
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| bryan | 1,4,2,1 | h, h, h, h | 5, 14, 18, 16 | i10, ,i19 | +0 | +55a | * Enter SLS +7 +62a r13 with f * Cancel to r9 SS with u_d * Input can be delayed 8f * Move can be delayed 6f | |
| bryan | b+2,1 | h, h | 18, 16 | i17, i19 | +0 | +55 | * Enter SLS +7 +62a r13 with f * Cancel to r9 SS with u_d * Inpput can be delayed 17f * Move can be delayed 16f | |
| bryan | SLS.4,1 | m, h | 13, 13 | i18, i27 | +0 | +55a | * Combo from 1st CH * Cancel to SS -12 -5 -3 r9 with u_d | |
| fahkumram | ws3 | m | 20 | i15 | -14 | +55cs | * Knee | |
| feng | FC.df+2 | m | 21 | i18 | -14 | +55a | * High crush 18~40 | |
| law | f,F+3+4 | t | 10 | i14 | -3 | +55a (+28) | Throw break 1+2 | |
| leroy | f,F+2,2 | m, m | 8, 13 | i14~15, i17~18 | -15~-14 | +55~+56 | Combos from 1st hit | |
| lidia | 1+2** | m | 30 | i65 | +7 | +55a | * 9 chip damage on block * Hold for 55 frames | |
| paul | H.f+1+2* | m | 30 | i29~30 | +5c | +55a | * Balcony Break * Consumes Heat * Chip damage (13) * Requires 24f charge * f+1+2 from 0~23f charge | |
| alisa | u+1+2 | m | 21 | i33~34 | -5 | +56a | * Spike * Low crush 7~33 * Floating state 34~36 | |
| asuka | FC.db+1+2 | t | 15,15,15 | i14 | -6 | +56a (+28) | * Throw break 1+2 * Side switch on hit * 2nd damage on landing * 3rd damage without tech roll | |
| clive | b,B+1+4 | m! | 40 | i80~81 | +56a | * Hitstop on frame 80 for 20f | ||
| heihachi | f,F+3 | m | 21 | i20~22 | -3c | +56a | * Spike | |
| heihachi | WAR.f,F+3 | m | 25 | i20~22 | +1c | +56a | * Spike * Chip Damage on block | |
| jun | FC.db+1+2 | t | 15,15,15 | i14~15 | -6 | +56a (+28) | * Throw break 1+2 * Opponent can tech roll to reduce the landing damage | |
| king | FC.df+2 | m | 21 | i15 | -14 | +56a | * Crumple on hit. | |
| paul | H.b+2,1* | m, m | 22, 35 | i18, i60~61 | +12 | +56a | * Balcony Break * Guard Break * Consumes Heat * Chip damage (13) * Charge begins on frame 18 * Requires 42f charge * b+2,1 from 0~41f charge | |
| steve | EXD.f+2 | h | 28 | i15~16 | +5 | +56a | * Strong Aerial Tailspin * Transition to standing (+1/+52a) with B * 11 chip damage on block | |
| kazuya | ws2 | m | 25 | i16 | -18 | +57a | Homing | |
| lidia | df+4~3 | h | 24 | i20~21 | +8 | +57a | * Strong Aerial Tailspin * 7 chip damage on block | |
| lidia | WLF.1* | m | 36 | i36 | +7 | +57a | * Tornado * 13 Chip damage on block | |
| shaheen | ws2 | m | 21 | i16 | -17 | +57 | ||
| xiaoyu | HYP.4 | h | 20 | i14 | -2 | +57a | * Balcony Break | |
| alisa | BKP.1+2 | h! | 20,3 | i34~71 | +58 | * Weapon | ||
| azucena | H.LIB.P (Low) | m | 20 | i16~18 | -9 | +58a (+42) | * Tornado * Restores 120F of remaining heat time on successful parry * Restores 5 recoverable health on successful parry * is1 * Floating state 2~48 | |
| azucena | H.LIB.d+3+4 | M | 27 | i16~18 | +4~+6 | +58a (+42) | * Tornado * Consumes 210F of remaining Heat time * Transition to FC with D * Floating state 2~48 | |
| devil-jin | f,n,d,DF+4,1+2 | L, SM | 7, 14 (9) | i16, i29~40 | +58a (+42) | * Tornado * Available only on hit * Opponent recovers FUFA on hit * 9 damage with scaling from previous hit | ||
| fahkumram | ...GRF.3* | m | 25 | i36 | ! | +58cs | * Tornado * Reversal Break * Consumes GRF * Partially consumes remaining Heat time * Transition to +13 RAM on block * Cancel to FC with F * Cancel to Surendrajit with D at frames 16-24? of Tornado Kick * 10 chip damage on block | |
| lidia | 3,2 | h, h | 9, 10 | i15, i22 | -4 | +58a | * Tornado * Combo from 1st hit with 3f delay * Just frame input within a 3f window (14~16) adds 2 damage * Balcony break on airborne hit * Hitstop 20f on hit | |
| steve | DCK.1 | m | 17 | i19 | -7 | +58a (+27) | +34a (+24) | |
| zafina | SCR.4 | M | 20 | i15~16 | -18 | +58a (+42) | * Tornado * -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state * Power crush 7~14 | |
| alisa | b+3+4,3+4 | m, M | 22, 37 (25) | i18~19, i56~61 | +5c~+10c | +59a | * Spike * Aerial combo from 1st hit * Low crush 1~58 * Floating state 59~61 | |
| hwoarang | f,n,df:4 | m | 18 | i16 | -8 | +59a (+49) | * Tornado * 3 chip damage on block * Also possible during RFF. * The 4 input can be delayed up to 10 frames after df input during RFF. | |
| jack-8 | ss1 | M | 23 | i32 | +6c | +59a | ||
| paul | DPD.df+1 | h | 19 | i17 | -1 | +59a | * Strong Aerial Tailspin * Homing * Effective minimum startup 29f | |
| alisa | FUFT.1+2,3 | m | 35 | i22~23 | -10 | +60a | * Balcony Break * Floating state 1~5 * Low crush 6~54 * Floating state 55~57 | |
| armor-king | H.ub+1 | h | 25 | i24~25 | +8 | +60a | * Strong Aerial Tailspin * Homing * Transition to r26 BAD with F (+8/+61a) * Partially uses remaining Heat time * 7 chip damage on block | |
| clive | df+2,2,2 | m,m, m, m,M | 5,10, 20, 6,25 | i15~16 i26~27, ,i26~27 i3~4 | +60a (+44) | * Tornado * Weapon * Available only as combo from 3rd hit * Available on standing hit only | ||
| victor | IAI.P.f | m | 21 | i16~17 | +60 (+44) | * Balcony Break * Tornado | ||
| zafina | uf+2 | m | 20 | i36~37 | -9 | +60a | * Strong Aerial Tailspin * Homing * High crush 6~35 | |
| clive | 3+4,P | M | 20 | ,i27~28 | +61a (+45) | * Tornado * is1~27 * Floating state 28~70 | ||
| clive | WOL.3 | M | 20 | i27~28 | -15~-14 | +61a (+45) | * Tornado * Low crush 1~52 * Floating state 53~55 | |
| jack-8 | f,F+2* | m | 35 | 34 | -15 | +61a | * Tornado * Gain GMC on hit or block * 14 chip damage on block | |
| kuma | b+3+4 | m | 20 | i22~23 | -28 | +61a | * Alternate input: ws3+4 * Tornado | |
| lars | ub+1+2 | m! | 45 | i84~85 | +61a | |||
| panda | b+3+4 | m | 20 | i22~23 | -28 | +61a | * Alternate input: ws3+4 * Tornado | |
| steve | EXD.2 | m | 21 | i19 | -14 | +61a (+51) | * 6 chip damage on block | |
| steve | LNH.2 | m | 22 | i16-17 | -13 | +61a (+51) | * Tornado | |
| claudio | STB.db+1+2 | M | 25 | i17~18 | -9 | +62a (+46) | * Tornado * 5 chip damage on block * 9 chip damage on block in heat * Consumes STB, but if in Heat, partially depletes the remaining Heat time instead * High crush 6~16 * Low crush 20~32 * Floating state 33~35 | |
| lili | ws3 | M | 26 | i15~16 | -21 | +62a (+46) | * Tornado * Instant Tornado on hit * Floating state 12~39 | |
| paul | f,F+3,4,4 | m, m, h | 17, 10, 25 | i15~16, ,i23~25 | -5 | +62a (+42) | * Balcony Break * Low crush 10~24 * Floating state 25~27 | |
| xiaoyu | f+3,1,4 | M, m, M | 14, 8, 20 | i16~18, ,i26 | -22 | +62a (+46) | * Tornado * Instant Tornado * Combo from 2nd hit CH | |
| alisa | CLK(Two spins).3 | m | 22 | i13~14 | +0 | +63a (+43) | * Balcony Break * Effective startup time is i32~33? * 8 chip damage on block | |
| law | ss3+4 | m,h | 9,10 | i15 | -12 | +63a (+43) | Balcony Break * Low crush | |
| lidia | H.1+2** | m | 55 | i65 | +15g | +63a | * Reversal Break * Balcony Break * Cancel with b,b or f,f * Transition to HAE on hit or block only * Cancel HAE transition with B * Partially uses remaining Heat time * Hold for 55 frames | |
| shaheen | H.D*,u+2 | h | 35 | i17~18 | +13 | +63a (+47) | * Balcony Break * Tornado * Guard break * Read more * Low crush | |
| shaheen | f,F+3 | m | 23 | i17 | -12 | +63 (+48) | * Tornado * Alternate input: f,f,F+3 * Hit throw which side switches * Low crush 13 | |
| shaheen | SNK.3 | m | 23 | i20 | -12 | +63 (+48) | * Tornado * Hit throw which side switches * Low crush 13 | |
| anna | H.FC.df+2,1 | L, L | 12, 18 | i20, i27~28 | -21 | +64a (+48) | * Balcony Break (airborne) * Weapon * Jail from 1st attack * Instant Tornado on hit * 24 damage total from 1st hit * Chip damage on block * Partially uses remaining Heat time | |
| claudio | STB.f+1+2,1+2 | m, m | 8, 16 | i16, i18 | -9 | +64a | * Balcony Break * Jail from 1st attack with 1f delay * Combo from 1st hit with 11f delay * Input can be delayed 11f * Move can be delayed 10f * 3 chip damage on block * 6 chip damage on block in heat * Consumes STB, but if in Heat, partially depletes the remaining Heat time instead | |
| eddy | db+2,3 | L, m | 10, 23 | i18~19, i27~28 | -18 | +64(+49) | * Tornado * Combos from 1st CH | |
| miary-zo | f+3+4,2 | m, m | 10, 20 | i18, i29~30 | -20 | +64a (+48) | * Tornado * Combo from 1st hit with 2f delay * Input can be delayed 2f * Move cannot be delayed * Chip damage on block * Instant Tornado on hit * Can hit grounded when off-axis, steel pedal effect * Low crush 31~55 * Floating state 56~58 | |
| armor-king | H.ub+1+2* | M | 28 | i50~52 | +8 | +65a (+49) | * Tornado * Can also be done during BAD * Partially uses remaining Heat time * 8 chip damage on block | |
| jack-8 | f+1,2,1 | m, h, m | 13, 12, 20 | i14, ,i26 | -12 | +65a (+49) | * Tornado * Instant Tornado | |
| kuma | f+1+2,1+2 | m, M | 16, 20 | i18, i30~31 | -14 | +65a (+49) | * Tornado * Combo from 1st hit * Grounded hit on off-axis hit against large body size characters? | |
| lars | H.LEN.2 | m | 20 | i16~17 | -9 | +65a (+49) | * Tornado * Elbow * Consumes 240F of remaining Heat time * 9 chip damage on block * High crush 1~15 * Low crush 16~34 | |
| miary-zo | H.u+3,2 | m, m | 17, 27 | i17~18, i30~32 | -9 | +65a (+49) | * Tornado * Weapon * Combos from 1st hit * Available only on hit or block * 5 chip damage on block * Partially consumes remaining Heat Time * Low crush | |
| panda | f+1+2,1+2 | m, M | 16, 20 | i18, i30~31 | -14 | +65a (+49) | * Tornado * Combo from 1st hit * Grounded hit on off-axis hit against large body size characters? | |
| raven | ws3,2 | m, sm | 18, 21 (14) | i16~17, i19~20 | -13 | +65a (+49) | * Tornado * Combo from 1st hit * 14 damage with scaling from 1st * Available only on hit or block | |
| raven | H.ws3,2 | m, sm,sm | 18, 21 (14),30 | i16~17, i19~20, i39~41 | -3~-1 | +65a (+49) | * Tornado * Combo from 1st hit * Available only on hit or block * Recover 30f of Heat on hit | |
| armor-king | b+3 | h | 17 | i16~18 | -12 | +66a (+50) | * Balcony Break * Tornado | |
| asuka | f,F+4 | h | 23 | i20~21 | -3 | +66a (+46) | * Strong Aerial Tailspin * Balcony Break * Low crush 6~21 * Floating state 22~24 | |
| asuka | NWG.f,f,F+1+2 | h | 26 | i17~18 | +11g | +66a (+50) | * Tornado * Homing * Balcony Break * Wall Crush +18g~19g on block * Chip damage on block * Consumes NWG * During Heat, remaining Heat is consumed * Unparryable by traditional punch parries (running attack) | |
| azucena | db+3,4 | L, h | 14, 20 | i16~17, i24~25 | -13 | +66a (+50) | * Tornado * Balcony Break * Jails from first hit * Combo from 1st CH | |
| bryan | SNE.3+4,2* | m, M | 20, 30 | i18, i55~56 | +9g~+10g | +66a (+50) | * Tornado * Reversal Break * Balcony Break * Consumes SNE * Chip damage on block (12) * Wall splat on block | |
| eddy | H.3+4 | m | 20 | i20~22 | +5 | +66a(+50) | * Tornado * Transition to HSP * 6 chip damage on block * High crush 6~11? * Floating state 11?~? * Low crush 20~? | |
| fahkumram | uf+4 | m | 22 | i20 | -16 | +66a (+55) | * Tornado * Balcony Break * Low crush | |
| heihachi | WAR.df+2,1 | m, m | 8, 20 | i13~14, i20~21 | -17 | +66a (+50) | * Tornado * Combo from 1st hit * Chip Damage on block | |
| jack-8 | 1+4:df+1 | M | 30 | i20~23 | -17 | +66a (+50) | * Tornado * Instant Tornado * Just frame version of 1+4,df+1 * Alternate input hcf:df+1 to power up | |
| jack-8 | HCF:df+1 | M | 36 | i20~23 | -17 | +66a (+50) | * Tornado * Instant Tornado * Just frame version of hcf,df+1, for a normal version search "one" * Alternate input 1+4:df+1 | |
| jack-8 | GMH.f+1 | M | 26 | i20 | -17 | +66a (+50) | * Tornado * Instant Tornado | |
| law | H.1+2 | -8~-7 | +66a (+50) | * Tornado * Weapon * Consumes 270F remaining Heat Time on block or whiff * Restores 30F of remaining Heat Time on hit * Alternate input DSS.1+2 | ||||
| lidia | H.WLF.1* | m | 34 | i36 | +15g | +66 | * Tornado * Cancel with b,b or f,f on frames 10~18 * Transition to HAE on hit or block only * Cancel HAE transition with B * Balcony break on airborne hit | |
| alisa | d+3+4 | L | 20 | i27~i28 | -37 | +67a (+51) | * Homing * Instant Tornado * Stagger on block * Enter DES with 1+2 * High crush 20~40 * Floating state 5~55 | |
| anna | qcf+2,1 | m, m | 10, 16 | i16, i22~24 | -16 | +67a (+51) | * Tornado * Elbow * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move can be delayed 7f * Can be buffered * Cancel to CJM -13 +2 r34 with B on frame 14 | |
| asuka | f+2,NWG.1+2 | M, m | 20, 15 | i17~18, i31~32 | -8 | +67a (+51a) | * Tornado * Jail from 1st attack * 4 chip damage on block * Consumes NWG * Available only on hit or block | |
| asuka | NWG.f,F+1+2 | M | 24 | i19~20 | +2 | +67a (+51) | * Tornado * Chip damage on block * Consumes NWG * During Heat, remaining Heat is consumed * Grounded hit can be inconsistent sometimes * Unparryable with traditional punch parries (bug?) | |
| azucena | LIB.4,1,2 | m, h, m | 14, 10, 23 | i15~16, ,i28~29 | -10 | +67a (+51) | * Tornado * Balcony Break * Combo from 2nd CH with 1f delay * Move can be delayed 10f | |
| claudio | STB.f,F+3,2* | m, m,m | 8, 4,25 | i15~16, i20,i39~40 | +12 | +67a (+51) | * Tornado * Balcony Break * Guard Break * Instant Tornado on hit * 7 chip damage on block * Consumes STB, but if in Heat, partially depletes the remaining Heat time instead * Combo from 1st if uncharged | |
| devil-jin | FLY.1 | h | 20 | i18~19 | -3 | +67a (+47) | * Strong Aerial Tailspin * Balcony Break * Low crush 1~12 * Floating state 13~15 | |
| feng | CD.2 | m | 25 | i18~19 | -14 | +67a (+51) | * Tornado | |
| heihachi | 1,2,4* | h, h, h | 5, 8, 27 | i10, ,i31~32 | +6 | +67a (+51) | * Tornado * Balcony Break * Tornado on standing hit * 8 chip damage on block | |
| heihachi | 4* | h | 27 | i24~25 | +6 | +67a (+51) | * Tornado * Balcony Break * Tornado on standing hit * 8 chip damage on block | |
| jack-8 | 1+2 | m,m | 8,14 | i15 | -13 | +67a (+51) | * Tornado * Homing * Instant Tornado * High evasion from frames 4? to 12? | |
| leroy | db+2+3 | L,M | 10,14 (9) | i20~21 i15~16 | -14 | +67a (+51) | * Weapon * Tornado * Only once per match * chip damage on block * Tracks to both sides effectively homing | |
| miary-zo | uf+4,4 | m, m | 10, 23 | i15~16, i24~25 | -13 | +67a (+51) | * Tornado * Combo from 1st hit * Instant Tornado on hit * Low crush 1~49 * Floating state 50~52 | |
| raven | f+4 | h | 17 | i15~16 | -12 | +67a (+51) | * Tornado * Balcony Break * Instant Tornado on hit | |
| victor | db+3 | h | 20 | i19~20 | -11 | +67a (+51a) | * Tornado * Balcony Break * High crush 6 | |
| yoshimitsu | NSS.FC.df+3 | L | 12 | i20~21 | -26 | +67a (+51) | * High crush 1~ | |
| alisa | uf+1 | m,m,m | 19,19,20 | i19~20 i25 i17 | -13 | +68a (+52) | * Tornado * Transition to SBT on hit with 3_4 * Transition to DBT on hit with f+3_f+4 * 2nd and 3rd hit available only as combo from 1st hit * Low crush 20~40 * Floating state 41~43 | |
| alisa | DBT.4 | M | 22,5 | i17~19 | -27 | +68a | Steel pedal * Low crush 17~62 * Floating state 63~65 | |
| alisa | SBT.4 | M | 22,5 | i17~19 | -27 | +68a | Steel pedal * Low crush 26~71 * Floating state 72~74 | |
| anna | db+3 | L | 21 | i30~32 | -26 | +68a (+52) | * Stagger on block * Instant Tornado on hit * High crush 16~63 | |
| law | df+4,3 | m, m | 15, 23 | i13, i29~31 | -14 | +68a (+52) | * Tornado * Combos from 1st hit CH * Low crush 14~ | |
| law | ws4,3 | m, m | 14, 23 | i11, i27 | -14 | +68a (+52) | * Tornado ** Combos from 1st hit CH * Low crush | |
| nina | qcb+4 | M | 20 | i19~20 | -12 | +68a (+52) | * Tornado | |
| shaheen | db+3,4 | L, h | 12, 20 | i20~21, i18 | -13 | +68a (+52) | * Tornado *Counter hit combo from 1st hit * High crush | |
| zafina | db+4,2 | L, m | 14, 17 | i21~22, i29~32 | -13 | +68a (+52) | * Combo from 1st hit CH * Instant tornado launch on standing hit only | |
| zafina | SCR.df+1 | m,M | 10,30 | i18 i17~19 | -9 | +68a (+52) | * Tornado * Weapon * Instant tornado on 1st hit * Jail from 1st attack * 15 chip damage on block * Deal 18 recoverable damage to self without Heat * Gain ORB on hit * Azazel's Power | |
| hwoarang | d+4,4 | l, h | 7, 22 | i19, i20 | -13 | +69a (+53) | * Tornado * Jail from 1st normal hit * Combo from 1st CH * Also possible during RFF | |
| jack-8 | df+2,1* | m, h | 13, 22 (32) | i15, i35 | -46 | +69a (+53) | * Tornado * Transition to GMH with D * Gain GMC on hit ** (+70a (+54) oH)) * 28 damage with scaling from 1st hit | |
| jack-8 | uf+1* | h | 32 | i35 | +69a (+53) | * Tornado * Only hits airborne opponents * Transition to GMH with D ** (+70a (+54)) * Gain GMC on hit * Alternate input ub+1*, u+1* | ||
| kuma | 1,1,1 | h, m, m | 5, 8, 14 | i10, ,i22~23 | -16 | +69a (+23) | * Tornado * Combo from 2nd hit * Combo from 1st CH | |
| lee | f+3,3,3,3,3,4 | m, m, h, h, h, h | 6, 3, 3, 3, 3, 25 | i15, ,i23 | -9 | +69a (+53) | * Tornado * If only last hit connects +28a (+13) * Combos from 1st hit * 4 can be input after the 2nd hit on-wards * Low crush | |
| lee | f+3,3,3,3,3:4 | m, m, h, h, h, h | 6, 3, 3, 3, 3, 26 | i15, ,i23 | -9 | +69a (+53) | * Tornado * 10 chip damage * Perfect Input not required during Heat * 4 must be input during frames 7?-9? of previous hit * Partially consumes remaining Heat Time, while Perfect input restores Heat Time * Combos from 1st hit * 4 can be input after the 2nd hit on-wards * Low crush | |
| lidia | uf+4 | m,h | 10,16 | i15~16,i13 | -5 | +69a (+53) | * Balcony Break * Tornado * Transition to CAT on hit or block only * 2nd hit available only as combo from 1st hit * CAT transition is -13 * Low crush 9~30 * Floating state 31~33 | |
| panda | 1,1,1 | h, m, m | 5, 8, 14 | i10, ,i22~23 | -16 | +69a (+23) | * Tornado * Combo from 2nd hit * Combo from 1st CH | |
| yoshimitsu | KIN.2,NSS.1+2* | m, M | 15, 30 | i21~22, i47~49 | +11 | +69a (+49) | * Balcony Break * Floor Break * Weapon * Guard Break * 12 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 * Consumes 210F of Heat * +26d (+26) on airborne hit * +40a on backturned hit | |
| anna | FC.df+2 | L | 12 | i20 | -21 | +70a (+54) | * Instant Tornado on hit * Recovers 6f faster on hit * Deals only 6 damage when using its follow up attack in Heat * High crush 1~52 | |
| asuka | df+3+4 | L | 22 | i28~30 | -26 | +70a (+54) | * Homing * Alternate input: 3~4 * Cancel to r47? FC with DB * High crush 6~ | |
| bryan | df+3 | L | 20 | i29~30 | -26 | +70a (+54) | * Homing * High crush 6~ | |
| devil-jin | MCR.3 | SM | 26 | i23 | -7 | +70a (+54) | * Tornado * Balcony Break * 7 chip damage on block * Projectile (unparryable) * Low crush 1~19 * Floating state 20~22 | |
| fahkumram | 3,4~3* | m, m | 11, 23 | i13, i36 | +9 | +70a (+54) | * Tornado * Balcony Break * Effective startup i52 * Interrupt with i34 from 1st block * Interrupt with i23 from 1st hit * Cancel to r20 FC with F at frames 20-24 (frames 36-40 from 1st attack) ** Interrupt with i39? from 1st block ** Interrupt with i28? from 1st attack * 9 chip damage on block * Powered up with GRF | |
| fahkumram | f+3,2,4~3* | m, m, m | 16, 13, 23 | i17, ,i36 | +9 | +70a (+54) | * Tornado * Balcony Break * 9 chip damage on block * Powered up with GRF * Cancel to FC with F | |
| fahkumram | df+1,4~3* | m, m | 12, 23 | i15, i36 | +9 | +70a (+54) | * Tornado * Balcony Break * 9 chip damage on block * Powered up with GRF * Cancel to FC with F | |
| jack-8 | 1+4*,1 | m | 35/45/55/199 | i17(68/93/118~) | ! | +70d | * Balcony Break * Unblockable | |
| leroy | df+3+4 | h | 23 | i18~19 | -2 | +70a(+54)~+71a(+55) | * Tornado * 9 chip damage on block * Has jab evasion properties * Recovers 3F faster on hit (t52 r33) * Low crush 18~31 * Floating state 32~34 | |
| reina | uf+4 | m | 15 | i17~18 | -13 | +70a (+54) | * Tornado * Low crush 9~ | |
| yoshimitsu | FC.DF+1 | l! | [12;12] | i26 | +70a (+54) | * Weapon * 100% recoverable damage * Cannot be buffered after Heat Dash * Must hold DF for 5 frames * i27 effective startup (with FC.db,b+1 input) * i31 effective startup (with FC.DF+1 input) * i37 effective startup (FC.db,b+1 from manual crouch) * i41 effective startup (FC.DF+1 from manual crouch) * High crush 1~34 | ||
| alisa | b+1,1+2 | m, SL,m | 15, 1,30 | i15~16, i25~40 i26~28 | -16 | +71a | * Tornado * Head * Input can be delayed 13f * 2nd hit combos into 3rd on CH only | |
| bryan | f,F+3* | m | 33 | i34~35 | +8 | +71a | * Balcony Break * Gain SNE on hit with 1+2 * Chip damage on block (9) * Hitstop 20f on hit | |
| devil-jin | FLY.4,1 | M, h | 10, 20 | i20~21, i40~41 | +1 | +71a (+51) | * Strong Aerial Tailspin * 14 damage with combo scaling from 1st hit * 24 damage total from 1st hit * Interrupt with i19 from 1st block * Low crush 1~ | |
| devil-jin | MCR.4,1 | M, h | 10, 20 | i20~21, i40~41 | +1 | +71a (+51) | * Strong Aerial Tailspin * 14 damage with combo scaling from 1st hit * 24 damage total from 1st hit * Interrupt with i19 from 1st block * Low crush 1~ | |
| jack-8 | uf+1 | h | 10 | i17 | +71a (+55) | * Tornado * Only hits airborne opponents * Transition to GMH with D ** (+75a (+59)) * Can be charged to power up * Alternate input ub+1, u+1 | ||
| nina | db+4,3 | L, m | 5, 21 | i16~17, i27~28 | -13 | +71a (+55) | * Tornado * Combo from 1st CH with 1f delay | |
| paul | qcf+1+2 | L | 20 | i32~33 | -12c | +71a (+55) | * Cancel to t41 FC with B * High crush 1~33 | |
| xiaoyu | df+3 | L | 23 | i29~30 | -23 | +71a (+55) | * Tornado * Instant Tornado * Homing * Cancel to BT with B (r31) * On hit of whiff, transition to AOP with D * Snake Edge * High crush 6~29 | |
| alisa | BKP.3 | m | 30 | i24~27 | -9 | +72a | Balcony Break * Low crush 15~40 * Floating state 41~43 | |
| devil-jin | 3,1,2 | m, h, M | 16, 11, 20 | i17~19, ,i25~28 | -11 | +72a (+56) | * Tornado * Input can be delayed 12F * Move can be delayed 4F * Interrupt with i9 from 2nd block | |
| devil-jin | 1+4,2 | SL,h, m | 5,5, 20 | i16~17,i14, i24~25 | -12 | +72a (+56) | * Tornado * Combo from 2nd CH * 6 chip damage on block | |
| devil-jin | ws2 | m | 20 | i14~15 | -12~-11 | +72a (+56) | * Tornado * First active frame range: 2.50 * 6 chip damage on block * Slight jab evasion properties | |
| devil-jin | SS.2 | m | 25 | i17~18 | -22 | +72a | * Transition to Hell's Gate on hit with U * Sidestep adds 9f, effective move startup: i26 | |
| devil-jin | H.f,n,d,DF+4,3 | L, SM | 7, 26 (18) | i16, i31 | +72a (+56a) | * Tornado * Available only on hit * 18 damage with combo scaling from 1st * Consumes 300F of remaining Heat timer on hit or block or whiff * Low crush 15~27 * Floating state 28~30 | ||
| eddy | ws3 | M | 20 | i19~21 | -13 | +72a(+56) | Tornado | |
| hwoarang | ws2,3 | m, h | 12, 10 (15) | i15~16, i23~25 | +3 | +72a (+56) / +10 | * Tornado * Combo from 1st hit ** +72a (+56) from 1st hit ** Balcony Break from 1st hit * Transition to LFS * Low crush 17~ | |
| jin | DVS.1 | m | 25 | i20~22 | -9 | +72a (+56) | * Tornado * 9 chip damage on block * Low crush 22~43 * Floating state 44~46 | |
| jun | d+1+2 | M | 28 | i26 | -9 | +72a (+56) | * Tornado * Chip damage (11) on block * Divine Aura: 12 chip damage on block * Divine Aura: +4 damage on hit (32) * Deals 12 damage to self (8 recoverable) * Unparryable (projectile) * Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit * High crush 8~24 | |
| jun | MIA.1 | M | 30 | i24~25 | -9 | +72a (+56) | * Tornado * 12 Chip damage on block * Deals 9 damage to self (8 recoverable) * Unparryable * Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit | |
| leo | BOK.1,2 | m, m | 14, 20 | i13, i17~18 | -14~-13 | +72 (+56) | * Tornado * Combo from 1st hit * Gain LTG +57a (+41) on hit with 1+2 | |
| raven | H.f,f,F+3,4 | m, sm | 20, 20 | i22~24, i43~44 | +7~+8 | +72a (+56) | * Tornado * Partially uses remaining Heat time * Available only on hit or block * 6 chip damage on block | |
| alisa | CLK.d+3 | L | 20 | i30~31 | -12 | +73a (+57) | * 8 chip damage on block * High crush 9~ | |
| fahkumram | 1,2,4,3~4* | h, h, h, m | 5, 8, 10, 25 | i10, ,i36~37 | +9 | +73a (+57) | * Knee * Unparryable * Instant Tornado on hit * Chip damage on block * Effective startup i51~52 * Interrupt with i32 from 3rd block * Interrupt with i20 from 3rd hit * Cancel to r20 FC with F at frames 16-24 (frames 31-39 from 3rd attack) ** Interrupt with i33? mid/low from 3rd block ** Interrupt with i21? mid/low from 3rd hit * Move can be delayed by 2F * Power up in Heat or GRF | |
| fahkumram | 4,3~4* | h, m | 10, 25 | i12, i36 | +9 | +73a (+57) | * Tornado * Knee * Powered up with GRF * Cancel to FC with F | |
| fahkumram | d+3,4,3~4* | L, h, m | 11, 10, 25 | i16, ,i36 | +9 | +73a (+57) | * Tornado * Knee * Powered up with GRF * Cancel to FC with F | |
| jack-8 | GMC.1 | m | 22 | i22 | -6 | +73a (+57) | * Strong Aerial Tailspin * Homing * Partially uses remaining Heat time * Chip damage on block (4) | |
| kazuya | ws1,2 | m, m | 10, 12 | i13, i22 | -12 | +73a(+57) | * Tornado * Combo from 1st hit | |
| king | FC.df+1 | L | 20 | i32~34 | -12 | +73a(+57) | * Can also be performed with f,n,d,DF+1/CD.1. * Tornado on grounded hit. * High crush 1~ | |
| kuma | SIT.2 | m | 18 | i19~21 | -12 | +73a (+57) | * Tornado | |
| leroy | f+2+3 | m,m,m | 10,10,15 | i16~17 i24 i26~27 | -7 | +73a | * Weapon * Only once per match * chip damage on block | |
| panda | SIT.2 | m | 18 | i19~21 | -12 | +73a (+57) | * Tornado | |
| victor | uf+4 | m,sm | 12,16 | i15~17, i28~30 | -19 | +73a (+57a) | * Tornado * Followup available only on 1st hit * Low crush 9 | |
| jin | f,n,d,df+2 | h | 20 | i11~12 | -10 | +74a (+58) | * Balcony Break * Turns into EWHF (CD.df#2) while in heat | |
| heihachi | FUJ.2 | m | 20 | i15~16 | -10 | +75a (+59) | * Tornado * Chip damage on block * High crush 6~14 | |
| heihachi | WAR.FUJ.2 | m | 24 | i15~16 | -3 | +75a (+59) | * Tornado * Reversal Break * Chip damage on block | |
| hwoarang | H.RFS.f+4,4 | h,h, h | 8,10, 9 | i8, i10, i23 | -6 | +75a (+59) | * Tornado * Combo from 1st or 2nd hit * Transition to RFF * Partially uses remaining Heat time * Increased chip damage scaling on block during heat ** 2 chip damage on block | |
| hwoarang | RFS.f+4,4 | h,h, h | 8,8, 9 | i8, i10, i23 | -6 | +75a (+59) | * Tornado * Combo from 1st or 2nd CH * Transition to RFF | |
| king | JGR.1* | m | 25 | i16~17 | -4 | +75a (+59) | * Tornado * Elbow * Effective startup i46~47? * Partially uses remaining Heat time during Heat. | |
| feng | df+3 | M | 17 | i18~19 | -9 | +76a (+60) | * Tornado * Can be accessed from a manual CD input with input qcf,df+3 | |
| feng | db+4 | l | 23 | i31 (30~32) | -26 | +76a (+60) | * Tornado on normal hit only * Homing * Transition to FC on hit * Instant tornado launcher * High crush 6~58 | |
| jin | f,n,d,df:2 | h | 25 | i11~i12 | +5~+6 | +76a (+60) | * Balcony Break * Recovers 3f faster on hit or block (t36 r24) | |
| kazuya | DVK.SS.2 | m | 25 | i17~18 | -15 | +76a | * Tornado * Sidestep adds 9f, effective move startup: i26 * Consumes 150F? of remaining Heat time | |
| lili | db+4 | L | 20 | i30~31 | -24 | +76a (+60) | * Homing * Snake Edge * Instant Tornado * Stagger on block * High crush 7~37 | |
| feng | KNP.3 | m | 20 | i22~23 | -14 | +77a (+55) | * Tornado * Low crush 15~30 * Floating state 31~33 | |
| zafina | SCR.d+3,3 | l, h | 10, 28 | i18, i24 | +3 | +77a (+61) | * Combo from 1st CH * Cancel SCR transition -1 +73a (+57) t55 r31 with B * Tornado launches on standing hit only | |
| anna | df+3,3+4 | m, m,m | 13, 6,10 | i14, i32~34 i11~12 | -4 | +78a (+62) | * Tornado * Balcony Break * Knee * Input can be delayed 10f * Instant Tornado only if both knees connect * +27a (+17) if only the last hit connects * Low crush 34~46 | |
| anna | uf+1,3,3+4 | h, m, m,m | 6, 17, 6,10 | i13, ,i32~34 i11~12 | -4 | +78a (+62) | * Tornado * Balcony Break * Knee * Combo from 2nd hit with 5f delay * Combo from 1st CH * +27a (+18) if only the last hit connects * Instant Tornado on hit * Low crush 34~46 | |
| law | UF+4,3 | m, m | 23, 16 | i18, i19 | -14 | +78a (+62) | * Combos from 1st hit * Tornado * 2nd hit Instant Tornado ** (+68a (+52) oH) * Alternate input ** UB+4,3 U+4,3 ** FC.ub+4,3 FC.u+4,3 FC.uf+4,3 * Low crush | |
| kuma | HBS.1+2 | M | 24 | i19~22 | -15 | +79a | * Tornado * 27dmg upon opponent landing * High crush 1~18 | |
| panda | HBS.1+2 | m | 24 | i19~22 | -15 | +79a | * Tornado | |
| leo | KNK.3,4 | m, m | 13, 18 | i20, i15 | -12 | +80a | Tornado * Low crush 1~ | |
| lidia | HAE.1 | m | 21/23 | i18~19 | -11 | +80a (+60) | * Spike * Power up based on Heaven and Earth level * 7/6/4 chip damage on block * -7 frame advantage after absorbing an attack in power crush state * Guarantees grounded hit vs airborne opponent * +51a on BT hit * Power crush 7~17 | |
| jun | uf+4,3 | m, m,M | 10, 8,20 | i16~18, i29 i18 | -12 | +84a (+68) | * Tornado * Combo from 1st hit * Transition to MIA on hit only * 3rd hit available only as combo from 2nd hit * 3rd hit deals 12 damage to self (8 recoverable) * Gain 5 Kazama Essence on normal hit or airborne hit * Low crush 1~20 * Floating state 21~23 | |
| alisa | DES.2,1 | M,M,m, h! | 5,5,5, 20 | i20~21 i1~2 i1~2, i28~56 | +85a (+69) | * Tornado * Weapon * Available only as a combo from 1st hit | ||
| alisa | H.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? | ||||||
| alisa | H.f+1+4 | * Consumes 150F of remaining Heat time * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | 1+2+3 | Can transition to DES with held input 1+2 | ||||||
| alisa | 1+2+4 | |||||||
| alisa | f+3+4 | * Low crush 26~54 * Floating state 55~57 | ||||||
| alisa | d+1+2 | * Transition to r30 with db or d+1+2 * Transition to DBT with DES.f+3_f+4 | ||||||
| alisa | db+1 | * Transition to FC with D * Can perform WS moves after 24 frames * High crush 4~15 | ||||||
| alisa | db+1 | * Transition to r9? FC with D or after d+3 BKP transition * Can perform WS moves after 24 frames * High crush 4~15 | ||||||
| alisa | b+1+3 | * Parries all highs * Parry state 3~15 | ||||||
| alisa | 1+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 | ||||||
| alisa | DES.3 | |||||||
| alisa | DES.b,b | |||||||
| alisa | DES.b+3 | * Low crush 7~33 * Floating state 34~36 | ||||||
| alisa | DES.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 | ||||||
| alisa | DES.f,f | |||||||
| alisa | DES.f+3 | * Cancel to r33 with DBT.b * Transition to r50 SS with DBT.u_d * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | DES.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 | ||||||
| alisa | FUFT.1+2 | * Floating state 1~5 * Low crush 6~40 * Floating state 41~43 | ||||||
| alisa | SBT.D | * Transition to r32 BKP with B (Backswing) * High crush 34~ | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| anna | f+3 | * Transition to r10 FC with db * Transition to r16 CJM with b+3 | ||||||
| anna | df+3,2,1 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4 | m, h | 13, 9 | i14, , | * Transition to -21 -10 +9a CJM with B | |||
| anna | df+3,2,1,2,4,1 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2,2,3+4 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2,2,3+4,2 | m, h | 13, 9 | i14, , | ||||
| anna | b+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 | ||||||
| anna | CJM.df | * High crush 5~ * Floating state 8~35 | ||||||
| anna | CJM.f+3 | * Transition to r10 FC with db * Transition to r16 CJM with b+3 | ||||||
| anna | HAM.b+3 | |||||||
| anna | TOM.3 | * Actionable after 16f * i3? low parry: parries all lows (including Heat Smash lows) * i3? throw parry: +0d and 25 damage * Transition to r13 HAM with f+3 * Parry state 3~47 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| armor-king | f+3+4 | sp | * Parries mid and high punches * Cannot block in stance * Transition to BAD * Parry state 5-12? | |||||
| armor-king | f,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 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| asuka | b+1+3 | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~12 | |||||
| asuka | b+1+3* | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~54 | |||||
| asuka | 1+2+3+4 | * Transition to Ultimate Tackle throw with 1+2 * Cannot block for 5 seconds * CH state for 5 seconds | ||||||
| asuka | 1+2+3+4,1+2 | m,t | 0,0 | i16 | -6 | +3 | * Throw break 1+2 * Works on standing or crouching opponent * Tackle is reversed on the player on break * Opponent recovers FUFT on hit | |
| asuka | ws2,1,1,1,2,1,4,3,3+4 | m, h, m, h, m, sm, m, l, m,m | 18, 10, 8, 8, 6, 5, 7, 7, 25,25 | i13~14, , | -11 | KND | ||
| asuka | ws2,1,1,1,2,1+4,1,3+4 | m, h, m, h, m, sll,h, h, l,m | 18, 10, 8, 8, 6, 7,5, 6, 5,24 | i13~14, , | -43 | LNC | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| azucena | H.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~ | ||||||
| azucena | 1+3+4 | |||||||
| azucena | 1+3+4* | * Regenerates heat * Heat meter won't disappear, even if it fully depletes | ||||||
| azucena | f+3+4 | * Completely evades all high/low attacks * Cancel to r20 with DB * Parry state 18~ | ||||||
| azucena | f+3+4* | * Regenerates heat * Heat meter won't disappear, even if it fully depletes * Parry state 1~ | ||||||
| azucena | b+3+4 | * Low crush 6~19 * Floating state 20~22 | ||||||
| azucena | b+3+4* | Regenerates heat | ||||||
| azucena | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| azucena | UB,b | Transition to r24 LIB with F * Low crush 18~37 * Floating state 38~40 | ||||||
| azucena | BT.b+3 | |||||||
| azucena | BT.b+1+2 | Parries all mids * Parry state 2~8 | ||||||
| azucena | BT.b+3+4 | * High crush 6~20 | ||||||
| azucena | BT.f+3+4 | * Low crush 6~21 * Floating state 22~24 | ||||||
| azucena | LIB.B | Completely evades high or low attacks * Parry state 1~ | ||||||
| azucena | LIB.F | * Completely evades high or low attacks * Regenerates heat with each step * Parry state 1~ | ||||||
| azucena | LIB.P (High) | 0 | * Restores recoverable health * Frame advantage depends on the move that gets parried * is1~16 | |||||
| azucena | LIB.U | * Completely evades high or low attacks * Regenerates heat with each step * Parry state 1~ | ||||||
| azucena | LIB.b,b | * Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1 | ||||||
| azucena | LIB.f,f | |||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| bryan | b+3 | m | 12 | |||||
| bryan | b+3,4 | m, m | 12, 18 | |||||
| bryan | b+3,4,1 | m, m, m | 12, 18, 5 | |||||
| bryan | b+3,4,1,2 | m, m, m, m | 12, 18, 5, 7 | |||||
| bryan | b+3,4,1,2,1 | m, m, m, m, h | 12, 18, 5, 7, 3 | |||||
| bryan | b+3,4,1,2,1,4 | m, m, m, m, h, h | 12, 18, 5, 7, 3, 8 | |||||
| bryan | b+3,4,1,2,1,4,2 | m, m, m, m, h, h, h | 12, 18, 5, 7, 3, 8, 5 | |||||
| bryan | b+3,4,1,2,1,4,2,1 | m, m, m, m, h, h, h, h | 12, 18, 5, 7, 3, 8, 5, 5 | |||||
| bryan | b+3,4,1,2,1,4,2,1,4 | m, m, m, m, h, h, h, h, m | 12, 18, 5, 7, 3, 8, 5, 5, 10 | |||||
| bryan | b+3,4,1,2,1,4,2,1,4,2 | m, m, m, m, h, h, h, h, m, h | 12, 18, 5, 7, 3, 8, 5, 5, 10, 20 | |||||
| bryan | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| bryan | d,db,b | * Cancel to SS on any frame with u * Minimum 3f needed to enter (one for each directional) * High crush 1~10 | ||||||
| bryan | qcf | * 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-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| claudio | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| clive | 3+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~ | ||||||
| clive | f+4 | Actionable after 15f | ||||||
| clive | b+3 | * Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves * Parry state 5~13 | ||||||
| clive | b+3,P | Earliest cancel to parry attacks r23 * is1~16 | ||||||
| clive | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| clive | uf | * Low crush 9~43 | ||||||
| clive | PHX.1+4 | |||||||
| clive | WOL.4 | Actionable after 15f | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| devil-jin | 3+4 | * Low crush 20~58 * Floating state 59~61 | ||||||
| devil-jin | f+3 | * Stance moves can be delayed by 10f * Low crush 18~32 * Floating state 33~35 | ||||||
| devil-jin | u+1+2 | h | 27 | i18-35 | Hits airborne opponents only | |||
| devil-jin | 1+2+3+4 | * CH state for 5 seconds * Can't block for 5 seconds * Low crush 6~47 * Floating state 48~50 | ||||||
| devil-jin | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to sidestep with u * Cancel to block with b | ||||||
| devil-jin | f,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-jin | FUFT.u+3+4 | FUFA shift to Fly leaves attacker in backturn | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| dragunov | 3+4 | * Transitions to FC on frame 28~ * High crush 6~38 | ||||||
| dragunov | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| dragunov | SNK | * 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+4 | m,t | 20,20,25,35 | i20~21 | * Tornado * Deals maximum 32 (20) damage due to scaling | |||
| dragunov | FDFA.1+2 | * Floating state 1~29 * High crush 30~40 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| eddy | f+1+2 | * Auto low parry ps8?~ at Mandinga Level 1 ** Transition to Ogum Mandinga on successful parry * Transition to HSP * Floating state 14~53 | ||||||
| eddy | d+3+4 | * Can block at frame 20? with B or DB * Transition to FC after 35F * High crush 6~55 | ||||||
| eddy | b+1+2 | * Auto low parry ps8?~ at Mandinga Level 1 ** Transition to Ogum Mandinga on successful parry * Transition to HSP * Floating state 14~61 | ||||||
| eddy | u+4 | sp | * Transition to FC * Low crush 7~ | |||||
| eddy | 1+2+3+4 | |||||||
| eddy | b,ub | * Transition to RLX * Low crush 10?~ | ||||||
| eddy | HSP.n,d | * Transition to RLX * Floating state 1~10? * High crush 6?~ | ||||||
| eddy | HSP.n,f | * Transition to HSP * Floating state 1~ | ||||||
| eddy | RLX.n,d | * Transition to HSP | ||||||
| eddy | RLX.n,f | * Transition to RLX * Recover in FC after 48F? | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| fahkumram | b+1+3 | * Parries high, mid and low kicks * Parry state 5~12 | ||||||
| fahkumram | b+2+4 | * Parries high and mid punches * Grants GRF on successful parry * Regains recoverable health on successful parry * Parry state 5~12 | ||||||
| fahkumram | 1+2+3+4 | |||||||
| fahkumram | GRF.1+2 | sp | * Consumes GRF * Partially consumes remaining Heat time * Power crush 5~19 | |||||
| fahkumram | RAM.db | * Cancels RAM | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| feng | 1+3+4 | |||||||
| feng | f+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 | ||||||
| feng | b+3~4 | * Transition to BT * Transition to STC r20 with 3+4 | ||||||
| feng | b+3+4 | * i20 high/mid block * Transition to r39 STC with f (ps25~39) | ||||||
| feng | 1+2+3+4 | |||||||
| feng | qcf | * 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-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| heihachi | H.b,b,n,3+4 | * Consumes all of the remaining Heat time * Tremendous backwards travel | ||||||
| heihachi | 2+3+4 | |||||||
| heihachi | f+3+4 | * Cancel to r20 with b or db * Heihachi remains in stance indefinitely unless a move is used * Actionable after 40f | ||||||
| heihachi | d+1+2 | * Actionable after 30f | ||||||
| heihachi | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| heihachi | f,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 | ||||||
| heihachi | f,n,d,df,UF | * Unable to act from frames 3~27 * Low crush 1~21 * Floating state 22~24 | ||||||
| heihachi | FUJ.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? | ||||||
| heihachi | H.d+1+2,P | t | 35 | i11 | * Parries high or mid punches or kicks * Regain health on a successful parry * Consumes 240F? of remaining heat tiem * Parry state 19~40 | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| hwoarang | 1+2 | * Transition to BT | ||||||
| hwoarang | 3+4 | * Transition to RFF * Transition to r13? standing block with B | ||||||
| hwoarang | f+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 | ||||||
| hwoarang | 1+2+3+4 | |||||||
| hwoarang | f,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 | ||||||
| hwoarang | f,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 | ||||||
| hwoarang | LFS.3+4 | * Transition to RFS | ||||||
| hwoarang | RFF.3+4 | * Transition to LFF | ||||||
| hwoarang | RFF.f+4 | * Transition to RFS | ||||||
| hwoarang | RFS.3+4 | * Transition to LFS | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jack-8 | 1+4 | i22~ | * Alternate input hcf * Can be held for up to 5 spins | |||||
| jack-8 | 3+4 | * When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH * Recover Heat and recoverable health when absorbing an attack * GMC is always in effect during Heat * Alternate input: ws3+4 * Power crush 7~22 | ||||||
| jack-8 | d+3+4 | * Transitions to SIT (Sit Down) | ||||||
| jack-8 | 1+2+3+4 | |||||||
| jack-8 | HCF | i22~ | * Alternate input 1+4 * Can be looped together in 360 motions for up to 5 spins | |||||
| jack-8 | GMH.f | |||||||
| jack-8 | GMH.ub | js12 | *Recover in crouch * Low crush 12 | |||||
| jack-8 | GMH.uf | js12 | * Recover in crouch * Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2) * Low crush 12 | |||||
| jack-8 | SIT.b | * * Floating state | ||||||
| jack-8 | SIT.f | * * Floating state | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jin | 1+3+4 | |||||||
| jin | f+3+4 | * Enter Breaking Step r20 with DF * Steps forward * Actionable after 10f * High crush 10~39 | ||||||
| jin | b+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 | ||||||
| jin | b+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 | ||||||
| jin | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| jin | f,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 | ||||||
| jin | f,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-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jun | f+3+4 | * Cancel to r34 FC with D on frame 16 * Parries low punches or kicks * Parries throws * Parry state 1~40 | ||||||
| jun | b+1+3 | * Parries mid or high punches or kicks * Parry state 5~12 | ||||||
| jun | b+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 | ||||||
| jun | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| jun | UB,b | Can perform wr3 with input 3 * Low crush 10~41 * Floating state 42~44 | ||||||
| jun | MIA.F | * Cancel to r34 FC with D on frame 16 * Parries low punches or kicks * Parries throws * Parry state 1~40 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kazuya | d+1+2,B | L, sp | 20, 0 | i23, | * High crush 6~ | |||
| kazuya | 1+2+3+4 | sp | - | * Shift to charging | ||||
| kazuya | f,n,DF | sp | * Cannot be buffered * Connect to Wind God Step * Cost: 2F | |||||
| kazuya | f,n,d,DF | sp | * Cannot be buffered * Cost 3F | |||||
| kazuya | DVK.u+1+2 | h! | 27 | i18~35 | * Hits airborne opponents only * Consumes 60F? of remaining Heat time | |||
| kazuya | f,(even numbers frames).n | sp | Sidesteps right | |||||
| kazuya | f,(odd numbers frames).n | sp | Sidesteps left | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| king | 3+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 | ||||||
| king | f+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 | ||||||
| king | db+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 | ||||||
| king | db+1+2,3+4 | * Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup * pc7~ in heat | ||||||
| king | b+3+4 | * Cannot be held to continue spinning. * Low crush 6~21 * Floating state 22~24 | ||||||
| king | 1+2+3+4 | * Takes some time to charge and can cancel into anything. * After charged next hit by either side becomes counter hit. | ||||||
| king | f,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. | ||||||
| king | ss2+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. | ||||||
| king | BT.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-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kuma | 1+3+4 | sp | ||||||
| kuma | 3+4 | sp | * 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 | |||||
| kuma | 3+4 | sp | * Alternate input: FDFA.3+4 * Transition to HBS * High crush 4~ | |||||
| kuma | d+3+4 | sp | * Transition to SIT * Transition to ROL with input f | |||||
| kuma | d+3+4 | sp | * Alternative input: db+3+4 * Transition to ROL with input SIT.F * Transition to California Roll with input SIT.B * Low crush 6~12 * Floating state 13~15 * High crush 16~67 | |||||
| kuma | 1+2+3+4 | |||||||
| kuma | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) * Floating state 1~36 | |||||
| kuma | HBS.b,b | sp | * Alternate input: SIT.B * Transition to r12 HBS with input D or 3+4 at frame 35 | |||||
| kuma | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lars | f+3 | sp | * Transition to DEN * Recover 30F heat on transition * Stance moves can be delayed by 19F | |||||
| lars | uf+3+4 | sp | * Low crush 11~ | |||||
| lars | 1+2+3+4 | sp | ||||||
| lars | (airborne).DEN.2+4 | |||||||
| lars | DEN.2+4 | |||||||
| lars | DEN.B | sp | * Transition to DEN * Can only performed on first DEN transition starting with frame 17 * Stance moves can be delayed by 19F | |||||
| lars | DEN.n,F | sp | * Transition to SEN * Stance moves can be delayed by 20F * High crush 12~39 | |||||
| lars | SEN.B | sp | * Transition to DEN * Recover 30F heat on transition | |||||
| lars | SEN.D | sp | * Transition to LEN * Transition to r1 FC with no input * Recover 30F heat on transition * High crush 24~27? | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| law | 2+3+4 | |||||||
| law | df+1,3,2,2,3,3,3,4,4,4 | First 3 hits are a natural combo | ||||||
| law | d+1+2 | * Enters DSS * Transition to Slide Step with DF |