
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| asuka | d+1+2 | L | 17 | i20 | -18 | +3a | * Floor Break * Can be done from Crouch Level 1 * High crush 10~39 | |
| asuka | d+3+4 | l,h | 5,15 | i14 i9~12 | -8 | +30a (+20) | * Combo from 1st CH * -25 if 1st hit is blocked * Low crush 5~42 * Floating state 43~45 | |
| asuka | db+1 | m | 13 | i14 | -10 | +6 | * High crush 6~13 | |
| asuka | db+1,2 | m, h | 13, 20 | i14, 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 | |
| asuka | db+1,4 | m, m | 13, 25 | i14, i28~29 | -15 | +16a (+9) | * Tornado * Combo from 1st hit * Interrupt with i8 from 1st block * Low crush 29~46 * Floating state 47~49 | |
| asuka | db+2 | m | 22 | i20~21 | -11 | +32a (+22) | Tornado * High crush 3~17 | |
| asuka | db+4,3 | L, h | 14, 21 | i22~24, 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 | |
| asuka | db+4,1+4 | L, sl,h | 14, 5,8 | i22~24, 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 | |
| asuka | db+1+2 | m,m | 10,20 | i42 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 | |
| asuka | b+1+3 | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~12 | |||||
| asuka | b+1+3* | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~54 | |||||
| asuka | b+2 | m | 12 | i15 | -4c | +1c | ||
| asuka | b+2,1 | m, m | 12, 14 | i15, i28 | -7 | +4 | * Combo from 1st CH * Interrupt with i2 WS from 1st block * Links to f+1 extensions | |
| asuka | b+2,1+2 | m, h | 12, 7 | i15, 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 | |
| asuka | b+2,1+2,4 | m, h, m | 12, 7, 20 | i15, ,i23~24 | -13 | +18a (+9) | * Balcony Break * Combo from 1st CH * Combo from 2nd CH * Interrupt with i4 from 1st block | |
| asuka | b+3 | m | 15 | i16~17 | -19 | +22a (+12) | * Low crush 10~37 * Floating state 38~40 | |
| asuka | b+3,2 | m, M | 15, 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 | |
| asuka | b+4,2 | m, m | 17, 12 | i15~16, i18~19 | -12 | +4c | * Floor Break * Knee * Jail from 1st block with ?F delay * Input can be delayed 14f | |
| asuka | b+4,2,3 | m, m, M | 17, 12, 21 | i15~16, ,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 | |
| asuka | b+1+4,4 | h,L, m | 15,8, 23 | i12 i17~18, i25~26 | -14 | +5b | * Balcony Break (airborne) * Combo from 2nd CH * Interrupt with i6 from 2nd block | |
| asuka | b+2+3 | m | 23 | i24~25 | -9 | +6 | * Balcony Break (airborne) * Kick Sabaki, +59a on successful parry * Parry state 4~15 | |
| asuka | ub+4 | -15 | +27a (+17) | * Backwards momentum | ||||
| asuka | ub+1+2 | m | 23 | i25 | -3 | +9d | * Floor Break * Spike * Cancel to r35 with B * Transition to FC -3 +6d with D | |
| asuka | u+4 | * Recovers 4F faster on hit (t49 r28) * No forward momentum | ||||||
| asuka | u+1+2 | m | 20 | i31~32 | -13c~-12c | +19a | * Spike * 6 chip damage on block * Power up when using NWG or in Heat * Low crush 9~31 | |
| asuka | uf+1 | h | 12 | i13 | -9 | +3 | * Has good left sidestep tracking | |
| asuka | uf+1,2 | h, m | 12, 19 | i13, 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) | |
| asuka | uf+1,NWG.2 | m | 24 | ,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 | |
| asuka | uf+2 | h,t | 20,25 | i14 | -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 | |
| asuka | uf+4 | m | 25 | i20~21 | -13 | +31a (+21) | * Recovers 4F faster on hit (t49 r28) * Low crush 9~30 * Floating state 31~33 | |
| asuka | 1+2+3+4 | * Transition to Ultimate Tackle throw with 1+2 * Cannot block for 5 seconds * CH state for 5 seconds | ||||||
| asuka | f,F+1 | m | 30 | i23 | +5 | +14c | * Spike * Recovers in r55 on hit or on block * 8 chip damage on block | |
| asuka | f,F+2 | m | 16 | i15~16 | -9 | +2 | * Elbow * Transition to -9 +2 FC r30 with D at frame 18 * Has good right sidestep tracking | |
| asuka | f,F+2,1 | m, h | 16, 21 | i15~16, 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 | |
| asuka | f,F+2,3 | m, M | 16, 22 | i15~16, 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 | |
| asuka | f,F+2,3* | m, m | 16, 26 | i15~16, 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 | |
| asuka | f,F+2,1+2 | m, m | 16, 25 | i15~16, 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) | |
| asuka | f,F+4 | h | 23 | i20~21 | -3 | +66a (+46) | * Strong Aerial Tailspin * Balcony Break * Low crush 6~21 * Floating state 22~24 | |
| asuka | ub,b | sp | * Perform f,f,f+3 (Ame-no-Uzume) with 3; i68~72 effective startup * Low crush 9~40 * Floating state 41~43 | |||||
| asuka | ws1 | m | 12 | i14~15 | -7 | +4 | ||
| asuka | ws1,4 | m, h | 12, 20 | i14~15, i20 | -4 | +37a (+29) | * Balcony Break * Combo from 1st hit with 7f delay * Interrupt with i1 from 1st block * Move can be delayed 6f | |
| asuka | ws2 | m | 18 | i13~14 | -8 | +8 | Elbow | |
| asuka | ws2,1 | m, h | 18, 10 | i13~14, 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 | |
| asuka | ws2,1,1 | m, h, m | 18, 10, 8 | i13~14, , | -23 | -12 | ||
| asuka | ws2,1,1,1 | m, h, m, h | 18, 10, 8, 8 | i13~14, , | -25 | -14 | ||
| asuka | ws2,1,1,1,2 | m, h, m, h, m | 18, 10, 8, 8, 6 | i13~14, , | -11 | +0 | ||
| asuka | ws2,1,1,1,2,1 | m, h, m, h, m, sm | 18, 10, 8, 8, 6, 5 | i13~14, , | -10 | +1 | ||
| asuka | ws2,1,1,1,2,1,4 | m, h, m, h, m, sm, m | 18, 10, 8, 8, 6, 5, 7 | i13~14, , | -16 | -6 | ||
| asuka | ws2,1,1,1,2,1,4,3 | m, h, m, h, m, sm, m, l | 18, 10, 8, 8, 6, 5, 7, 7 | i13~14, , | -25 | -9 | ||
| asuka | ws2,1,1,1,2,1,4,3,3+4 | m, h, m, h, m, sm, m, l, m,m | 18, 10, 8, 8, 6, 5, 7, 7, 25,25 | i13~14, , | -11 | KND | ||
| asuka | ws2,1,1,1,2,1+4 | m, h, m, h, m, sll,h | 18, 10, 8, 8, 6, 7,5 | i13~14, , | -33 | -7 | ||
| asuka | ws2,1,1,1,2,1+4,1 | m, h, m, h, m, sll,h, h | 18, 10, 8, 8, 6, 7,5, 6 | i13~14, , | -10 | -43 | ||
| asuka | ws2,1,1,1,2,1+4,1,3+4 | m, h, m, h, m, sll,h, h, l,m | 18, 10, 8, 8, 6, 7,5, 6, 5,24 | i13~14, , | -43 | LNC | ||
| asuka | ws2,1,1,3 | m, h, m, m | 18, 10, 8, 10 | i13~14, ,i21 | +11a (+1) | * Balcony Break | ||
| asuka | ws2,1+2 | m, t | 18, 12 | i13~14, 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 | |
| asuka | ws3 | m | 20 | i18~19 | -16 | +35a (+25) | Tornado * Floating state 18~40 | |
| asuka | ws4 | m | 15 | i11~12 | -3 | +8 | Can hit grounded while up-close and off-axis | |
| asuka | SS.2 | m | 23 | i13~14 | -13 | +13a (+4) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break (airborne) * Gain NWG on Heat activation | |
| asuka | FC.df+3 | m | 20 | i17 | -9 | +34a (+26) | Balcony Break | |
| asuka | FC.df+3* | m | 30 | i29 | +8 | +37a | * Balcony Break (airborne) * 6 chip damage on block | |
| asuka | (Back to wall).b,b,UB | m | 21 | i39~41 | +4c~+6c | +22a | * Floating state 5~13 * Low crush 14~33 * Floating state 34~36 | |
| asuka | DST.2 | m | 20 | i19 | -3 | +8a | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Elbow * Gain NWG on Heat Activation * Chip damage on block | |
| asuka | DST.4 | l | 19 | i19 | -14 | +11a | ||
| asuka | NWG.u+1+2 | M | 33 | i31~32 | +8~+9 | +44a | * Floor Break * 13 chip damage on block * Consumes NWG * Consumes 180F of remaining Heat time * Low crush 9~31 | |
| asuka | Tackle.2,1,2,1 | 5,5,5,10 | +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 | |||
| asuka | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| asuka | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| asuka | hFC.3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| asuka | hFC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| asuka | hFC.3+4 | m,m | 10,10 | i21~22 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 | |
| asuka | 1+3 | t | 35 | i12~14 | -2 | +0d | * Homing * Floor Break * Throw break 1 or 2 | |
| asuka | 2+4 | t | 35 | i12~14 | -2 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Opponent recovers FDFA on hit | |
| asuka | Back throw | t | 50 | +7d | * Unbreakable * Side switch on hit * Opponent recovers FDFA on hit | |||
| asuka | FC.db+1+2 | t | 15,15,15 | i14 | -6 | +56a (+28) | * Throw break 1+2 * Side switch on hit * 2nd damage on landing * 3rd damage without tech roll | |
| asuka | Left throw | t | 40 | -3 | -3d | * Throw break 1 * Opponent recovers FDFT on hit | ||
| asuka | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers FUFA on hit | ||
| asuka | df+2+3 | t | 40 | i12 | -6 | -6d | * Floor Break * Throw break 2 * Opponent recovers off-axis FUFT on hit * Can side switch on hit | |
| asuka | f+1+3 | t | 0 | i19~20 | +17 | * -3 when exiting stance with no input | ||
| asuka | uf+1+2 | t | 40 | i12 | -3 | +0d | * Throw break 1+2 * Opponent recovers FUFA on hit | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| azucena | 2+3 | m | [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 | |
| azucena | H.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 | ||||
| azucena | H.LIB.P (High) | m | 25 | i17~18 | -8 | +32a | * Restores 5 recoverable health on successful parry * Opponent recovers FUFA * is1~17 | |
| azucena | H.LIB.P (Low) | m | 20 | i16~18 | -9 | +58a (+42) | * Tornado * Restores 5 recoverable health on successful parry * is1 * Floating state 2~48 | |
| azucena | H.LIB.d+3+4 | M | 27 | i16~18 | +4~+6 | +22a | * Tornado * Consumes 210F of remaining Heat time * Transition to FC with D * Floating state 2~48 | |
| azucena | H.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 | ||||
| azucena | H.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 | ||||
| azucena | H.f+3+4 | * Parries all high or low attacks * Consumes 120F of remaining Heat time * Cancel to r20 with DB * High crush 4~20 * Parry state 17~ | ||||||
| azucena | H.2+3 | m,m,t | 15,9,29 | i15~16 | +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 | |
| azucena | H.2+3+4 | h! | 0 | i45 | +35a | |||
| azucena | R.df+1+2 | m,t | 55+ | 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~ | |
| azucena | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| azucena | 1,2 | h, h | 5, 23 | i10, i20~21 | -14 | +8 | * Balcony Break * Combo from 1st hit with 4f delay * Interrupt with i1 from 1st block * Transition to BT with B | |
| azucena | 1+3+4 | |||||||
| azucena | 1+3+4* | * Regenerates heat * Heat meter won't disappear, even if it fully depletes | ||||||
| azucena | 2 | h | 9 | i10 | +0 | +9 | ||
| azucena | 2,1 | h, m | 9, 11 | i10, i17~18 | -7 | +3 | * Combo from 1st hit with 4f delay * Jail from 1st attack with 2f delay | |
| azucena | 2,1,2 | h, m, h | 9, 11, 21 | i10, ,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 | |
| azucena | 3 | m | 13 | i14 | -7 | +4 | ||
| azucena | 3,3 | m, h | 13, 23 | i14, 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 | |
| azucena | 4,3 | h, M | 15, 20 | i12~13, 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 | |
| azucena | 2+3+4 | h! | 0 | i45 | -1 | |||
| azucena | f+2 | h | 14 | i17~18 | -10 | +1 | ||
| azucena | f+2,1 | h, m | 14, 17 | i17~18, i22~23 | -10 | +5 | * Combo from 1st hit with 7f delay * Interrupt with i3 from 1st block * Move can be delayed 8f | |
| azucena | f+2,1,4 | h, m, m | 14, 17, 23 | i17~18, ,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 | |
| azucena | f+3 | m | 15 | i17 | -4 | +5 | * Has good right sidestep tracking | |
| azucena | f+3,2 | m, h | 15, 20 | i17, i22~23 | -4 | +22a | * Balcony Break * Combo from 1st hit with 8f delay * Move cannot be interrupted | |
| azucena | f+4 | m | 16 | i17~18 | -8 | +1 | Homing | |
| azucena | f+4,4 | m, h | 16, 21 | i17~18, 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 | |
| azucena | f+4,4~2 | m, h | 16, 23 | i17~18, 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 * | |
| azucena | f+1+2 | h | 25 | i16~17 | -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 | |
| azucena | f+3+4 | * Completely evades all high/low attacks * Stays indefinitely in stance * Cancel to r20 with DB * Parry state 18~ | ||||||
| azucena | f+3+4* | * Restores 120F, 150F and 240F of remaining Heat time * Heat meter won't disappear, even if it fully depletes * Parry state 1~ | ||||||
| azucena | df+1 | m | 11 | i13~14 | -3 | +8 | ||
| azucena | df+1,4 | m, h | 11, 13 | i13~14, i17~18 | -7 | +4 | * Jail from 1st block * Combo from 1st hit * Enter BT -5 +6 r23 with B | |
| azucena | df+1,4,1~2 | m, h, M | 11, 13, 23 | i13~14, ,i18~19 | -10 | +12c | * Spike * Interrupt with i14 from 1st block | |
| azucena | df+2 | m | 12 | i15~16 | -13 | +28a (+18) | Launches crouching opponent | |
| azucena | df+4 | m | 15 | i16~17 | -7 | +2 | ||
| azucena | df+4,1 | m, h | 15, 23 | i16~17, 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 | |
| azucena | d+2 | m | 15 | i17~18 | -9 | +5 | ||
| azucena | d+2,3 | m, h | 15, 20 | i17~18, i24~25 | +1 | +16g | * Strong Aerial Tailspin * Balcony Break * Combo from 1st hit with 7f delay * Interrupt with i3 from 1st block | |
| azucena | d+3 | L | 10 | i15 | -14 | -3 | ||
| azucena | d+3,3 | L, m | 10, 14 | i15, i23 | -13 | +1 | * Combo from 1st CH with 7f delay * Move can be delayed 10f * Interrupt with i3 from 1st block | |
| azucena | d+3,3,4 | L, m, m | 10, 14, 21 | i15, ,i25~26 | -14 | +15a (-2) | * Tornado * Balcony Break * Combo from 2nd CH with 10f delay * Interrupt with i3 from 1st block | |
| azucena | d+4 | L | 13 | i15~16 | -13 | -2 | ||
| azucena | d+4,1 | L, h | 13, 5 | i15~16, 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 | |
| azucena | d+1+2 | l | [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~ | |
| azucena | db+1 | sl | 5 | i10 | -5 | +6 | Can recover standing with F * High crush 4~ | |
| azucena | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| azucena | db+3 | L | 14 | i16~17 | -7 | +4 | ||
| azucena | db+3,4 | L, h | 14, 20 | i16~17, i24~25 | -13 | +66a (+50) | * Tornado * Balcony Break * Jails from first hit * Combo from 1st CH * Interrupt with i5 from 1st block | |
| azucena | db+1+2 | M | 23 | i20~21 | -21 | +33a (+23) | Steel pedal * High crush 6~21 | |
| azucena | db+3+4 | m | 30 | i26~30 | -16~-12 | +15a (+5) | * Balcony Break * Backswing blow * Low crush 20~35 * Floating state 36~38 | |
| azucena | b+1 | h | 10 | i14~15 | -3 | +3 | ||
| azucena | b+1,1 | h, h | 10, 14 | i14~15, i23 | -8 | +3 | * Combo from 1st CH hit with 6f delay * Jail from 1st block with 1f delay * 4 chip damage on block | |
| azucena | b+1,1,2 | h, h, h | 10, 14, 20 | i14~15, ,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 | |
| azucena | b+2 | h | 21 | i18~19 | +2 | +22a (+13) | * Balcony Break * Homing * 6 chip damage on block | |
| azucena | b+3 | m | 21 | i19 | +2c | +8c | * Heat Engager * Heat Dash +5, +67a (+50) * Spike * 6 chip damage on block | |
| azucena | b+4 | m | 10 | i15~16 | -9 | +2 | Knee | |
| azucena | b+4,3 | m, m | 10, 10 | i15~16, i23~24 | -10 | +4 | * Knee * Combo from 1st hit with 6f delay * Interrupt with i4 from 1st block | |
| azucena | b+4,3,4 | m, m, m | 10, 10, 16 | i15~16, ,i23~24 | -10 | -2 | * Knee * Combo from 2nd CH with 10f delay * Interrupt with i2 from 2nd block | |
| azucena | b+4,3,4,3 | m, m, m, h | 10, 10, 16, 23 | i15~16, ,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 | |
| azucena | b+3+4 | * Low crush 6~19 * Floating state 20~22 | ||||||
| azucena | b+3+4* | Regenerates heat | ||||||
| azucena | uf+1 | h | 18 | i18~19 | -9 | +7 +15w | * Wall Crush +15g on hit * Balcony break on airborne hit * Punch Sabaki, parries high or mid punches * Parry state 3~10 | |
| azucena | uf+1,P | h, t | 18, 25 | i18~19, | -4d | Opponent recovers FUFA | ||
| azucena | uf+2 | h | 20 | i17~18 | -5 | +14c | * Strong Aerial Tailspin * Guaranteed 14f or faster follow-up mid on hit * 70% scaling on combo * Sidesteps to the right | |
| azucena | uf+3 | h | 20 | i21~22 | -16a | +36a | * Low crush 10~30 * Floating state 31~65 | |
| azucena | uf+4 | M | 22 | i24~26 | -8 | +21a | * Spike *20 damage when u+4 or ub+4 input is used * Low crush 9~26 | |
| azucena | uf+3+4 | m,M | 10,18 | i21~22, 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 | |
| azucena | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| azucena | 1+2+3+4,3+4 | m! | 54 | i75 | -8a | Base damage is 45 | ||
| azucena | UB,b | sp | Transition to r28 LIB with F (js17~36, fs37~39, cs47~63) * Low crush 17~36 * Floating state 37~39 | |||||
| azucena | f,F+3 | M | 20 | i15~17 | -14~-12 | +35a (+25) | Tornado * Low crush 17~37 * Floating state 38~40 | |
| azucena | f,F+4 | M | 25 | i25~27 | +0c~+2c | +13c~+15c | * Spike * Guaranteed 13f or faster mid on hit * 70% scaling on combo * 7 chip damage on block | |
| azucena | f,f,F+3 | m | 10 | i15~16 | -14 | -9 | Knee * Low crush 9~36 * Floating state 37~39 | |
| azucena | f,f,F+3,2 | m, h | 10, 20 | i15~16, 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 | |
| azucena | ws2 | m | 14 | i15~16 | -13 | +32a (+22) | ||
| azucena | ws3 | m | 23 | i20~21 | +4 | +16cg | * Balcony Break * 6 chip damage on block * Opponent recovers crouching | |
| azucena | ws4 | m | 13 | i11~12 | -6 | +5 | ||
| azucena | ws4,1 | m, h | 13, 10 | i11~12, i21~22 | -2 | +6 | * Combo from 1st hit with 6f delay * Interrupt with i2 from 1st block * Enter LIB +0 +8 r21 with F | |
| azucena | FC.d+1 | sl | 5 | i10 | -5 | +6 | Can recover standing with F * High crush 1~ | |
| azucena | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| azucena | FC.d+3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| azucena | FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| azucena | (Back to wall).b,b,UB | m | 25 | i27~33 | +1~+7 | +7a (-3) | Balcony Break * Floating state 5~13 * is8~13 * Low crush 14~36 * Floating state 37~62 | |
| azucena | BT.1,2 | h, h | 9, 23 | i10~11, 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 | |
| azucena | BT.2 | m | 15 | i17~18 | -8 | +3 | Transition to attack throw on front standing hit by inputting 2 on frames 10~16 | |
| azucena | BT.2:2 | m, t | 15, 23 | i17~18, | +0d | Transition to attack throw on front standing hit by inputting 2 on frames 10~16 | ||
| azucena | BT.4 | m | 15 | i15~16 | -3 | +6 | ||
| azucena | BT.3+4 | M | 23 | i27~29 | -5c~-3c | +20a | * Spike * 6 chip damage on block * Evasive, can evade mids and some highs * Low crush 9~29 | |
| azucena | BT.b+3 | |||||||
| azucena | BT.b+1+2 | Parries all mids * Parry state 2~8 | ||||||
| azucena | BT.b+3+4 | * High crush 6~20 | ||||||
| azucena | BT.f+3+4 | * Low crush 6~21 * Floating state 22~24 | ||||||
| azucena | LIB.1 | h | 14 | i13 | +3 | +8 | * 4 chip damage on block | |
| azucena | LIB.1,2 | h, h | 14, 20 | i13, 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 | |
| azucena | LIB.2 | m | 22 | i14~15 | -8 | +21~22cg | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break | |
| azucena | LIB.3 | L | 15 | i16~17 | -9 | +2 | ||
| azucena | LIB.3,1 | L, m | 15, 20 | i16~17, 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 | |
| azucena | LIB.4,1,2 | m, h, m | 14, 10, 23 | i15~16, ,i28~29 | -10 | +67a (+51) | * Tornado * Balcony Break * Combo from 2nd CH with 1f delay * Move can be delayed 10f * Interrupt with i9 from 2nd block * Whiffs vs SS, SW from 2nd block | |
| azucena | LIB.4,2 | m, M | 14, 21 | i15~16, 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 | |
| azucena | LIB.1+2 | M | 23 | i18~19 | -14 | +38a (+28) | * Tornado * Cancel to r20 BT with B * Low crush 20~30 * Floating state 31~33 | |
| azucena | LIB.3+4 | h | 25 | i16~17 | -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 | |
| azucena | LIB.B | Completely evades high or low attacks * Parry state 1~ | ||||||
| azucena | LIB.F | * Completely evades high or low attacks * Parry state 1~ | ||||||
| azucena | LIB.P (High) | 0 | * Restores recoverable health * Frame advantage depends on the move that gets evaded * is1~16 | |||||
| azucena | LIB.P (Low) | m,m | 15,20 | i7~8 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 | ||
| azucena | LIB.U | * Completely evades high or low attacks * Parry state 1~ | ||||||
| azucena | LIB.b,b | * Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1 | ||||||
| azucena | LIB.d+4 | L | 14 | i19~20 | -31 | -2 | ||
| azucena | LIB.d+4,4 | L, h | 14, 27 | i19~20, i30~31 | -7 | +14a (+5) | * Balcony Break * Combo from 1st hit | |
| azucena | LIB.f,f | |||||||
| azucena | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| azucena | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit and break | |
| azucena | Back throw | t | 50 | +0d | * Unbreakable * Side switch | |||
| azucena | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| azucena | Right throw | t | 40 | -3 | -3d | * Throw break 2 | ||
| azucena | Tackle.2,1,2,1 | t | 5,5,5,15 | +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 | |||
| azucena | Tackle.1+2 | t | 25 | -9 | +1d | * Throw break 1+2 | ||
| azucena | d+1+3 | t(m) | 35 | i12~13 | +0d | * Heat Engager * Crouch throw * Unbreakable * Can't Heat Dash cancel | ||
| azucena | hFC.1+2 | t | 0 | i32 | -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 | |
| azucena | uf+1+2 | t | 40 | i11 | +0 | -3d | * Throw break 1+2 * side switch on hit | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| bob | H.2+3 | m,t | 14,20 (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 | |
| bob | R.df+1+2 | m,t | 55+ | 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~ | |
| bob | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| bob | 1,1 | h, h | 5, 7 | i10, i17 | -3 | +5 | * Jails from 1st block with 1F delay * Combo from 1st hit with 3F delay | |
| bob | 1,1,2 | h, h, h | 5, 7, 12 | i10, ,i19 | -12 | +3 | * Jails from 1st block * Combo from 1st hit | |
| bob | 1,2 | h, h | 5, 10 | i10, i13 | -3 | +7 | * Jail from 1st block with 3F delay * Combo from 1st hit with 3F delay | |
| bob | 1,2,2 | h, h, m | 5, 10, 20 | i10, ,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 | |
| bob | 1,4 | h, h | 5, 15 | i10, i16 | -6 | +5 | * Jails from 1st block with 2F delay * Combo from 1st hit with 3F delay | |
| bob | 1,d+4 | h, l | 5, 13 | i10, i22 | -12 | -1 | * Combo from 1st hit with 3F delay * Interrupt with i3 from 1st block * -1c on crouching hit | |
| bob | 2 | h | 8 | i10 | +0 | +6 | * | |
| bob | 2,1,4 | h, m, m | 8, 10, 20 | i10, ,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 | |
| bob | 3 | m | 14 | i15~16 | -6 | +5 | * | |
| bob | 3,1 | m, h | 14, 11 | i15~16, i19 | -3 | +8 | * Combo from 1st hit * Move cannot be interrupted | |
| bob | 3,3 | m, m | 14, 18 | i15~16, i25~26 | -13 | +4a (-5) | * Balcony Break * Combo from 1st CH * Interrupt with i6 from 1st block | |
| bob | 4,3 | h, h | 15, 15 | i13, 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 | |
| bob | 4,4 | h, M | 15, 22 | i13, 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 | |
| bob | 1+2 | m | 18 | i19~20 | -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) | |
| bob | 3+4 | M,M | 14, 14 | i25, i8 | -9 | +1 | * * Floating state 15~29 | |
| bob | 3+4,4 | M,M, m | 14, 14, 14 | i25, 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 | |
| bob | 3+4,4,2 | M,M, m, m | 14, 14, 14, 25 | i25, i8, ,i19~20 | -14 | +1a (-16) | * Balcony Break * Spike combo from 2nd hit (-4a (-16)) * Move cannot be interrupted * 20f timestop on hit | |
| bob | f+2 | h | 10 | i12 | -7 | +3 | * | |
| bob | f+2,3 | h, M | 10, 22 | i12, 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) | |
| bob | H.f+2,1+2 | h, m,m | 10, 10,10 | i12, 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 | |
| bob | H.f+2,1+2,1 | h, m,m, M | 10, 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 | |
| bob | f+1+2 | m | 23 | i16~17 | -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 | |
| bob | f+3+4 | sp | * 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 | |||||
| bob | df+1 | m | 13 | i14 | -2 | +5 | * | |
| bob | df+1,2 | m, m | 13, 15 | i14, 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 | |
| bob | df+4 | h | 12 | i13~14 | -6 | +5 | * | |
| bob | df+4,3 | h, h | 12, 23 | i13~14, 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 | |
| bob | df+4,4 | h, m | 12, 24 | i13~14, 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 | |
| bob | d+2 | m | 12 | i15 | -9 | +2 | * | |
| bob | d+2,1 | m, m | 12, 11 | i15, 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 | |
| bob | d+2,1,2 | m, m, m | 12, 11, 18 | i15, ,i22~24 | -12 | -1 | * Interrupt with i3 from 1st block * Move can be delayed by 10F | |
| bob | d+2,1,2,2 | m, m, m, m | 12, 11, 18, 21 | i15, ,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 | |
| bob | d+2,4 | m, m | 12, 21 | i15, 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 | |
| bob | d+3 | L | 12 | i19~20 | -18 | -7 | * -7c on crouching hit * High crush 6~56 | |
| bob | d+3,4 | L, h | 12, 15 | i19~20, i25~26 | -8 | +10g | * Balcony Break * Combo from 1st CH with 4F delay | |
| bob | d+4 | l | 11 | i16 | -12 | -1 | * -1c on crouching hit | |
| bob | d+4,3 | l, h | 11, 12 | i16, i23~24 | -7 | -2 | * Combo from 1st CH * Interrupt with i3 from 1st block | |
| bob | d+4,3,4 | l, h, m | 11, 12, 15 | i16, ,i25~26 | -15 | +8a (-1) | * Balcony Break * Combo from 1st CH or 2nd hit * Move cannot be interrupted | |
| bob | d+1+2 | h,h | 6,6 | i14, i11 | -9 | +2 | * | |
| bob | d+1+2,2 | h,h, m | 6,6, 6 | i14, i11, i10~11 | -8 | +3 | * Jail from 1st block * Combo from 1st hit | |
| bob | d+1+2,2,1 | h,h, m, h | 6,6, 6, 20 | i14, 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 | |
| bob | d+3+4 | M,m | 12,14 | i15~16 i5~7 | -12 | +21a (+14) | * Slight jab evasion especially at range (frames 6 to 9?) * +3~+5 on second hit * Floating state 20~34 | |
| bob | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| bob | db+2 | m | 17 | i14 | -8 | +6 | * Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?) | |
| bob | db+4 | L | 15 | i24~25 | -12 | -1 | * -1c on crouching hit * High crush 6~38 | |
| bob | db+4,4 | L, m | 15, 14 | i24~25, 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 | |
| bob | db+4,4,3 | L, m, h | 15, 14, 12 | i24~25, ,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 | |
| bob | db+4,4,3,3 | L, m, h, M | 15, 14, 12, 18 | i24~25, ,i35~38 | -12 | +29d | * Spike * Combo from 3rd CH * Interrupt with i10 from 3rd block | |
| bob | db+1+2 | m | 16 | i17~18 | -13 | +33a (+23) | * Strong jab evasion (frames 5 to 13?) | |
| bob | db+3+4 | L | 10 | i19 | -31 | +6 | * Stagger low | |
| bob | b+1 | m | 15 | i18~19 | -8 | +5c | * Elbow * Spike | |
| bob | b+1,2 | m, m | 15, 16 | i18~19, i23~24 | -8 | +7 | * Combo from 1st hit * Jails attack inputs from 1st block (cannot CH) | |
| bob | b+1+3 | sp | (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 | ||
| bob | b+2 | m | 12 | i13~14 | -5 | +6 | * | |
| bob | b+2,1 | m, m | 12, 23 | i13~14, 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 | |
| bob | b+2,2 | m, h | 12, 12 | i13~14, 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 | |
| bob | b+2,2,4 | m, h, m | 12, 12, 13 | i13~14, ,i22 | -13 | +3 | * Knee * Combos from 2nd CH with 8F delay * Interrupt with i2 from 2nd block * Move can be delayed by 10F | |
| bob | b+2,2,4,4 | m, h, m, h | 12, 12, 13, 20 | i13~14, ,i23~24 | -7 | +18a (+9) | * Balcony Break * Combo from 2nd CH or 3rd hit with 3F delay * Interrupt with i3 from 3rd block | |
| bob | b+4,3 | m, m,h | 13, 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 | |
| bob | b+4,4 | m, h | 13, 20 | i15, i23 | -3 | +18a (+9) | * Balcony Break * Combo from 1st hit * Interrupt with i3 from 1st block * 4 chip damage on block | |
| bob | b+1+2 | m | 20 | i17~18 | -9 | +8c | * Spike * Head | |
| bob | b+1+2,1 | m, m | 20, 10 | i17~18, i30 | -11 | +0 | * Combo from 1st CH with 8F delay * Interrupt with i5 from 1st block * Move can be delayed by 9F | |
| bob | b+1+2,1,2 | m, m, h | 20, 10, 20 | i17~18, ,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 | |
| bob | b+3+4 | m | 26 | i18~20 | -7 | +18a (+8) | * Balcony Break * Hip * 20F timestop on hit * 5 chip damage on block * Low crush 10~22 * Floating state 23~25 | |
| bob | ub+1 | m | 25 | i26 | -15 | +15a (+6) | * Balcony Break * Backswing blow * Recovers 6F faster on hit (t56 r30) | |
| bob | ub+4 | * Transition to BAL r51 with F at frame 38 * Low crush 9~33 * Floating state 34~36 | ||||||
| bob | ub+4,1 | m | 25 | i11~13 (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 | |
| bob | ub+3+4 | m,m | 6,6 | i18, i10 | -9 | +18a (+11) | * Slight jab evasion especially from crouching (frames 3 to 12?) | |
| bob | ub+3+4,4 | m,m, m | 6,6, 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 | |
| bob | u+1+2 | m | 15 | i16~18 | -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 | |
| bob | u+1+2,4 | m, h | 15, 20 | i16~18, 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 | |
| bob | u+1+2,1+2 | m, m | 15, 25 | i16~18, 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 | |
| bob | u+3+4 | M | 20 | i24~28 | +1 | +6c | * Spike * 4 chip damage on block * Low crush 12~29 | |
| bob | uf+1 | m | 10 | i16 | -9 | +3 | * Has good right sidestep tracking | |
| bob | uf+1,2 | m, m | 10, 16 | i16, 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 | |
| bob | H.uf+1,2,2 | m, m, m | 10, 16, 24 | i16, ,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 | |
| bob | uf+3 | m | 20 | i20 | -13 | +33a (+23) | * Recovers 2F faster on hit (t51 r31) * Low crush 9~26 * Floating state 27~29 | |
| bob | uf+4 | m | 20 | i26~28 | -4 | +22a | * Spike * Low crush 9~28 * Floating state 29~31 | |
| bob | uf+3+4 | L,h | 10,12 | i21, i10 | -25,-15 | -4 | * * Low crush 24~30 * Floating state 31~33 | |
| bob | uf+3+4,4 | L,h, h | 10,12, 20 | i21, 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 | |
| bob | 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 | ||||||
| bob | 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 * Low crush 55~82 * Floating state 83~85 | ||||||
| bob | b,B+1+4 | m! | 60 | i72~74 | +7d | * Spike * 20f timestop on hit * Cancel to r47 FC with DB at frame 42 * Low crush 51~69 * Floating state 70~72 | ||
| bob | b,B+1+4,2 | m | 25 | i15~16 (i57~58) | -11 | +11a | * Balcony Break * Spike * i57~58 actual startup * Input 2 at frame 42 | |
| bob | b,B+2+3 | h! | 25 | i48~50 | +13d | * Strong Aerial Tailspin * Low crush 20~47 * Floating state 48~50 | ||
| bob | f,F+2 | m | 21 | i14 | -8 | +14a | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break | |
| bob | f,F+3 | h | 18 | i18~19 | -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 | |
| bob | f,F+4 | m | 12 | i22~23 | -9 | +2 | * Homing * +2c on crouching hit * Low crush 14~26 * Floating state 27~29 | |
| bob | f,F+4,4 | m, m | 12, 20 | i22~23, 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 | |
| bob | f,n,d,DF+4 | L | 16 | i18~19 | -28 | -1 | * Stagger low | |
| bob | f,n,d,DF+4,1+2 | L, m | 16, 25 (17) | i18~19, i25 | -17 | +7a (+6) / +2d | * Balcony Break * Airborne combo from 1st hit (+7a (+6)) | |
| bob | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to SS with u * Cancel to standing block with b from frames 1 to 9 | ||||||
| bob | f,n,d,df+1 | h | 21 | i13~14 (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) | |
| bob | f,n,d,df+2 | M | 24 | i16~17 | -23 | +76a | * Tornado * Parryable * Recovers 5F faster on hit (t60 r43) * Low crush 17~39 * Floating state 40~42 | |
| bob | f,n,d,df+3 | m | 16 | i16~17 | -10 | -5s | * Knee * Low crush 14~27 * Floating state 28~30 | |
| bob | f,n,d,df+3,2 | m, h | 16, 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 | |
| bob | f,n,d,df+3,4 | m, M | 16, 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 | |
| bob | f,n,d,df+1+2 | m | 20 | i15 | -10 | +24a (+14) | * Balcony Break * Can be charged to power up * i28 latest uncharged startup with max charge delay | |
| bob | f,n,d,df+1+2* | m | 33 | i28 | +4 | +39a | * Balcony Break * Charge for 23-28F * 6 chip damage on block | |
| bob | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22a) | * * Low crush 9~30 * Floating state 31~33 | |
| bob | f,f,F+3 | m | 30 | i20~24 | +6 | +10a (+0) | * Balcony Break * 9 chip damage on block * Low crush 3~25 * Floating state 26~28 | |
| bob | f,f,F+3+4 | M | 27 | i26~33 | +0 | +2cg | * Balcony Break * Forces tech back roll on hit * 5 chip damage on block * Low crush 15~35 * Floating state 36~38 | |
| bob | ws1 | m | 11 | i13~15 | -11 | +0 | * Elbow | |
| bob | ws1,2 | m, h | 11, 23 | i13~15, 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 | |
| bob | ws1,3 | m, M | 11, 25 | i13~15, i25~26 | -13 | +11a (+2) | * Balcony Break * Hip * Combo from 1st hit * Interrupt with i5 from 1st block | |
| bob | ws2 | m | 10 | i14 | -7 | +4 | * | |
| bob | ws2,1 | m, m | 10, 10 | i14, 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 | |
| bob | ws3 | h | 17 | i17~18 | -8~-7 | +17a (+8) | * Balcony Break * Homing | |
| bob | ws3,3+4 | h, M | 17, 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 | |
| bob | ws4 | m | 16 | i11~12 | -6 | +5 | * | |
| bob | SS.1+2 | m | 24 | i15~16 | -5c | +13cg | * Balcony Break * i24~25 effective startup (sidestep takes 9f) * Forces tech back roll on hit | |
| bob | FC.df+2 | m | 14 | i14 | -8 | +3 | * +3c on crouching hit | |
| bob | FC.df+2,1 | m, m | 14, 12 | i14, i21 | -7 | +4 | * Combo from 1st hit * Interrupt with i1 from 1st block * +4c on crouching hit | |
| bob | FC.df+2,1,1+2 | m, m, m | 14, 12, 25 | i14, ,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,UB | m | 21 | i35~38 | +1 | +34d | * Floating state 5~7 * is8~24 * Floating state 25~33 * Low crush 34~37 * Floating state 38~40 | |
| bob | BAL.1 | m | 16 | i15~17 | -5 | +5 | * | |
| bob | BAL.1,2 | m, h | 16, 21 | i15~17, 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) | |
| bob | H.BAL.1,4 | m, 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 | |
| bob | BAL.2 | m | 21 | i23~24 | -8 | +12g | * Balcony Break * Homing * Strong Aerial Tailspin | |
| bob | BAL.3 | m | 25 | i24~25 | +4 | +17a (+0) | * Balcony Break * Tornado * Low crush 21~25 * Floating state 26~43 | |
| bob | BAL.3+4 | M | 28 | i29~33 | -13c | +13d | * Floor Break * Hip * Floating state 1~16 * Low crush 17~29 * Floating state 30~32 | |
| bob | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| bob | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| bob | hFC.3 | L | 12 | i16 | -16 | -6 | -2c on crouching hit * High crush 1~ | |
| bob | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| bob | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Opponent recovers FDFT | |
| bob | 2+4 | t | 35 | i12~14 | -3 | +0d | * Floor Break * Throw break 1 or 2 * Swaps sides on successful throw | |
| bob | Back Throw | t | 50 (60) | +0d | * Unbreakable * Can fully wall splat (60 damage) * Opponent recovers FDFA | |||
| bob | FC.db+1+2 | t | 35 | i12,i30 | -3 | +5g | * Throw break: 1+2 | |
| bob | FC.db+1+2:3 | t | 45 | i12,i30 | -3 | +26a (+0) | * Balcony Break * Throw break: 1+2 * Input 3 during frames 26 to 29 of 2nd hit | |
| bob | Left Throw | t | 40 (45) | -3 | +0d | * Throw break: 1 * Can fully wall splat (45 damage) * Opponent recovers FDFA | ||
| bob | Right Throw | t | 40 | -3 | +0d | * Throw break: 1 * Opponent recovers FUFT | ||
| bob | uf+1+2 | t | 40 (45) | i12 | -3 | +0d | * Throw break: 1+2 * Opponent recovers FDFA * 45 damage on wall splat * Swaps sides on throw break | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| bryan | H.2+3 | m,m,t | 20,20,35 | i16, 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 | |
| bryan | R.df+1+2 | m,t | 55+ | 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~ | |
| bryan | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| bryan | 1,2,4 | h, h, h | 5, 8, 24 | i10, ,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 | |
| bryan | 1,4 | h, h | 5, 14 | i10, i15 | -7 | +4 | Jail from 1st attack | |
| bryan | 1,4,2,1 | h, h, h, h | 5, 14, 18, 16 | i10, ,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 | |
| bryan | 1,4,2,1,2 | h, h, h, h, h | 5, 14, 18, 16, 22 | i10, ,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 | |
| bryan | 1,4,2,1,4 | h, h, h, h, m | 5, 14, 18, 16, 21 | i10, ,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 | |
| bryan | 1,4,2,4 | h, h, h, m | 5, 14, 18, 21 | i10, ,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 | |
| bryan | 1,4,3 | h, h, m | 5, 14, 15 | i10, ,i21 | -10 | +1 | * Combo from 2nd CH with 5f delay * Interrupt with i1 from 1st block | |
| bryan | 1+3+4 | m! | 0 | i28~31 | +16 | * Cancellable with any input on frames 1~31 * Gain SNE * -34 if not cancelled | ||
| bryan | 2 | h | 10 | i10 | +1 | +7 | ||
| bryan | 3 | m | 14 | i16 | -4 | +7 | ||
| bryan | 3,2 | m, m | 14, 11 | i16, i22 | -10 | +1 | * Combo from 1st CH * Interrupt with i2 from 1st block | |
| bryan | 3,2,1 | m, m, m | 14, 11, 10 | i16, ,i20 | -9 | +2 | * Combo from 2nd hit * Combo from 1st CH * Move cannot be interrupted | |
| bryan | 3,2,1,2 | m, m, m, m | 14, 11, 10, 14 | i16, ,i19 | -10 | +19a (+10) | * Balcony Break * Combo from 3rd CH with 2f delay * Interrupt with i1 from 3rd block | |
| bryan | 3,2,1,4 | m, m, m, L | 14, 11, 10, 12 | i16, ,i22 | -11 | +0 | * Combo from 3rd CH with 3f delay * Interrupt with i5 from 3rd block | |
| bryan | 3,3 | m, h | 14, 13 | i16, i23 | -6 | +6 | * Combo from 1st CH * Interrupt with i3 from 1st block | |
| bryan | 3,3,2 | m, h, h | 14, 13, 20 | i16, ,i22~23 | -7 | +43a (+33) | * Tornado * Combo from 2nd CH * Interrupt with i3 from 2nd block | |
| bryan | 3,3,4 | m, h, m | 14, 13, 25 | i16, ,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 | |
| bryan | 4 | h | 15 | i12 | -7 | +6 | ||
| bryan | 4,1 | h, h | 15, 15 | i12, i23~24 | -1 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * Transition to +8 +0 r15 SWA with B | |
| bryan | 4,3 | h, m | 15, 12 | i12, i24~25 | -10 | +2 | * Combo from 1st hit * Interrupt with i4 from 1st block | |
| bryan | 4,3,4* | h, m, m | 15, 12, 25 | i12, ,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 | |
| bryan | 1+2 | m | 15 | i17~18 | -7 | +6 | Homing | |
| bryan | 1+2,1 | m, h | 15, 15 | i17~18, i23~24 | -1 | +6 | * Combo from 1st hit * Interrupt with i3 from 1st block * Enter SWA +0 +7 r15 with b | |
| bryan | 1+2,2 | m, m | 15, 20 | i17~18, i26~27 | -14 | +51d (+20) | * Combo from 1st hit with delay * Interrupt with i6 from 1st block | |
| bryan | SNE.3+4,2 | m, m | 20, 20 | i18, 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 | |
| bryan | SNE.3+4,2* | m, M | 20, 30 | i18, 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 | |
| bryan | f+2 | m | 10 | i15 | -10 | +1 | ||
| bryan | f+2,1 | m, m | 10, 12 | i15, i10 | -10 | +1 | Jail from 1st attack | |
| bryan | f+2,1,4 | m, m, m | 10, 12, 20 | i15, ,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 | |
| bryan | SNE.f+2,1,2 | m, m, m | 10, 12, 5 | i15, ,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) | |
| bryan | SNE.f+2,1,2,3 | m, m, m, m | 10, 12, 5, 7 | i15, ,i22 | -10 | +18a (+11) | * Knee * Combo from 1st hit * Move cannot be interrupted * Chip damage on block (2) | |
| bryan | SNE.f+2,1,2,3,2 | m, m, m, m, m | 10, 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 | |
| bryan | f+4 | m | 10 | i18 | -9 | +1 | ||
| bryan | f+4,1 | m, m | 10, 10 | i18, i25~26 | -13c | +40a (+32) | * Spike * Combo from 1st hit with 5f delay * Interrupt with i4 from 1st block * Move can be delayed 4f | |
| bryan | f+1+2 | h | 22 | i20~21 | +1 | +19d | * Balcony Break * Elbow * 6 chip damage on block | |
| bryan | DF+1 | m | 8 | i15 | -5 | +1 | * DF must be held for the extensions | |
| bryan | DF+1,1 | m, m | 8, 2 | i15, i10 | -10 | -4 | * Jail from 1st block with 9F delay * Combo from 1st hit with 14F delay * Move can be delayed 16F | |
| bryan | DF+1,1,1 | m, m, m | 8, 2, 2 | i15, ,i10 | -10 | -4 | * Jail from 1st block with 8?F delay * Combo from 1st hit with 14F delay * Move can be delayed by 25F | |
| bryan | DF+1,1,1,1 | m, m, m, m | 8, 2, 2, 2 | i15, ,i10 | -10 | -4 | * Jail from 1st block with 8?F delay * Combo from 1st hit with 14F delay * Move can be delayed by 25F | |
| bryan | df+2 | m | 12 | i13 | -6 | +5 | Elbow | |
| bryan | df+2,1 | m, h | 12, 11 | i13, i16 | -4 | +5 | * Combo from 1st hit * Move cannot be interrupted * Enter SWA -1 +8 r15 with b | |
| bryan | df+3 | L | 20 | i29~30 | -26 | +70a (+54) | * Homing * High crush 6~ | |
| bryan | df+4 | m | 23 | i22~24 | -6~-4 | +19a | * Homing * Balcony Break (airborne) | |
| bryan | d+2 | m | 17 | i14~15 | -2 | +8c | * Spike * Elbow * Transition to FC with D | |
| bryan | d+3 | l | 10 | i16 | -11 | +0 | ||
| bryan | d+3,2 | l, h | 10, 22 | i16, i21 | -7 | +35a (+9) | * Balcony Break * Combo from 1st CH * Interrupt with i1 from 1st block * Gain SNE on hit with 1+2 | |
| bryan | d+4 | L | 13 | i15 | -11 | +0 | +0c on crouching hit | |
| bryan | d+1+2 | m,m | 10,15 | i17 | -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 | |
| bryan | d+1+2~2 | m | 24 | i30 | +7 | +53a | * Spike * 7 chip damage on block | |
| bryan | d+3+4,2 | l, m | 16, 25 | i19, 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 | |
| bryan | db+2 | m | 13 | i15~17 | -6 | +8 | ||
| bryan | db+1+2 | m,h | 8,16 | i15 i12 | -9 | +4 | * Heat Engager * Heat Dash +5, +43a (+35) * Balcony Break (airborne) * Jail from 1st attack | |
| bryan | b+1+3 | +31 | * Parries high or mid punches * Parry state 5~12 | |||||
| bryan | b+1+3,P.2 | h | 30 | ,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 | |
| bryan | b+2,1 | h, h | 18, 16 | i17, 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 | |
| bryan | b+2,1,2 | h, h, h | 18, 16, 22 | i17, ,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 |