 12i13~14, i18-11+0
* Floor Break
* Combo from 1st hit with 11f delay
* Combo from 1st CH with 13f delay
* Input can be delayed 13f
* Move can be delayed 8f
* Cancel to Spinning Evade -5 -16 r25 with b+3_b+4
yoshimitsuws1,1,1m, h, h12, 12, 12i13~14, ,i18-11+0
* Floor Break
* Combo from 1st CH with 12f delay
* Input can be delayed 12f
yoshimitsuws1,2m, h12, 18i13~14, i25~26-4+14g+39a
* Balcony Break
* Combos from 1st hit with 4f delay
* Combos from 1st CH with 9f delay
* Input can be delayed 15f
* Move can be delayed 13f
yoshimitsuws2,NSS.1m, h13, 16i15~16, i23-6+5
* Elbow
* Combo from 1st hit
yoshimitsuws2,NSS.1,2m, h13, 16i15~16, ,
* Balcony Break (airborne)
* Elbow
* Combo from 2nd CH
yoshimitsuws2,NSS.1,3m, h13, 16i15~16, ,
* Balcony Break
* Combo from 2nd CH
yoshimitsuBT.1h16i15-3+8
Elbow
yoshimitsuBT.1,3h, h16, 25i15, i25~26-7+27a (+17)
* Balcony Break
* Combo from 1st CH
yoshimitsuBT.2h18i16~17-4+14g+39a
* Balcony Break
* Leads to f+2 extensions
yoshimitsuDGF.2h15i16~18+4+13s
* Low crush 1~
yoshimitsuDGF.f+2h23i20~21+7+19a (+10)+64a (+44)
* Homing
* Balcony Break
* Weapon
* Low crush 1~
yoshimitsuKIN.4h23i16~17+0+20a (+11)+49a
* Homing
* Balcony Break
* Enter KIN +3 +23a (+14) r26 with 1+2
* Enter MED -1 +19a (+10) r28 with 3+4
yoshimitsuKIN.f+2h25i12~13-1+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Balcony Break
* Weapon
yoshimitsuNSS.1+2+3h25i22~40-18~+0+26d (-32)+16~+34
Balcony Break
yoshimitsuNSS.ub+1+3,1+2m!, h50, 15i51~65, i18~19-15-4+45a
Floor Break
zafina1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
zafina1,2h, h5, 9i10, i12-3+8
Jail from 1st attack
zafina1,2,3h, h, h5, 9, 12i10, ,i200+9
* Combo from 2nd hit CH with 8f delay
* Move can be delayed 7f
* Cancel SCR transition -9 +0 t71 r28 with B
zafina1,3h, h5, 14i10, i17~18-2+7
* Combo from 1st hit with 3f delay
* Jail from 1st attack with 1f delay
* Move can be delayed 2f
* Cancel SCR transition -8 +1 t55 r26 with B
zafina2h8i10-7-1
zafina3h17i13+0+9
* Cancel SCR transition -8 +1 t40 r27 with B
zafina4h19i14~15-6-1+19a (+10)
Balcony break on airborne hit
zafinaf+2,3m, h17, 12i19, i19+0+9
* Cancel SCR transition -9 +0 t68 r28 with B
* Combo from 1st hit with 13f delay
* Input can be delayed 17f
* Move can be delayed 15f
zafinaf+3h28i17+3+14
* Balcony Break
* Good left sidestep tracking
* Cancel SCR transition -1 +10 t? r? with B
zafinaf+4h13i14~15-6+22a
zafinadf+1,4m, h10, 18i13~14, i19~20-6+7
* Balcony Break on airborne hit
* Combo from 1st hit
zafinadf+3,4m, h15, 17i15~16, i23~24-6+22a+55a
* Balcony break on airborne hit
* Combo from 1st hit
zafinad+4,3L, h8, 10i17~18, i19-6+36a (+26)
* Combo from 1st hit CH with 11f delay
* Move can be delayed 9f
* Low crush 11~17
* Floating state 18~20
zafinab+2h22i22~23-5+14
* Homing
* Balcony Break on airborne hit
* +23a on BT hit
zafinauf+1h19i19+4+9
zafinaf,F+2h20i15~16+1+21a (+12)+38a
* Homing
* Balcony Break
* 6 chip damage on block
zafinaf,f,F+1+2h20i20~21+6+32a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 8 chip damage on block
* Low crush 20~39
* Floating state 40~
zafinaMNT.1,3m, h12, 12i13, i190+9
* Jails from first attack
* Cancel SCR transition -8 +1 t46 r27 with B
zafinaSCR.1h12i10~11-2+9
zafinaSCR.3,3m, h15, 20i13, i16+0+25a (+15)
* Balcony Break
* Combo from 1st hit with 14f delay
* Move can be delayed 9f
zafinaSCR.d+3,3l, h10, 28i18, i24+3+77a (+61)
* Combo from 1st CH
* Cancel SCR transition -1 +73a (+57) t55 r31 with B
* Tornado launches on standing hit only
armor-kingb,B+2+3!50i63~66!+52a
* Cancel with D
* Low crush
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~
annaf+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annab+1+325+3d
* Parries high or mid punches or kicks
* Can side switch depending on the parried attack
* Parry state 5~12
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
armor-kingb+1+325+0d
* Reverses High or Mid punches only
* Opponent recovers FUFA when parrying a left punch
* Opponent recovers FDFL when parrying a right punch
* Has a followup on whiff only
* Parry state 5~12
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
asukab+1+325
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~12
asukab+1+3*25
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~54
asukaub+4-15+27a (+17)
* Backwards momentum
asukau+4
* Recovers 4F faster on hit (t49 r28)
* No forward momentum
asuka1+2+3+4
* Transition to Ultimate Tackle throw with 1+2
* Cannot block for 5 seconds
* CH state for 5 seconds
asukaTackle.2,1,2,15,5,5,10+3c+0d
* Unbreakable unless reversed
* only 1st and 4th hits can be blocked
* 1 to defend left side (against right punch)
* 2 to defend right side (against left punch)
* 1, 2 or 1+2 to defend tackle from behind
* Does not consume CH state on hit
azucenaH.LIB.1,2,F+4+26a
* 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+4+26a
* 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+4+26a
* Strong Aerial Tailspin
* Homing
* 70% scaling on combo
* Consumes 210f 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*
* Restores 120F, 150F and 240F of remaining Heat time
* Heat meter won't disappear, even if it fully depletes
* Parry state 1~
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 r28 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
* Parry state 1~
azucenaLIB.P (High)0
* Restores recoverable health
* Frame advantage depends on the move that gets parried
* is1~16
azucenaLIB.U
* Completely evades high or low attacks
* 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
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
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
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
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 engager or heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b from frames 1 to 6
* Cancel to t1~t3 hFC with b from frames 7 to 9
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
dragunov3+4
* Transitions to FC on frame 28~
* High crush 6~38
dragunovd+1+240+5d
* Parries lows except weapons
* Can side switch on a successful parry
* 100% recoverable damage
* Parry state 5~15
* High crush 1~25
dragunovb+1+325-5d
* Parries mid and high punches and kicks
* +1d on a successful kick parry
* 100% recoverable damage
* Sometimes Side switches on hit
* Parry state 5~12
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
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
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?
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
fahkumramRAM.db
* Cancels RAM
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+1+325-3d
* Timed with opponent punch
* Sideswitch on parry
* Parry state 5~12
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
fengub+415+19a (+9)+33a (+23)
* Balcony Break
* No forward 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
heihachiH.b,b,n,3+4
* Consumes all of the remaining Heat time
* Tremendous backwards travel
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?
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
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 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-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
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
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
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,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~
kuma1+2+3+4
kunimitsu1+3+4
kunimitsu1+2
* Actionable after 17f
* Transition to r22 BT with B
* Transition to r14 SET with F
kunimitsu2+3+4
kunimitsuf+3
* Transition to r16 FC with D
* Cancel to r25 with B (can block mids or highs on frame 12~)
kunimitsub+3+4
Actionable after 20f
kunimitsuub+3
Evasive
* Low crush 6~17
* Floating state 18~20
kunimitsuuf+3+4
* Actionable after 18f
* Transitions to FC on frame 40~
* Low crush 8~30
* Floating state 31~33
kunimitsu1+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
kunimitsuKAT.U
* Kunimitsu teleports upwards and lands in place
* Floating state 1~4
* Low crush 5~19
kunimitsuMUS.3+4
* Initial uf+3+4 jump takes 35f
* Evasive jump, can side switch
* Low crush 10~42
* Floating state 43~45
kunimitsuSET.1+4i15
kunimitsuSET.B
* Cancels to standing block (blocks at frame 12)
kunimitsuSET.uf+1+2i16
lars(airborne).DEN.2+4
larsDEN.2+4
lawH.1+2-8~-7+30a+66a (+50)
* Tornado
* Weapon
* Consumes 240F remaining Heat Time on block or whiff
* 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
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
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
lee1+2+3+4
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
leeMS.b,n
*
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
leroyH.b+1+220-9+35a (+27)
* Balcony Break
* Consumes 210F of remaining Heat time
* Crumple stun +14F after CH
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
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
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
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
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
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
panda1+2+3+4
pandaHBS.f+3+4
* Alternate input: HBS.b+3+4
* Transition to SIT
paulb+1+325+1d FUFA
* Parry
* Parry state 5~12
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
raven3+4
* Transition to CD (Shadow Sprint) with F
* Alternate input: d+3+4 or hFC.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
reinaH.d+1+2
* Automatically parries limb-based, non-airborne mids and highs
* Deals 40 damage on successful parry
* +1d on successful parry
* Throws received are unbreakable
* Parry state 20~60
reina1+4
* Transition to WGS with DF after 14 frames
* Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* High crush 1~30
reinaf+3
reinad+1+2
* Transition to r14 SEN with f+3
* Transition to r2 WGS with DF
reinab+1+3
* Parry mids and highs
* Converts incoming damage to recoverable health
* Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move
* Parry state 3~8
reinab+3
* Transition to UNS (Gen)
* Transition to UNS (Kou) r18 with u+3_d+3
* Transition to SEN r14 with f+3
* Transition to WGS r1 with DF
** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* See also Unsoku Cancel
reinaf,n
* Can transition to WGS with input DF
* Punch parry, transitions to WGS on successful parry with +10
* Stance moves are unbufferable
* Parry state 2~8
steve1+2+4
steve1+2+3+4
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~
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)
* 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?
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
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~
<Showing 6001-6400 of 6424 moves>