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All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
jinDVS.DF+3L24i33~34-23-2a
* 8 chip damage on block
* Low crush 5~25
* Floating state 26~28
ninaf,F+1+2*M32i33~34+8g+19a (+9)
* Balcony Break
* Chip damage on block
* Cannot be buffered
xiaoyuuf+1L15i33-7+10g c
* Cancel to r42? FC with D
* Low crush 9~
xiaoyuBT.uf+1L15i33-7+12g c
* Transition to AOP
* Cancel to FC with D
* Alternate input BT.u+1
* Low crush 9~
alisaBKP.1+2h!20,3i34~71+58a
* Weapon
armor-kingH.BAD.3,2m,M15,25i34~36-9+1a
* Balcony Break
* Jail from 1st block
* Opponent left FDFA
* Consumes 240F of remaining Heat time
* 11 chip damage on block after absorbing an attack in power crush state
bryanf,F+3*m33i34~35+8+71a
* Balcony Break
* Gain SNE on hit with 1+2
* Chip damage on block (9)
* Hitstop 20f on hit
feng3~4m27i34~36-7c+19a
* Transition to BT with B (-2c/+24a)
* Low crush 20~34
* Floating state 35~37
feng3~4,3m, l27, 16 (11)i34~36, i18~20-26+24a
* Aerial combo from 1st hit (+19d (+12)) with 9F delay
* Move cannot be delayed
* Input can be delayed by 9F
* High crush 6~52
jack-8df+1+4L23i34-37+18d
* Homing
* Alternate input b,db,d,df+1 to power up
** 28dmg
** i29~30
* Alternate input is completely bufferable
* High crush 6~89
jack-8uf+3+4M23i34 js8+13cg+20d
* Spike
* Automatically transitions to SIT on hit or block
* Low crush 8
jack-8f,F+2*m3534-15+61a
* Tornado
* Gain GMC on hit or block
* 14 chip damage on block
kumau+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
pandau+3+4m21i34~39+14cg+20d
* Transition to SIT (cannot cancel)
* Low crush
steveALB.d+2l17i34-12+1c+14d
* High crush 6~
zafinaTRT.2M24i34~36-13+38a
* Tornado
* Recover 4f faster on hit (t64 r28)
* -9 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 8~33
armor-kingu+1+2m25i35~36+2c+22a
* Low crush
armor-kingf,n,d,DF+3h!30i35~37+19a (+10)
*
Balcony Break
*Hold B to cancel at frame 19 into r23 standing
armor-kingf,n,d,df+1+2h![5]i35~38+23g
*On hit, gives a special stun that makes throws unbreakable for the stun duration
*Comes out faster in heat
*Cannot K.O
eddy(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
heihachi4~3M25i35~37-11a+21a
* Spike
* Low crush 10~37
* Floating state 38~
jack-8db+2*l30i35~36-33+17d
* Gain GMC on hit or block
* 9 chip damage on block
jack-8b+2*m40i35-2+17a (+9)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Wall Crush +5g on block and 3 chip damage
* Gain GMC on hit or block
* 16 chip damage on block
* Gain GMC on Heat activation
jack-8uf+1*h32i35+69a (+53)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+70a (+54))
* Gain GMC on hit
* Alternate input ub+1*, u+1*
kingu+1+2m25i35~36+2c+22a
* Parryable by traditional punch parries
* Low crush 9~
kunimitsuu+2L25i35~36-16+6+25a
* Weapon
* Cancel to r47 FC with D
* Low crush 10~27
* Floating state 28~30
lee(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
leroy(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
lili(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
nina(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
shaheen(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
xiaoyu(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
yoshimitsuuf+2L25i35~36-16+6g+25a
* Weapon
* Cancel to r47 FC with D on frame 27
* Low crush 10~29
* Floating state 30~32
yoshimitsu(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
claudio(back to wall).b,b,ubm21i36~38+0c+8a
* Floating state 5~13
* Low crush 14~32
* Floating state 33~35
devil-jin(back to wall).b,b,ubm21i36~38+0c+8d
* Low crush 14~45
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
* Low crush 1~60
* Floating state 61~63
eddyHSP.b+3m20i36~37-12+13a+58a
Balcony Break
* Floating state 36?
fahkumram...GRF.3*m25i36+13 RAM+58cs
* Tornado
* Guard Break
* 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
fahkumram...GRF.4*m25i36+13 RAM+42a (+32)
* Tornado
* Guard Break
* 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
hwoarang(Back to wall).b,b,UBm21i36~38+0c+8a
* Low crush 14?~32?
lidiaH.WLF.1*m34i36+10g+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
lidiaWLF.1*m36i36+7+57a
* Tornado
* 13 Chip damage on block
liliu+3+4M18i36~39-8~-5+6d
* Floor Break
* Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)
* Low crush 5~37
* Floating state 38~40
steveuf+3l20i36~37-12+9
* Low crush 9~
steveuf+3,2l, h20, 10i36~37, i15~16-6+8
* Combo from 1st hit
* -27 on block after blocking 1st hit
* Transition to r34? standing with b (-31/-10/+4)
zafinauf+2m20i36~37-9+60a
* Strong Aerial Tailspin
* Homing
* High crush 6~35
alisaub+3+4M25i37~39+2c~+4c+25a
Spike
* Low crush 5~39
alisaub+3+4,1+2M, m25, 20i37~39, i26~27-14+32a (+22)
Head
* Low crush 48~67
* Floating state 68~70
armor-king1+3+4h!25?i37~44+12g?
* Extremely high hitbox
kumaf,F+1+2M30i37~38+8 HBS+52a HBS
* 9 chip damage on block
* Transition to HBS
* Transition to ROL with input F (+5/+49a)
* Panda: Reduced vertical hitbox (does not hit as high)
* Low crush 9~32
* Floating state 33~35
pandaf,F+1+2m30i37~38+8 HBS / +5 ROL52a HBS / +49a ROL
* Chip damage
* Transition to HBS (cannot cancel into standing)
* Transition to ROL with input F
xiaoyuf,F+3+4M23i37~45-3+39a
* Spike
* Chip on block [9]
* Low crush 9~
alisauf+3+4M20i38~40+0~+3+9
Spike
* Low crush 9~41
dragunovuf+3+4t35i38~42-12d
Unbreakable (avoid by ducking)
eddyu+3M30i38~42+0+5a(-5)
*
Balcony Break
* 9 chip damage on block
* Low crush 10~42?
fengu+2M25i38~40+2c+10
7 chip damage on block
* Low crush 9~35
* Floating state 36~38
yoshimitsuFLE.u+3+4m30i38~40+4~+6+21a (+12)
* Balcony Break
* Tech roll to r33 FC on frames 41-42
* Low crush 1~37
* Floating state 38~40
alisaws1+2**m28i39~40+0+33a
* Homing
* 11 chip damage on block
asuka(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
devil-jindb+1+2*m25i39~60+5g+7+37d (+29)
* Balcony Break on CH or air hit
* Cancel to r27 MCR with F (js27~)
* 10 chip damage on block
fengH.f,F+1+2*m30i39~40+11+22a (+12)
* Balcony Break
* Guard Break
* Consumes 270F of remaining Heat time
* 12 chip damage on block
fengf,F+1+2*m30i39~40+6+22a (+12)
* Balcony Break
* 12 chip damage on block
* Becomes Essence of Nian Zhang Mie Ba in Heat
feng(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
heihachib+2*m30i39~40+5+29a (+21)
* Strong Aerial Tailspin
* Reversal Break
* Balcony Break
* Chip damage on block
* Enter RAI +8 +32a (+24) r27 with F
jun(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
kunimitsuu+3+4M,M10,12i39~42 i4~6+1c+24a
* Spike
* Kunimitsu is invisible on frames 12~29, but can still be hit
* Low crush 12~42
* Floating state 43~45
reinab,b,UBm21i39-41+4c+22a
Requires back close to wall to execute
* Low crush
xiaoyuBT.f,F+3+4M (t)15 (43)i39+4+39d
* Unbreakable throw when connecting at close range on front standing hit
* Chip on block [9]
* Low crush 10~
yoshimitsuu+3+4M,M10,12i39~42 i3~6+1c~+4c+24a
* Floor Break
* Floor break occurs on 2nd hit
* Evades some mid attacks from frames ?-?
* Yoshimitsu becomes invisible on frames 15~30 but can still be floated
* Low crush 11~42
* Floating state 43~45
yoshimitsuIND.2m7i39~43-8~-5+2~+6
* Leads to db+2 extensions
* Greater forward momentum than a standing db+2
armor-king(Back to wall).b,b,UBh!,t40i40~45+0d
* Floor Break
* Transition to attack throw on hit
* Opponent recovers FUFR?
* is9?~24?
* Floating state 25?~34?
* Low crush 35?~39?
* Floating state 40?~47?
fahkumramRAM.2m!43i40!+18a (+8)
* Balcony Break
* Unblockable
raven(Back to wall).b,b,UBm21i40~43+6~+9+28a (+19)
Balcony Break
* is8~13
* Low crush ?~?
* Floating state ?~?
armor-kingBT.1+4m!20i41~47!+0d
* Armor King recovers FDFR on close hit, and FUFT on far hit or whiff
* Low crush
kazuyaub+1+2h32i41~56-7c~+8c
* Balcony Break
* 9 chip damage on block
* Forces tech backroll on hit
** Opponent recovers crouching
kazuyaDVK.ub+1+2h!40i41~56-12c~+3c
* Consumes 150F? of remaining Heat time
* -12c~-7c on average
* Forces backroll on hit
kingBT.1+4M!30i41~47+6d
* Unblockable mid attack.
* Low crush 8~
asukadb+1+2m,m10,20i42 i3+10g+18a (+9)
* Balcony Break
* Sabaki, parries lows except weapons
** +62a on successful parry
* Gain NWG on hit with 1
* Parry state 8~20
heihachib+1+2m20i42-11+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Gain 1 Ultimate Count on Heat activation
* Parries all mid or high punches or kicks
* Attack is guaranteed after a successful parry
* Parry state 5~25
lidiaH.1+2*m35i42~64+6g+37a (+29)
* 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 31~54 frames
lidia1+2*m25i42~64-5+32a (+24)
* Balcony Break
* Cancel with input b,b or f,f
* Hold for 31~54 frames
* 5 chip damage on block
kingWallBack.b,b,ubt / m45 / 21i43~48 / i44~63-8+2 / +15
* Airborne from 5F, invincibility from 8 to 13F.
* Unbreakable throw near wall, becomes air attack if throw not connected.
* Side switch. Opponent recovers in FUFA.
ninauf,n,D+3L15i43-17-6
* Low crush 9~30
* Floating state 31~33
* High crush 34~53
ninauf,n,D+3,2L, m15, 18i43, i25~27-11~-9+12~+14
* Combo from 1st CH
ninauf,n,D+3,4L, h15, 14i43, i20-8+1
* Combo from 1st CH
ninauf,n,D+3,4,3L, h, m15, 14, 20i43, ,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
reinaf+3+4m25i43-14+50 (+19)+55a
* Cancel to r24 FC at earliest with input DB/D/DF
* High crush 6~33
reinaH.f+3+4,4m, m25, 28i43, i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
azucenaH.2+3+4h!0i45+35a
azucena2+3+4h!0i45-1
kumadb+2+3*l40i45~47-12+39a
* Balcony Break on airborne hit
* chip damage on block
pandadb+2+3*l40i45~47-12+39a
* Balcony Break
* chip damage on block
yoshimitsuf,F+1+4m!60i45-65a
* Weapon
* Cannot be buffered
* 60 self-damage during 1st recovery frame
* NSS.f,F+1+4 will always cancel into f,F+1+4,n
* Dealing lethal damage will award the victory to Yoshimitsu
* Holding any direction will trigger the attack, not just forward
yoshimitsuf,F+1+4,Fm!, m!60, 185i45, i35~37-60a
* Weapon
* 200 self-damage during 1st recovery frame
* Dealing lethal damage will award the victory to Yoshimitsu
yoshimitsuf,F+1+4,nm!60i45,
lawFC.UF+3+4m30i46~49-4+17a (+7)
* Low crush
leeFC.UF+3+4m,M30i46~49-4+18a (+8)
* Balcony Break
* Can hit cross-up
* Alternate input FC.UB+3+4, FC.U+3+4
* Low crush
paulH.1+2*m40i46+13g+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat unless canceled
* Chip damage (16)
* Move can be delayed 21f (i67)
* Charge begins on frame 1
* Requires 28~55f charge
* Delayed startup from 35~55f charge
* Cancel to t27~35 r1 CS from 17~35f with f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41~49 r12 SWA from 17~35f with b
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* H.1+2 from 1~27f charge
* Burning Fist at 56f charge
paul1+2*m35i46+3+20d (+10)
* Balcony Break
* H.1+2* with Heat
* Chip damage (10)
* Move can be delayed 21f (i67)
* Charge begins on frame 1
* Requires 28~55f charge
* Delayed startup from 35~55f charge
* Cancel to t27 r1 CS from 17~35f with f
** Cancel can be delayed 8f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41 r12 SWA from 17~35f with b
** Cancel can be delayed 8f
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* 1+2 from 1~27f charge
* Burning Fist at 56f charge
yoshimitsuKIN.b+1+2m!25i46+6a
* Weapon
* Backswing blow
* Unavailable in NSS
* Move is delayed by 5f
kinguf+2M40i47~53-17c-7d/-4c
* Elbow
* Hits OTG.
* u+2 to jump vertical (js9~), ub+2 to jump back (js9~).
* Force Crouching on block. (ub+2 also on hit)
* Low crush 10~
yoshimitsuIND.4L18i47~48-26+4c+31a
* Homing
* Enter IND -26 +8 +35a r24 with d+3+4
* High crush 1~
yoshimitsuNSS.IND.1M15i48~51-8c+5a
* Floor Break
* Same animation as the ending of NSS.qcf+1
* Low crush 30~52
* Floating state 53~55
armor-kingH.ub+1+2*M28i50~52+8+65a (+49)
* Tornado
* Can also be done during BAD
* Consumes 240F of remaining Heat time
* 8 chip damage on block
armor-kingub+1+2*m24i50~52+0+29a
* Tornado
* 7 chip damage on block
* Opponent recovers FUFA
* Powered up during Heat
devil-jinFLY.1+2M!30i50~100-72c~-22c
* Balcony Break
* -72c~-56c on average
* Forces backroll on hit
* Low crush 1~111
* Floating state 112~114
yoshimitsuub+1+3m!40i50~52-24
* Weapon
* Punishable on close hit with FUFT.3
yoshimitsuub+1+3,1+2m!, h!40, 18i50~52, i18~19+1~+2+45a
* Floor Break
* Weapon
yoshimitsuub+1+3,n,1m!, m!40, 22i50~52, i28~113 i2~4-57a
* Weapon
* Cancel early to r25 with B on frame 64
* Possible to double-hit during cancel
kunimitsuub+2m!21i51+10a
* Floor Break
* Weapon
* Hitstop 20f on hit
* Low crush 27~50
yoshimitsuNSS.ub+1+3m!50i51~65-23
* Punishable on close hit with FUFT.3
yoshimitsuNSS.ub+1+3,1+2m!, h50, 15i51~65, i18~19-15-4+45a
Floor Break
yoshimitsuNSS.ub+1+3,n,1m!, h!50, 40i51~65, i20~105-49a (-75)
* Balcony Break
* Cancel to r94 with B on frame 64
asukaf+3*m26i52~i53+6~+7+28a (+19)
* Balcony Break
* Chip damage on block
* Cancel to r55? with B
bryanb+1+4*m!45i53+7a
Spike
yoshimitsuIND.1M!15i53~55+0c~+2c
* Floor Break
* Weapon
* Same animation as the ending of qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuNSS.qcf+1M30i53~56-8c+5a
* Floor Break
* Can be buffered
* Can be performed in FC
* Low crush 10~55
* Floating state 56~58
jack-8SIT.3+4M35i54+13cg+20d
* Can access other SIT moves on recovery.
* Cannot access SIT3+4 on recovery.
* Low crush
kumab+1+4,f,fSM40i55~i130-20~+55+42a~+117a
* Projectile
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
* Floating state 55~147?
kumaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel to BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
pandab+1+4,f,fsm40i55~i130-20~+55+42a~+117a
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
pandaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel into BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
yoshimitsud+1*(1),nM!20i55~56+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsuuf+1+3,dM25i55~56-3+34a
* Floor Break
* Weapon
* 10 chip damage on block
* Input during frames 1-31 of uf+1+2
* Low crush 9~52
* Floating state 53~55
leroyd,df,f+3+4,Fm!80i56~57-1~0d
* Reversal
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
* Parry state 20~60
junub+1+2m!50i57~58+6a
Balcony Break
yoshimitsub,B+1+4m!50i59~61+2a
* Weapon
* Cannot be buffered
* Poor hitbox, will go over crouching opponents sometimes
annaub+1+2m!50i60+46a (+15)
fahkumramb+1+4m!50i60!+9d
* Unblockable
heihachid+1+4m!50i60+18a
kazuyaDVK.3+4M!30i60~90-49c~-19c
* Balcony Break
* -45c~-41c on average
* Consumes 150F? of remaining Heat time
* Forces backroll on hit
* Low crush 20~134
* Floating state 135~137
kumadb+2+3**l60i60~62-4+43a
* Balcony Break on airborne hit
* chip damage on block
kumab+1+4m!25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
leeub+3+4h!60i60+9a (+0)
* Balcony Break
* Unblockable
* Cancel and transition to HMS with 3+4
lidiab+1+4m!35i60~61+9a
Balcony Break
pandadb+2+3**l60i60~62-4+43a
* Balcony Break
* chip damage on block
pandab+1+4ub(m)25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
devil-jindb+1+2**m42i61~63+10+37d
* Balcony Break
* Guard Break
* Cancel to r27 MCR with F (js27~)
* 16 chip damage on block
hwoarangb,B+2+3m!40i61~62+17a
* Also possible during RFF
* Cancel and transition to r24? LFS at frame 25? with b,b
xiaoyuHYP.2+3m!40i61+10d
* Unblockable
* Cancel to BT with BB
miary-zob,B+2+3m!30i62~63-6d
* Balcony Break
alisab,B+1+4h!50i63~84+37a (-18)
* Balcony Break
* Weapon
* Low crush 12~79
* Floating state 80~82
armor-kingb,B+2+3!50i63~66!+52a
* Cancel with D
* Low crush
devil-jinb+1+4m!60i63~64+20a (+10)
* Floating state 64~85
dragunovub+1+2m!60i63~64+26d (-32)
Balcony Break
* Unblockable
kazuyab+1+4m!60i63+20a(+10)
lilib+1+4m!50i63~65+9a (-17)
* Balcony Break
* Low crush 56~76
* Floating state 77~79
reinab+1+4ub(m)50i64+20d (-1)
* Balcony Break
* Can cancel with input b,b
shaheendb+1+2ub!(m)40i64~65+42 (+11)
zafinaub+1+2m!40i64+41a (+10)
* +45a on side/BT hit
jack-8f+4~1h80i65!+5
Unblockable
lidiaH.1+2**m55i65+10g+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
lidia1+2**m30i65+7+55a
* 9 chip damage on block
* Hold for 55 frames
ninab,B+2+3m!50i65+25a
Cancel to r25 with b,b
victorb,B+2+3ub(m)50i65~66+2a (-8)
* Balcony Break
yoshimitsuNSS.b,B+1+4m!40i65~70-3a (-12)+29a (-18)
Balcony Break
hwoarangLFS.1+4m!80i66~69-2a~+1a
* Cancel with b,b
* Low crush 55~
steveub+1+2ub(m)70i66~69+12a (+1)
* Balcony Break
armor-kingu+1+2*m!45i67!+11a
* Low crush
kingu+1+2*m!40i67+11d
* Unblockable mid.
* Auto switch side if fly over opponent.
* Low crush 9?~
reinaf+3+4*m30i67+10+52a
* Guard Break
* Cancel to r24 FC at earliest with input DB/D/DF
* 9 chip damage in heat
* High crush 6~57
reinaH.f+3+4*,4m, m30, 28i67, i27-8+23a (+3)
* Balcony Break
* Combo from 1st block
* does 19 damage if 1st connect on block or hit
kingUT,3+4t20i69?+0+1d
* 3+4 throw break.
* Throw break window: input or hold 3+4 during frames 20-60
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
kingUT,3+4:1+2t, t20, 30i69?, +1d
* Input 1+2 during frames 68-70 of Leg Cross Hold
* Cannot throw break.
* Opponent recovers in FDFL.
asukaf+3**m!28i70~71+28a (+19)
* Balcony Break
* Cancel to r58? with B
leoub+1+2m!60i70~71+26a (-21)
paulH.1+2**m!50i71+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat
* Charge begins on frame 1
* Requires 56f charge
* H.1+2 from 1~27f charge
* H.1+2* from 28~55f charge
paul1+2**m!40i71+20d (+10)
* Balcony Break
* H.1+2** with Heat
* Charge begins on frame 1
* Requires 56f charge
* 1+2 from 1~27f charge
* 1+2* from 28~55f charge
claudiob,B+2+3m!60i72+15a (-11)
Balcony Break
alisab,B+2+3m!50i75~76+44
* Balcony Break
* Head
azucena1+2+3+4,3+4m!54i75-8a
Base damage is 45
jinub+1+2m!50i75~i76+9a (+0)
* Balcony Break
* Cancel to r50 with b,b
eddyb,B+2+3m!25,30i77~79-37a(-46)
* Balcony Break
* Can cancel with input b,B+2+3,b,b
lawb,B+2+3m!60i78+0d
Can cancel and transition to DSS with b,b
fengub+1+2m!70i79~82+50a (+19)
cliveb,B+1+4m!40i80~81+56a
* Hitstop on frame 80 for 20f
yoshimitsuuf+1+3<dM30i83~84-1+34a
* Floor Break
* Weapon
* 12 chip damage on block
* Input during frames 35-60 of uf+1+2
* Low crush 9~80
* Floating state 81~83
larsub+1+2m!45i84~85+61a
yoshimitsuuf+1+3,bM!35i93~94+24a
* Floor Break
* Weapon
* Cancel to r106 DGF with 1+2 on frame 79
* Input during frames 1-31 of uf+1+2
* Yoshimitsu will transition to BT if the opponent is far
* Low crush 9~90
* Floating state 91~93
jack-8u+3+4m40i94~100!+17d
* Unblockable
* Can input additional 3+4 (up to 4 times) to fly farther and deal more damage
* Alternate input ub+3+4
* Low crush
yoshimitsud+1*(2),nM!25i99~100+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
leroy1+4L16i100~279-26+24
Power up during Heat (partially uses remaining Heat time)
yoshimitsuuf+1+3M!40i113~114+30a
* Floor Break
* Weapon
* Cancel to r64 DGF with 1+2 on frame 34
* Cancel to r60 DGF with 1+2 on frame 35, delayable up to frame 92
* Becomes a different move in NSS
* Low crush 9~110
* Floating state 111~113
yoshimitsud+1*(3),nM!30i130~131+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(4),nM!40i179~180+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(5),nM!60i214~215+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(6),nM!200i249~250+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
alisaH.d+1+2
* Cancel to r30 with db
* Consumes 60F of remaining Heat time
* 75% damage reduction when absorbing attacks
* Damage absorbed is recoverable
* No hitstop during attack absorption
* Automatic standing guard from frames 1 to 5
* Can standing or crouching guard starting at frame 31
* Power crush 6~30?
alisaH.f+1+4
* Consumes 150F of remaining Heat time
* Low crush 18~40
* Floating state 41~43
alisa1+2+3
Can transition to DES with held input 1+2
alisa1+2+4
alisaf+3+4
* Low crush 26~54
* Floating state 55~57
alisad+1+2
* Transition to r30 with db or d+1+2
* Transition to DBT with DES.f+3_f+4
alisadb+1
* Transition to FC with D
* Can perform WS moves after 24 frames
* High crush 4~15
alisadb+1
* Transition to r9? FC with D or after d+3 BKP transition
* Can perform WS moves after 24 frames
* High crush 4~15
alisab+1+3
* Parries all highs
* Parry state 3~15
alisa1+2+3+4
* Cannot block for 5 seconds
* CH state for 5 seconds
* Transition to DES with 1+2
* Low crush 11~49
* Floating state 50~52
alisa(Back to wall).b,b,UB
* is8~13
* Low crush 14~57
* Floating state 58~60
alisaDES.3
alisaDES.b,b
alisaDES.b+3
* Low crush 7~33
* Floating state 34~36
alisaDES.d+3
* DES.d+3_4 goes to foreground, DES.u+3_4 goes to background
* Transition to r20 DBT with 3_4
* Low crush 5~22
* Floating state 23~25
alisaDES.d+3,1m25,i20~21-13~-12+14c
* Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in heat
alisaDES.f,f
alisaDES.f+3
* Cancel to r33 with DBT.b
* Transition to r50 SS with DBT.u_d
* Low crush 18~40
* Floating state 41~43
alisaDES.f+3
* Cancel to r33 standing block with DBT.B
* Transition to Evasive Action with input DBT.U_D
* Low crush 18~40
* Floating state 41~43
alisaFUFT.1+2
* Floating state 1~5
* Low crush 6~40
* Floating state 41~43
alisaSBT.D
* Transition to r32 BKP with B (Backswing)
* High crush 34~
alisaBack throwt55+0d
* Floor Break
* Throw break: none
* Opponent recovery on hit: FDFA
* Side switch
alisaLeft throwt40-3-5d
* Throw break: 1
* Opponent recovery on hit: FDFA
* Can side switch on hit
alisaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent recovery on hit: FUFA perpendicular to Alisa
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
annaf+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annadf+2m12,i15~16-12+32a (+22)
* Launches crouching opponent
annab+1+325+3d
* Parries high or mid punches or kicks
* Can side switch depending on the parried attack
* Parry state 5~12
annab+3
* Actionable after 16f
* i3? low parry: parries all lows (including Heat Smash lows)
* i3? throw parry: +0d and 25 damage
* Transition to r13 HAM with f+3
* Parry state 3~47
annaCJM.df
* High crush 5~
* Floating state 8~35
annaCJM.f+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annaHAM.b+3
annaTOM.3
* Actionable after 16f
* i3? low parry: parries all lows (including Heat Smash lows)
* i3? throw parry: +0d and 25 damage
* Transition to r13 HAM with f+3
* Parry state 3~47
annaBack throwt50+0d
* Unbreakable
* Side switch on hit
annaLeft throwt40-3+0d
* Throw break 1
* Can side switch on hit
annaRight throwt38-3+0d
* Throw break 2
* Side switch on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
armor-kingf+3+4sp
* Parries mid and high punches
* Cannot block in stance
* Transition to BAD
* Parry state 5-12?
armor-kingb+1+325+0d
* Reverses High or Mid punches only
* Opponent recovers FUFA when parrying a left punch
* Opponent recovers FDFL when parrying a right punch
* Has a followup on whiff only
* Parry state 5~12
armor-kingf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to SS with u
* Cancel to standing block with b
armor-kingBM.2,1,2,1t5,5,5,15+0-6d
* 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.
* Opponent recovers FDFT
armor-kingDMD.1t20 (25)-3+0d
* 1 break
* Power up with input 2+4,1+2
* 40/45 total damage
* Opponent recovers FDFA
* Side switch on hit or break
armor-kingDMD.2t10 (15)-3-3d
* 2 break
* Power up with input 3+4,1+2
* 30/35 total damage
* Opponent recovers FDFR?
* Side switch on break
armor-kingDMD.2,1t, t10 (15), 15 (20)+4-3d
* 1 break
* Power up with input 1,1,1+2
* 45/55 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.2,2t, t10 (15), 20 (25)+4-3d
* 2 break
* Power up with input 3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2t10 (15)+0-3d
* 1+2 break
* Power up with input 2,1,1+2
* 30/35 total damage
* Opponent recovers FDFA
* Side switch on break
armor-kingDMD.1+2,1t, t10 (15), 20 (25)+4-3d
* 1 break
* Power up with input 4,3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2,2t, t10 (15), 25 (30)+4-3d
* 2 break
* Power up with input 2,1,1,1+2
* 55/65 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-kingUT.2,1,2,1t5,5,5,15+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.
armor-kingUT.1+2t25-9+1d
* 1+2 throw break.
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
asukab+1+325
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~12
asukab+1+3*25
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~54
asukaub+4-15+27a (+17)
* Backwards momentum
asukau+4
* Recovers 4F faster on hit (t49 r28)
* No forward momentum
asuka1+2+3+4
* Transition to Ultimate Tackle throw with 1+2
* Cannot block for 5 seconds
* CH state for 5 seconds
asukaTackle.2,1,2,15,5,5,10+3c+0d
* Unbreakable unless reversed
* only 1st and 4th hits can be blocked
* 1 to defend left side (against right punch)
* 2 to defend right side (against left punch)
* 1, 2 or 1+2 to defend tackle from behind
* Does not consume CH state on hit
asukaBack throwt50+7d
* Unbreakable
* Side switch on hit
* Opponent recovers FDFA on hit
asukaLeft throwt40-3-3d
* Throw break 1
* Opponent recovers FDFT on hit
asukaRight throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FUFA on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
azucenaH.LIB.1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* Chip damage on block
* Floating state 15~33
azucenaH.b+1,1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* Chip damage on block
* Floating state 15~33
azucenaH.b+2,F+4+26a
* Strong Aerial Tailspin
* Homing
* 70% scaling on combo
* Consumes 210f of remaining Heat time
* 7 Chip damage on block
* Low crush 15~30
* Floating state 31~33
azucenaH.f+3+4
* Parries all high or low attacks
* Consumes 120F of remaining Heat time
* Cancel to r20 with DB
* High crush 4~20
* Parry state 17~
azucena1+3+4
azucena1+3+4*
* Regenerates heat
* Heat meter won't disappear, even if it fully depletes
azucenaf+3+4
* Completely evades all high/low attacks
* Cancel to r20 with DB
* Parry state 18~
azucenaf+3+4*
* Restores 120F, 150F and 240F of remaining Heat time
* Heat meter won't disappear, even if it fully depletes
* Parry state 1~
azucenab+3+4
* Low crush 6~19
* Floating state 20~22
azucenab+3+4*
Regenerates heat
azucena1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
azucenaUB,b
Transition to r28 LIB with F
* Low crush 18~37
* Floating state 38~40
azucenaBT.b+3
azucenaBT.b+1+2
Parries all mids
* Parry state 2~8
azucenaBT.b+3+4
* High crush 6~20
azucenaBT.f+3+4
* Low crush 6~21
* Floating state 22~24
azucenaLIB.B
Completely evades high or low attacks
* Parry state 1~
azucenaLIB.F
* Completely evades high or low attacks
* Parry state 1~
azucenaLIB.P (High)0
* Restores recoverable health
* Frame advantage depends on the move that gets parried
* is1~16
azucenaLIB.U
* Completely evades high or low attacks
* Parry state 1~
azucenaLIB.b,b
* Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1
azucenaLIB.f,f
azucenaBack throwt50+0d
* Unbreakable
* Side switch
azucenaLeft throwt40-3+0d
* Throw break 1
azucenaRight throwt40-3-3d
* Throw break 2
azucenaTackle.2,1,2,1t5,5,5,15+0d
* Throw break 1 for right punches
* Throw break 2 for left punches
* Only 1st and 4th hits can be blocked
* Inputs are reversed for tackle from behind
* Can cancel the last punch to Arm Breaker with 1+2
azucenaTackle.1+2t25-9+1d
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bryanb+1+3+31
* Parries high or mid punches
* Parry state 5~12
bryanb+1+3,P.2h30,i13~14-10+20d (-38)
* Balcony Break
* Gain SNE on hit
* SNE gain is r25
* +40d (-18) if Bryan has SNE already
* Chip damage on block
bryanb+3m12
bryanb+3,2m, h12, 12,i16-4+7
Combo from 1st CH
bryanb+3,2,1m, h, m12, 12, 10,i16, i20-9+2
* Combo from 2nd hit
* Combo from 1st CH
bryanb+3,2,1,2m, h, m, m12, 12, 10, 14,i16, ,i19-10+19a (+10)
* Balcony Break
* Combo from 2nd CH
bryanb+3,2,1,4m, h, m, L12, 12, 10, 12,i16, ,i22-11+0
* Combo from 2nd CH
bryanb+3,4m, m12, 18
bryanb+3,4,1m, m, m12, 18, 5
bryanb+3,4,1,2m, m, m, m12, 18, 5, 7
bryanb+3,4,1,2,1m, m, m, m, h12, 18, 5, 7, 3
bryanb+3,4,1,2,1,4m, m, m, m, h, h12, 18, 5, 7, 3, 8
bryanb+3,4,1,2,1,4,2m, m, m, m, h, h, h12, 18, 5, 7, 3, 8, 5
bryanb+3,4,1,2,1,4,2,1m, m, m, m, h, h, h, h12, 18, 5, 7, 3, 8, 5, 5
bryanb+3,4,1,2,1,4,2,1,4m, m, m, m, h, h, h, h, m12, 18, 5, 7, 3, 8, 5, 5, 10
bryanb+3,4,1,2,1,4,2,1,4,2m, m, m, m, h, h, h, h, m, h12, 18, 5, 7, 3, 8, 5, 5, 10, 20
bryanb+3,1+2m, m12, 25,i22-6+4c+26d
* Floor Break
* Combo from 1st CH with 8f delay
* Input can be delayed 12
* Move can be delayed 10
bryan1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
bryand,db,b
* Cancel to SS on any frame with u
* Minimum 3f needed to enter (one for each directional)
* High crush 1~10
bryanqcf
* Enter FC r25 with no input
* Cancel to SS on any frame with u
* Cancel to block on frames 1~9 with b
* Actionable on frame 1~
* High crush 1~25
bryanBack throwt60-1d
Unbreakable
bryanLeft throwt40-3+1d
* Floor Break
* Throw break 1
* Side switch on hit
bryanRight throwt40-3+6d
* Throw break 2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
claudio1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
claudioBack throwt50+0d
* Unbreakable
* Can side switch on hit
* Opponent recovers in FDFT
claudioLeft throwt40-3+1d
* Break: 1
* Opponent recovers in off-axis FUFT
claudioRight throwt40-3+1d
* Throw break 2
* Can side switch on hit
* Opponent recovers in FUFT
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
clive3+4
* Strong low parry effect (active while moving)
* Move backward/forward with b_f
* Cancel to r53 with db_d_df
* Floating state 5~
* Parry state 9~
clive3+4,PM20,i27~28+61a (+45)
* Tornado
* is1~27
* Floating state 28~70
clivef+4
Actionable after 15f
cliveb+3
* Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves
* Parry state 5~13
cliveb+3,P
Earliest cancel to parry attacks r23
* is1~16
clive1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
cliveuf
* Low crush 9~43
clivePHX.1+4
cliveWOL.4
Actionable after 15f
cliveBack throwt50+0d
* Unbreakable
* Opponent recovers in FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
devil-jin3+4
* Low crush 20~58
* Floating state 59~61
devil-jinf+3
* Stance moves can be delayed by 10f
* Low crush 18~32
* Floating state 33~35
devil-jin1+2+3+4
* CH state for 5 seconds
* Can't block for 5 seconds
* Low crush 6~47
* Floating state 48~50
devil-jinf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat engager or heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b from frames 1 to 6
* Cancel to t1~t3 hFC with b from frames 7 to 9
devil-jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
devil-jinFUFT.u+3+4
FUFA shift to Fly leaves attacker in backturn
devil-jinBack Throwt50+1d
* Unbreakable
* Side switch on hit
devil-jinLeft Throwt43-3+1d
* Throw break 1
* Opponent recovers FUFA on hit
devil-jinRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FDFA on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
dragunov3+4
* Transitions to FC on frame 28~
* High crush 6~38
dragunovd+1+240+5d
* Parries lows except weapons
* Can side switch on a successful parry
* 100% recoverable damage
* Parry state 5~15
* High crush 1~25
dragunovb+1+325-5d
* Parries mid and high punches and kicks
* +1d on a successful kick parry
* 100% recoverable damage
* Sometimes Side switches on hit
* Parry state 5~12
dragunov1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
dragunovSNK
* Lapses to standing
* Cancel to SS with u
* Input d, DF to transition to FC instead of SNK
dragunovFDFA.1+2
* Floating state 1~29
* High crush 30~40
dragunovBack throwt50+1d
Unbreakable
dragunovLeft throwt40-3+1d
* Throw break 1
dragunovRight throwt40-3+1d
* Throw break 2
dragunovTackle.1t35+0d
* Throw break 1
* Removes Recoverable Health
dragunovTackle.2t40+3d
* Throw break 2
dragunovTackle.1+2t45+3d
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
eddyf+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~53
eddyd+3+4
* Can block at frame 20? with B or DB
* Transition to FC after 35F
* High crush 6~55
eddyb+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~61
eddyu+4sp
* Transition to FC
* Low crush 7~
eddy1+2+3+4
eddyb,ub
* Transition to RLX
* Low crush 10?~
eddyHSP.n,d
* Transition to RLX
* Floating state 1~10?
* High crush 6?~
eddyHSP.n,f
* Transition to HSP
* Floating state 1~
eddyRLX.n,d
* Transition to HSP
eddyRLX.n,f
* Transition to RLX
* Recover in FC after 48F?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
fahkumramb+1+3
* Parries high, mid and low kicks
* Parry state 5~12
fahkumramb+2+4
* Parries high and mid punches
* Grants GRF on successful parry
* Regains recoverable health on successful parry
* Parry state 5~12
fahkumram1+2+3+4
fahkumramGRF.1+2sp
* Consumes GRF
* Partially consumes remaining Heat time
* Power crush 5~19
fahkumramRAM.db
* Cancels RAM
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
feng1+3+4
fengf+3+4
* Parries high and mid fist and feet moves (not elbows/knees/heads etc)
* Transition to STC absorbing one hit
* Transitions to STC.P after absorbing two hits
* Transition to r20 KNP with B (r25 autoblock)
* Parry state 3~18
fengb+1+325-3d
* Timed with opponent punch
* Sideswitch on parry
* Parry state 5~12
fengb+3~4
* Transition to BT
* Transition to STC r20 with 3+4
fengb+3+4
* i20 high/mid block
* Transition to r39 STC with f (ps25~39)
fengub+3-11~-10+15a~+16a
* Strong Aerial Tailspin
* Backwards momentum
fengub+415+19a (+9)+33a (+23)
* Balcony Break
* No forward momentum
feng1+2+3+4
fengqcf
* Minimum 3f needed to enter (one for each directional)
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
** Can access FC.df+4 with input d,DF+4 (i27? effective startup)
* Cancel to sidestep with U
* Can access df+3 and db+3 from a manual qcf input
fengBack Throwt50-4d
* Cannot break throw
fengLeft Throwt40-3-6d
* Throw break 1
fengRight Throwt40-3-4d
* Throw break 2
fenguf+1+2t40-6+0d
* Floor Break
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
heihachiH.b,b,n,3+4
* Consumes all of the remaining Heat time
* Tremendous backwards travel
heihachi2+3+4
heihachif+3+4
* Cancel to r20 with b or db
* Heihachi remains in stance indefinitely unless a move is used
* Actionable after 40f
heihachid+1+2
* Actionable after 30f
heihachi1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
heihachif,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cancel to SS with u
* Cancel to block with b
heihachif,n,d,df,UF
* Unable to act from frames 3~27
* Low crush 1~21
* Floating state 22~24
heihachiFUJ.DF
* Transition to r4 CD after 4 frames in FUJ (r8?)
* Low parry on frames 1?~14?
* Doesn't require a just frame input for Electric or Omen Thunder God Fist
* Parry state 1?~14?
heihachiBack throwt60+0d
* Unbreakable
heihachiLeft throwt40-3d
* Throw break 1
heihachiRight throwt45-4d
* Floor Break
* Throw break 2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
hwoarang1+2
* Transition to BT
hwoarang3+4
* Transition to RFF
* Transition to r13? standing block with B
hwoarangf+3
* Transition to LFS
* Sidesteps to the right
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance
hwoarangb+1+3+9
* Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle
* Parry state 5~12?
hwoarang1+2+3+4
hwoarangf,n,4
* Transition to RFS
* Sidesteps to the left
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance
hwoarangf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b
hwoarangLFS.3+4
* Transition to RFS
hwoarangRFF.3+4
* Transition to LFF
hwoarangRFF.f+4
* Transition to RFS
hwoarangRFS.3+4
* Transition to LFS
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jack-83+4
* When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH
* Recover recoverable health when absorbing an attack
* GMC is always in effect during Heat
* Alternate input: ws3+4
* Power crush 7~22
jack-8d+3+4
* Transitions to SIT (Sit Down)
jack-81+2+3+4
jack-8GMH.f
jack-8GMH.ubjs12
*Recover in crouch
* Low crush 12
<Showing 5601-6000 of 6424 moves>