
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| dragunov | SNK | * Lapses to standing * Cancel to SS with u * Input d, DF to transition to FC instead of SNK | ||||||
| dragunov | H.f,f,F+2,1+2 | m, t | 22, 0 | i15~17, i40 | -2d | * Consumes 300F of remaining Heat time * Shift to tackle on hit * Interrupt with i24 from 1st block * High crush 24~40 | ||
| dragunov | FC.df+1,4 | L, m | 8, 10 | i16~17, i16~17 | +7 | * Knee * Combo from 1st hit * Available only as combo from 1st hit * Input 4 on frames 16~19 to power up - 14 damage | ||
| dragunov | H.FC.df+1,1+2 | L, t | 8, 0 | i16~17, i40 | -2d | * Consumes 300F of remaining Heat time * Shift to tackle on hit * Interrupt with i28 from 1st block * High crush 24~40 | ||
| 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 | (Face down).1+2 | * High crush 30~40 | ||||||
| dragunov | Back throw | t | 50 | +1d | Unbreakable | |||
| dragunov | Tackle.1 | t | 35 | +0d | * Throw break 1 * Removes Recoverable Health | |||
| dragunov | Tackle.2 | t | 40 | +3d | * Throw break 2 | |||
| dragunov | Tackle.1+2 | t | 45 | +3d | * Throw break 1+2 | |||
| dragunov | db+3~1+2 | t | 35 | i19~20 | +1d | * Side switch * Crouch throw * Cancel to FC with D, DB or DF * High crush 1~19 | ||
| dragunov | d+1+3 | t (m) | 35 | i12~14 | +1d | * Side switch * Crouch throw | ||
| dragunov | uf+3+4 | t | 35 | i38~42 | -12d | Unbreakable (avoid by ducking) | ||
| 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,B+2+3 | m! | 25,30 | i77~79 | -37a(-46) | * Balcony Break * Can cancel with input b,B+2+3,b,b | ||
| 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? | ||||||
| eddy | Back throw | th(h) | 50 | i12~14 | +0 | Throw break: none | ||
| eddy | HSP.1+3 | th(h) | 26 | i23~24 | +6 | * Throw break: none * Transition to RLX on hit | ||
| eddy | d+1+3 | th(m) | 30 | i12~13 | -5 | * Heat Engager * Throw break: none | ||
| eddy | d+2+4 | th(m) | 35 | i12~13 | +0 | Throw break: none | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| fahkumram | d+4 (counterhit) | l (t) | 41 | i14 | +0d | * Shifts to throw on front gounded CH | ||
| fahkumram | b+1+3 | * Parries high, mid and low kicks * Parry state 5~12 | ||||||
| fahkumram | b+1+3,P | m,m,h | 40 | i19 | +19a (+10) | * Balcony Break * Only occurs upon successful b+1+3 Parry | ||
| 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 | b+1+4 | m! | 50 | i60 | ! | +9d | * Unblockable | |
| fahkumram | 1+2+3+4 | |||||||
| 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 | |
| fahkumram | ...GRF.4* | m | 25 | i36 | ! | +42a (+32) | * 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 | |
| fahkumram | GRF.1+2 | sp | * Consumes GRF * Partially consumes remaining Heat time * Power crush 5~19 | |||||
| fahkumram | RAM.2 | m! | 43 | i40 | ! | +18a (+8) | * Balcony Break * Unblockable | |
| fahkumram | Back Throw | t! | 50 | i12 | ! | +0d | * Homing * Unbreakable throw | |
| fahkumram | RAM.1+3 | t! | 40 | i23 | ! | -3d | * Homing * Floor Break * Unbreakable throw * Grants GRF on hit * Partially restores remaining Heat time | |
| 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+1+3 | 25 | -3d | * Timed with opponent punch * Sideswitch on parry * Parry state 5~12 | ||||
| feng | b+3~4 | * Transition to BT | ||||||
| feng | b+3+4 | * i20 high/mid block * Transition to r39 STC with f (ps25~39) | ||||||
| feng | ub+4 | 15 | +19a (+9) | +33a (+23) | * Balcony Break * No forward momentum | |||
| feng | ub+1+2 | m! | 70 | i79~82 | +50a (+19) | |||
| 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 | ||||||
| feng | Back Throw | t | 50 | -4d | * Cannot break throw | |||
| 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 | d+1+4 | m! | 50 | i60 | +18a | |||
| 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 | 2+4 | t | 35 | i12~14 | +0d | * Floor Break * Throw break 1 or 2 * Side switch on break * Heihachi recovers BT on break | ||
| heihachi | Back throw | t | 60 | +0d | * Unbreakable | |||
| heihachi | FUJ.1+3 | t | 15 | i18 | +7 | * Homing * Unbreakable | ||
| heihachi | H.FUJ.1+3 | t | 15 | i18 | +8 | * Homing * Cancel RAI transition with B (+7) * Consumes 180F? of remaining Heat time * Throw is unbreakable | ||
| 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 | |||
| heihachi | Left throw | t | 40 | -3d | * Throw break 1 | |||
| heihachi | RAI.1+3 | t | 30 | i15~16 | +0d | * Unbreakable * 42 damage on a wall splat | ||
| heihachi | Right throw | t | 45 | -4d | * Floor Break * Throw break 2 | |||
| 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 | db+3+4 | m! | 40 | i61~62 | +17a | * Also possible during RFF * Cancel and transition to r24? LFS at frame 25? with b,b | ||
| hwoarang | b+1+3 | +9 | * Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle * Parry state 5~12? | |||||
| hwoarang | b+1+3,P.4 | m,h,h | 10,8,10 | i15,i8,i9 | +17a (+8) | * Balcony Break * Pressing 4 after successful parry | ||
| 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.1+4 | m! | 80 | i66~69 | -2a~+1a | * Cancel with b,b * Low crush 55~ | ||
| 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 | ||||||
| hwoarang | AIR.ub+3+4 | th(m) | 26 | i15~16 | +10d | * Break: none * Opponent recovery on hit: FUFA, sideswap * Also possible during RFF | ||
| hwoarang | Back throw | th(h) | 60 | i12~14 | +1d | * Break: none * Opponent recovery on hit: FUFA * Also possible during RFF | ||
| 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 | 1+4*,1 | m | 35/45/55/199 | i17(68/93/118~) | ! | +70d | * Balcony Break * Unblockable | |
| 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 | f+4~1 | h | 80 | i65 | ! | +5 | Unblockable | |
| jack-8 | d+3+4 | * Transitions to SIT (Sit Down) | ||||||
| jack-8 | db+3, ... d+1+2 | l, m (th) | 15, 4,5,5,5,5,21 | i21, i34 | 0 | * Crouch throw (Unbreakable) * Can be executed after any hit of Cossack Kicks (DB+3,4,3...) | ||
| jack-8 | u+3+4 | m | 40 | i94~100 | ! | +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 | |
| 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 | ||
| 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* | ||
| 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 | ||||||
| jack-8 | (During Enemy wall stun) 1+3 | t | 33 | i12 | ! | +0d | * Wall throw (Unbreakable) * Alternate input 2+4 or uf+1+2 | |
| jack-8 | Back Throw 1+3 | t | 70 | i12 | ! | +3d | * Unbreakable * Floor Break | |
| jack-8 | Back Throw 2+4 | t | 70 | i12 | ! | +17d | * Balcony Break * Unbreakable * 80 damage on wall splat | |
| jack-8 | GMH.1+3 | t | 30 | i15 | ! | +0d | * Crouch Throw (Unbreakable) * Floor Break * Alternate input d+1+3 | |
| jack-8 | GMH.2+4 | t | 25 | i15 | ! | +6d | * Heat Engager * Cannot Heat Dash * Crouch Throw (Unbreakable) * Alternate input d+2+4 * Gain GMC on Heat activation | |
| jack-8 | d+1+3 | t | 30 | i12 | ! | +0d | * Crouch Throw (Unbreakable) * Floor Break * Can be done from crouch * Alternate input GMH.1+3 | |
| jack-8 | d+2+4 | t | 25 | i12 | ! | +6d | * Heat Engager * Cannot Heat Dash * Crouch Throw (Unbreakable) * Can be done from crouch * Alternate input GMH.2+4 * Gain GMC on Heat activation | |
| 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 | ub+1+2 | m! | 50 | i75~i76 | +9a (+0) | * Balcony Break * Cancel to r50 with b,b | ||
| 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 | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jun | H.f+1+2,P | h | 0 | i12 | +40g | * Sabaki, parries mid or high punches or kicks * Consumes 120F of remaining Heat time * Parry state 5~ | ||
| 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 | ub+1+2 | m! | 50 | i57~58 | +6a | Balcony Break | ||
| 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 | 2+4 | t | 35 | i12~14 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | ||
| 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 | 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 | DVK.1,1,2,F | h, h, m, t | 5, 6, 14, 8 | i10, ,i30?,i5?,i5?,i5? | +5d BT | * Consumes 120F? of remaining Heat time * Opponent recovers FDFT * Available only on 3rd standing/crouching hit | ||
| kazuya | d+1+2,B | L, sp | 20, 0 | i23, | * High crush 6~ | |||
| kazuya | ub+1+2 | h | 32 | i41~56 | -7c~+8c | * Balcony Break * 9 chip damage on block * Forces tech backroll on hit ** Opponent recovers crouching | ||
| 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.3+4 | M! | 30 | i60~90 | -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 | ||
| kazuya | DVK.ub+1+2 | h! | 40 | i41~56 | -12c~+3c | * Consumes 150F? of remaining Heat time * -12c~-7c on average * Forces backroll on hit | ||
| 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 | |||||
| kazuya | Back throw | th(h) | 50 | i12~14 | +3d | * Throw Break: none | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| king | 1,2,1,2+4 | h, h, m, t | 5, 15, 10, 40 | i10, ,i26~28 | +0d | * Throw break 2. | ||
| king | 1,2,1,d+2+4 | h, h, m, t(c) | 5, 15, 10, 35 | i10, ,i28~30 | +1d | * Floor Break * Crouch throw, cannot throw break. * Opponent recovers in FDFA. | ||
| king | 1,2,2+4 | h, h, t | 5, 15, 30 | i10, ,i30 | +1d | * Throw break 2. | ||
| king | 1,2,d+2+4 | h, h, t(c) | 5, 15, 35 | i10, ,i27 | +1d | * Floor Break * Crouch throw, cannot throw break. * Opponent recovers in FDFA. | ||
| 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+3,1+2 | m, t | 18, 20 | i15~16, | -5d | * Input 1+2 during frames 2-20 of f+3 * Shifts to throw on front grounded hit. | ||
| 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+1+3 | r(m) | 25 | i10 | +2d | Floor Break * Parry opponent's right punch. * Side Switch. Opponent recovers in FUFR. * Parry state 5~15? | ||
| king | b+2+4 | r(m) | 25 | i10 | +24d | * Parry opponent's left kick. * Side switches randomly. Opponent recovers in FUFL. * Parry state 5~12 | ||
| king | b+2+4:3+4 | r(m) | 25(,28) | i10 | +27d(+1d) | * 2 Throw Break * Parry opponent's right kick. * Just frame input right before camera returns to normal position to deal extra damage. * Opponent recovers in FUFT. * Parry state 5~12 | ||
| king | b+3,1+2 | h, t | 23, 15 | i16~18, | -7d | * Shifts to throw on front grounded hit. * Input 1+2 during frames 2-17 of b+3 | ||
| king | b+3+4 | * Cannot be held to continue spinning. * Low crush 6~21 * Floating state 22~24 | ||||||
| king | u+1+2* | m! | 40 | i67 | +11d | * Unblockable mid. * Auto switch side if fly over opponent. * Low crush 9?~ | ||
| 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.3:1+2 | M, t | 18, 20 | i13~14, | +0d | * Floor Break * Throw when hit standing in front close range. * Just frame input. | ||
| king | BT.1+2 | h! | 45 | i26~30 | +2d | * Unblockable high attack. | ||
| king | BT.1+4 | M! | 30 | i41~47 | +6d | * Unblockable mid attack. * Low crush 8~ | ||
| 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 | AB2b.3,4,3+4,1+2 | t | 20 | +1d | * Cannot throw break. * Opponent recovers in FUFR. Max Damage 60. | |||
| king | AIR.1+3 / AIR.f+1+3 | t(a) | 30 | i12~14 / i15~17 | +0d | * Homing * Cannot throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FDFT. | ||
| king | AIR.2+4 / AIR.f+2+4 | t(a) | 20 | i12~14 / i15~17 | +40d(+35) | * Tornado * Homing * Cannot throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFT. | ||
| king | AIR.d+1+3 | t(a) | 15 | i12~13 | -5d | * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | AIR.f,f,F+2+4 | t(a) | 65(70) | i10 | +4d | * Floor Break * Cannot throw break. * Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFT. | ||
| king | AIR.f,hcf+1 | t(a) | 55(60) | i10 / i12~14 | +3d | * Floor Break * Cannot throw break. * Also by JGR.1+3 against airborne opponent. * Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFT. | ||
| king | Behind.b,f+1+2 | t | 75 | i10 | +1d | Floor Break * Cannot throw break. * Opponent recovers FUFR. | ||
| king | JGR.1+3 | t | 45 | i23 | +1d | * Heat Engager * Homing * Cannot throw break. Cannot heat dash. * Restores some Heat Gauge in Heat on successful hit. * Opponent recovers in FUFA. * Power up into JGR.1+3* after 30F? or during Heat ** 49dmg and i53? effective startup (without Heat) ** Partially uses remaining Heat time during Heat. | ||
| king | MMD1.1,4,2,3 | t | 12 | +1d | * Cannot throw break. * Opponent recovers in FUFL. | |||
| king | MMD4.3+4,1+2 | t | 10 | +0d | * Cannot throw break. * Opponent recovers in FDFA. | |||
| king | RAS1.1 | t | 7/15 | +0d | * Cannot throw break. * Input with 2,1,1+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 | RSSB1.1 | t | 7/15 | +1d | * Cannot throw break. * Input with 2,2,1+2 for more damage. * Opponent recovers in FUFT. | |||
| 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 | SHH2c.3,4,1+2,3+4 | t | 40 | +0d | * Cannot throw break. * Opponent recovers in FDFT. Max Damage 85. | |||
| king | UT,1+2,1+2 | t, t | 25, 10 | +1d | * Cannot throw break. * Opponent recovers in FUFA. | |||
| king | UT,3+4:1+2 | t, t | 20, 30 | i69?, | +1d | * Input 1+2 during frames 68-70 of Leg Cross Hold * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | WALL.f,hcf+1 | t(w) | 65(70) | i10 | -5d | * Cannot throw break. Also converts from RKO. * (f,hcf+1_2): Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage). * (f,f,F+2+4): Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFR. | ||
| king | b+1+2,1+2(,f,F) | t | 0 | i12~17 | +11g / -6 | * 1+2 throw break. * Damage becomes 15 on wall splat. * Shifts to JGR, input f,F / b,B to cancel shift. | ||
| king | d+1+3 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+1+3 and in FC too. * Opponent recovers in FDFA. | ||
| king | d+2+4 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+2+4 and in FC too. * Opponent recovers in FUFA. | ||
| king | d+1+4 | t(c) | 35 | i12~13 | +0d | * Heat Engager * Crouch throw, cannot throw break. * Restores some Heat Gauge in Heat. * Cannot heat dash * Opponent recovers in FDFA. | ||
| 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 * Transition to HBS * High crush 4~ | |||||
| 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 | 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 | b+1+4 | m! | 25 | i60~62 | +16a/+21a HBS | * Transition to HBS with input D or 3+4 | ||
| 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 | OTG.d+1+4 | l,ub(l) | 16 (11),48 (33) | i55~110,i25~38 | N/A | 8 (0) / +14 | * Cancel to BT with input OTG.d+1+4,3+4 * More frame advantage when hitting standing opponent | |
| kuma | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| kuma | HBS.f+1+2 | th(h) | 30 | i26~27 | -2d | * Removes Recoverable Health * Spike * Throw break: none * Opponent status on hit: FUFA * Panda: Reduced attack range and vertical hitbox (does not hit as high) | ||
| 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 | d+3,1(wall stun) | l, h,h, m | 8, 4,10, 27 | i15, ,i35~36 | -3a (-15) | * Spike? | ||
| lars | b+4,1+2 | m, th | 23, 15 | i15, | 0 | * Available on b+4 frontal standing hit | ||
| lars | ub+1+2 | m! | 45 | i84~85 | +61a | |||
| lars | uf+3+4 | sp | * Low crush 11~ | |||||
| 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 * 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? | |||||
| lars | (airborne).f,f,F+2+4 | t | 31 (21) | i11 | 0 | * Throw break: none * Opponent status on hit: FUFT | ||
| lars | Back throw | t | 50 | i12~14 | 0 | * Throw break: none * Opponent status on hit: FDFT | ||
| 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 | ||||||
| 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 | b,B+2+3 | m! | 60 | i78 | +0d | Can cancel and transition to DSS with b,b | ||
| law | 2+4 | t | 35 | i12~14 | +0d | * Throw break 1 or 2 * Side swap * Transition to BT with D ** (+5 BT) | ||
| law | Back Throw | t | 50 | i12~14 | +0d | Unbreakable | ||
| law | H.DSS,P | t | 38 | +0d | * Punches only * Heat only * Restores 150F of remaining Heat Time on successful parry * 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 | 3~3:4 | h, t | 18, 20 | i30?, | ! | +0d | * Unbreakable * Input 4 on frame 31? from previous hit * Perfect Input not required during Heat * Partially consumes remaining Heat Time, while Perfect input restores Heat Time | |
| 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 * Perfect Input restores Heat Time | ||||||
| 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 | b+1+3,4 | m | 35 | i20 | +22a (+13) | * Balcony Break * Only available upon successful parry * Guaranteed hit | ||
| lee | u+3 | * Transition to FC with D * Transition to HMS with 3+4 * Low crush | ||||||
| lee | 1+2+3+4 | |||||||
| lee | b,n | * | ||||||
| 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 | Back Throw | t | 50 | i12~14 | ! | -5d | Unbreakable | |
| 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 | ub+1+2 | m! | 60 | i70~71 | +26a (-21) | |||
| leo | 1+2+3+4 | Gain LTG | ||||||
| leo | d,DF | Crouching state | ||||||
| leo | d,df,f | * Cancel to SS with U? * No crouching state | ||||||
| leo | BOK.n | * Stance moves may be delayed by 8F? * May perform FC moves from frame 9? * High crush | ||||||
| leo | KNK.DF | |||||||
| leo | Back throw | t | 50 | i12~14 | -3d | * Deals 10 more damage at the wall | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| leroy | 1+3+4 | sp | * Reversal (partially restores remaining Heat time when successful during Heat) * 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 * Partially restores remaining Heat time upon successful parry during Heat * Transition to n with HRM.3+4 * Parry state 3 | |||||
| leroy | 3+4 | sp | * Auto low parry * Stays indefinitely in stance * Partially restores remaining Heat time upon successful parry during Heat * Transition to r16 standing with HRM.3+4 ** Recovers in standing guard after 6F? * Parry state 3~ | |||||
| leroy | b+2 | sp | * Parry (partially restores remaining Heat time when successful during Heat) * Becomes Superior Twin Dragon Gate upon perfect parry * Is ps3~15 from HRM.b+2 * Parry state 5~15 | |||||
| leroy | 1+2+3+4 | sp | ||||||
| leroy | CH b+1 | h,th | 20,25 | i13 | +0d | |||
| leroy | P:b+2 | sp | * Alternate input: P:HRM.b+2 * Parry (partially restores remaining Heat time when successful during Heat) | |||||
| leroy | P:b+2,1 | m | 40 | i13 | +29a | * Alternate input: P:b+2,2 * power up during Heat (partially uses remaining Heat time) | ||
| leroy | d,df,f+3+4,F | m! | 80 | i56~57 | -1~0d | * Reversal (partially restores remaining Heat time when successful during Heat) * Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch * Parry state 20~60 | ||
| leroy | HRM.SS | sp | Can access sidestep moves | |||||
| leroy | P.b+2,1 | m | 35 | i13 | +21g | * Balcony Break * Alternate input: P.b+2,2 * power up during Heat (partially uses remaining Heat time) | ||
| leroy | 1+3 | t | 35 | i12~14 | * Spike * Throw break: 1 or 2 * Opponent status on hit: FUFT perpendicular | |||
| leroy | 2+4 | t | 35 | i12~14 | * Throw break: 1 or 2 * Opponent status on hit: FUFA * Side switch on hit | |||
| leroy | Back throw | t | 50 | i12~14 | * Spike * Throw break: none * Opponent status on hit: FDFA | |||
| leroy | Left throw | t | 40 | i12~14 | * Spike * Throw break: 1 * Opponent status on hit: FUFT perpendicular | |||
| leroy | Right throw | t | 40 | i12~14 | * Throw break: 2 * Opponent status on hit: FUFA * Side switch on hit | |||
| leroy | uf+1+2 | t | 35 | i12~14 | * Throw break: 1+2 * Opponent status on hit: FUFA off-axis to the left | |||
| 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 | 2,1 | h, h | 8, 10 | i11, i20~21 | +1 | |||
| lidia | 2,1,4 | h, h, h | 8, 10, 15 | i11, ,i22 | +2 | |||
| lidia | 2,1,4,4 | h, h, h, l | 8, 10, 15, 5 | i11, ,i24~25 | * High crush | |||
| lidia | 2,1,4,4,1 | h, h, h, l, m | 8, 10, 15, 5, 5 | i11, ,i23~24 | ||||
| lidia | 2,1,4,4,1,2 | h, h, h, l, m, h | 8, 10, 15, 5, 5, 8 | i11, ,i22 | ||||
| lidia | 2,1,4,4,1,2,1 | h, h, h, l, m, h, h | 8, 10, 15, 5, 5, 8, 8 | i11, ,i18~19 | ||||
| lidia | 2,1,4,4,1,2,1,3 | h, h, h, l, m, h, h, m | 8, 10, 15, 5, 5, 8, 8, 5 | i11, ,i22 | ||||
| lidia | 2,1,4,4,1,2,1,3,2 | h, h, h, l, m, h, h, m, m | 8, 10, 15, 5, 5, 8, 8, 5, 4 | i11, ,i14 | ||||
| lidia | 2,1,4,4,1,2,1,3,2,1 | h, h, h, l, m, h, h, m, m, m | 8, 10, 15, 5, 5, 8, 8, 5, 4, 27 | i11, ,22 | +11a (+6) | |||
| lidia | f+3+4 | Actionable after 20f | ||||||
| lidia | db+3+4,P.1 | m, h | 21, 21 | i22, i16 | +33a (+25) | * Balcony Break * Combo from 1st hit * Just frame input within a 2f window (21~22) adds 2 damage | ||
| lidia | b+1+3 | Parries high or mid punches * Parry state 5~12 | ||||||
| lidia | b+1+4 | m! | 35 | i60~61 | +9a | Balcony Break | ||
| lidia | b+3+4 | Actionable after 20f | ||||||
| lidia | uf+1,P | m, h | 18, 20 | i23, i16 | +11g | * Balcony Break * Input P:2 to deal 23 damage | ||
| lidia | 1+2+3+4 | * Can't block for 5 seconds * CH state for 5 seconds | ||||||
| lidia | (airborne).f,F+4,3 | m,m,th | 8,8,8 | i18,i24~25 | -1 | * Balcony Break * Power up based on Heaven and Earth level **HAE lvl.0 16 damage **HAE lvl.1 20 damage **HAE lvl.2 28 damage **HAE lvl.3 38 damage *** lvl.3 causes Wallsplat * Regain recoverable health | ||
| 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 | HAE.1+2 | h! | 35/38/41 | i16 | +0a | * Tornado * Power up based on Heaven and Earth level | ||
| 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 * Partially restore remaining Heat time | ||||||
| lidia | P.b+1+3 | h,h,h | 5,5,20 | i16, i16, i16 | +23a (+18) | Input 2 within a 2f window (15~16) on the second punch, adds 2 damage * 15 * 16 | ||
| 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 | CH.db+3 | t | 20/24,17/19/21/27 | i16~17 | -2 | * Power up based on Heaven and Earth level: ** Level 0: 17 damage ** Level 1: 19 damage ** Level 2: 21 damage ** Level 3: 27 damage *** Level 3: Removes Recoverable Health * Restores recoverable health | ||
| 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+1+4 | m! | 50 | i63~65 | +9a (-17) | * Balcony Break * Low crush 56~76 * Floating state 77~79 | ||
| lili | b+3+4 | * Actionable after 16f | ||||||
| lili | u+1+2** | m! | 50 | i18~19 | +16a (+7) | * Strong Aerial Tailspin * Homing * Balcony Break * Move is delayed 56f, effective startup i74~75 | ||
| 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 FC with d,DF * 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 | 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 | 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 | b,B+2+3 | m! | 30 | i62~63 | -6d | * Balcony Break | ||
| 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 | ||||||
| miary-zo | Back Throw | t | 50 | i12~14 | ! | +0d | * Floor Break * Unbreakable | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| nina | df+3,2,1,2 | m, h, h, h | 13, 12, 6, 6 | i14, ,i16 | +1 | * Combo from 3th CH with ?f delay * Input can be delayed ?f * Interrupt with i? from 3th block | ||
| nina | df+3+4 | i31~35 | * i20~24 startup with input d,DF+4 * High crush 4~ | |||||
| 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 | b,B+2+3 | m! | 50 | i65 | +25a | Cancel to r25 with b,b | ||
| 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 | * Transition to FC with qcf,n * Cancel to FC with d,df,d * High crush 1~20 | ||||||
| nina | qcf+2+3 | h! | [10;10] | i24~38 | +36g~+50g | * High crush 1~37 | ||
| nina | Back throw | t | 60 | +3d | * Removes Recoverable Health * Unbreakable * Can side switch on hit | |||
| nina | TSS.2 | t | 20 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: TSS.1,2,4,3,1+3 | |||
| nina | qcb,B+1+3 | t | 15 | i12 | +6c | * Unbreakable * qcb,B+2+4 | ||
| 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 * Can low parry in HBS with HBS.F * Transition to HBS * Transition to standing with input ub or u or uf | |||||
| panda | 3+4 | sp | * Alternate input: FDFA.3+4 * Transition to HBS * High crush 4~ | |||||
| 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 | b+1+4 | ub(m) | 25 | i60~62 | +16a/+21a HBS | * Transition to HBS with input D or 3+4 | ||
| 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+3+4 | * Alternate input: HBS.b+3+4 * Transition to SIT | ||||||
| panda | OTG.d+1+4 | l,ub(l) | 16 (11),48 (33) | i55~110,i25~38 | N/A | 8 (0) / +14 | * Cancel into BT with input OTG.d+1+4,3+4 * More frame advantage when hitting standing opponent | |
| panda | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| panda | H.db+1+3 | t | 10 | i15 | +12 | * Alternate input: H.db+2+4 * Unbreakable * Uses 300F of remaining heat time | ||
| panda | HBS.f+1+2 | th(h) | 30 | i26~27 | +1 | * Removes Recoverable Health * Spike * Throw break: none * Opponent status on hit: FUFA | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| paul | H.1+2** | m! | 50 | i71 | +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 | ||
| paul | 1+2** | m! | 40 | i71 | +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 | ||
| 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 SW | |||||
| 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 * 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 | Back Throw.1+3 | t | 50 | i12~14 | -14d FUFA | * Throw cannot be broken | ||
| paul | Back Throw.2+4 | t | 50 | i12~14 | +1d FDFA | * Spike * Throw cannot be broken | ||
| paul | FC.1+2,2,1,2,1 | t | 30 | ,i26 | +0d | * Throw break 1 or 2 * Alternate input 1,2,1,2 | ||
| paul | FC.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 | H.df+1+3,qcf+2 | t, m | 22, 21 | i12~13, i13~14 | +16d (-20) FDFA | * Balcony Break * Consumes Heat * Strict qcf input required (d,f does not work) * Perfect input window 55-56f | ||
| paul | df+1+3,qcf+2 | t, m | 22, 15 | i12~13, i13~14 | +16d (-20) FDFA | * Balcony Break * H.df+1+3,qcf+2 with Heat * Strict qcf input required (d,f does not work) * Perfect input window 55-56f * Perfect input increases damage, wall carry | ||
| paul | df+1+3:H.qcf+2 | t, m | 22, 26 | i12~13, i13~14 | +16d (-20) FDFA | * Balcony Break * Consumes Heat * Strict qcf input required (d,f does not work) * Perfect input window 55-56f * Perfect input increases damage, wall carry | ||
| paul | df+1+3:qcf+2 | t, m | 22, 20 | i12~13, i13~14 | +16d (-20) FDFA | * Balcony Break * H.df+1+3:qcf+2 with Heat * Strict qcf input required (d,f does not work) * Perfect input window 55-56f * Perfect input increases damage, wall carry | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |