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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
asukad+1+2L17i20-18+3a
* Floor Break
* Can be done from Crouch Level 1
* High crush 10~39
asukad+3+4l,h5,15i14 i9~12-8+30a (+20)
* Combo from 1st CH
* -25 if 1st hit is blocked
* Low crush 5~42
* Floating state 43~45
asukadb+1m13i14-10+6
* High crush 6~13
asukadb+1,2m, h13, 20i14, i26~27-9+22a (+13)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i6 from 1st block
* Gain NWG on Heat activation
asukadb+1,4m, m13, 25i14, i28~29-15+16a (+9)
* Tornado
* Combo from 1st hit
* Interrupt with i8 from 1st block
* Low crush 29~46
* Floating state 47~49
asukadb+2m22i20~21-11+32a (+22)
Tornado
* High crush 3~17
asukadb+4,3L, h14, 21i22~24, i17-3+39a (+29)
* Combo from 1st CH with 1f delay
* Crouch assist bufferable on hit (Perform moves with df_d_db inputs)
* -30 from any block
asukadb+4,1+4L, sl,h14, 5,8i22~24, i22 i17--3+9
* Jail from 2nd attack
* Links to 1+4 string extensions
* Interrupt with i12 from any block
* Can be low parried from block or normal hit only
* -19 if entire string is ducked
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 5~17
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
asukab+2m12i15-4c+1c
asukab+2,1m, m12, 14i15, i28-7+4
* Combo from 1st CH
* Interrupt with i2 WS from 1st block
* Links to f+1 extensions
asukab+2,1+2m, h12, 7i15, i21-9+2
* Elbow
* Jail from 1st attack with 5f delay
* Combo from 1st CH with 9f delay
* Input can be delayed 12F
* Cancel to r15 FC with D
asukab+2,1+2,4m, h, m12, 7, 20i15, ,i23~24-13+18a (+9)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH
* Interrupt with i4 from 1st block
asukab+3m15i16~17-19+22a (+12)
* Low crush 10~37
* Floating state 38~40
asukab+3,2m, M15, 20 (14)i16~17, i17~18-20+33a (+23)
* Airborne combo from 1st hit (+19a (+1))
* Cancel to r11 with D
* Gain NWG on hit with 1
* Interrupt with i23 on 1st block
* Whiffs vs SSL, SWL from 1st block
asukab+4,2m, m17, 12i15~16, i18~19-12+4c
* Floor Break
* Knee
* Jail from 1st block with ?F delay
* Input can be delayed 14f
asukab+4,2,3m, m, M17, 12, 21i15~16, ,i20~23-16+15a (-2)
* Balcony Break
* Combo from 2nd hit with 6f delay
* Interrupt with i4 from 1st block
* Move can be delayed 3f
* Gain NWG on hit with 1
asukab+1+4,4h,L, m15,8, 23i12 i17~18, i25~26-14+5b
* Balcony Break (airborne)
* Combo from 2nd CH
* Interrupt with i6 from 2nd block
asukab+2+3m23i24~25-9+6
* Balcony Break (airborne)
* Kick Sabaki, +59a on successful parry
* Parry state 4~15
asukaub+4-15+27a (+17)
* Backwards momentum
asukaub+1+2m23i25-3+9d
* Floor Break
* Spike
* Cancel to r35 with B
* Transition to FC -3 +6d with D
asukau+4
* Recovers 4F faster on hit (t49 r28)
* No forward momentum
asukau+1+2m20i31~32-13c~-12c+19a
* Spike
* 6 chip damage on block
* Power up when using NWG or in Heat
* Low crush 9~31
asukauf+1h12i13-9+3
* Has good left sidestep tracking
asukauf+1,2h, m12, 19i13, i26~27-11+13g
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Cancel to FC r34 with D at frame 20 (-3/-15)
asukauf+1,NWG.2m24,i26~27+0+19a (+10)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Unparryable by traditional punch parries (bug?)
* Cancel to FC r34 with D at frame 20 (-3/-15)
* Consumes NWG
* Consumes 150F of remaining Heat time
* 4 chip damage on block
asukauf+2h,t20,25i14-1+0d
* Balcony Break (airborne)
* Floor Break
* +12a on off-axis hit, +10a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead
asukauf+4m25i20~21-13+31a (+21)
* Recovers 4F faster on hit (t49 r28)
* Low crush 9~30
* Floating state 31~33
asuka1+2+3+4
* Transition to Ultimate Tackle throw with 1+2
* Cannot block for 5 seconds
* CH state for 5 seconds
asukaf,F+1m30i23+5+14c
* Spike
* Recovers in r55 on hit or on block
* 8 chip damage on block
asukaf,F+2m16i15~16-9+2
* Elbow
* Transition to -9 +2 FC r30 with D at frame 18
* Has good right sidestep tracking
asukaf,F+2,1m, h16, 21i15~16, i21~22-5+19cg
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Elbow
* Combo from 1st hit with 6f delay
* Combo from 1st CH with 12f delay
* Interrupt with i1 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on Heat activation
* Forces tech backroll on hit
asukaf,F+2,3m, M16, 22i15~16, i27~28-7+15a
* Balcony Break
* Combo from 1st CH with 5f delay
* Interrupt with i7 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
asukaf,F+2,3*m, m16, 26i15~16, i38~39+7+39a
* Interrupt with i18 from 1st block
* Interrupt with i7 from 1st hit
* Whiffs vs SSL, SW from 1st block
* 10 chip damage on block
asukaf,F+2,1+2m, m16, 25i15~16, i25~26-13+23a (+13)
* Balcony Break
* Combo from 1st hit with 2F delay
* Combo from 1st CH with 7f delay
* Interrupt with i5 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on hit, advantage becomes +0a (-10)
asukaf,F+4h23i20~21-3+66a (+46)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 6~21
* Floating state 22~24
asukaub,bsp
* Perform f,f,f+3 (Ame-no-Uzume) with 3; i68~72 effective startup
* Low crush 9~40
* Floating state 41~43
asukaws1m12i14~15-7+4
asukaws1,4m, h12, 20i14~15, i20-4+37a (+29)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i1 from 1st block
* Move can be delayed 6f
asukaws2m18i13~14-8+8
Elbow
asukaws2,1m, h18, 10i13~14, i22-2+9
* Combo from 1st hit with 3f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Continues into 10 strings
asukaws2,1,1m, h, m18, 10, 8i13~14, ,-23-12
asukaws2,1,1,1m, h, m, h18, 10, 8, 8i13~14, ,-25-14
asukaws2,1,1,1,2m, h, m, h, m18, 10, 8, 8, 6i13~14, ,-11+0
asukaws2,1,1,1,2,1m, h, m, h, m, sm18, 10, 8, 8, 6, 5i13~14, ,-10+1
asukaws2,1,1,1,2,1,4m, h, m, h, m, sm, m18, 10, 8, 8, 6, 5, 7i13~14, ,-16-6
asukaws2,1,1,1,2,1,4,3m, h, m, h, m, sm, m, l18, 10, 8, 8, 6, 5, 7, 7i13~14, ,-25-9
asukaws2,1,1,1,2,1,4,3,3+4m, h, m, h, m, sm, m, l, m,m18, 10, 8, 8, 6, 5, 7, 7, 25,25i13~14, ,-11KND
asukaws2,1,1,1,2,1+4m, h, m, h, m, sll,h18, 10, 8, 8, 6, 7,5i13~14, ,-33-7
asukaws2,1,1,1,2,1+4,1m, h, m, h, m, sll,h, h18, 10, 8, 8, 6, 7,5, 6i13~14, ,-10-43
asukaws2,1,1,1,2,1+4,1,3+4m, h, m, h, m, sll,h, h, l,m18, 10, 8, 8, 6, 7,5, 6, 5,24i13~14, ,-43LNC
asukaws2,1,1,3m, h, m, m18, 10, 8, 10i13~14, ,i21+11a (+1)
* Balcony Break
asukaws2,1+2m, t18, 12i13~14, i24~25-5+17
* Combo from 1st hit with 3f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed 2f
* Links to Destabilizer (f+1+3_f+2+4) extensions on hit
* +9 on BT hit
asukaws3m20i18~19-16+35a (+25)
Tornado
* Floating state 18~40
asukaws4m15i11~12-3+8
Can hit grounded while up-close and off-axis
asukaSS.2m23i13~14-13+13a (+4)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break (airborne)
* Gain NWG on Heat activation
asukaFC.df+3m20i17-9+34a (+26)
Balcony Break
asukaFC.df+3*m30i29+8+37a
* Balcony Break (airborne)
* 6 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
asukaDST.2m20i19-3+8a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Gain NWG on Heat Activation
* Chip damage on block
asukaDST.4l19i19-14+11a
asukaNWG.u+1+2M33i31~32+8~+9+44a
* Floor Break
* 13 chip damage on block
* Consumes NWG
* Consumes 180F of remaining Heat time
* Low crush 9~31
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
asukahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
asukahFC.2sl8i11-4+7
* High crush 1~
asukahFC.3L10i16-17-6
* High crush 1~
asukahFC.4l6i12-15-4
* High crush 1~
asukahFC.3+4m,m10,10i21~22 i9~10-6+5c
* Transition to r22 FC with D
* Can be done from Crouch Level 1
* Low crush 5~19
* Floating state 20~22
asuka1+3t35i12~14-2+0d
* Homing
* Floor Break
* Throw break 1 or 2
asuka2+4t35i12~14-2+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FDFA on hit
asukaBack throwt50+7d
* Unbreakable
* Side switch on hit
* Opponent recovers FDFA on hit
asukaFC.db+1+2t15,15,15i14-6+56a (+28)
* Throw break 1+2
* Side switch on hit
* 2nd damage on landing
* 3rd damage without tech roll
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
asukadf+2+3t40i12-6-6d
* Floor Break
* Throw break 2
* Opponent recovers off-axis FUFT on hit
* Can side switch on hit
asukaf+1+3t0i19~20+17
* -3 when exiting stance with no input
asukauf+1+2t40i12-3+0d
* Throw break 1+2
* Opponent recovers FUFA on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
azucena2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
azucenaH.LIB.1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* 6 chip damage on block
* Floating state 15~33
azucenaH.LIB.P (High)m25i17~18-8+32a
* Restores 5 recoverable health on successful parry
* Opponent recovers FUFA
* is1~17
azucenaH.LIB.P (Low)m20i16~18-9+58a (+42)
* Tornado
* Restores 5 recoverable health on successful parry
* is1
* Floating state 2~48
azucenaH.LIB.d+3+4M27i16~18+4~+6+22a
* Tornado
* Consumes 210F of remaining Heat time
* Transition to FC with D
* Floating state 2~48
azucenaH.b+1,1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* 6 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~
azucenaH.2+3m,m,t15,9,29i15~16+6+0a
* Heat Smash
* Reversal Break
* Balcony Break
* 7 chip damage on block
* Transition to attack throw on hit
* Enter LIB +6 automatically on block/whiff
* +15a if only the last hit connects
* +30a (+20) if only the last two hits connect
* 2nd hit damage 9 > 15 if 1st hit whiffs
* 3rd hit damage 29 > 30 if 1st hit whiffs
* Hit level becomes m,h,m on block/whiff
* Spike on the last hit if the first two whiff
* Jab evasion (frames 7 to 10?)
* Low crush 18~57
* Floating state 58~60
azucenaH.2+3+4h!0i45+35a
azucenaR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
azucena1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
azucena1,2h, h5, 23i10, i20~21-14+8
* Balcony Break
* Combo from 1st hit with 4f delay
* Interrupt with i1 from 1st block
* Transition to BT with B
azucena1+3+4
azucena1+3+4*
* Regenerates heat
* Heat meter won't disappear, even if it fully depletes
azucena2h9i10+0+9
azucena2,1h, m9, 11i10, i17~18-7+3
* Combo from 1st hit with 4f delay
* Jail from 1st attack with 2f delay
azucena2,1,2h, m, h9, 11, 21i10, ,i24~25-5+20a (+3)
* Tornado
* Balcony Break
* Combo from 2nd CH with 5f delay
* Interrupt with i4 from 1st block
* Move can be delayed 10f
azucena3m13i14-7+4
azucena3,3m, h13, 23i14, i24~25-1+17cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i4 from 1st block
* Forces tech back roll on hit
azucena4,3h, M15, 20i12~13, i26~27-11+37a
* Balcony Break
* Combo from 1st CH with 8f delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed 12f
azucena2+3+4h!0i45-1
azucenaf+2h14i17~18-10+1
azucenaf+2,1h, m14, 17i17~18, i22~23-10+5
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
* Move can be delayed 8f
azucenaf+2,1,4h, m, m14, 17, 23i17~18, ,i24~25-14+19a (+9)
* Balcony Break
* Combo from 2nd CH with 10f delay
* Interrupt with i4 from 2nd block
* Low crush 18~38
* Floating state 39~41
azucenaf+3m15i17-4+5
* Has good right sidestep tracking
azucenaf+3,2m, h15, 20i17, i22~23-4+22a
* Balcony Break
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
azucenaf+4m16i17~18-8+1
Homing
azucenaf+4,4m, h16, 21i17~18, i24~25-7+19a (+10)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Cancel 2nd hit into BT -19 -10 r39 with B at frame 19
* Low crush 15~23
* Floating state 24~26
azucenaf+4,4~2m, h16, 23i17~18, i23~24+1+52a
* 6 chip damage on block
* Input can be delayed by 18F
* Move cannot be delayed
* i42~43 effective startup (Cancel takes 19f)
* Interrupt with i21 from 1st block
* Whiffs vs SS, SW from 1st block
* Interrupt with i11 from 1st hit
* Whiffs vs SSR, SWR from 1st hit
*
azucenaf+1+2h25i16~17-9+23a (+18)
* Balcony Break
* +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~15
azucenaf+3+4
* Completely evades all high/low attacks
* Stays indefinitely in stance
* 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~
azucenadf+1m11i13~14-3+8
azucenadf+1,4m, h11, 13i13~14, i17~18-7+4
* Jail from 1st block
* Combo from 1st hit
* Enter BT -5 +6 r23 with B
azucenadf+1,4,1~2m, h, M11, 13, 23i13~14, ,i18~19-10+12c
* Spike
* Interrupt with i14 from 1st block
azucenadf+2m12i15~16-13+28a (+18)
Launches crouching opponent
azucenadf+4m15i16~17-7+2
azucenadf+4,1m, h15, 23i16~17, i23~24-5+20a (+3)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Move can be delayed 10f
* Interrupt with i2 from 1st block
azucenad+2m15i17~18-9+5
azucenad+2,3m, h15, 20i17~18, i24~25+1+16g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
azucenad+3L10i15-14-3
azucenad+3,3L, m10, 14i15, i23-13+1
* Combo from 1st CH with 7f delay
* Move can be delayed 10f
* Interrupt with i3 from 1st block
azucenad+3,3,4L, m, m10, 14, 21i15, ,i25~26-14+15a (-2)
* Tornado
* Balcony Break
* Combo from 2nd CH with 10f delay
* Interrupt with i3 from 1st block
azucenad+4L13i15~16-13-2
azucenad+4,1L, h13, 5i15~16, i27~28-1+3
* Combo from 1st CH with 2f delay
* Move can be delayed 10f
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Cancel to LIB -20 -9 r38 with F at frame 20
azucenad+1+2l[21;21]i25~26-4+0d
* Transition to throw on front standing hit only
* 18 damage to Azucena when hitting crouching opponent (block)
* Damage on hit and block is recoverable health
* Cannot KO Azucena when blocked
* r41 FC on whiff
* High crush 8~
* Floating state 25~
azucenadb+1sl5i10-5+6
Can recover standing with F
* High crush 4~
azucenadb+2sl8i11-4+7
* High crush 4~
azucenadb+3L14i16~17-7+4
azucenadb+3,4L, h14, 20i16~17, i24~25-13+66a (+50)
* Tornado
* Balcony Break
* Jails from first hit
* Combo from 1st CH
* Interrupt with i5 from 1st block
azucenadb+1+2M23i20~21-21+33a (+23)
Steel pedal
* High crush 6~21
azucenadb+3+4m30i26~30-16~-12+15a (+5)
* Balcony Break
* Backswing blow
* Low crush 20~35
* Floating state 36~38
azucenab+1h10i14~15-3+3
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Jail from 1st block with 1f delay
* 4 chip damage on block
azucenab+1,1,2h, h, h10, 14, 20i14~15, ,i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* Interrupt with i6 from 1st block
* 6 chip damage on block
* Cancel to BT -21 -10 r18 with B
azucenab+2h21i18~19+2+22a (+13)
* Balcony Break
* Homing
* 6 chip damage on block
azucenab+3m21i19+2c+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on block
azucenab+4m10i15~16-9+2
Knee
azucenab+4,3m, m10, 10i15~16, i23~24-10+4
* Knee
* Combo from 1st hit with 6f delay
* Interrupt with i4 from 1st block
azucenab+4,3,4m, m, m10, 10, 16i15~16, ,i23~24-10-2
* Knee
* Combo from 2nd CH with 10f delay
* Interrupt with i2 from 2nd block
azucenab+4,3,4,3m, m, m, h10, 10, 16, 23i15~16, ,i27~28-7+13cg
* Balcony Break
* Combo from 2nd CH with 6f delay
* Combo from 3rd hit with 2f delay
* Interrupt with i5 from 3rd block
* Whiffs vs SSR, SWR from 3rd block
* Forces tech back roll on hit
* Move can be delayed 6f
azucenab+3+4
* Low crush 6~19
* Floating state 20~22
azucenab+3+4*
Regenerates heat
azucenauf+1h18i18~19-9+7 +15w
* Wall Crush +15g on hit
* Balcony break on airborne hit
* Punch Sabaki, parries high or mid punches
* Parry state 3~10
azucenauf+1,Ph, t18, 25i18~19, -4d
Opponent recovers FUFA
azucenauf+2h20i17~18-5+14c
* Strong Aerial Tailspin
* Guaranteed 14f or faster follow-up mid on hit
* 70% scaling on combo
* Sidesteps to the right
azucenauf+3h20i21~22-16a+36a
* Low crush 10~30
* Floating state 31~65
azucenauf+4M22i24~26-8+21a
* Spike
*20 damage when u+4 or ub+4 input is used
* Low crush 9~26
azucenauf+3+4m,M10,18i21~22, i10~12+4~+6+8c
* Spike
* Transition to BT r33 with B
* 8 chip damage on block
* Low crush 16~36
* Floating state 37~39
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
azucena1+2+3+4,3+4m!54i75-8a
Base damage is 45
azucenaUB,bsp
Transition to r28 LIB with F (js17~36, fs37~39, cs47~63)
* Low crush 17~36
* Floating state 37~39
azucenaf,F+3M20i15~17-14~-12+35a (+25)
Tornado
* Low crush 17~37
* Floating state 38~40
azucenaf,F+4M25i25~27+0c~+2c+13c~+15c
* Spike
* Guaranteed 13f or faster mid on hit
* 70% scaling on combo
* 7 chip damage on block
azucenaf,f,F+3m10i15~16-14-9
Knee
* Low crush 9~36
* Floating state 37~39
azucenaf,f,F+3,2m, h10, 20i15~16, i10~12+2+25a (-1)
* Balcony Break
* Elbow
* Jail from 1st attack
* 8 chip damage on block
* Available only as combo from 1st hit
* Transition to LIB r37 with F on frame 22 (+3/+28a (+2))
* Low crush 1~24
* Floating state 25~27
azucenaws2m14i15~16-13+32a (+22)
azucenaws3m23i20~21+4+16cg
* Balcony Break
* 6 chip damage on block
* Opponent recovers crouching
azucenaws4m13i11~12-6+5
azucenaws4,1m, h13, 10i11~12, i21~22-2+6
* Combo from 1st hit with 6f delay
* Interrupt with i2 from 1st block
* Enter LIB +0 +8 r21 with F
azucenaFC.d+1sl5i10-5+6
Can recover standing with F
* High crush 1~
azucenaFC.d+2sl8i11-4+7
* High crush 1~
azucenaFC.d+3L10i16-17-6
* High crush 1~
azucenaFC.d+4l6i12-15-4
* High crush 1~
azucena(Back to wall).b,b,UBm25i27~33+1~+7+7a (-3)
Balcony Break
* Floating state 5~13
* is8~13
* Low crush 14~36
* Floating state 37~62
azucenaBT.1,2h, h9, 23i10~11, i22~23-1+19a (+10)
* Balcony Break
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 4f delay
* Interrupt with i1 from 1st block
* Move can be delayed 10f
* 6 chip damage on block
* Cancel to LIB -19 -13 r37 with F at frame 17
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.2:2m, t15, 23i17~18, +0d
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.4m15i15~16-3+6
azucenaBT.3+4M23i27~29-5c~-3c+20a
* Spike
* 6 chip damage on block
* Evasive, can evade mids and some highs
* Low crush 9~29
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.1h14i13+3+8
* 4 chip damage on block
azucenaLIB.1,2h, h14, 20i13, i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* Move cannot be interrupted
* 6 chip damage on block
* Cancel to BT -15 -10 r40 with B at frame 20
azucenaLIB.2m22i14~15-8+21~22cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
azucenaLIB.3L15i16~17-9+2
azucenaLIB.3,1L, m15, 20i16~17, i22~23-10+21d
* Spike
* Combo from 1st CH with 7f delay
* Move can be delayed 8f
* Interrupt with i3 from 1st block
* On block only regular i10 punishers are guaranteed, even though she is backturned
azucenaLIB.4,1,2m, h, m14, 10, 23i15~16, ,i28~29-10+67a (+51)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Move can be delayed 10f
* Interrupt with i9 from 2nd block
* Whiffs vs SS, SW from 2nd block
azucenaLIB.4,2m, M14, 21i15~16, i25~26-13+16a
* Balcony Break
* Spike
* Combo from 1st hit with 5f delay
* Interrupt with i3 from 1st block
* Will not wall splat when the first hit is a counter hit due to float state
azucenaLIB.1+2M23i18~19-14+38a (+28)
* Tornado
* Cancel to r20 BT with B
* Low crush 20~30
* Floating state 31~33
azucenaLIB.3+4h25i16~17-2+32a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 7 chip damage on block
* +3 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~15
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 evaded
* is1~16
azucenaLIB.P (Low)m,m15,20i7~8 i11~12+8
* Restores recoverable health
* Will cause a juggle on lows with float properties
* is1~6
* Floating state 7
* Low crush 8~19
* Floating state 20~22
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.d+4L14i19~20-31-2
azucenaLIB.d+4,4L, h14, 27i19~20, i30~31-7+14a (+5)
* Balcony Break
* Combo from 1st hit
azucenaLIB.f,f
azucena1+3t35i12~14-3+0d
* Homing
* Throw break 1 or 2
azucena2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit and break
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
azucenad+1+3t(m)35i12~13+0d
* Heat Engager
* Crouch throw
* Unbreakable
* Can't Heat Dash cancel
azucenahFC.1+2t0i32-5+3
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Works on standing and crouching opponent
* Can be done from Crouch Level 1
azucenauf+1+2t40i11+0-3d
* Throw break 1+2
* side switch on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bobH.2+3m,t14,20 (50)i16~17, i29+6+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit (50dmg)
* +10a (-7) on 2nd hit
* Just frame input (H.2+3:3:4) for 5-10 total damage
** Input 3 during frames 53~55, input 4 during frames 94~96
bobR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
bob1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
bob1,1h, h5, 7i10, i17-3+5
* Jails from 1st block with 1F delay
* Combo from 1st hit with 3F delay
bob1,1,2h, h, h5, 7, 12i10, ,i19-12+3
* Jails from 1st block
* Combo from 1st hit
bob1,2h, h5, 10i10, i13-3+7
* Jail from 1st block with 3F delay
* Combo from 1st hit with 3F delay
bob1,2,2h, h, m5, 10, 20i10, ,i20~21-14+5
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st CH with 3F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 2F
* Input can be delayed by 3F
bob1,4h, h5, 15i10, i16-6+5
* Jails from 1st block with 2F delay
* Combo from 1st hit with 3F delay
bob1,d+4h, l5, 13i10, i22-12-1
* Combo from 1st hit with 3F delay
* Interrupt with i3 from 1st block
* -1c on crouching hit
bob2h8i10+0+6
*
bob2,1,4h, m, m8, 10, 20i10, ,i27~28-10+11d
* Spike
* Combo from 2nd CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Floating state 17~37
bob3m14i15~16-6+5
*
bob3,1m, h14, 11i15~16, i19-3+8
* Combo from 1st hit
* Move cannot be interrupted
bob3,3m, m14, 18i15~16, i25~26-13+4a (-5)
* Balcony Break
* Combo from 1st CH
* Interrupt with i6 from 1st block
bob4,3h, h15, 15i13, i19~20-9+6
* Combo from 1st hit with 2F delay
* Airborne combo from 1st CH with 2F delay (+21a (+14))
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
bob4,4h, M15, 22i13, i32~37+2c+5d
* Spike
* Airborne combo from 1st CH with 2F delay (-7d)
* Interrupt with i14 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush 19~37
bob1+2m18i19~20-13+0c
* Spike
* Transition to BAL r23 with F on hit or block (+1/+14c)
** FC r46 transition with no input (cannot block i22 moves after transition on block)
bob3+4M,M14, 14i25, i8-9+1
*
* Floating state 15~29
bob3+4,4M,M, m14, 14, 14i25, i8, i28~29-14+16a
* Spike
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 9~30
* Floating state 31~33
bob3+4,4,2M,M, m, m14, 14, 14, 25i25, i8, ,i19~20-14+1a (-16)
* Balcony Break
* Spike combo from 2nd hit (-4a (-16))
* Move cannot be interrupted
* 20f timestop on hit
bobf+2h10i12-7+3
*
bobf+2,3h, M10, 22i12, i14~15-15+12a (+3)
* Balcony Break
* Jails from 1st block with 6F delay
* Combo from 1st hit with 10F delay
* Move can be delayed by 5F
* Input can be delayed by 10F
* Recovers 3F faster on hit (t64 r32)
bobH.f+2,1+2h, m,m10, 10,10i12, i19, i17-9+13a (+6)
* Combo from 1st hit with 5F delay
* Jail from 1st block with 1F delay
* Consumes 270F of remaining Heat Time
* Move can be delayed by 4F
* Input can be delayed by 5F
* Low crush 40~51
* Floating state 52~54
bobH.f+2,1+2,1h, m,m, M10, 10,10, 20 (14)i12, ,i25~30-12+15d (-20)
* Floor Break
* Combo from 1st hit
* Jail from 3rd block
* 14dmg with scaling from prev hit
* 20F timestop on hit
* +13d from 4th hit (impossible?)
* Low crush 2~29
* Floating state 30~32
bobf+1+2m23i16~17-14+12a (+3)
* Balcony Break
* Body slam
* 9 chip damage and -9 on block after attack absorption
* Recovers 1F faster on hit (t49 r32)
* Power crush 7~15
bobf+3+4sp
* Transition to BAL
* Transition to FC r48 with no input
* Stance moves can be delayed by 18F
* Cannot block in stance
* High crush 8~48
bobdf+1m13i14-2+5
*
bobdf+1,2m, m13, 15i14, i19-10+6
* Elbow
* Jail from 1st block with 1F delay
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
bobdf+4h12i13~14-6+5
*
bobdf+4,3h, h12, 23i13~14, i20~21-8+4
* Combo from 1st hit with 3F delay
* Interrupt with i2 from 1st block
* Transition to BAL r20 with F (+12g/+0)
** FC r37 transition with no input (Cannot block i17 moves when transitioning on block)
* Move can be delayed by 2F
* Input can be delayed by 3F
bobdf+4,4h, m12, 24i13~14, i25~26-13+11a (+2)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Knee
* Combo from 1st hit with 3F delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent; more consistent when using sidestep stance moves)
* Move can be delayed by 2F
* Input can be delayed by 3F
* Floating state 24~34
bobd+2m12i15-9+2
*
bobd+2,1m, m12, 11i15, i14~15-11+0
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Move can be delayed by 1F
* Input can be delayed by 2F
bobd+2,1,2m, m, m12, 11, 18i15, ,i22~24-12-1
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
bobd+2,1,2,2m, m, m, m12, 11, 18, 21i15, ,i29-15+15a (+5)
* Balcony Break
* Combo from 3rd hit with 4F delay
* Interrupt with i6 from 3rd block
* Whiffs vs SSL, SWL from 3rd block
* 20f timestop on hit
* Move can be delayed by 10F
bobd+2,4m, m12, 21i15, i17-13+14a (+7)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Low crush 19~32
* Floating state 33~35
bobd+3L12i19~20-18-7
* -7c on crouching hit
* High crush 6~56
bobd+3,4L, h12, 15i19~20, i25~26-8+10g
* Balcony Break
* Combo from 1st CH with 4F delay
bobd+4l11i16-12-1
* -1c on crouching hit
bobd+4,3l, h11, 12i16, i23~24-7-2
* Combo from 1st CH
* Interrupt with i3 from 1st block
bobd+4,3,4l, h, m11, 12, 15i16, ,i25~26-15+8a (-1)
* Balcony Break
* Combo from 1st CH or 2nd hit
* Move cannot be interrupted
bobd+1+2h,h6,6i14, i11-9+2
*
bobd+1+2,2h,h, m6,6, 6i14, i11, i10~11-8+3
* Jail from 1st block
* Combo from 1st hit
bobd+1+2,2,1h,h, m, h6,6, 6, 20i14, i11, ,i7~8-16+12a
* Jail from 1st block
* Combo from 4th hit with 9F delay
* Transition to Ki Charge r53 with U on hit (-1d)
* Move cannot be delayed
* Input can be delayed by 9F
bobd+3+4M,m12,14i15~16 i5~7-12+21a (+14)
* Slight jab evasion especially at range (frames 6 to 9?)
* +3~+5 on second hit
* Floating state 20~34
bobdb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
bobdb+2m17i14-8+6
* Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?)
bobdb+4L15i24~25-12-1
* -1c on crouching hit
* High crush 6~38
bobdb+4,4L, m15, 14i24~25, i25~27-12-2
* Spike
* Combo from 1st CH
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Low crush 14~28
* Floating state 29~31
bobdb+4,4,3L, m, h15, 14, 12i24~25, ,i12-9+3
* Jails from 2nd block
* Combo from 2nd CH with 6F delay
* Duckable
* Move cannot be delayed
* Input can be delayed by 6F
bobdb+4,4,3,3L, m, h, M15, 14, 12, 18i24~25, ,i35~38-12+29d
* Spike
* Combo from 3rd CH
* Interrupt with i10 from 3rd block
bobdb+1+2m16i17~18-13+33a (+23)
* Strong jab evasion (frames 5 to 13?)
bobdb+3+4L10i19-31+6
* Stagger low
bobb+1m15i18~19-8+5c
* Elbow
* Spike
bobb+1,2m, m15, 16i18~19, i23~24-8+7
* Combo from 1st hit
* Jails attack inputs from 1st block (cannot CH)
bobb+1+3sp(10),20 (25)i41?, i30+5g / +26a (+0)
* Balcony Break (Perfect)
* Parries high and mid punches
* On successful parry, shift to Steak and Fries (FC.db+1+2)
** Input 3 during frames 26 to 29 of 2nd hit to power up
* Parry state 5~12
bobb+2m12i13~14-5+6
*
bobb+2,1m, m12, 23i13~14, i23-13+7
* Elbow
* Spike
* Combo from 1st hit with 1F delay
* Transition to BAL r27 with F on hit (+12g)
** FC r50 transition with no input (Cannot block i11 moves)
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
bobb+2,2m, h12, 12i13~14, i18-3+8
* Combo from 1st hit with 4F delay
* Move cannot be interrupted
* Move can be delayed by 3F
* Input can be delayed by 4F
bobb+2,2,4m, h, m12, 12, 13i13~14, ,i22-13+3
* Knee
* Combos from 2nd CH with 8F delay
* Interrupt with i2 from 2nd block
* Move can be delayed by 10F
bobb+2,2,4,4m, h, m, h12, 12, 13, 20i13~14, ,i23~24-7+18a (+9)
* Balcony Break
* Combo from 2nd CH or 3rd hit with 3F delay
* Interrupt with i3 from 3rd block
bobb+4,3m, m,h13, 16,20 (24)i15, i32~33,i15~16-9+17a (+0)
* Balcony Break
* Tornado
* Combo from 1st CH
* Interrupt with i12 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to BAL r24 with F (-1/+25a (+8))
** FC r47 transition with no input (Cannot block i24 moves on block transition)
* Input 3 during frames 30~33 to power up (+4 damage)
* Low crush 27~52
* Floating state 53~55
bobb+4,4m, h13, 20i15, i23-3+18a (+9)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* 4 chip damage on block
bobb+1+2m20i17~18-9+8c
* Spike
* Head
bobb+1+2,1m, m20, 10i17~18, i30-11+0
* Combo from 1st CH with 8F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 9F
bobb+1+2,1,2m, m, h20, 10, 20i17~18, ,i12-16+8a (-1)
* Balcony Break
* Jail from 2nd block with 9F delay
* Combo from 1st CH or 2nd hit with 20F delay
* 20F timestop on hit
* Move can be delayed by 12F
* Input can be delayed by 20F
bobb+3+4m26i18~20-7+18a (+8)
* Balcony Break
* Hip
* 20F timestop on hit
* 5 chip damage on block
* Low crush 10~22
* Floating state 23~25
bobub+1m25i26-15+15a (+6)
* Balcony Break
* Backswing blow
* Recovers 6F faster on hit (t56 r30)
bobub+4
* Transition to BAL r51 with F at frame 38
* Low crush 9~33
* Floating state 34~36
bobub+4,1m25i11~13 (i28~30)-9+11a (+2)
* Balcony Break
* i28~30 effective startup (ub+4 takes 17 frames)
* 20f timestop on hit
* Low crush 1~27
* Floating state 28~30
bobub+3+4m,m6,6i18, i10-9+18a (+11)
* Slight jab evasion especially from crouching (frames 3 to 12?)
bobub+3+4,4m,m, m6,6, 23 (16)i18, i10, i29~31-11+20a (+11)/+21a (+14)
* Balcony Break
* Airborne combo from 1st hit (+21a (+14))
* Interrupt with i6 from 1st block
* Low crush 17~31
bobu+1+2m15i16~18-11-3
* Head
* Slight jab evasion?
* Transition to BAL r23 on hit or block with F (+0/+8)
* FC r46 transition with no input (Cannot block i23 and i15 moves on block or hit transitions respectively)
* Low crush 13~24
* Floating state 25~27
bobu+1+2,4m, h15, 20i16~18, i18~19-8-2d
* Tornado
* Combo from 1st hit with 13F delay
* Interrupt with i7 from 1st block
* Move cannot be delayed
* Input can be delayed by 13F
* Low crush 10~27
* Floating state 28~30
bobu+1+2,1+2m, m15, 25i16~18, i18~22-17+8a (-1)
* Balcony Break
* Body slam
* Combo from 1st hit with 13F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 14F
* Input can be delayed by 27F
bobu+3+4M20i24~28+1+6c
* Spike
* 4 chip damage on block
* Low crush 12~29
bobuf+1m10i16-9+3
* Has good right sidestep tracking
bobuf+1,2m, m10, 16i16, i20~21-9+8
* Combo from 1st hit with 6F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 6F
bobH.uf+1,2,2m, m, m10, 16, 24i16, ,i31+5+23a (+13)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
* Consumes 300F of remaining Heat Time
* 20F timestop on hit
* Input cannot be delayed
bobuf+3m20i20-13+33a (+23)
* Recovers 2F faster on hit (t51 r31)
* Low crush 9~26
* Floating state 27~29
bobuf+4m20i26~28-4+22a
* Spike
* Low crush 9~28
* Floating state 29~31
bobuf+3+4L,h10,12i21, i10-25,-15-4
*
* Low crush 24~30
* Floating state 31~33
bobuf+3+4,4L,h, h10,12, 20i21, i10, i18-4+22a (+13)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 2nd CH
* Jails attack inputs from 2nd block
* Move cannot be interrupted from 1st hit
* Duckable
* Low crush 1~17
* Floating state 18~20
bob1+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
bob1+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
* Low crush 55~82
* Floating state 83~85
bobb,B+1+4m!60i72~74+7d
* Spike
* 20f timestop on hit
* Cancel to r47 FC with DB at frame 42
* Low crush 51~69
* Floating state 70~72
bobb,B+1+4,2m25i15~16 (i57~58)-11+11a
* Balcony Break
* Spike
* i57~58 actual startup
* Input 2 at frame 42
bobb,B+2+3h!25i48~50+13d
* Strong Aerial Tailspin
* Low crush 20~47
* Floating state 48~50
bobf,F+2m21i14-8+14a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
bobf,F+3h18i18~19-6+32a
* Balcony Break
* Strong Aerial Tailspin
* Transition to CD r26 with DF (+2/+40a)
* Has good left sidestep tracking
* Low crush 11~27
* Floating state 28~30
bobf,F+4m12i22~23-9+2
* Homing
* +2c on crouching hit
* Low crush 14~26
* Floating state 27~29
bobf,F+4,4m, m12, 20i22~23, i14~16-12+11a (+2)
* Balcony Break
* Combo from 1st hit
* Available on hit or block only
* Input cannot be delayed
* Low crush 1~27
* Floating state 28~30
bobf,n,d,DF+4L16i18~19-28-1
* Stagger low
bobf,n,d,DF+4,1+2L, m16, 25 (17)i18~19, i25-17+7a (+6) / +2d
* Balcony Break
* Airborne combo from 1st hit (+7a (+6))
bobf,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 from frames 1 to 9
bobf,n,d,df+1h21i13~14 (i16+)-4+78a (+62)
* Balcony Break
* Instant Tornado on hit
* Can also be performed with f,n,df#1 (i15+)
* 4 chip damage on block
* Recovers 2F faster on hit or block (t36 r22)
bobf,n,d,df+2M24i16~17-23+76a
* Tornado
* Parryable
* Recovers 5F faster on hit (t60 r43)
* Low crush 17~39
* Floating state 40~42
bobf,n,d,df+3m16i16~17-10-5s
* Knee
* Low crush 14~27
* Floating state 28~30
bobf,n,d,df+3,2m, h16, 27 (18)i16~17, i23~24+3+19a / +24a (-11)
* Balcony Break
* Spike (airborne)
* Airborne combo from 1st hit (+24d (-11))
* Jails attack inputs from 1st block (crouch assist bufferable)
* Transition to FC r30 with D (+3/+19a/+25a (-10))
* Duckable
* 5 chip damage on block
* Low crush 1~33
* Floating state 34~36
bobf,n,d,df+3,4m, M16, 30 (21)i16~17, i26-11c+16a (+6) / +21a (+11)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 20f timestop on hit
* Low crush 1~25
* Floating state 26~28
bobf,n,d,df+1+2m20i15-10+24a (+14)
* Balcony Break
* Can be charged to power up
* i28 latest uncharged startup with max charge delay
bobf,n,d,df+1+2*m33i28+4+39a
* Balcony Break
* Charge for 23-28F
* 6 chip damage on block
bobuf,n,4m20i23~25-13+32a (+22a)
*
* Low crush 9~30
* Floating state 31~33
bobf,f,F+3m30i20~24+6+10a (+0)
* Balcony Break
* 9 chip damage on block
* Low crush 3~25
* Floating state 26~28
bobf,f,F+3+4M27i26~33+0+2cg
* Balcony Break
* Forces tech back roll on hit
* 5 chip damage on block
* Low crush 15~35
* Floating state 36~38
bobws1m11i13~15-11+0
* Elbow
bobws1,2m, h11, 23i13~15, i24~25-5+8a (-1)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Elbow
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* 20f timestop on hit
* 4 chip damage on block
* Low crush 23~37
* Floating state 38~40
bobws1,3m, M11, 25i13~15, i25~26-13+11a (+2)
* Balcony Break
* Hip
* Combo from 1st hit
* Interrupt with i5 from 1st block
bobws2m10i14-7+4
*
bobws2,1m, m10, 10i14, i28~31-20+33a (+23)
* Tornado
* Combo from 1st hit with 2F delay
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
bobws3h17i17~18-8~-7+17a (+8)
* Balcony Break
* Homing
bobws3,3+4h, M17, 28 (19)i17~18, i33~41-4c+17d
* Spike
* Airborne combo from 1st hit (-8d)
* Interrupt with i8 from 1st block
* Low crush 15~37
* Floating state 38~40
bobws4m16i11~12-6+5
*
bobSS.1+2m24i15~16-5c+13cg
* Balcony Break
* i24~25 effective startup (sidestep takes 9f)
* Forces tech back roll on hit
bobFC.df+2m14i14-8+3
* +3c on crouching hit
bobFC.df+2,1m, m14, 12i14, i21-7+4
* Combo from 1st hit
* Interrupt with i1 from 1st block
* +4c on crouching hit
bobFC.df+2,1,1+2m, m, m14, 12, 25i14, ,i26-13+11a (+2)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 9F
bob(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
bobBAL.1m16i15~17-5+5
*
bobBAL.1,2m, h16, 21i15~17, i24~25+1+28a (+18)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Move cannot be interrupted (crouch assist bufferable)
bobH.BAL.1,4m, m,m (t)16, 11,20 (14)i15~17, i24~25+4+0d
* Floor Break
* Balcony Break +17a from 3rd hit
* Shift to attack throw r86 on front hit
* Combo from 1st hit with 8F delay
* 25dmg with scaling from 2nd hit
* Move cannot be interrupted
* +22a (-13) on back hit
* Consumes 240F of remaining Heat Time
* Low crush 23~58
* Floating state 59~73
bobBAL.2m21i23~24-8+12g
* Balcony Break
* Homing
* Strong Aerial Tailspin
bobBAL.3m25i24~25+4+17a (+0)
* Balcony Break
* Tornado
* Low crush 21~25
* Floating state 26~43
bobBAL.3+4M28i29~33-13c+13d
* Floor Break
* Hip
* Floating state 1~16
* Low crush 17~29
* Floating state 30~32
bobhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
bobhFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
bobhFC.3L12i16-16-6
-2c on crouching hit
* High crush 1~
bobhFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
bob1+3t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Opponent recovers FDFT
bob2+4t35i12~14-3+0d
* Floor Break
* Throw break 1 or 2
* Swaps sides on successful throw
bobBack Throwt50 (60)+0d
* Unbreakable
* Can fully wall splat (60 damage)
* Opponent recovers FDFA
bobFC.db+1+2t35i12,i30-3+5g
* Throw break: 1+2
bobFC.db+1+2:3t45i12,i30-3+26a (+0)
* Balcony Break
* Throw break: 1+2
* Input 3 during frames 26 to 29 of 2nd hit
bobLeft Throwt40 (45)-3+0d
* Throw break: 1
* Can fully wall splat (45 damage)
* Opponent recovers FDFA
bobRight Throwt40-3+0d
* Throw break: 1
* Opponent recovers FUFT
bobuf+1+2t40 (45)i12-3+0d
* Throw break: 1+2
* Opponent recovers FDFA
* 45 damage on wall splat
* Swaps sides on throw break
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bryanH.2+3m,m,t20,20,35i16, i18~19+9-1d
* Heat Smash
* Reversal Break
* Spike
* Transition to attack throw on 1st or 2nd hit (55dmg total)
* 5 chip damage on block
* Low crush 9~36
* Floating state 37~39
bryanR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
bryan1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
bryan1,2,4h, h, h5, 8, 24i10, ,i20-5+20a (+11)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st CH or 2nd CH with 3f delay
* Interrupt with i2 from 1st block
* Move can be delayed 2F
* Input can be delayed by 3F
bryan1,4h, h5, 14i10, i15-7+4
Jail from 1st attack
bryan1,4,2,1h, h, h, h5, 14, 18, 16i10, ,i19+0+55a
* Airborne combo from 3rd CH (+55a, 100% scaling)
* Enter SLS +7 +62a r13 with f
* Cancel to r9 SS with u_d
* Interrupt with i1 from 3rd block
* Input can be delayed 8f
* Move can be delayed 6f
bryan1,4,2,1,2h, h, h, h, h5, 14, 18, 16, 22i10, ,i24-9+15cg
* Balcony Break
* Jail from 4th block with ?F delay
* Combo from 4th hit with ?F delay
* Forces tech back roll on hit
* Input can be delayed 1f
bryan1,4,2,1,4h, h, h, h, m5, 14, 18, 16, 21i10, ,i25~26-10+37a
* Tornado
* Strong Aerial Tailspin
* Can hit grounded while off-axis
* Airborne combo from 4th hit (+73a (+57))
* Interrupt with i2 from 4th block
bryan1,4,2,4h, h, h, m5, 14, 18, 21i10, ,i30~31-5+40a (+14)
* Strong Aerial Tailspin
* Balcony Break
* Airborne combo from 3rd CH (+38a (+31))
* Whiffs vs SS, SW from 3rd block
* Interrupt with i16 from 3rd block
* Interrupt with i5 from 3rd hit
* Low crush 16~31
* Floating state 32~34
bryan1,4,3h, h, m5, 14, 15i10, ,i21-10+1
* Combo from 2nd CH with 5f delay
* Interrupt with i1 from 1st block
bryan1+3+4m!0i28~31+16
* Cancellable with any input on frames 1~31
* Gain SNE
* -34 if not cancelled
bryan2h10i10+1+7
bryan3m14i16-4+7
bryan3,2m, m14, 11i16, i22-10+1
* Combo from 1st CH
* Interrupt with i2 from 1st block
bryan3,2,1m, m, m14, 11, 10i16, ,i20-9+2
* Combo from 2nd hit
* Combo from 1st CH
* Move cannot be interrupted
bryan3,2,1,2m, m, m, m14, 11, 10, 14i16, ,i19-10+19a (+10)
* Balcony Break
* Combo from 3rd CH with 2f delay
* Interrupt with i1 from 3rd block
bryan3,2,1,4m, m, m, L14, 11, 10, 12i16, ,i22-11+0
* Combo from 3rd CH with 3f delay
* Interrupt with i5 from 3rd block
bryan3,3m, h14, 13i16, i23-6+6
* Combo from 1st CH
* Interrupt with i3 from 1st block
bryan3,3,2m, h, h14, 13, 20i16, ,i22~23-7+43a (+33)
* Tornado
* Combo from 2nd CH
* Interrupt with i3 from 2nd block
bryan3,3,4m, h, m14, 13, 25i16, ,i28-12+11cg
* Balcony Break
* Combo from 2nd CH
* Interrupt with i10 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Forces tech back roll on hit
bryan4h15i12-7+6
bryan4,1h, h15, 15i12, i23~24-1+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Transition to +8 +0 r15 SWA with B
bryan4,3h, m15, 12i12, i24~25-10+2
* Combo from 1st hit
* Interrupt with i4 from 1st block
bryan4,3,4*h, m, m15, 12, 25i12, ,i40~41-6+35a (+9)
* Balcony Break
* 10 chip damage on block
* Whiffs vs SWR from 2nd block
* Interrupt with i21 from 2nd block
* Interrupt with i10 from 2nd hit
bryan1+2m15i17~18-7+6
Homing
bryan1+2,1m, h15, 15i17~18, i23~24-1+6
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Enter SWA +0 +7 r15 with b
bryan1+2,2m, m15, 20i17~18, i26~27-14+51d (+20)
* Combo from 1st hit with delay
* Interrupt with i6 from 1st block
bryanSNE.3+4,2m, m20, 20i18, i14~15-9+25a (+20)
* Balcony Break
* Weapon?
* Combo from 1st hit
* Consumes SNE
* 8 chip damage on block
* Interrupt with i5 from 1st block
* Unparryable by traditional parries, Asuka, Nina, etc
bryanSNE.3+4,2*m, M20, 30i18, i55~56+9g~+10g+66a (+50)
* Tornado
* Reversal Break
* Balcony Break
* Consumes SNE
* Interrupt with i32 from 1st block
* Whiffs vs SS, SW from 1st block
* Chip damage on block (12)
* Wall splat on block
bryanf+2m10i15-10+1
bryanf+2,1m, m10, 12i15, i10-10+1
Jail from 1st attack
bryanf+2,1,4m, m, m10, 12, 20i15, ,i18~19-13+3a
* Balcony Break (airborne)
* Combo from 1st or 2nd hit
* Jail from 1st or 2nd block with ?F delay
* Gain SNE on hit with 1+2
* SNE gain is r25
bryanSNE.f+2,1,2m, m, m10, 12, 5i15, ,i14~15-7+9c
* Floor Break
* Elbow
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Consumes SNE
* Consumes 240f of Heat Time
* Chip damage on block (1)
bryanSNE.f+2,1,2,3m, m, m, m10, 12, 5, 7i15, ,i22-10+18a (+11)
* Knee
* Combo from 1st hit
* Move cannot be interrupted
* Chip damage on block (2)
bryanSNE.f+2,1,2,3,2m, m, m, m, m10, 12, 5, 7, 20 (14)i15, ,i35~36-13+25a (-1)
* Balcony Break
* Airborne combo from 1st hit (+0a (-1))
* Interrupt with i13 from 4th block
* Whiffs vs SS, SW from 4th block
* Chip damage on block (8)
* Unparryable by traditional parries, Asuka, Nina, etc
* Consumes 210f of Heat
bryanf+4m10i18-9+1
bryanf+4,1m, m10, 10i18, i25~26-13c+40a (+32)
* Spike
* Combo from 1st hit with 5f delay
* Interrupt with i4 from 1st block
* Move can be delayed 4f
bryanf+1+2h22i20~21+1+19d
* Balcony Break
* Elbow
* 6 chip damage on block
bryanDF+1m8i15-5+1
* DF must be held for the extensions
bryanDF+1,1m, m8, 2i15, i10-10-4
* Jail from 1st block with 9F delay
* Combo from 1st hit with 14F delay
* Move can be delayed 16F
bryanDF+1,1,1m, m, m8, 2, 2i15, ,i10-10-4
* Jail from 1st block with 8?F delay
* Combo from 1st hit with 14F delay
* Move can be delayed by 25F
bryanDF+1,1,1,1m, m, m, m8, 2, 2, 2i15, ,i10-10-4
* Jail from 1st block with 8?F delay
* Combo from 1st hit with 14F delay
* Move can be delayed by 25F
bryandf+2m12i13-6+5
Elbow
bryandf+2,1m, h12, 11i13, i16-4+5
* Combo from 1st hit
* Move cannot be interrupted
* Enter SWA -1 +8 r15 with b
bryandf+3L20i29~30-26+70a (+54)
* Homing
* High crush 6~
bryandf+4m23i22~24-6~-4+19a
* Homing
* Balcony Break (airborne)
bryand+2m17i14~15-2+8c
* Spike
* Elbow
* Transition to FC with D
bryand+3l10i16-11+0
bryand+3,2l, h10, 22i16, i21-7+35a (+9)
* Balcony Break
* Combo from 1st CH
* Interrupt with i1 from 1st block
* Gain SNE on hit with 1+2
bryand+4L13i15-11+0
+0c on crouching hit
bryand+1+2m,m10,15i17-10+3
* Combo from 1st hit
* Can be canceled into stances after 24 frames
* Enter SLS -3 +10g r13 with f
* Enter SWA -5 +8 r15 with b
* Opponent is further away on CH
* Can be done from Crouch Level 1
bryand+1+2~2m24i30+7+53a
* Spike
* 7 chip damage on block
bryand+3+4,2l, m16, 25i19, i19-12+14a (-3)
* Tornado
* Balcony Break
* Combo from 1st CH
* Interrupt with i9 from 1st block
* Cancel to -23 -12 -7 FC with DB
bryandb+2m13i15~17-6+8
bryandb+1+2m,h8,16i15 i12-9+4
* Heat Engager
* Heat Dash +5, +43a (+35)
* Balcony Break (airborne)
* Jail from 1st attack
bryanb+1+3+31
* Parries high or mid punches
* Parry state 5~12
bryanb+1+3,P.2h30,i13~14-10+6cg
* Balcony Break
* Gain SNE on hit
* SNE gain is r25
* +14cg if Bryan has SNE already
* Forces tech back roll on hit
* Chip damage on block
bryanb+2,1h, h18, 16i17, i19+0+55
* Airborne combo from 1st CH (+55a, 100% scaling)
* Enter SLS +7 +62a r13 with f
* Move cannot be interrupted
* Cancel to r9 SS with u_d
* Input can be delayed 17f
* Move can be delayed 16f
bryanb+2,1,2h, h, h18, 16, 22i17, ,i24-9+15cg
* Balcony Break
* Combo from 1st CH or 2nd hit with ?F delay
* Jail from 2nd block with ?F delay
* Forces tech back roll on hit
<Showing 1601-2000 of 6584 moves>