mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
clivedf+1,2m, h10, 13i14~15, i23-16-8
* Strong Aerial Tailspin
* Weapon
* Combo from 1st hit
* Enter PHX +6 +14 r21 with F or 4 on hit or block
clivedf+1,2,1m, h, m10, 13, 15i14~15, ,i26~27-15+32a (+11)
* Balcony Break
* Weapon
* Combo from 1st hit
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
clivedf+1,4m, m10, 12i14~15, i20~21-10+1
* Knee
* Combo from 1st hit
cliveH.df+1,1m, M,m10, 13,15i14~15, i22~23,i20~21-12+3c
* Weapon 2nd hit
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Move cannot be delayed by 2F
* Move is delayed by 2F
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 9 chip damage on block
cliveH.df+1,1,1m, M,m, m,m10, 13,15, 17,22i14~15, ,i25~26,i20~21-8+14a(+4a)
* Balcony Break
* Weapon 2nd hit
* Move cannot be delayed
* Input can be delayed by 25F
* Interrupt with i3 from 3rd block
* 14 chip damage on block
cliveH.df+1,1,2m, M,m, h,h10, 13,15, 10,12i14~15, ,i23~24,i12~13-9+8
* Weapon 1st hit
* Jail from 3rd normal hit
* Transition to r15 PHX with F or 4 on hit or block (-3/+14)
* 7 chip damage on block
cliveH.df+1,1,2,1m, M,m, h,h, M,M10, 13,15, 10,12, 10,16i14~15, ,i20~21,i11~12-8+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 5th hit with 17F delay
* Move cannot be delayed
* Input can be delayed by 17F
* 9 chip damage on block
* Tornado launching steel pedal
clivedf+2m,m5,10i15~16 i26~27-13+30a (+20)
* Weapon
* 2nd hit available only on hit or block
clivedf+2,2m,m, m5,10, 20i15~16 i26~27, i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
* Low crush 9~
clivedf+2,2,2m,m, m, m,M5,10, 20, 6,25i15~16 i26~27, ,i26~27 i3~4+60a (+44)
* Tornado
* Weapon
* Available only as combo from 3rd hit
* Available on standing hit only
clivedf+3L20i29~30-26+3c
* Homing
* High crush 6~65
clivedf+3,1L, M,M20, 18,20i29~30, i27~29 i3~10+3c
* Available only as combo from 1st hit
* 38 damage in total for the full string with scaling
* Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
clivedf+4m13i14-9+5
clived+1L14i18~19-13+2
* High crush 6~
clived+2sl8i11-6+5
+5c on crouching hit
* High crush 4~
clived+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
clived+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
clivedb+1,1h, m,m10, 7,20i17~18, i21~22 i18~19+31d (+10d)
* Tornado
* Homing
* Balcony Break
* Available only as combo from 1st hit
* Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
clivedb+2m10i17~18-12-1
* Weapon
clivedb+2,1m, M10, 23i17~18, i25~26-13+27a (+12a)
* Tornado
* Weapon
* Combo from 1st hit
clivedb+2,1*m, M10, 27i17~18, i40~41-3+27a (+12a)
* Tornado
* Weapon
* 10 Chip damage on block
clivedb+1+2M,m12,10i17~18 i23-11-2c
* Weapon
* 6 chip damage on block
clivedb+1+2,1M,m, M12,10, 20i17~18 i23, i22~i23-13+24a (+9a)
* Balcony Break (BT)
* Weapon
* Combo from 2nd CH
* Transition to +41a (+23) GAR on airborne hit
* Cancel GAR transition with B
* 6 Chip damage on block
cliveb+2h20i20~21-4+9
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Enter PHX +6 +23 r24 with F or 4 on block or hit
* +15a (+6) on BT hit
* Effectively homing?
cliveb+3
* Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves
* Parry state 5~Parry state 13
cliveb+3,P
Earliest cancel to parry attacks r23
* is1~16
cliveb+3,P,2m35i20~21+3+16a (+6a)
* Reversal Break
* Balcony Break
* Weapon
* is1~9
* Floating state 10~20
cliveb+3,P,1+2m,t35i20~21-13+5d
* Reversal Break
* Weapon
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.10 on block
* Transition to attack throw on hit
* Side switch on hit
* is1~20
cliveb+1+2m25i24~25-14+14a (+4a)
* Balcony Break
* Weapon
* Reversal Break (after attack absorb)
* 34 in total damage after absorbing an attack in power crush state
* Damage taken during power crush state is recoverable
* -7 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
* Power crush 7~23
clive1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
cliveb,B+1+4m!40i80~81+56a
* Hitstop on frame 80 for 20f?
clivef,F+1+2m22i20+3+9c
* Spike
* Weapon
* 2 chip damage on block
cliveqcf+1h5i20-31-12~-10+8c~+10c
* Balcony Break
* Weapon
* Hold to power up
* 1 chip damage on block
* Cancel to r15 PHX with 4 or F from frames 10-16
* Transitions to unbreakable throw from i23-31 5,10 +3
* Throw deals recoverable damage only
* Forces tech backroll on hit
cliveqcf+1*h10i30-41-5~-3+16a~+18a (+6~+8)
* Balcony Break
* Weapon
* 2 chip damage on block
* Cancel to r15 PHX with 4 or F from frames 10-16
* Transitions to unbreakable throw from i33-41 10,15 +3
* Throw deals recoverable damage only
cliveuf
* Low crush 9~43
clivef,f,F+2m20i24~26+2+31d (+10)
* Balcony Break
* Weapon
* Enter PHX +14 +43d (+22) r26 with F or 4 on hit or block
* 4 Chip Damage on block
clivews2m15i15~16-14~-13+53a
* Weapon
clivews3m,m20,15(20)i20~21 i28~41-8+21a (+11a)
* Homing
* Balcony Break
* Power up in Heat: 20 damage and +20a(+10a) on hit
* Jail from 1st attack
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
cliveSS.2M12i17~18-9-2
* Weapon
* Side step takes 9f, effective startup i26
cliveSS.2,1M, m12, 23i17~18, i22~23-15+9c
* Heat Engager
* Heat Dash +5, +45a (+35a)
* Balcony Break
* Weapon
* Input 1 during the 1st hit animation on frames 16~18 to add +3 damage
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Force tech backroll on hit
cliveSS.1+2M21i25~26+2+49a
* Spike
* Weapon
* 6 Chip Damage on block
* Transition to FC with D
* Side step takes 9f, effective startup i34~35
cliveFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
cliveFC.df+2L18i19~20-12+3c
* Weapon
* High crush 1~20
cliveCH.f,F+1+2m50i20+0d
* Spike
* Weapon
* Throw from front hit
* Opponent recovers FUFA
cliveGAR.1m18i15~17-5~-3+17a
* Balcony Break
* Spike
* 21 damage with delayed input
* Jump takes 17f, effective minimum startup i32~34
* 3 (4) chip damage on block
* -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
* Low crush 1~23
* Floating state 24~26
cliveGAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
* Low crush 1~49
cliveGAR.2,2m, m,M20, 6,25i18~19, i26~27 i3~4-17+13d (-4d)
* Tornado
* Weapon
* Combo from 1st hit
* Low crush 1~26
* Floating state 27~29
cliveGAR.3h12i12-3+21a (-4a)
* Balcony Break
* 15 damage with delayed input
* +6 on hit with ub+3
* Jump takes 17f, effective minimum startup i29
* Low crush 1~29
* Floating state 30~32
cliveGAR.4h10i10-4+2
* Balcony Break
* 13 damage with delayed input
* 8 damage, 11 delayed input damage with ub+4
* Jump takes 17f, effective minimum startup i27
* js1~27 fs28~30 with ub+4 and u+4
* Low crush 1~31
* Floating state 32~34
clivePHX.1M,m,t16,15,10i21-14+0d
* Weapon
* Transition to attack throw on front standing hit
* -9 frame advantage and 6 chip damage on block after absorbing an attack in power crush state
* On 1st hit regain 5 additional recoverable health
* +4d on side or BT hit
* Power crush 7~20
clivePHX.2,1m, M12, 23i15, i25~26-12+24a (+9)
* Tornado
* Weapon
* On hit regain 5 additional recoverable health
* Combo from 1st hit with 4f delay
* Airborne combo from 1st CH with 12F delay
* Input can be delayed 16f
* Move can be delayed 10f
clivePHX.2,2m, m,t12, 8,18i15, i20-13+5d / +5a (-4)
* Balcony Break
* Weapon
* Combo from 1st hit
* Transition to attack throw on hit
* Cancel throw transition with B
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.40 on hit without throw
* Increases ZAN gauge by 0.10 on block without throw
* Side switch on hit
cliveH.PHX.2,1+2m, m12, 32i15, i23~24+4+25a(-1a)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 9 chip damage on block
* Consumes 150F of remaining Heat time
clivePHX.3L8i21-26-3c
* Stagger on block
clivePHX.3,2L, m,m8, 18,20(36)i21, i30 i29~34+39a (+29)
* Balcony Break
* Power up in Heat
* Available only as combo from 1st hit
* 30 (38 in heat) damage in total for the full string with scaling
clivePHX.3,1+2L, m,M8, 10,18i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24?? on block (? + ?)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* Low crush 41~54
* Floating state 55~57
clivePHX.1+2m,m10,23i23~24 i19~20-7+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 6 chip damage on block
* 8 chip damage on block in heat
* On hit regain 3 additional recoverable health
clivePHX.1+4
clivePHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 Chip Damage on block
* Low crush 18~39
* Floating state 40~42
cliveWOL.1sm23i18~27-20~-11+8~+17
* Weapon
* Transition to r22? PHX on hit
cliveWOL.2sm,t30,70i25~40-38~-23-12c~+3c
* Weapon
* Transition to attack throw on airborne hit
* 56 damage in total with attack throw and scaling
* Forces tech backroll on hit
cliveWOL.3M20i27~28-15~-14+61a (+45)
* Tornado
* Low crush 1~52
* Floating state 53~55
cliveWOL.4
Actionable after 15f
clive1+3t35i12~14-5+0d
* Homing
* Throw break 1 or 2
* Can be done from FC
* Opponent recovers in FUFA state
clive2+4t35i12~14-5+0d
* Homing
* Throw break 1 or 2
* Can be done from FC
* Side switch on hit and on throw break
* Opponent recovers in FUFT
cliveBack Throwt50+0d
* Unbreakable
* Opponent recovers in FUFA
cliveLeft Throwt40i12~14-3+0d
* Throw break 1
* Opponent recovers in FUFA
cliveRight Throwt40i12~14-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers in FUFT
cliveuf+1+2t40i12~14-5+0d
* Throw break 1+2
* Can be done from FC
* Opponent recovers in FDFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
devil-jin2+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
devil-jinH.MCR.1+2h!,t12,27i20+0d
* Transition to attack throw on standing or airborne hit
* Consumes 300F of the heat timer
* Low crush 1~12
devil-jinH.2+3m,h,t20,22,10i18~28+11 MCR+5d
* Heat Smash
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR on block only
** -14 on an empty MCR transition
* Can cancel transition to MCR on block with B at +2~+12
* 5 chip damage on block
* Low crush 15~52
* Floating state 53~55
devil-jinR.df+1+2m,t10-15,3-5,42-60i20-18+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
* Opponent recovers FDFA on hit
* Power crush 8~20
* Low crush 8~17
devil-jin1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
devil-jin1,1h, h5, 6i10, i15-1+8
* Jail from 1st attack with 3F delay
* Combo from 1st hit with 3F delay
devil-jin1,1,2h, h, m5, 6, 14i10, ,i13~14-17+18a (+13)
* Balcony Break on airborne hit
* Combo from 2nd hit with 11F delay
devil-jin1,2h, h5, 8i10, i10-3+8
* Jail from 1st hit with 4F delay
* Combo from 1st hit with 4F delay
devil-jin1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit with 11F delay
* Jail from 2nd hit with 2F delay
* Move can be delayed 9F
devil-jin1,2,3h, h, m5, 8, 25i10, ,i29~31+4+24a
* Spike
* Input can be delayed 1f
* Interrupt with i10 from 2nd block
devil-jin1,2,3,4h, h, m, m5, 8, 25, 30i10, ,i36~38+0~+2+11c~+13c
* Spike
* Interrupt with i7 from 3rd block
devil-jin1,2,4h, h, m5, 8, 10i10, ,i11-10+4
* Knee
* Jail from 1st hit
* Combo from 1st hit
devil-jin2h9i10+0+9
devil-jin2,2h, h9, 20i10, i17-13-2
* Jail from 1st attack with 2f delay
* Move cannot be delayed
devil-jin3m16i17~19-12-6
devil-jin3,1m, h16, 11i17~19, i29~30+2+8
Combo from 1st hit
devil-jin3,1,2m, h, M16, 11, 20i17~19, ,i25~28-11+72a (+56)
* Tornado
* Input can be delayed 12F
* Move can be delayed 4F
* Interrupt with i9 from 2nd block
devil-jin3,1,f,Fm, h16, 11i17~19, ,-2+4
devil-jin4h24i17~18-5+10g
* Homing
* Balcony Break
* 7 chip damage on block
devil-jin4~3M21i29-32-7c+14a
* Spike
* Parryable by traditional kick parries
* Low crush 14~23
* Floating state 24~26
devil-jinH.4~3,1+2M, SM21, 15i29-32, i24~35+2+4c~+15c
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +58a (+42) from previous hit
* Jail from 1st block
* 3 chip damage on block
* Consumes 220F of remaining heat time
devil-jin1+2m,m12,25i17 i25~26-12+7
* Homing
* Balcony Break
* Interrupt with i1 from 1st block
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
devil-jin1+4SL,h5,5i16~17,i14-3+4
Jails
devil-jin1+4,2SL,h, m5,5, 20i16~17,i14, i24~25-12+72a (+56)
* Tornado
* Combo from 2nd CH
* 6 chip damage on block
devil-jin3+4
* Low crush 20~58
* Floating state 59~61
devil-jinf+2m14i17~18-8+3
Spike
devil-jinf+3
* Stance moves can be delayed by 10f
* Low crush 18~32
* Floating state 33~35
devil-jinf+4m10i15~16-12-1
devil-jinf+4,3m, m10, 15i15~16, i26~27-22+18a (+8)
* Tornado
* Combo on 1st CH with 4F delay
* Move can be delayed by 15F
* Input can be delayed 16F
* Enter FLY +36a (+26) with ub_u_uf on hit
* Low crush 27~51
* Floating state 52~54
devil-jindf+1,2m, h11, 20i13, i17-9+26a (+16)
* Balcony Break
* Combo on 1st hit with 7F delay
* Combo on 1st CH with 10F delay
* Move can be delayed 4F
devil-jindf+3m12i16~17-9+2
+2c on hit against crouching opponents
devil-jindf+3,2m, m12, 10i16~17, i19-13-7
Combo from 1st hit
devil-jindf+3,2,4m, m, m12, 10, 20i16~17, ,i26-27-22+18a (+8)
* Tornado
* Combo from 2nd CH with 4f delay
* Input can be delayed 16f
* Jails for 3?F from 2nd hit
* Enter FLY +36a (+26) with ub_u_uf on hit
* Low crush 27~50
* Floating state 51~53
devil-jindf+4m10i13~14-9+2
devil-jindf+4,4m, m10, 16i13~14, i13~14-15-4c
* Spike
* Combo from 1st hit with 11F delay
* Move can be delayed 10F
devil-jind+1m25i18~19-14+20a (+10)
* Balcony Break
* Damage taken during power crush state is recoverable.
* Reversal Break and -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~17
devil-jind+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
devil-jind+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
devil-jind+3+4m,m5,20i15-16 i15-16-15+30a (+20)
* Low crush 16~30
devil-jindb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
devil-jindb+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
devil-jindb+1+2m15i23~38-9+4
* Cancel to r27 MCR with F (js27~)
* Balcony Break on air hit
devil-jindb+1+2**m42i61~63+10+37d
* Balcony Break
* Guard Break
* Cancel to r27 MCR with F (js27~)
* 16 chip damage on block
devil-jindb+1+4h!40i32~63-30c~+1c
* Balcony Break
* -22c~-19c on average
* Forces backroll on hit
devil-jinb+1h10i12-6+5
Tracks SSR/SWR completely
devil-jinb+1,2h, m10, 20i12, i23-14+23a (+13)
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed by 15f
* Move can be delayed by 10f
* Cancel to r15 -18 -7 with B
devil-jinb+1+3m30i15-8+16a (+6)
* Balcony Break
* 50% damage reduction when absorbing attacks
* Damage taken during power crush is recoverable
* Reversal Break, -8 on block and 12 chip damage on block after absorbing an attack in power crush state
* r34 on hit
* Power crush 4~14
devil-jinb+2h11i14~16-13-2
devil-jinb+2,1h, m11, 21i14~16, i30-31-16+29a (+19)
* Tornado
* Interrupt with i13 from 1st block
* Can evade some jabs
* Low crush 30~51
* Floating state 52~54
devil-jinb+2,3h, m11, 23i14~16, i25~27-14+8a (-1)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* 6 chip damage on heat dash
* Combo from 1st hit with 5f delay
* Move can be delayed 3f
* Low crush 25~47
* Floating state 48~50
devil-jinb+3M24i29~32-15~-18+10a~+13a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on heat dash
* Backsway
* Max distance from opponent when performed at tip range: ~3.82-3.83 (frames 16-19?)
* Low crush 8~33
* Floating state 34~36
devil-jinb+1+4m!60i63~64+20a (+10)
* Floating state 64~85
devil-jinu+4m22i20~21-25+15a (+5)
* Tornado
* May evade some highs during frames 5-9
* Might evade some mids during frames 7-9
* Increased evasion when performed from crouching state
* Enter FLY +35a (+25) with ub_u_uf on hit
* Low crush 9~44
* Floating state 45~47
devil-jinu+1+2h27i18-35
Hits airborne opponents only
devil-jinuf+1h10i21~23+11~+13 MCR+16~+18 MCR
* Strong Aerial Tailspin
* Weapon
* Balcony Break on airborne hit
* Projectile (unparryable)
* Transition to r20 MCR on hit or block only
** -14/-9 on an "empty" transition
* r47 opponent hitstun
* Only deals recoverable damage.
* 2 chip damage on block
devil-jinuf+2h25i20~23-4+25a
* Homing
* Balcony break on airborne hit
devil-jinuf+4m21i18-8+11
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* 6 chip damage on heat dash
* Low crush 8~18
devil-jinuf+3+4m,m8,20i16~17 i13~14-16+7c
* Balcony Break
* Forces backroll on hit
** Opponent recovers in FC
* Pseudo homing to SSL/SWL side
* Low crush 10~47
* Floating state 48~50
devil-jinH.uf+3+4,1+2m,m, t8,20, 20i16~17 i13~14, i25~50-15+0d
* Weapon
* Projectile (unparryable)
* 4 chip damage on block
* Available only on hit or block
* Unavailable on whiff
* Jail from 1st block
* Transition to attack throw on hit
* Combo from 1st hit with 15F delay
* Move cannot be delayed
* Input can be delayed by 15F
* Consumes 250F of remaining heat time
* Low crush
devil-jin1+2+3+4
* CH state for 5 seconds
* Can't block for 5 seconds
* Low crush 6~47
* Floating state 48~50
devil-jinb,f+2m12i15~17-9-1
* Input bufferable
* -1c on hit against crouching opponents
* Homing at +3 and above
* Can be sidestepped to the right at -2 to +2
devil-jinb,f+2,1m, m12, 12i15~17, i14~15-10+1
* Elbow
* Combo from 1st hit with 15f delay
* Jail from 1st attack with no delay
* Move can be delayed 7f
devil-jinb,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14a
Spike
* Low crush 12~20
* Floating state 21~23
devil-jinb,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Input can be delayed 20f
* Input can be delayed 14f
* Opponent recovers FDFA on hit
devil-jinb,f+2,3m, h12, 21i15~17, i19~20-5+16g
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i4 from 1st block
* Opponent recovers crouching on hit
* Transition to MCR with F on hit with F (+14)
** -11 on an empty MCR transition
* Move cannot be delayed
* Input can be delayed by 8F
devil-jinb,f+1+2m6,6,6,6,6,6i25 i6 i6 i6 i6 i6-17+31a (-2)
* Weapon
* Projectile (unparryable)
* 17 damage on hit with scaling
* 6 chip damage on block
* Low crush 24~80
* Floating state 81~83
devil-jinb,f+1+2,2m, M6,6,6,6,6,6, 30 (9)i25 i6 i6 i6 i6 i6, i28~31-31-14a (-23)
* Balcony break on standing hit only
* Combo from 1st hit
* 9 damage with scaling from 1st
* Low crush 28~69
* Floating state 70~72
devil-jinf,F+2m24i15~16-8+15a (+6)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* i18 startup when unbuffered, and i16 startup when buffered
* 7 chip damage on block
* 9 chip damage on heat dash
* Active frame 1 range: 2.73
devil-jinf,n,d,DF+3L24i33~34-23-2a
* Opponent recovers FDFA on hit
* Active frame 1 range: 3.89
* Low crush 5~28
devil-jinf,n,d,DF+4L7i16-23c-5c
devil-jinf,n,d,DF+4,1+2L, SM7, 14 (9)i16, i29~40+58a (+42)
* Tornado
* Available only on hit
* Opponent recovers FUFA on hit
* 9 damage with scaling from previous hit
devil-jinf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b
devil-jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
devil-jinf,n,d,df:2h23i11~12 (i14+)+5+39a (+29)
* 4 chip damage on block
* Can also be performed with f,n,df#2 (i13+)
devil-jinf,n,d,df+1m30i22~24-16~-14+29a (+19)
* Active frame 1 range: 2.36
* Active frame 2 range: 2.52
* Low crush 22~43
* Floating state 44~46
devil-jinf,n,d,df+1,UFm, t30, 10i22~24, -4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
devil-jinf,n,d,df+2h20i11~12 (i15+)-10+39a (+29)
* Turns into EWGF (f,n,d,df#2) while in heat
* Consumes 70F of remaining heat time while in heat
* 4 chip damage on block while in heat
devil-jinf,n,d,df+3M25i26~28-8c+16a
* Spike
* 7 chip damage on block
* Active frame 1 range: 3.62
* Active frame 2 range: 3.63?
* Low crush 5~28
devil-jinf,n,d,df+1+2m25i26~27-5+32d (+24d)
* Homing
* Balcony Break
* 7 chip damage on block
* Opponent recovers FUFA on CH
devil-jinf,f,F+3m30i22~25+6~+9+13a (+3)
* Balcony Break
* 9 chip damage on block
* Active frame 1 range: 2.90
* Active frame 2 range: 3.53
* Active frame 3 range: 3.62
* Low crush 3~25
* Floating state 26~28
devil-jinws1,1m, h12, 10i13~14, i30~32+11 MCR+16 MCR
* Strong Aerial Tailspin
* Balcony Break On air hit
* Weapon
* Projectile (unparryable)
* Combo from 1st CH with 2F delay
* Interrupt with i12 from 1st block
* Transition to MCR on block or hit only
** -14/-9 on an empty MCR transition
* Only deals recoverable damage
* 2 chip damage on block
* Input delayable by 2F
* Move undelayable
devil-jinws2m20i14~15-12~-11+72a (+56)
* Tornado
* First active frame range: 2.50
* 6 chip damage on block
* Slight jab evasion properties
devil-jinws4m10i11~12-3+8
devil-jinws4,4m, M10, 20i11~12, i27~28-16+7c
* Spike
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Input can be delayed by 1F
* Move cannot be delayed
devil-jinSS.2m25i17~18-22+72a
* Transition to Hell's Gate on hit with U
* Sidestep adds 9f, effective move startup: i26
devil-jinSS.2,Um, m!,M!25, 35 (24), 40 (20)i17~18, i37~38 i22~60-5a
* Only available as combo from 1st hit
* 44 damage with scaling
devil-jin(back to wall).b,b,ubm21i36~38+0c+8d
* Low crush 14~45
devil-jinFLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 1~12
* Floating state 13~15
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
* Low crush 1~60
* Floating state 61~63
devil-jinFLY.3M30i15~22-15~-8+8c~+15c
* Balcony Break
* Spike
* Forces backroll on hit
** Opponent recovers in FC?
devil-jinFLY.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinFLY.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i19 from 1st block
* Low crush 1~
devil-jinFLY.4,2M, m10, 20i20~21, i22~23-27+52a (+7)
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i1 from 1st block
devil-jinFLY.4,2,1M, m, m10, 20, 20i20~21, ,i22~24-16+29a(+19a)
* Interrupt with i24 from 2nd block
* Attack is delayed 23f, effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinFLY.4,2,1,UFM, m, m, t10, 20, 20, 14 (10)i20~21, ,-4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* 10dmg with combo scaling from previous hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinFLY.4,2,1+2M, m, m!,M!10, 20, 14, 20i20~21, ,i27~28 i22~60-6a
* Available only as combo from 2nd hit
* 15 (7+8) damage with combo scaling from 1st hit
* 39 damage total from 1st hit
* 20 damage (10+10) with combo scaling from 2nd hit
* 40 damage total from 2nd hit
* Low crush 1~
devil-jinFLY.1+2M!30i50~100-72c~-22c
* Balcony Break
* -72c~-56c on average
* Forces backroll on hit
* Low crush 1~111
* Floating state 112~114
devil-jinFLY.f+1+2M!30i32~75-65c~-22c
* Balcony Break
* -52c~-50c on average?
* Forces backroll on hit
* Recovers front-facing when done from BT FLY
* Low crush 1~
devil-jinFUFT.u+3+4
FUFA shift to Fly leaves attacker in backturn
devil-jinMCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 chip damage on block
* Low crush 1~38
* Floating state 39~41
devil-jinMCR.2m12i15~16-9-1
Homing
* Low crush 1~37
* Floating state 38~40
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on blocked Heat Dash
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jinMCR.3SM26i23-7+70a (+54)
* Tornado
* Balcony Break
* 7 chip damage on block
* Projectile (unparryable)
* Low crush 1~19
* Floating state 20~22
devil-jinMCR.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinMCR.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i19 from 1st block
* Low crush 1~
devil-jinMCR.4,2M, m10, 20i20~21, i22~23-27+52a (+7)
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i1 from 1st block
devil-jinMCR.4,2,1M, m, m10, 20, 20i20~21, ,i22~24-16+29a(+19a)
* Interrupt with i24 from 2nd block
* Attack is delayed 23f, effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinMCR.4,2,1,UFM, m, m, t10, 20, 20, 14 (10)i20~21, ,-4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* 10dmg with combo scaling from previous hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinMCR.4,2,1+2M, m, m!,M!10, 20, 14, 20i20~21, ,i27~28 i22~60-6a
* Available only as combo from 2nd hit
* 15 (7+8) damage with combo scaling from 1st hit
* 39 damage total from 1st hit
* 20 damage (10+10) with combo scaling from 2nd hit
* 40 damage total from 2nd hit
* Low crush 1~
devil-jinMCR.1+2h!12i20+0
* Balcony Break (airborne)
* Low crush 1~12
* Floating state 13~15
devil-jinOTG.d+1+2L25i23~31-16~-8+5a~+13a
* Weapon
* Projectile (unparryable)
* Balcony break on CH
* Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
devil-jinH.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2+4c~+15c
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 220F of remaining heat time
devil-jinH.f,n,d,DF+4,3L, SM7, 26 (18)i16, i31+72a (+56a)
* Tornado
* Spike
* Available only on hit
* 18dmg with combo scaling from 1st
* Consumes 300F of remaining Heat timer on hit or block or whiff
* Low crush 15~27
* Floating state 28~30
devil-jinH.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2+4c~+15c
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +60a(+44) from previous hit
* 4 chip damage on block
* Consumes 220F of remaining heat time
* No pushback on 1st CH
devil-jin1+3t35i12~14+0 BT+2d
* Homing
* Throw break: 1 or 2
* Can be done from FC
devil-jin2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FUFA on hit
* Can be done from FC
devil-jinBack Throwt50+1d
* Unbreakable
* Side switch on hit
devil-jinLeft Throwt43-3+1d
* Throw break 1
* Opponent recovers FUFA on hit
devil-jinRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FDFA on hit
devil-jindf+2+3t40i12-2-6d
* Floor Break
* Throw break 2
* Can be done from FC
devil-jinf,hcf+1+2t45i12-6+0d
* Throw break 1+2
* Side switch on hit when done on opponent's front and left sides from P1 side
* Sideswap on hit when done on opponent's left side from P2 side
* Can be done from FC
devil-jinqcb+1+3t40i12-2+0d
* Throw break 1
* Opponent recovers FUFA on hit
* Can be done from FC
devil-jinuf+1+2t35i12+0+25d (+7)
* Balcony Break
* Throw break 1+2
* Side switch on throw break
* Can be done from FC
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
dragunov2+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
dragunovH.2+3m,m,m25,14,23i15~16, i30~32,i31~32+6+3d
* Heat Smash
* Balcony Break
* Only 1st and 3rd hit
* 7 Chip damage on block
* Throw on 1st hit - 50 damage
dragunovH.2+3,db+1+2m,m,m, t25,14,23, 0i15~16, i30~32,i31~32, i26-2d
* Unbreakable on hit
* Shift to tackle on hit
* Interrupt with i15 on 1st block
dragunovR.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~
dragunov1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
dragunov1,1h, h5, 8i10, i20-4+7
Combo from 1st hit
dragunov1,2h, m5, 8i10, i18-9+2
* Jail from 1st attack
* Combo from 1st hit
dragunov1,2,1h, m, m5, 8, 20i10, ,i19~20-14+15g
* Heat Engager
* Heat Dash +5, +43a (+35)
* Balcony Break
* Combo from 1st or 2nd CH
* Opponent recovers Crouching
dragunov1,3,1h, h, h5, 14, 10i10, ,i27~28-3+8
* Combo from 2nd CH
* Links to 10-hit strings
dragunov1,3,2h, h, m5, 14, 20i10, ,i22~23-13+41a
* Spike
* Combo from 2nd CH
dragunov1,3,2~1+2h, h, t5, 14, 40i10, ,i29~32+5-2d
* Throw break 1+2
** Unbreakable during Heat
** Partially uses remaining Heat time
* Cancel with B
dragunov2h10i10+0+9
dragunov2,1h, h10, 10i10, i12-3+8
* Jail from 1st attack
* Combo from 1st hit
* Enter SNK -1 +10 r20 with DF
* Enter -3, -14 PGR with 3+4 (or d+3+4)
dragunov2,1,3h, h, h10, 10, 24i10, ,i18~19-9+40d (-18)
* Balcony Break
* Input can be delayed 14f
* Move can be delayed 10f
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Spike
* Trades with i8 from 2nd block
dragunov3m10i15~16-9+2
dragunov3,1m, h10, 8i15~16, i21~22-2+7
* Combo from 1st hit
* Enter SNK -3 +6 r23 with DF
dragunov3,1,2m, h, m10, 8, 24i15~16, ,i19~21-12+12a (+3)
* Balcony Break
* Combo from 2nd CH with 10f delay
* Input can be delayed 11f
* Move can be delayed 10f
dragunov3,1,4m, h, h10, 8, 24i15~16, ,i22~23-9+42d (-16)
* Balcony Break
* Combo from 2nd CH with 7f delay
* Input can be delayed 11f
* Move can be delayed 10f
dragunov4,1h, h10, 17i12, i17~18-4+8
* Balcony Break on airborne hit
* Combo from 1st hit
dragunov4,3h, m10, 18i12, i23~24-12+14c
* Spike
* Combo from 1st CH
dragunov1+2m25i21~22-14+19a
* Balcony Break
* Spike
* -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~20
dragunov3+4
* Transition to PGR
* Transition to r8? FC with no input
* Alternate input: d+3+4 to roll towards the foreground
* High crush 6~38
dragunovf+3m11i20-6+5
Enter SNK +0 +11 r19 with DF
dragunovf+3,3m, m11, 14i20, i17~20-10+1d / +1c
* Spike
* Combo from 1st CH
* Side switch on hit
* +20 damage throw when hit from the front in close range
** Removes Recoverable Health
* +1c on normal hit at long range
dragunovf+3,1+2m, m11, 27i20, i30~31-3+22a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Combo from 1st hit
* Chip damage on block
* Interruptable by i10 from 1st block
dragunovf+4h16i14~15-7+8
Knee
dragunovf+4,3h, h16, 22i14~15, i30~32-9+20a
* Tornado
* Balcony Break
* Combo from 1st hit with 3f delay
* Interruptable by i14 from 1st block
dragunovf+4,4,3h, h, h16, 11, 17i14~15, ,i22~23-5+21a (+12)
* Balcony Break
* Interrupt with i6 from 2nd block
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Spike
* Combo from 1st hit with 5f delay
dragunovf+1+2h27i17~18-9+35a
* Elbow
* Balcony Break
dragunovf+3+4h25i25~26-13+41a
* Tech-rollable on frames 34~38
* Low crush 13~37
* Floating state 38~40
* gs41~
dragunovdf+1m13i13-2+7
Enter -2, -11 PGR with 3+4 (or d+3+4)
dragunovdf+2m14i15~16-12+28a (+18)
Launches crouching opponent
dragunovdf+3m16i17~20-6~-3+5c~+8c
* Spike
* +20 damage throw when hit from the front in close range
* Removes Recoverable Health
dragunovdf+4m14i12-9+2
dragunovd+3,2L, h13, 18i17~18, i24~25-8+6
Combo from 1st CH
dragunovd+3,2,1+2L, h, m13, 18, 24i17~18, ,i35~36-2c+20a
* Balcony Break
* Spike
* Chip damage on block
* Interruptable by i14 from 2nd block
dragunovd+4,1L, h12, 8i15~16, i14~15-11+5
Combo from 1st CH with 1f delay
dragunovd+4,1,3L, h, h12, 8, 21i15~16, ,i15~16-16+9a (+0)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
dragunovd+4,4L, h12, 23i15~16, i22~23-14+16a (+6)
* Balcony Break
* Combo from 1st CH
dragunovd+1+240+5d
* Parries lows except weapons
* Can side switch on a successful parry
* 100% recoverable damage
* Parry state 5~15
* High crush 1~25
dragunovdb+2m12i14~15-7+4
dragunovdb+2,1,2m, m, m12, 10, 20i14~15, ,i25-14+29a (+23)
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
dragunovb+1m14i17-10+1
dragunovb+1,2m, m14, 18i17, i25~26-12+18g
* Tornado
* Balcony Break
* Combo from 1st hit with 1f delay
* Opponent recovers crouching
dragunovb+1+325-5d
* Parries mid and high punches and kicks
* +1d on a successful kick parry
* 100% recoverable damage
* Sometimes Side switches on hit
* Parry state 5~12
dragunovb+2m14i15-3+8
dragunovb+2,1m, h14, 11i15, i17~19-5+6
Combo from 1st hit
dragunovb+3h17i14~15-9+11g
* Homing
* Balcony Break
* +18a (+9) on BT hit
* Transitions to throw on counterhit from the front
* 20 damage, +1d
* Removes Recoverable Health
dragunovb+4m15i14-7+4
dragunovb+4,2m, m15, 10i14, i21-7+4
* Spike
* Combo from 1st CH with 5f delay
* Enter FC r26 with D or DB
* Enter SNK -6 +5 r25 with DF
dragunovb+4,2,1+2m, m, t15, 10, 17i14, ,i40-5+3d
* Throw break 1+2
** Recovery in BT
** Unbreakable during Heat
** Partially uses remaining Heat time
* Alternate input:
** ss2,1+2,1+2
** ss3+4,1+2
** PGR.1+2
** (Face down).1+2,1+2
** f,f,F+2,H.1+2
** FC.df+1,H.1+2
dragunovb+4,3m, h15, 16i14, i17~18-9+21a (+12)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 1f delay
dragunovb+1+2m26i22~23+6+13c
Spike
dragunovb+3+4h22i28~29-2+1d
* Transitions to throw on block front hit
* +26a on side or back hit
* Balcony break on airborne hit
* Punch parry
* Parry state 7~15
dragunovb+3+4:1+2h, t22, 20i28~29, i28~29+1d
* Removes Recoverable Health
* Unbreakable
* Transitions to throw when blocked from the front
* Just frame not required during Heat
* Partially consumes remaining Heat time
dragunovub+3m16i17~21-17-6
* Low crush 9~27
* Floating state 28~30
dragunovub+4m21i22~23-16~17+11a
* Balcony Break
** on airborne hit
* Low crush 9~27
* Floating state 28~30
dragunovub+1+2m!60i63~64+26d (-32)
Balcony Break
* Unblockable
dragunovu+3m16i17~21-13+14a (+4)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovu+4m21i22~23-12~13+15a
* Balcony Break
** on airborne hit
* Low crush 9~27
* Floating state 28~30
dragunovuf+1h20i14-9+12c
* Tornado
* Balcony Break
dragunovuf+2M20i30-31-5+42a
Spike
* Low crush 9~30
dragunovuf+3m16i17~21-7+20a (+10)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovuf+4m21i22~23-9+19a
* Balcony Break
** on airborne hit
* Low crush 9~27
* Floating state 28~30
dragunov1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
dragunovSNK
* Lapses to standing
* Cancel to SS with u
* Input d, DF to transition to FC instead of SNK
dragunovf,F+3h35i21~23+5+30a (+4)
* Homing
* Balcony Break
* Chip damage on block
dragunovf,F+4M21i26~28-1+13c
Spike
* Floating state 10~30
dragunovqcb+2m23i26~27-15+32a
* Tornado
* Elbow
dragunovuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
dragunovH.f,f,F+2,1+2m, t22, 0i15~17, i40-2d
* Consumes 300F of remaining Heat time
* Shift to tackle on hit
* Interrupt with i24 from 1st block
* High crush 24~40
dragunovf,f,F+4m,t20,25i20~21-7+1d
* Tornado
** on wall hit only (Death's Fragrance)
* Knee
* Transition to attack throw on front standing or wall hit
* Throw is unbreakable
* Sometimes Side switches on hit
dragunovws1m11i12~13-3+4
Enter SNK -5 +2 r22 with DF
dragunovws1,2m, h11, 14i12~13, i22~23-7+10g
* Balcony Break
* Combo from 1st hit
dragunovws2m15i15~16-12+28a (+18)
dragunovws4m15i11~12-5+6
dragunovws1+2m28i12~13-14+19a (+9)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Shoulder
dragunovSS.2m16i20~21-10+1
Spike
dragunovSS.2,3m, h,t16, 20,20i20~21, i18-9+1d
* Throw when hit from the front
* Removes Recoverable Health
* Side switch on front hit
* +5 on side or BT hit
* Combo from 1st hit
dragunovSS.2,1+2m, m,m16, 8,12i20~21, i27~29 i8~9-4+2c
* Combo from 1st hit
dragunovSS.2,1+2,4m, m,m, h16, 8,12, 28i20~21, ,i26~27-10+45a
* Combo from 1st hit
dragunovFC.df+1L8i16~17-13-4
dragunovFC.df+1,4L, m8, 10i16~17, i16~17+7
* Knee
* Combo from 1st hit
* Available only as combo from 1st hit
* Input 4 on frames 16~19 to power up - 14 damage
dragunovH.FC.df+1,1+2L, t8, 0i16~17, i40-2d
* Consumes 300F of remaining Heat time
* Shift to tackle on hit
* Interrupt with i28 from 1st block
* High crush 24~40
dragunov(During enemy wall stun).f,f,F+4m,t20,20,25,35i20~21
* Tornado
* Deals maximum 32 (20) damage due to scaling
dragunov(Face down).1+2
* High crush 30~40
dragunovBT.d+3l20i16-11+10d
dragunovFDFT.3l,t8,30i19-9+0d
On close hit
* High crush 1~47
dragunovOTG.db+3L24i24-11+0
* Floor Break
* +0a (-8) on grounded
dragunovPGR.2M24i16~17-9+19a (+2)
* Balcony Break
* Strong Aerial Tailspin
dragunovPGR.3l21i18~19-26-1d
* Homing
* Shift to Clipping Heel Hook on front hit only for 20 more damage
* +3 on hit from the side or back
* High crush 8~50
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Unbreakable in Heat
* Partially consumes remaining Heat
* Shift to Takedown (Tackle) on hit
* High crush 1~26
dragunovSNK.1h20i15~16-8+51a
* Balcony Break
** on airborne hit
dragunovSNK.2m25i18~19-14+36a (+26)
* Tornado
* Elbow
dragunovSNK.4m22i19~20+7+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* 4 chip damage on block
dragunovSNK.3+4m20i17~18-13+27g
* Knee
* Absorb a hit to transition to Snap Knee Assault
** +1d 45dmg total
* -7 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~16
dragunovWR.F+3L,t20,20i17~18-15+1d
* Transition to attack throw on front standing hit
* Must run for 32f to access this move
* +27a on BT hit
* Normally Side switches on hit
* High crush 12~44
* Floating state 10~42
dragunov1+3t35i12~14-2+1d
* Throw break 1 or 2
* Homing
dragunov2+4t35i12~14-2+1d
* Throw break 1 or 2
* Homing
* Side switch on hit or break
dragunovBack throwt50+1d
Unbreakable
dragunovLeft throwt40-3+1d
* Throw break 1
dragunovRight throwt40-3+1d
* Throw break 2
dragunovTackle.1t35+0d
* Throw break 1
* Removes Recoverable Health
dragunovTackle.2t40+3d
* Throw break 2
dragunovTackle.1+2t45+3d
* Throw break 1+2
dragunovdb+3~1+2t35i19~20+1d
* Side switch
* Crouch throw
* Cancel to FC with D, DB or DF
* High crush 1~19
dragunovd+1+3t (m)35i12~14+1d
* Side switch
* Crouch throw
dragunovf+1+4t40i11-2+0d
* Throw break 1
* Side switch on hit
dragunovf+2+3t40i11-2-1d
* Throw break 2
dragunovuf+1+2t40i12-6-5d
* Floor Break
* Throw break 1+2
* Side switch on hit
dragunovuf+3+4t35i38~42-12d
Unbreakable (avoid by ducking)
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
eddy2+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
eddyH.3+4m20i20~22+9+66a(+50)
* Tornado
* Transition to HSP
* 6 chip damage on block
* High crush 6~11?
* Floating state 11?~?
* Low crush 20~?
eddyH.qcf+4h45i22~23+9+34a(+8)
* Balcony Break
* 13 chip damage on block
* Transition to RLX
* Low crush 14~?
eddyH.2+3m55i18~19+6+0
* Heat Smash
* Balcony Break
* Transition to RLX on block
* Low crush 34~
eddyR.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~
eddy1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
eddy1,2h, h5, 12i10, i10-3+8
* Jail from 1st attack with 4f delay
* Enter HSP -5 +6 r24 with F
eddy1,2,3h, h, h5, 12, 21i10, ,i24~25-9+21a (+11)
* Balcony Break
* Combo from 1st or 2nd CH with 4F delay
* Interrupt from 2nd block with i5
eddy1,2,4h, h5, 12i10, ,+6+17
* Low crush 7~37
* Floating state 38~40
eddy1,2,4~3h, h, L5, 12, 20i10, ,i32~33-14c+18a
* High crush 32~
eddy1,2,4~4h, h, h5, 12, 27i10, ,i18~20+8~+10+42d (-16)
* Balcony Break
* Tech roll to r45 FC on frames 30~31
* Low crush 7~32
eddy1,3h, m5, 16i10, i23~24-14+7c
* Spike
* Combo from 1st hit with 2f delay
eddy2h10i12-9+2
eddy2,1h, h10, 13i12, i17~18-9+2
Jail from 1st attack
eddy2,3h, m10, 20i12, i20~21-8+8s
Combo from 1st hit
eddy3m12i14~15-9+2
eddy3,3m, m12, 22i14~15, i23~25-3+8s
* Combo from 1st CH
* Transition to HSP
eddy4m10i13~14-9+7
eddy4,4m, m10, 20i13~14, i30~31-7+12g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 7f
* Low crush 22~33
* Floating state 34~36
eddyf+2m15i18-9+6
eddyf+3h16i16~18-5+7
Homing
eddyf+4m13i23~25-8+8c
Spike
* Floating state 16~
eddyf+4,3m, m13, 8i23~25, i23~24-13-2c
* Spike
* Combo from 1st hit with 10f delay
* Move can be delayed 7f
eddyf+4,3,3+4m, m, M,M13, 8, 7,20i23~25, ,i24~26-12+8a
* Spike
* Combo from 2nd CH
* Floating state 21~39
eddyf+4,3+4m, L,L13, 7,7i23~25, i22~24 i5~6-24c+12a
* Transition to RLX on hit or whiff
* Combo from 1st CH
* Floating state 1~70
* High crush 10~86
eddyf+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~53
eddyf+3+4m25i19~21-9+18a (+8)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 5 chip damage on block
* Floating state 9~18
* Low crush 19~32
* Floating state 33~35
eddydf+1m10i13-3+6
eddydf+1,3m, h10, 21i13, i26~27-7+22a (+5)
* Tornado
* Balcony Break
* Combo from 1st hit with 2f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Low crush 16~43
* Floating state 44~46
eddydf+3m17i15~18-18~-16+31a (+21)
Tornado
* Floating state 19~33
eddydf+3+4m,M10,16i18~19 i8~11-3~+0+1a
* Spike
* +23a if only the 2nd hit connects
* Floating state 9~26
eddyd+2m10i17~18-9+0
* Elbow
eddyd+2,3m, M10, 20i17~18, i24~25-4c+5c
* Combos from 1st CH
* Transition to RLX
eddyd+4L10i15~16-16c-5
* Transition to FC
* High crush 6~50
eddyd+4,3L, m10, 20i15~16, i21~22-13c+12c
eddyd+3+4
* Can block at frame 20? with B or DB
* Transition to FC after 35F
* High crush 6~55
eddydb+2,3L, m10, 23i18~19, i27~28-18+64(+49)
* Tornado
* Combos from 1st CH
eddydb+4m14i17~18-8+2
eddydb+4,4m, h14, 27i17~18, i33~34+1+35a (+9)
* Balcony Break
* 8 Chip damage on block
* Mandinga level increases by 1 on hit
* Becomes +19a(-7) on hit when gaining Mandinga
* Combos from 1st hit
* Low crush 22~30
* Floating state 31~33
eddydb+1+2m20i30-8+14c
Spike
eddydb+3+4m,M12,12i20~22-6+1
* Transition to FC
* Floating state 18~30
eddydb+3+4,4m,M, m12,12, 10i20~22, i21~22-8+5
eddydb+3+4,4,3m,M, m, m12,12, 10, 26i20~22, ,i22~23-14+15a(+6)
Combos from 2nd CH
eddyb+1m15i14~15-7+8
* Transition to FC
eddyb+1,4m, m15, 10i14~15, i25~27-8+8c
* Transition to HSP
* Combos from 1st CH
* Low crush 19~
eddyb+1,4,3m, m, m15, 10, 8i14~15, ,i23~24-13-1c
* Combos from 1st CH
* Combos from 2nd hit
* Low crush 1~?
eddyb+1,4,3,3+4m, m, m, M,M15, 10, 8, 7,20i14~15, ,i24~26-12+8a
Combos from 3rd CH
* Low crush 21~
eddyb+1,4,3+4m, m, L15, 10, 7,7i14~15, ,i22~24-24c+12
* Combos from 1st CH
* Combos from 2nd hit
* Low crush 1~?
* High crush 10~?
eddyb+2m12i15~16-8+3
* Elbow
eddyb+2,3m, m12, 13i15~16, i22~23-11+4
Combos from 1st hit
eddyb+2,3,3m, m, M12, 13, 25i15~16, ,i33~35-14+13a(-4)
* Balcony Break
* Combo from 2nd CH
eddyb+2,4m, h12, 23i15~16, i25~26-7+14a(+5)
Combo from 1st hit
* Low crush 19~24
* Floating state 25~26
eddyb+3m10i13~14-9+8
* Knee
eddyb+3,3m, M10, 21i13~14, i26~28-15+33a(+23)
* Transition to RLX
* Combos on 1st CH
eddyb+4h14i21~22+0+8
eddyb+4,4h, M,M14, 6,6i21~22, i29~31-9+8c
* Balcony Break
* Combo from 1st CH
* Cancel to HSP with F (-26/-18)
* Floating state 15~40
eddyb+4,4,3h, M,M, M14, 6,6, 10i21~22, ,i28~30+4c+14a
* Combo from 3rd hit
* 3 Chip damage on block
* Low crush 8~27
* Floating state 28~30
eddyb+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~61
eddyb+3+4h28i20~21-9+21a(+11)
* Balcony Break
* +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
eddyub+3M25i31~33+4c+13a
7 Chip damage on block
eddyub+4m12i19~21-17-6
* Floating state 20~?
eddyu+3M30i38~42+0+5a(-5)
*
Balcony Break
* 9 chip damage on block
* Low crush 10~42?
eddyu+4sp
* Transition to FC
* Low crush 7~
eddyu+4~3L20i32~33-14c+18
* Balcony Break
* Transition to RLX
* Low crush 7?~
eddyu+4~4h27i18~20+8+42d(-16)
Balcony Break
* Low crush 7?~
eddyu+1+2h20i16~17+0+18d
* Low crush 9~
eddyuf+1m12i14~15-5+5
eddyuf+1,3m, m12, 23i14~15, i29~30-13+10a (+1)
* Balcony Break
* Combo from 1st hit
* Mandinga level increases by 1 on hit
* becomes -2a (-11) on hit when Mandinga level increases
* Cancel and transition to -12, -22 HSP with F
eddyuf+1,4m, h12, 25i14~15, i29~30-8+11g
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit
* Low crush 18~?
eddyuf+2m21i22~23-13+32a(+24)
Balcony Break
eddyuf+3,3m, m15, 20i26~28, i21~24-18+31a(+21)
Tornado
eddyuf+4m20i22~24-9+12
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to RLX on hit
* Low crush 9~
eddyuf+3+4m,h10,14i17~18-13+32a (+25)
* Balcony Break
* Strong Aerial Tailspin
* +20a if only the 2nd hit connects
* Low crush 15~
eddy1+2+3+4
eddyb,B+2+3m!25,30i77~79-37a(-46)
* Balcony Break
* Can cancel with input b,B+2+3,b,b
eddyb,ub
* Transition to RLX
* Low crush 10?~
eddyf,F+4M25i19~20-12+37a(+27)
* Tornado
* Transition to HSP
* Low crush 12~26?
eddyf,F+3+4m,M10,20i23~24+5+17a
* Balcony Break
* Cancel to r18 HSP with n,f at frame 17
* 6 Chip damage on block
* Floating state 8~
eddyqcb+4h25i21~22+3+34a (+8)
* Homing
* Balcony Break
* Mandinga level increases on hit
* Becomes +19a (-7) on hit when Mandinga level increases
* 7 chip damage on block
* Low crush 10~21
eddyuf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
eddyf,f,F+3m30i25~27+8+14a
* Transition to HSP on block
* 9 Chip damage on block
* Low crush 9~
eddyws1h6i13~14-6+5
* Elbow
eddyws1,3h, M6, 14i13~14, i19~21-15+38a(+20)
* Transition to RLX
* Combo from 1st hit
eddyws1,4h, h6, 23i13~14, i23~25-7+8
* Balcony Break
* Strong Aerial Tailspin
* Combos from 1st hit
eddyws2m20i15~16-18+51
* Elbow
eddyws3M20i19~21-13+72a(+56)
Tornado
eddyws4m13i11~13-4+7
eddyws4,4m, h13, 10i11~13, i26~27-4+8
Combos from 1st hit
eddyws4,4,4m, h, M,M13, 10, 6,6i11~13, ,i29~31-9+8c
* Cancel to HSP with F (-28/-16)
eddyws4,4,4,3m, h, M,M, M13, 10, 6,6, 10i11~13, ,i28~30+4c+14a
* Combos from 3rd hit
* 3 Chip damage on block
eddyws3+4M20i25~27+5c+14d
* Spike
* Transition to RLX
* 6 chip damage on block
* Floating state 12~30
<Showing 2001-2400 of 6205 moves>