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mokujin

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
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
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bryanb+3m12
bryanb+3,4m, m12, 18
bryanb+3,4,1m, m, m12, 18, 5
bryanb+3,4,1,2m, m, m, m12, 18, 5, 7
bryanb+3,4,1,2,1m, m, m, m, h12, 18, 5, 7, 3
bryanb+3,4,1,2,1,4m, m, m, m, h, h12, 18, 5, 7, 3, 8
bryanb+3,4,1,2,1,4,2m, m, m, m, h, h, h12, 18, 5, 7, 3, 8, 5
bryanb+3,4,1,2,1,4,2,1m, m, m, m, h, h, h, h12, 18, 5, 7, 3, 8, 5, 5
bryanb+3,4,1,2,1,4,2,1,4m, m, m, m, h, h, h, h, m12, 18, 5, 7, 3, 8, 5, 5, 10
bryanb+3,4,1,2,1,4,2,1,4,2m, m, m, m, h, h, h, h, m, h12, 18, 5, 7, 3, 8, 5, 5, 10, 20
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
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
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-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-jinu+1+2h27i18-35
Hits airborne opponents only
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
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
dragunov(During enemy wall stun).f,f,F+4m,t20,20,25,35i20~21
* Tornado
* Deals maximum 32 (20) damage due to scaling
dragunovFDFA.1+2
* Floating state 1~29
* High crush 30~40
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
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)
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
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?
heihachiH.d+1+2,Pt35i11
* Parries high or mid punches or kicks
* Regain health on a successful parry
* Consumes 240F? of remaining heat time
* Throws received are unbreakable
* Parry state 19~40
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
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-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
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
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
kazuyad+1+2,BL, sp20, 0i23,
* High crush 6~
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
* 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
kazuyaDVK.u+1+2h!27i18~35
* Hits airborne opponents only
* Consumes 60F? of remaining Heat time
kazuyaf,(even numbers frames).nsp
Sidesteps right
kazuyaf,(odd numbers frames).nsp
Sidesteps left
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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~
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
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
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
kunimitsuCH.SET.2m,t20,10i12+55a (+48)
* Weapon
* Attack Throw
* Instant tornado
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
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
larsf+3sp
* Transition to DEN
* 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
larsSEN.Dsp
* Transition to LEN
* Transition to r1 FC with no input
* High crush 24~27?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
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+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
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
*
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
* 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
* Transition to n with HRM.3+4
* Parry state 3
leroy3+4sp
* Auto low parry
* Stays indefinitely in stance
* Transition to r16 standing with HRM.3+4
** Recovers in standing guard after 6F?
* Parry state 3~
leroyb+2sp
* 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
* 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
leroy1+3t35i12~14
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFT perpendicular
leroy2+4t35i12~14
* Throw break: 1 or 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyBack throwt50i12~14
* Spike
* Throw break: none
* Opponent status on hit: FDFA
leroyLeft throwt40i12~14
* Spike
* Throw break: 1
* Opponent status on hit: FUFT perpendicular
leroyRight throwt40i12~14
* Throw break: 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyuf+1+2t35i12~14
* Throw break: 1+2
* Opponent status on hit: FUFA off-axis to the left
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
lidia2,1,4,4h, h, h, l8, 10, 15, 5i11, ,i24~25
* High crush
lidia2,1,4,4,1h, h, h, l, m8, 10, 15, 5, 5i11, ,i23~24
lidia2,1,4,4,1,2h, h, h, l, m, h8, 10, 15, 5, 5, 8i11, ,i22
lidia2,1,4,4,1,2,1h, h, h, l, m, h, h8, 10, 15, 5, 5, 8, 8i11, ,i18~19
lidia2,1,4,4,1,2,1,3h, h, h, l, m, h, h, m8, 10, 15, 5, 5, 8, 8, 5i11, ,i22
lidia2,1,4,4,1,2,1,3,2h, h, h, l, m, h, h, m, m8, 10, 15, 5, 5, 8, 8, 5, 4i11, ,i14
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
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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-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
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
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
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+3+4
* Alternate input: HBS.b+3+4
* Transition to SIT
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 SWA
* SWA.1+2 can be performed immediately (i17~18 effective startup)
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
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+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.3,4,4,Fh, m, M10, 17, 21i10, ,-36
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
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
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
reina2+3+4sp
Input d+2+3+4 to get Heihachi's secret taunt
reinaf+3
reinadf+3sp
* Transition to SEN with f+3
reinad+3sp
* Transition to UNS (Kou, d)
* Transition to UNS (Gou) r20 with b+3
* Transition to UNS (Kou) r18 with u+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
* Punch parry, transitions to WGS on successful parry with +13
* Parry state 5~12
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
reinaub+1+2sp
* Transition to WGS r50 with DF
** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after transition
* Low crush 10~24
* Floating state 25~27
reinau+3sp
* Transition to UNS (Kou, u)
* Transition to UNS (Gou) r20 with b+3
* Transition to UNS (Kou) r18 with 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
* Punch parry, transitions to WGS on successful parry with +13
* Parry state 5~12
reinau+1+2sp
* Transition to Wind God Step r36 with input DF
** Execute EWGF or EWGK by inputting 2/3 exactly one frame after transition
* Low crush 10~24
* Floating state 25~27
reina1+2+3+4sp
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
reinaSSH.ufsp
* Floating state 1~13
* Low crush 14~30
* Floating state 31~33
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
shaheendf+3+4sp
* Transitions to SNK
* Transition to r1? FC with SNK.DB
shaheenb+1+3sp15 (15)
* Removes Recoverable Health
* Alternate input: b+2+4
* Punch parry
* Hit throw on successful parry
* Side switch on parry
* Parry state 5~12
shaheen1+2+3+4sp
shaheenFC.df,d,DFsp
* High crush
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
steveH.EXD.1+3h (th)i18
*
Homing
* Unbreakable
* Transition to TFA
steveH.LNH.Pm,t15
* Parries high and mid punches and kicks?
* Active after LNH is actionable
* Transition to TFA after successful parry
* Throws received are unbreakable
* Parry state 25~95?
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?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
victorH.2+3l,m39i20-14th
* Heat Smash
* Balcony Break
* Alternate input: H.R1
* 8 chip damage on block
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
victorCH.db+4l,th20,4i20~21+49a
victorCH.d+4l,t12,18i16+0
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
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)
* Alternate input ub+1+2
* Parry state 2~10?
xiaoyudb+3+4
* Transition to BT
* High crush
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+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
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
yoshimitsuf,F+1+4,nm!60i45,
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
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~
<Showing 6001-6400 of 6424 moves>