
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| 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 | ||||||
| jin | Back throw | t | 50 | +1d | * Unbreakable * Side switch on hit | |||
| jin | Left throw | t | 43 | -3 | +0 | Throw break 1 | ||
| jin | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| 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 | ||||||
| jun | Back throw | t | 50 | +7d | * Unbreakable * Side switch | |||
| jun | GEN.P (Low) | t | 20 | +0d | * Restores 14 health and 14 recoverable * Opponent recovers FDFA * Gain 20 Kazama Essence | |||
| jun | GEN.P (Throw) | t | 40 | +0d | * Restores 8 health and 8 recoverable * Opponent recovers FUFA (sideways) * Gain 20 Kazama Essence | |||
| jun | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| jun | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| jun | b+1+3,P | t | 25 | -4d | * Opponent recovers FDFT | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| 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 * 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 | |||||
| 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 | DF | r(l) | 0 | +51a(+35) | * Generic low parry. * Tornado affect on success. | |||
| 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~ | ||||||
| king | (Behind 1 throw) | t | 60 | (depends) | +0d | * Cannot throw break. * Any 1/1+2 break throw behind opponent's back, as well as RKO and chain throws. * Side switch. Opponent recovers in FDFL. | ||
| king | (Behind 2 throw) | t | 60 | (depends) | -1d | * Cannot throw break. * Any 2 break throw behind opponent's back except chain throws. * Side switch? Opponent recovers in FDFL. | ||
| king | (Left side throw) | t | 40 | (depends) | -3 | +36d | * 1 throw break. * Any throw on standing opponent's left side. * Side switch. Opponent recovers in FUFR. | |
| king | (Right side throw) | t | 42 | (depends) | -3 | +21d | * 2 throw break. * Any throw on standing opponent's right side. * Opponent recovers in FUFT. | |
| king | AB1.1,1+2 | t | 12,18 | -3 | +2d | * 1 throw break. * Opponent recovers in FUFT. Max damage 50. | ||
| king | AB1.2,1,1+3 | t | 20 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFT. | ||
| king | AB1.2,4,2+4 | t | 20 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. | ||
| king | AB2b.3,4,3+4,1+2 | t | 20 | +1d | * Cannot throw break. * Opponent recovers in FUFR. Max Damage 60. | |||
| king | AB2c.1,3,4,2,1+2 | t | 60 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. Max damage 100. | ||
| king | AB2c.2,1,3,1+2 | t | 25 | -3 | +1d | * 1 throw break. * Opponent recovers in FUFA. Max damage 65. | ||
| king | DHH.2,1,3,4 | t | 12,13 / 32 | -6 | -7d(-40) | * 2 throw break. * Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32. * Opponent recovers in FUFT if fails to roll. | ||
| king | DHH.1+2,1+2 | t | 15 | -6 | -3d | * 1 throw break. * Opponent recovers in FDFT. | ||
| king | MMD1.1,4,2,3 | t | 12 | +1d | * Cannot throw break. * Opponent recovers in FUFL. | |||
| king | MMD2.1,1+3/ MMD2.2,2+4 | t | 13 | -6 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD3.2,3,1,1+2 | t | 24 | -6 | +0d | * 1+2 Throw break. * Opponent recovers in FDFR. Max Damage 69. | ||
| king | MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4 | t | 12 | -6 | +1d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. | ||
| king | MMD4.3+4,1+2 | t | 10 | +0d | * Cannot throw break. * Opponent recovers in FDFA. | |||
| king | MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4 | t | 18 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD5.1+2,4,2,1+2 | t | 11,15 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. Max Damage 93. | ||
| king | MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4 | t | 31 | -6 | -10d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. Max Damage 116. | ||
| king | RAS1.1 | t | 7/15 | +0d | * Cannot throw break. * Input with 2,1,1+2 for more damage. * Opponent recovers in FUFR. | |||
| king | RAS2.1 | t | 7/15 | -9 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FUFR. | ||
| king | RAS3.1 | t | 12/17 | +1d | * Cannot throw break. * Input with 1,2,3+4 for more damage. * Opponent recovers in FUFT. | |||
| king | RAS4.1 | t | 15/20/31 | -3 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * On wall splat damage is 31. * Opponent recovers in FUFT. Max damage 97. | ||
| king | RAS4.2 | t | 20/25 | -6 | +1d | * 2 throw break. Side Switch. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 91. | ||
| king | RSSB1.1 | t | 7/15 | +1d | * Cannot throw break. * Input with 2,2,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB2.1 | t | 7/15 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FDFA. | ||
| king | RSSB3.1 | t | 9/13 | +1d | * Cannot throw break. * Input with 1,2,3+4,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB4.1 | t | 15/20/31 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * Opponent recovers in FUFT. Max damage 94. | |||
| king | RSSB4.2 | t | 20/25 | +1d | * 2 throw break. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 88. | |||
| king | SHH1.1,2,1+2 | t | 25 | -10 | +0d | * 1 throw break. Side Switch. * Opponent recovers in FDFR. Max damage 50. | ||
| king | SHH1.2,1,1+3 | t | 30 | -10 | +0d | * 2 throw break. * Opponent recovers in FDFR. Max damage 55. | ||
| king | SHH1.1+2,1,3 | t | 20 | -10 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. | ||
| king | SHH2c.3,4,1+2,3+4 | t | 40 | +0d | * Cannot throw break. * Opponent recovers in FDFT. Max Damage 85. | |||
| king | UT,2,1,2,1 | t | 5,5,5,15 | +0 | +0d | * Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) * Throw break the 1st/4th hit by input the opposite to King's 1st/4th button. | ||
| king | UT,1+2 | t | 25 | -9 | +1d | * 1+2 throw break. * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | ||
| king | UT,1+2,1+2 | t, t | 25, 10 | +1d | * Cannot throw break. * Opponent recovers in FUFA. | |||
| 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 | |||||
| kuma | SIT.f | sp | N/A / i26~i31 Heat | +1~+6 / -6~-1 HBS | +7~+12 / 0~+5 HBS | * Alternative input: FC.3+4 or FDFA.f * Transition to ROL * Transition to HBS with input ROL.D or ROL.3+4 * Transition to FC with no input * Becomes special mid attack during Heat (Uses 120F of remaining Heat time) | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kunimitsu | 1+3+4 | |||||||
| kunimitsu | 1+2 | * Actionable after 17f * Transition to r22 BT with B * Transition to r14 SET with F | ||||||
| kunimitsu | 2+3+4 | |||||||
| kunimitsu | f+3 | * Transition to r16 FC with D * Cancel to r25 with B (can block mids or highs on frame 12~) | ||||||
| kunimitsu | b+3+4 | Actionable after 20f | ||||||
| kunimitsu | ub+3 | Evasive * Low crush 6~17 * Floating state 18~20 | ||||||
| kunimitsu | uf+3+4 | * Actionable after 18f * Transitions to FC on frame 40~ * Low crush 8~30 * Floating state 31~33 | ||||||
| kunimitsu | 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 | ||||||
| kunimitsu | KAT.U | * Kunimitsu teleports upwards and lands in place * Floating state 1~4 * Low crush 5~19 | ||||||
| kunimitsu | MUS.3+4 | * Initial uf+3+4 jump takes 35f * Evasive jump, can side switch * Low crush 10~42 * Floating state 43~45 | ||||||
| kunimitsu | SET.B | * Cancels to standing block (blocks at frame 12) | ||||||
| kunimitsu | Back Throw | t | 50 | +0d | * Unbreakable * Opponent recovers FDFT | |||
| kunimitsu | Left Throw | t | 40 | -3 | -2d | * Throw break: 1 * Opponent recovers FUFA | ||
| kunimitsu | Right Throw | t | 40 | -3 | +0d | * Throw break: 2 * Randomly side switches * Opponent recovers FDFT or FDFR on side switch | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lars | f+3 | sp | * Transition to DEN * Stance moves can be delayed by 19F | |||||
| lars | uf+3+4 | sp | * Low crush 11~ | |||||
| lars | uf+3+4,4 | sp, m,t | 20,20 | ,i17~18 | -4 | 0 | * Low crush 1~ | |
| lars | uf+3+4,1+2 | sp, t | 40 | ,i9~11 | +1 | * Throw break: 1+2 | ||
| 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 | |||||
| lars | SEN.D | sp | * Transition to LEN * Transition to r1 FC with no input * High crush 24~27? | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| law | H.1+2 | -8~-7 | +30a | +66a (+50) | * Tornado * Weapon * Consumes 240F remaining Heat Time on block or whiff * Alternate input DSS.1+2 | |||
| 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 | ||||||
| law | b+1+3 | +7 | * Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups) * Parry state 5?~11? | |||||
| law | ub+3 | * Transition to Slide Step with DF * Alternate input u+3 * Low crush 9~ | ||||||
| law | 1+2+3+4 | |||||||
| law | 1+2+3+4 | |||||||
| law | (While down, facing up) 1+2+3+4 | |||||||
| law | H.DSS,P | t | 38 | +0d | * Punches only * Heat only * Consumes 240F? of remaining Heat Time on successful parry * Throws are unbreakable * Parry state 5~? | |||
| law | b+2+4 | t | 34 | +0d | * Punches only * Partially restores remaining Heat Time * Does 38 damage in Heat * Parry state 5? | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lee | 2+3+4 | * Has a hidden Perfect Input by inputting 2 on the 51~53 frames. * Perfect Input is a Just Frame even in Heat | ||||||
| lee | 3+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 | ||||||
| lee | b+1+3 | +14BT | * High and Mid parry * Puts you behind opponent * Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4 * Parry state 5? | |||||
| lee | u+3 | * Transition to FC with D * Transition to HMS with 3+4 * Low crush | ||||||
| lee | 1+2+3+4 | |||||||
| lee | f,n | * Transitions to MS * Alternate input HMS.f,n * Can perform standing actions except for 3 and 3+4? * High crush | ||||||
| lee | ub,b | * Automatically transitions to HMS * Low crush | ||||||
| lee | FC.df,d,DF | * * High crush | ||||||
| lee | MS.b,n | * | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| leo | d+1+2 | * High crush 6~ | ||||||
| leo | b+1+3 | * Parries high and mid punches and kicks * Parry state 5~12 | ||||||
| leo | b+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 | ||||||
| leo | b+3+4 | |||||||
| leo | ub+1 | * Parries high and mid kicks * Parry state 5~12 | ||||||
| leo | 1+2+3+4 | Gain LTG | ||||||
| leo | d,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 | ||||||
| leo | BOK.n | * Stance moves may be delayed by 8F? * May perform FC moves from frame 9? * High crush | ||||||
| leo | KNK.DF | |||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| leroy | H.b+1+2 | 20 | -9 | +35a (+27) | * Balcony Break * Consumes 210F of remaining Heat time * Crumple stun +14F after CH | |||
| leroy | 1+3+4 | sp | * Reversal * Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch * Parry state 20~100 | |||||
| leroy | 3+4 | sp | * Auto low parry starting of frame 3 * Transition to n with HRM.3+4 * Parry state 3 | |||||
| leroy | 3+4 | sp | * Auto low parry * Stays indefinitely in stance * Transition to r16 standing with HRM.3+4 ** Recovers in standing guard after 6F? * Parry state 3~ | |||||
| leroy | b+2 | sp | * 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 | |||||
| leroy | 1+2+3+4 | sp | ||||||
| leroy | P:b+2 | sp | * 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 | |||||
| leroy | HRM.P | sp | 15 | +16 | Low parry | |||
| leroy | HRM.SS | sp | Can access sidestep moves | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lidia | H.CAT.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | H.HRS.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | H.WLF.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | 1+3+4 | |||||||
| lidia | f+3+4 | Actionable after 20f | ||||||
| lidia | b+1+3 | Parries high or mid punches * Parry state 5~12 | ||||||
| lidia | b+3+4 | Actionable after 20f | ||||||
| lidia | 1+2+3+4 | * Can't block for 5 seconds * CH state for 5 seconds | ||||||
| lidia | CAT.F | Actionable after 20f | ||||||
| lidia | CAT.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | CAT.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lidia | HRS.F | Actionable after 20f | ||||||
| lidia | HRS.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | HRS.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lidia | P.HAE | * Transition to HAE * Strong parry effect | ||||||
| lidia | WLF.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | WLF.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lidia | Back throw | t | 50 | +0d | * Homing * Throw break: none * Opponent on hit: FDFT | |||
| lidia | Left throw | t | 40 | -3 | +4 | * Throw break: 1 * Opponent on break: standing | ||
| lidia | Right throw | t | 40 | -3 | +0d | * Floor Break * Throw break: 2 * Opponent on hit: FUFA * Side switch on hit | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lili | H.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 | ||||||
| lili | 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 | ||||||
| lili | b+3* | * Actionable after 48f * Stance moves can be buffered * Transition to r57? DEW with F * Low crush 40~50 * Floating state 51~53 | ||||||
| lili | b+3+4 | * Actionable after 16f | ||||||
| lili | 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 | ||||||
| lili | qcf | * 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 | ||||||
| lili | BT.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 | ||||||
| lili | (Wall Splat).1+3 | t | 39 | +0d | * Unbreakable * Wall throw | |||
| lili | Back Throw | t | 60 | +1d | Unbreakable | |||
| lili | Left Throw | t | 42 | -3 | +0d | * Throw break 1 * Can side switch on hit | ||
| lili | Right Throw | t | 43 | -3 | +1d | * Throw break 2 * Side switch on hit | ||
| lili | b+1+3 | t | 25 | +1d | * Punch parry (high and mid) * Side switch on successful parry * Parry state 5~15 | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| miary-zo | H.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-zo | 1+3+4 | * Low crush 13~123 * Floating state 124~126 | ||||||
| miary-zo | 3+4 | * Actionable after 20f * Cancel to r35 with DB on frame 20 * Low crush 5~58 * 59~61 | ||||||
| miary-zo | f+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-zo | f+1+2 | m,m | 3,3 | ,i14~15 i8~9 | -10 | -4 | ||
| miary-zo | f+1+2,1+2 | m,m, m,m,m | 3,3, 3,2,2 | ,i14~15 i8~9, i14~15 i7~8 i7~8 | -13 | +3 | * Jail from 1st attack | |
| miary-zo | f+1+2,1+2,3+4 | m,m, m,m,m, m,m | 3,3, 3,2,2, 5,12 | ,i14~15 i8~9, ,i16~17 i6~7 | -22 | +6a (-11) | * Balcony Break * Jail from 1st attack with 1f delay * Input can be delayed 1f * Move cannot be delayed * Low crush 19~28 * Floating state 29~31 | |
| miary-zo | b+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-zo | 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 | ||||||
| miary-zo | Tromba | * 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-zo | BAO.F | * Low crush 1~12 * Floating state 13~15 * High crush 21~59 | ||||||
| miary-zo | BAO.uf | * Evasive forward leap * Low crush 1~83 * Floating state 84~86 | ||||||
| miary-zo | MOR.3+4 | * Low crush 6~15 | ||||||
| miary-zo | WAL.F | * Transition to MOR * Low crush 1~12 * Floating state 13~20 * High crush 21~59 | ||||||
| miary-zo | WAL.uf | * Transition to BAO * Low crush | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| nina | b+1+3 | -6 | * Damage is 25 + 50% of the opponent's attack * Parries mid or high punches or kicks * Parry state 5~12 | |||||
| nina | 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 | ||||||
| nina | db,qcf,n,DB+2+3 | |||||||
| nina | qcb | * Cancel to SS with u * Buffer to r10 SS with d * Recovers in FC for 5 frames (21~25) * High crush 1~20 | ||||||
| nina | qcf | * Perform WS moves with qcf,n * Transition to r6? hFC with alternate input d,DF ** Cannot access stance moves * High crush 1~20 | ||||||
| nina | 2+4,2 | t | 25 | +0 | -5d | * Unbreakable * Side switch | ||
| nina | ABK.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: ABK.3,1,1+2 | ||
| nina | ABK.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: ABK.3,1,1+2 | ||
| nina | ABK.2 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: ABK.1,2,3,4,1+2 | ||
| nina | ABK.2 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: ABK.2,1,3,4,1+2 | ||
| nina | BHS.1 | t | 8 | -3 | +3d | * Throw break 1 * Powered up input: BHS.1,3,1 * Alternate input: BTR.1 | ||
| nina | BHS.2 | t | 9,6 | -3 | +0d | * Throw break 2 * Powered up input: BHS.2,3,4,2 * Listed in previous games as Triple Slaps | ||
| nina | BHS.1+2 | t | 10,10 | -3 | +3d | * Removes Recoverable Health * Throw break 1+2 * Can side switch on hit * Powered up input: BHS.3,4,3,1+2 | ||
| nina | BTR.1 | t | 13 | -3 | +4d | * Throw break 1 * Powered up input: BTR.1,3,1 | ||
| nina | BTR.2 | t | 10 | -3 | +3d | * Throw break 2 * Powered up input: BTR.2,1,1+2 | ||
| nina | Back throw | t | 60 | +3d | * Removes Recoverable Health * Unbreakable * Can side switch on hit | |||
| nina | CHD.1 | t | 25 | +0d | +3d | * Removes Recoverable Health * Throw break 1 * Powered up input: CHD.3,4,1+2 | ||
| nina | CHD.2 | t | 8 | +0d | +7 | * Throw break 2 * Powered up input: CHD.4,2,1+2 | ||
| nina | HHD.1 | t | 20 | -9 | +3 | * Removes Recoverable Health * Throw break 1 * Powered up input: HHD.3,4,2+4 * Alternate name: Double Snap | ||
| nina | HHD.2 | t | 25 | -9 | +0d | * Removes Recoverable Health * Throw break 2 * Powered up input: HHD.1,3,2+4,1+2 | ||
| nina | Left throw | t | 40 | -3 | +1d | * Removes Recoverable Health * Throw break 1 * Can side switch on hit | ||
| nina | NTM.1 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 1 * Powered up input: NTM.1,1,2,1+2 | ||
| nina | NTM.2 | t | 25 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: NTM.1,2,4,3,1+3 | ||
| nina | Right throw | t | 38 | -3 | +1d | Throw break 2 | ||
| nina | STB.2 | t | 30 | +0 | -6d | * Removes Recoverable Health * Unbreakable * Side switch * Powered up input: STB.2,1,3 | ||
| nina | TSS.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: TSS.1,1,2,1+2 | ||
| nina | TSS.2 | t | 20 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: TSS.1,2,4,3,1+3 | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| panda | 1+3+4 | sp | ||||||
| panda | 3+4 | sp | * Alternate input: FDFA.3+4 * Transition to HBS * High crush 4~ | |||||
| panda | 3+4 | sp | * 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 | |||||
| panda | 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 | |||||
| panda | d+3+4 | sp | * Transition to SIT * Transition to ROL with input f | |||||
| panda | 1+2+3+4 | |||||||
| panda | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) | |||||
| panda | HBS.b,b | sp | * Alternate input: SIT.B * Transition to HBS with input D or 3+4 | |||||
| panda | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| panda | HBS.f,f | sp | N/A / i26~i31 Heat | +1~+6 / -6~-1 HBS | +7~+12 / 0~+5 HBS | * Transition to ROL * Becomes Special Mid attack during Heat (partially uses remaining Heat time) | ||
| panda | HBS.f+3+4 | * Alternate input: HBS.b+3+4 * Transition to SIT | ||||||
| panda | SIT.f | sp | N/A / i26~i31 Heat | +1~+6 / -6~-1 HBS | +7~+12 / 0~+5 HBS | * Alternative input: FC.3+4 or FDFA.f * Transition to ROL * Transition to HBS with input ROL.D or ROL.3+4 * Becomes special mid attack during Heat (partially uses remaining Heat time) | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| paul | f+3+4 | sp | * Transitions to CS | |||||
| paul | df+3+4 | sp | * Transitions to DPD | |||||
| paul | b+1+3 | 25 | +1d FUFA | * Parry * Parry state 5~12 | ||||
| paul | b+3+4 | sp | * Transitions to SWA * SWA.1+2 can be performed immediately (i17~18 effective startup) | |||||
| paul | 1+2+3+4 | |||||||
| paul | d,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 | ||||||
| paul | d,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 | ||||||
| paul | d,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 | ||||||
| paul | FC.D | |||||||
| paul | CD.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 | ||||||
| paul | hFC.1+2,2,1,2,1 | t | 30 | ,i26 | +0d | * Throw break 1 or 2 * Alternate input 1,2,1,2 | ||
| paul | hFC.1+2,2,d+1,1,1+2 | t | 50 | ,i26 | +0d FDFA | * Throw break 1 * Transition to Arm Breaker with 1+2 after third hit | ||
| paul | hFC.1+2,1+2,1+2 | t | 25 | ,i26 | -9 | +1d | * Throw break 1+2 | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| raven | 3 | m | 10 | ,i14~15 | -8~-7 | +3~+4 | ||
| raven | 3,3 | m, h | 10, 16 | ,i14~15, i17~18 | -8~-7 | +5~+6 | * Combo from 1st hit * Jail from 1st block | |
| raven | 3,3,4 | m, h, h | 10, 16, 20 | ,i14~15, ,i26~27 | -9 | +13c | +66a (+50) | * Balcony Break * Combo from 2nd CH * Cancel to r18 BT at -16~-15/-3~-2 with B * Forces tech backroll on hit |
| raven | 3+4 | * Transition to CD (Shadow Sprint) with F * Alternate input: d+3+4 or hFC.3+4 | ||||||
| raven | df+3+4 | Transitions to Crouch Step * High crush 4~25 | ||||||
| raven | b+1+3 | * Parries all attacks except for Rage Arts * Parry state 1~10 | ||||||
| raven | b+1+3,P | -31 | * Deals recoverable self-damage on a successful parry * Raven will teleport back a safe distance * Can input b+1+3/b+2+4 again at frame 40 before recovering in FC * Low crush 1~32 * High crush 33~ | |||||
| raven | b+3+4 | |||||||
| raven | 1+2+3+4 | * CH state for 5 seconds * Can't block for 5 seconds | ||||||
| raven | 1+2+3+4,b,f,1+2 | m! | 60 | ,i59~61 | +21a (+11) | Balcony Break Cannot be blocked * High crush 12~42 | ||
| raven | UB,b | * Low crush 10~41 * Floating state 42~44 | ||||||
| raven | UB,b,3+4 | m!,m!,M! | 20,20,20 | ,i38~40 i46~49 i51~54 | -19a | Spike * Low crush 21~56 | ||
| raven | qcf | Can cancel to t30 r1? FC with d,DF | ||||||
| raven | FC.df,d,DF | * High crush 1~30 | ||||||
| raven | FC.df,d,DF,f | |||||||
| raven | BT.b+3+4 | Can block mid or high attacks after 6f | ||||||
| raven | BT.f,f,f | * Will phase through opponent up-close * While vanished, Raven has no hurtbox * Low crush 12?~41 * Floating state 42~44 | ||||||
| raven | BT.f+1 | m | 18 | I16 | -8 | +6 | * Balcony Break * Transitions to throw on hit only * Opponent recovers BT on hit | |
| raven | BT.f+1+2 | Parries mid or high punches or kicks * Parry state 1~8 | ||||||
| raven | SZN.B | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | SZN.D | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | SZN.F | |||||||
| raven | SZN.U | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | BT.f+1+2,P | t | 25 | +5d | Opponent recovers FUFA | |||
| raven | Back throw | t | 50 | -4d | * Floor Break * Unbreakable | |||
| raven | Left throw | t | 40 | -3 | -3d | * Floor Break * Throw break 1 * Side switch on hit | ||
| raven | Right throw | t | 40 | -3 | -4d | * Floor Break * Throw break 2 | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| reina | H.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 | ||||||
| reina | 1+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 | ||||||
| reina | 2+3+4 | sp | Input d+2+3+4 to get Heihachi's secret taunt | |||||
| reina | f+3 | |||||||
| reina | df+3 | sp | * Transition to SEN with f+3 | |||||
| reina | d+3 | sp | * 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 | |||||
| reina | d+1+2 | * Transition to r14 SEN with f+3 * Transition to r2 WGS with DF | ||||||
| reina | b+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 | ||||||
| reina | b+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 | ||||||
| reina | ub+1+2 | sp | * 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 | |||||
| reina | u+3 | sp | * 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 | |||||
| reina | u+1+2 | sp | * 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 | |||||
| reina | 1+2+3+4 | sp | ||||||
| reina | f,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 | ||||||
| reina | SSH.uf | sp | * Floating state 1~13 * Low crush 14~30 * Floating state 31~33 | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| shaheen | df+3+4 | sp | * Transitions to SNK * Transition to r1? FC with SNK.DB | |||||
| shaheen | b+1+3 | sp | 15 (15) | * Removes Recoverable Health * Alternate input: b+2+4 * Punch parry * Hit throw on successful parry * Side switch on parry * Parry state 5~12 | ||||
| shaheen | 1+2+3+4 | sp | ||||||
| shaheen | FC.df,d,DF | sp | * High crush | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| steve | H.LNH.P | m,t | 15 | * 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? | ||||
| steve | H.df+3+4 | sp | * Transition to r13 EXD * r25? EXD FC cancel? * Partially uses remaining heat time * Auto low parry effect * High crush 1~ * Parry state 1~ | |||||
| steve | 3 | sp | * 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 | |||||
| steve | 4 | sp | * 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 | |||||
| steve | 1+2+4 | |||||||
| steve | 3+4 | sp | * Transition into ALB * Transition to r10 PAB with F after 20F * Transition into i13 ALB.d_u with d_u after 24F | |||||
| steve | f+3 | sp | * 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 | |||||
| steve | f+3+4 | sp | * 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 | |||||
| steve | b+1+3 | sp | * 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 | |||||
| steve | b+3 | sp | * 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 | |||||
| steve | b+3+4 | sp | * 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) | |||||
| steve | ub+3 | sp | * 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 | |||||
| steve | 1+2+3+4 | |||||||
| steve | DCK.f+3 | sp | * 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? | |||||
| steve | Back throw | t | 55 | +5d | * Unbreakable * Sideswitch * Opponent left FUFT | |||
| steve | Left throw | t | 40 | -3 | +0d | * Throw break 1 * Opponent left FUFR? | ||
| steve | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Opponent left FUFL? | ||
| steve | TFA.1 | th | 15 | +0 | +14 | * Press 1 for throw break * Partially uses remaining heat time | ||
| steve | TFA.2 | th | 50 | +0 | +0d | * Press 2 for throw break * Partially uses remaining heat time | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| victor | 2+3+4 | sp | ||||||
| victor | 1+2+3+4 | sp | ||||||
| victor | ub,b | sp | ||||||
| victor | IAI.b | sp | ||||||
| victor | IAI.d | sp | * High crush 1~30 | |||||
| victor | IAI.f | sp | * Parries low attacks * Parry state 3?~11? * High crush 4~17 | |||||
| victor | IAI.u | sp | * is1-4 | |||||
| victor | PRF.3+4 | sp | * 10?f of intangibility on transition | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| xiaoyu | 1+3+4 | * Low crush 8~15 | ||||||
| xiaoyu | 2+3+4 | |||||||
| xiaoyu | f+3+4 | * Transition to AOP with D * Low crush 9~ | ||||||
| xiaoyu | d+1+2 | * Transition to AOP * Transition to r10 FC with AOP.u * Alternate input BT.d+1+2 * High crush 1~ | ||||||
| xiaoyu | d+3+4 | special | * Alternate input u+3+4 | |||||
| xiaoyu | db+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? | ||||||
| xiaoyu | db+3+4 | * Transition to BT * High crush | ||||||
| xiaoyu | b+1+3 | +6 | * Transition to BT on successful parry * Alternate input b+2+4 * Also possible during HYP and BT * Parry state 5~12? | |||||
| xiaoyu | b+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) | ||||||
| xiaoyu | 1+2+3+4 | |||||||
| xiaoyu | AOP.d | * Xiaoyu ducks lower * will crush most mids * High crush | ||||||
| xiaoyu | AOP.f+3+4 | * Transition to AOP with D * High crush | ||||||
| xiaoyu | AOP.uf | * Alternate input AOP.ub AOP.u * Low crush | ||||||
| xiaoyu | BT.d+1+3 | +51a (+35) | * Low Parry from BT * Alternate input BT.d+2+4 * Parry state 1?~14? | |||||
| xiaoyu | BT.d+3+4 | * Xiaoyu spins and steps to the right * Alternate input BT.u+3+4 (steps to the left) | ||||||
| xiaoyu | BT.f+3+4 | * "Cali Roll" * High crush 1~8 * Low crush 9~ * High crush 28~30 | ||||||
| xiaoyu | HYP.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-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| yoshimitsu | 1+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 | ||||||
| yoshimitsu | 3+4 | Yoshimitsu recovers in BT | ||||||
| yoshimitsu | d+1+2 | * Unavailable in NSS * Low crush 8~17 * Floating state 18~20 | ||||||
| yoshimitsu | d+3+4 | * All stance moves are bufferable * High crush 6~ * Floating state 6~ | ||||||
| yoshimitsu | DB+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~ | ||||||
| yoshimitsu | b+3 | * 8 self-damage * Can be performed from backturn (reverse direction) | ||||||
| yoshimitsu | b+3,3 | * 10 self-damage * 18 self-damage in total | ||||||
| yoshimitsu | b+3,3,3 | * 5 self-damage * 23 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3 | * 5 self-damage * 28 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3,3 | * 5 self-damage * 33 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3,3,3 | * 5 self-damage * 38 self-damage in total | ||||||
| yoshimitsu | b+1+2 | * High crush 8~50 | ||||||
| yoshimitsu | u+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~ | ||||||
| yoshimitsu | 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 | ||||||
| yoshimitsu | DGF.1+2 | * Low crush 1~27 * Floating state 28~30 | ||||||
| yoshimitsu | DGF.d+3+4 | * Low crush 1~27 * Floating state 28~ * High crush 31~ | ||||||
| yoshimitsu | DGF.f | realigns with opponent, creates distance * Low crush 1~ | ||||||
| yoshimitsu | FLE.1 | * Floating state 1~25 * High crush 26~ | ||||||
| yoshimitsu | FLE.3 | * Evades like a sidestep * Low crush 1~ | ||||||
| yoshimitsu | FLE.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~ | ||||||
| yoshimitsu | FLE.db | * Low crush 1~12 * Floating state 13~15 | ||||||
| yoshimitsu | FLE.d+3+4 | * Low crush 1~16 * High crush 16~30 * Floating state 17~ | ||||||
| yoshimitsu | FLE.f | * In WFL from frames 2?-32? * Cancel into FLE.f,f with f within 19? frames * Low crush 1~ | ||||||
| yoshimitsu | FLE.f+2 | |||||||
| yoshimitsu | FLE.u+1+2 | * Low crush 1~ | ||||||
| yoshimitsu | FUFT.d+3+4 | * Floating state 1~ | ||||||
| yoshimitsu | IND.1+2 | Unavailable in NSS * Low crush 1~27 * Floating state 28~30 | ||||||
| yoshimitsu | IND.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~ | ||||||
| yoshimitsu | IND.f | * If closer than 1.75 units, recovers r49, 1 unit behind the opponent * If in BT.IND closer than 1.75 units, recovers r49, 4.2 units away from the opponent * If farther than 1.75 units, recovers r49 BT in the same location * Evasive, can go under some attacks * Floating state 1~50 | ||||||
| yoshimitsu | IND.n | * Recovers 3 recoverable health with each pulse * Can be cancelled into other IND moves * Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out * High crush 1~ * Floating state 1~ | ||||||
| yoshimitsu | IND.u | * Evasive, can go under some attacks if timed * Floating state 1~29 | ||||||
| yoshimitsu | IND.u+1+2 | Unavailable in NSS * Low crush 1~ | ||||||
| yoshimitsu | KIN.f | * High crush 5~25 | ||||||
| yoshimitsu | KIN.u+1+2 | Can be counterhit on frames 1~19 * Low crush 14~ | ||||||
| yoshimitsu | MED.1 | |||||||
| yoshimitsu | MED.3+4 | |||||||
| yoshimitsu | MED.d | Transitions into sidewalk with held input |