home

All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
jack-82,1,1+2h, m, h,h,h,h,h10, 12, 10,6,6,6,20i11, ,i33~36, i8~14, i3~6, i7~13, i5~6-4+13d
* Interrupt with i7 from 1st block
* Jails from 3rd block
* Duckable
* Chip damage on block (10)
jack-82,1,ufh, m10, 12i11, ,+1+6
* Recover in crouch
* Move can be delayed by 4F
* Input can be delayed by 14F
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-82,1,uf+1+2h, m, m10, 12, 20i11, ,i21~22+5 GMH+17c GMH
* Strong Aerial Tailspin
* Transition to GMH on hit or block
* Interrupt with i13 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SS, SWR from 1st block
* Whiffs vs SSR from 1st hit
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 12
jack-83m18i15~16-9+5
* Knee
* Transition to GMH with D
** (+2 oB, +16g oH, +16 ch)
* Alternate input f+3 or ws3
jack-83,2m, h18, 20i15~16, i23-9+18cg
* Balcony Break
* Combos from 1st hit
* Interrupt with i2 from 1st block
* Forces tech back roll on hit
* Alternate input f+3,2 or ws3,2
jack-81+2m,m8,14i15~16-13+67a (+51)
* Tornado
* Homing
* Instant Tornado
* High evasion from frames 4? to 12?
jack-81+4i22~
* Alternate input hcf
* Can be held for up to 5 spins
jack-81+4*,1m35/45/55/199i17(68/93/118~)!+70d
* Balcony Break
* Unblockable
jack-81+4,df+1M21i22~, i20~23-17+52a (+42)
* Tornado
* Non just frame version of 1+4:df+1
* Alternate input hcf,df+1 to power up
jack-81+4:df+1M30i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of 1+4,df+1
* Alternate input hcf:df+1 to power up
jack-83+4
* When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH
* Recover recoverable health when absorbing an attack
* GMC is always in effect during Heat
* Alternate input: ws3+4
* Power crush 7~22
jack-8f+1m13i14~15-6+5
* Effectively homing?
jack-8f+1,2m, h13, 12i14~15, i22~23-6+5
* Balcony Break
* Combos from 1st hit
* Interrupt with i3 from 1st block
jack-8f+1,2,1m, h, m13, 12, 20i14~15, ,i26~27-12+65a (+49)
* Tornado
* Instant Tornado
* Interrupt with i7 from 1st block
jack-8f+1,2,2m, h, m13, 12, 22i14~15, ,i33~34+3+3a
* Can be charged to power up
* Interrupt with i14 from 2nd block
* Interrupt with i3 from 1st hit
jack-8f+1,2,2*m, h, m13, 12, 40i14~15, ,i61-10+13d (-13)
* Balcony Break
* Wall Crush +0g on block; 3 additional chip damage
* Gain GMC on hit or block
* Interrupt with i42 from 2nd block
* Interrupt with i30 from 2nd hit
* Whiffs vs SS, SW from 2nd block or hit
* 16 chip damage on block
jack-8f+4~1h80i65!+5
Unblockable
jack-8f+4~1,2M30i15 (66~)+8+0d
* Elbow
* Floor Break
jack-8f+1+2m,m12,20i27~28, i2~3-12+32d (+6)
* Balcony Break
* -6 and 12 chip damage on block after attack absorption
*
* Power crush 7~26
jack-8f+3+4m24i22~23-11+9c
* Head
* Transition to GMH with D
** (-3 oB, +15c oH)
jack-8df+1,2m, h12, 10i14, i29-12-1
* Combos from 1st hit CH
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Delayable
jack-8df+1,2,1m, h, h12, 10, 2i14, ,i15-10-2
* Jail from 2nd block with ?F delay
* On air hit +22a (+15)
* Combos from 2nd hit
* Combos from 1st hit CH
jack-8df+1,2,1,2m, h, h, h12, 10, 2, 20i14, ,i9-18+35d (-23)
* Balcony Break
* Jail from 2nd block with ?F delay
* On air hit +12 (+5)
* Combos from 2nd hit
* Combos from 1st hit CH
jack-8df+1+3SM20i30~49-18c~+1c+0a~+19a
* Transition to 25dmg +3d high attack throw on close range standing hit
* -12c~-10c on block on average
* Low crush 15~?
jack-8df+2m13i15-14+31a (+21)
jack-8df+2,1m, h13, 16 (24)i15, i21-32+40a (+22)
* Transition to GMH with D
** (+45a (+27) oH)
* 16 damage with scaling from 1st hit
* Can be charged to power up
jack-8df+2,1*m, h13, 22 (32)i15, i35-46+69a (+53)
* Tornado
* Transition to GMH with D
* Gain GMC on hit
** (+70a (+54) oH))
* 28 damage with scaling from 1st hit
jack-8df+3m16i16-9+2
jack-8df+3,2m, h16, 20i16, i20-7+25d
* Balcony Break
* Elbow
* Move cannot be interrupted
jack-8df+1+4L23i34-37+18d
* Homing
* Alternate input b,db,d,df+1 to power up
** 28dmg
** i29~30
* Alternate input is completely bufferable
* High crush 6~89
jack-8df+2+3m26i22-9+31d (-5)
* Balcony Break
* Alternate input b,db,d,df+2 to power up
** 31dmg
* Alternate input is completely bufferable
jack-8df+3+4m28i13-23+10a (+1)
* Balcony Break
* Shoulder
jack-8d+1sl5i10-5+6
*
* High crush 4
jack-8d+2sl8i11-4+7
* Alternate input FC.2
* High crush 4
jack-8d+2,1sl, l8, 6i11, i24-14-3
* Alternate input FC.2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8d+3l12i20-17-6
* Alternate input FC.d+3
* High crush 4
jack-8d+4l10i16-15-4
* Alternate input FC.d+4
* High crush 4
jack-8d+1+2m28i27-18+42a (+32)
*
* High crush 6
jack-8d+3+4
* Transitions to SIT (Sit Down)
jack-8db+1l13i12-12+1
*
jack-8db+1,1l, l13, 5i12, i16-12-1
* Combos from 1st hit
* Jails from 1st block with ?F delay
jack-8db+1,1,1l, l, l13, 5, 5i12, ,i16-12-1
* Combo from 1st hit (even on 2nd whiff) or 2nd hit with ?F delay
* Whiffs from 1st or 2nd block (-28)
* May whiff from 1st hit (-31)
jack-8db+1,1,1,2l, l, l, m13, 5, 5, 21i12, ,i19-11+43a (-4)
* Balcony Break
* Interrupt with i16 from 2nd block
* Interrupt with i19 from 1st hit
* Whiffs vs SSR, SWR from 2nd block or 1st hit
jack-8db+2*l30i35~36-33+17d
* Gain GMC on hit or block
* 9 chip damage on block
jack-8db+3l15i21-20-9
*
jack-8db+3, ... 1+2l, h15, 21i21, i34+14g+17cg
* Balcony Break
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
* Forces tech backroll on hit
jack-8db+3, ... d+1+2l, m (th)15, 4,5,5,5,5,21i21, i340
* Crouch throw (Unbreakable)
* Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
jack-8db+3,4l, l15, 12i21, i27-16-9
* Interrupt with i7 from 1st block
jack-8db+3,4,3l, l, l15, 12, 12i21, ,i27-19-8
* Interrupt with i7 from 2nd block
jack-8db+3,4,3,4l, l, l, l15, 12, 12, 12i21, ,i27-16-5
* Interrupt with i7 from 3rd block
jack-8db+3,4,3,4,3l, l, l, l, l15, 12, 12, 12, 12i21, ,i27-19-8
* Interrupt with i7 from 4th block
jack-8db+3,4,3,4,3,4l, l, l, l, l, l15, 12, 12, 12, 12, 12i21, ,i27-16-5
* Interrupt with i7 from 5th block
jack-8db+4l14i16-13-2
*
* High crush 6
jack-8db+1+2l,l8,21i18-70-5d
* Floor Break
jack-8b+1m17i20-11+8
*
jack-8b+2m27i19+2+2a
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Gain GMC on Heat activation
* Can be charged to power up
jack-8b+2*m40i35-2+17a (+9)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Wall Crush +5g on block and 3 chip damage
* Gain GMC on hit or block
* 16 chip damage on block
* Gain GMC on Heat activation
jack-8b+3m14i16-9+2
*
jack-8b+3,2m, h14, 13i16, i22-4+1
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Whiffs vs SSR from 1st block
* Transition to GMH with D
** (+0 oB, +5 oH)
jack-8b+3,2,2m, h, h14, 13, 20i16, ,i25-9+18cg
* Balcony Break
* Interrupt with i5 from 2nd block
* Whiffs vs SSR from 1st block
* Can be charged to power up
* Forces tech back roll on hit
jack-8b+3,2,2*m, h, m14, 13, 40i16, ,i67-7+13d (+5)
* Balcony Break
* Wall Crush +3 on block
* Gain GMC on hit or block
* Interrupt with i47 from 2nd block
* Interrupt with i42 from 2nd hit
* Whiffs vs SS, SW from 2nd hit or block
* 16 chip damage on block
jack-8b+4,4m, M16, 21i13, i30-4c+3d
* Combo from 1st CH
* When comboing from 1st CH:
** Floor Break
** -8d on hit
* Interrupt with i10 from 1st block
jack-8b+1+2m28i14-19-1d (-10)
* Heat Engager
* Heat Dash +5, +43d(+35)
* Balcony Break
* Gain GMC on Heat activation
jack-8b+3+4m24i25+4c+12c
*
Head
jack-8ub+1+2h30i20-9+23d
* Balcony Break
* Homing
* -2 and 12 chip damage on block after attack absorption
* Power crush 7
jack-8u+4m25i25-16+15a (+5)
* Balcony Break
* Alternate input ub+4, uf+4
* Low crush
jack-8u+1+2h23i19-13+49a (+39)
*
jack-8u+3+4m40i94~100!+17d
* Unblockable
* Can input additional 3+4 (up to 4 times) to fly farther and deal more damage
* Alternate input ub+3+4
* Low crush
jack-8uf+1h10i17+71a (+55)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+75a (+59))
* Can be charged to power up
* Alternate input ub+1, u+1
jack-8uf+1*h32i35+69a (+53)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+70a (+54))
* Gain GMC on hit
* Alternate input ub+1*, u+1*
jack-8uf+3L[8]i23-12+8c GMH
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Only spikes when hit up close
* Automatically transitions to GMH on hit
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8uf+3+4M23i34 js8+13cg+20d
* Spike
* Automatically transitions to SIT on hit or block
* Low crush 8
jack-81+2+3+4
jack-8HCFi22~
* Alternate input 1+4
* Can be looped together in 360 motions for up to 5 spins
jack-8HCF,df+1M25i22~, i20~23-17+52a (+42)
* Tornado
* Non blue spark version, for a just frame version search "EMGF"
* Alternate input 1+4,df+1
jack-8HCF:df+1M36i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of hcf,df+1, for a normal version search "one"
* Alternate input 1+4:df+1
jack-8b,db,d,df+1l28i29-37+18d
* Homing
* Alternate input df+1+4
jack-8b,db,d,df+2m31i22-9+31d (-5)
* Balcony Break
* Alternate input df+2+3
jack-8f,F+2m23i18-16+53a (+43)
* Strong Aerial Tailspin?
* Can be charged to power up
jack-8f,F+2*m3534-15+61a
* Tornado
* Gain GMC on hit or block
* 14 chip damage on block
jack-8f,F+4m32i16-10+15d (+5)
* Tornado
* Balcony Break
* Chip damage on block (12)
jack-8f,F+1+2m20i15-15+22cs
*
Homing
jack-8f,F+1+2,2m, m20, 24i15, i32-9+11a (+2)
*
Balcony Break
* Airborne Combos from 1st hit
* Interrupt with i13 from 1st block
* Whiffs vs SSR, SWR from 1st block
jack-8f,F+1+2,1+2m, l20, 21i15, i28-19+13d
* Airborne combo from 1st hit
* Interrupt with i9 from 1st block
* High crush
jack-8f,F+1+4M (L)25i21~30 (i31~40)-82~-73-88~-79
* i31~40 Low attack on landing
** (-110~-101 oB, -65~-56 oH)
* Low crush
jack-8uf,n,2m28i32-1c+10c
*
* Low crush
jack-8f,f,F+2m25i22+6+10
* Chip damage on block (7)
* Guarantees i10 moves on hit
* Unparryable (running attack)
* Alternate input wr2
jack-8f,f,F+1+2m34i20~23+4+7a (-2)
* Balcony Break
* Shoulder
* Chip damage on block (10)
* Alternate input wr1+2
jack-8ws1m14i15-13+34a (+24)
*
jack-8ws2m10i14-7+4
* Elbow
jack-8ws2,4m, h10, 26i14, i16+4+21a (+11)
* Balcony Break
* Combos from 1st hit
* Interrupt with i3 from 1st block
* Chip damage on block (7)
jack-8ws4m20i11-6+5
*
jack-8ws1+2m14i20-15+26a (+16)
*
jack-8ws1+2,1+2m, m14, 12i20, i17-15+15d
* Floor Break
* Combos from 1st hit
* Move cannot be interrupted
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27~28-23+6d
* Balcony Break
* Combos from 1st hit
* Interrupt with i9 from 2nd block
jack-8ss1M23i32+6c+59a
jack-8ss2h20i17+9+35d (+27)
* Balcony Break
* Transition to GMH with D
** (+9 oB, +35d (+27) oH)
* Chip damage on block (6)
jack-8FC.df+1m5i23-21-11c
*
jack-8FC.df+1,2m, m5, 8i23, i16-21-11c
* Combos from 1st hit
* Jail from 1st block with ?F delay
jack-8FC.df+1,2,1m, m, m5, 8, 11i23, ,i16-11+16cs
* Combos from 1st hit
* Jail from 1st block with ?F delay
jack-8FC.df+1,2,1,1m, m, m, h5, 8, 11, 30i23, ,i21+15+13BT
* Guard Break
* Interrupt with i9 from 1st block
jack-8FC.df+2m12i17-13-2
*
* High crush
jack-8FC.df+2,1m, m12, 10i17, i26-4+7
* Combos from 1st hit with ?F delay
* Interrupt with i9 from 1st block
* High crush
jack-8FC.df+2,1,2m, m, m12, 10, 10i17, ,i27-12+29a (+19)
* Combos from 1st hit CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* High crush
jack-8FC.df+2,d+1m, l12, 8i17, i22-11+0
* Balcony Break
* Combos from 1st hit
* Interrupt with i5 from 1st block
* High crush
jack-8FC.df+2,f+1m, h12, 23i17, i19-4+32a
* Balcony Break
* Combos from 1st hit
* Interrupt with i2 from 1st block
* High crush
jack-8FC.df+4m10i12-12+4
* Knee
jack-8FC.df+3+4m28i21-9+6cg
* Balcony Break
* Shoulder
* Can be charged to power up
jack-8FC.df+3+4*m32i30~35-4+21d (+13d)
* Balcony Break
* Reversal Break
* Shoulder
* Gain GMC on hit or block
* 9 chip damage on block
jack-8FC.df+3+4*,ufm32i30~35, +4+29d (+21d)
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 15
jack-8FC.df+3+4*,uf+1+2m, m32, 20i30~35, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Combo from 1st hit
* Interrupt with i10 from 1st block
* WHiffs vs SSR from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8FC.df+3+4,ufm28i21, -1+14g
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 15
jack-8FC.df+3+4,uf+1+2m, m28, 20i21, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Interrupt with i15 from 1st block
* Whiffs vs SS, SW from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8FUFT.d+1+2m18i28+18g+39d
* Recovers in SIT, then stands up
jack-8GMC.1m22i22-6+73a (+57)
* Strong Aerial Tailspin
* Homing
* Partially uses remaining Heat time
* Chip damage on block (4)
jack-8GMC.2h42i20 pc1+11+31a (+5)
* Tornado
* Guard Break
* Reversal Break
* Balcony Break
* Partially uses remaining Heat time
* 4 chip damage on block
* Power crush 1
jack-8GMC.3+4sm24i20 pc6-9+14c
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Partially uses remaining Heat time
* Consumes GMC upon use
* 7 chip damage on block
* Gain GMC on Heat activation
* Forces backroll on hit
* Power crush 6
jack-8GMH.1m20i22-9+25d
* Homing
* Balcony Break
jack-8GMH.2h40i20+11g+21d (+11)
* Balcony Break
* Tornado
jack-8GMH.4h30i14~18+4+21d (+11)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 9 chip damage on block
* Gain GMC on Heat activation
jack-8GMH.3+4SM20i20 pc6-13+14c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on block when absorbing an attack
* Gain GMC on Heat activation
* Forces tech backroll on hit
* Power crush 6
jack-8GMH.f
jack-8GMH.f+1M26i20-17+66a (+50)
* Tornado
* Instant Tornado
jack-8GMH.f+2m34i17-13+30a (+4)
* Balcony Break
jack-8GMH.ubjs12
*Recover in crouch
* Low crush 12
jack-8GMH.ufjs12
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-8GMH.uf+1+2m20i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Input can be delayed by 14F
* 4 chip damage on block
* Low crush 15
jack-8SIT.1l10i19-48-37
*
* Floating state
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 1st block
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 2nd block
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 3rd block
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
jack-8SIT.1+2m21i24-44-12d
*
* Floating state
jack-8SIT.3+4M35i54+13cg+20d
* Can access other SIT moves on recovery.
* Cannot access SIT3+4 on recovery.
* Low crush
jack-8SIT.b
*
* Floating state
jack-8SIT.f
*
* Floating state
jack-8hFC.1L10i19~21-8+3
* Can be done from Crouch Level 1
* +3c on crouching hit
* High crush 1~46
jack-8hFC.1,1L, L10, 14i19~21, i31~33-12~-10+4~+6
* Interrupt with i14 from 1st block
* Interrupt with i4 from 1st hit
* Move cannot be delayed
* Input can be delayed by 2F
* High crush 1~62
jack-8hFC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
jack-8hFC.2,1sl, l8, 6i11, i24-14-3
* Alternate input d+2,1
* Combos from 1st hit
* First two hits of 10 hit combo
* Interrupt with i4 from 1st block
jack-8hFC.3l12i20-17-6
* Alternate input d+3
* High crush 1
jack-8hFC.4l10i16-15-4
* Alternate input d+4
* High crush 1
jack-8hFC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.1+2,1+2l, m21, 23i24, i40-18+42a (+32)
* Combos from 1st hit
* Interrupt with i22 from 1st block
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.db+1,1l, m14, 10i14, i24-6+5
* Spike
* Interrupt with i5 from 1st block
* High crush
jack-8hFC.db+1,1,1l, m, m14, 10, 20i14, ,i20-14+9a
* Balcony Break
* Interrupt with i4 from 2nd block
* Can be charged to power up
jack-8hFC.db+1,1,1*l, m, m14, 10, 30i14, ,i34~35-6+15a (+7)
* Balcony Break
* Gain GMC on hit or block
* Interrupt with i18 from 2nd block
* Interrupt with i7 from 2nd hit
* Whiffs vs SS, SW from 2nd block
* Whiffs vs SSR, SWR from 2nd hit
* 12 chip damage on block
jack-8(During Enemy wall stun) 1+3t33i12!+0d
* Wall throw (Unbreakable)
* Alternate input 2+4 or uf+1+2
jack-81+3t35i12+0+1d
* Homing
* Throw Break 1 or 2
* Swaps positions on break
** Transition to BT on break
jack-82+4t35i12-6-3d
* Homing
* Throw Break 1 or 2
* Swaps positions on break
* Side Switch
jack-8Back Throw 1+3t70i12!+3d
* Unbreakable
* Floor Break
jack-8Back Throw 2+4t70i12!+17d
* Balcony Break
* Unbreakable
* 80 damage on wall splat
jack-8GMH.1+3t30i15!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Alternate input d+1+3
jack-8GMH.2+4t25i15!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
* Gain GMC on Heat activation
jack-8GMH.1+2th45 (57)i16-6+0d
* 57 Damage if opponent hits the wall
* Throw Break 1+2
* Swaps positions on break
jack-8Left Throwt40i12-3+1d
* Throw Break 1
* Balcony Break
jack-8Right Throwt40i12-3+0d
* Throw Break 2
* Side Swap
jack-8db,n,f+1+2t50i11-6-1d
* Throw Break 1+2
* Floor Break
jack-8db+2+3t25i11-2+14c
* Throw Break 2
* Floor Break
jack-8df,DF+2+4t10i14-2+54a
* Throw Break 2
*
jack-8df+2+4t10i11-2+26a
* Throw Break 2
*
jack-8d+1+3t30i12!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Can be done from crouch
* Alternate input GMH.1+3
jack-8d+2+4t25i12!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Can be done from crouch
* Alternate input GMH.2+4
* Gain GMC on Heat activation
jack-8qcb+2t45i11-2+5d
* Throw Break 2
jack-8qcf+1t40i11-2-2d
* Throw Break 1
* Floor Break
jack-8uf+1+2t35i11-6-10d
* Throw Break 1+2
* Floor Break
jack-8uf+1+2,d,df+2t40i11, i61-6+19a (-7)
* Throw Break 1+2
* Balcony Break
* Wallsplats opponent
* Opponent can block followup with B on frame 60
* If blocked, does 20 chip dmg and is -2 oB
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
jinH.db+1+2M0i19~34+4+23g~+38g
* Strong Aerial Tailspin
* Balcony Break
* Weapon?
* Transition to DVS r34 on hit or block
** Stance moves can be delayed by 9F
** Transition to r44 FC with no input
* Unparryable by traditional parries, Asuka, Nina, etc
* Consumes 300F of remaining Heat time
* Opponent recovers crouching
* Power crush 6~18
jinH.f,F+1+2m20i21~23+5+24cg
* Balcony Break
* Strong Aerial Tailspin
* Transition to DVS r32 on hit or block
** Stance moves can be delayed by 9F
** Transition to r42 FC with no input
* Consumes 240f of Heat time
* Cancel transition and recover Standing with B (-1/+18cg)
* 4 chip damage on block
* Low crush 11~48
* Floating state 49~51
jinH.2+3m,h,m57i15~16+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw after 1st hit
* Transition to CD automatically on block
* Transition to standing on block with B
* 6 chip damage on block
* Jail from 1st attack
jinH.2+3,4m,h,m50i15~16+9+32a (-4)
* Heat Smash
* Reversal Break
* Balcony Break
* 7 chip damage on block
* Jail from 1st attack
jinR.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~
jin1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
jin1,2h, h5, 12i10, i10-3+6
Jail from 1st attack with 4f delay
jin1,2,1h, h, m5, 12, 20i10, ,i20~22-16+31a (+21)
* Tornado
* Combo from 2nd CH with 7f delay
* Interrupt with i6 from 1st block
* Input can be delayed 9f
* Move can be delayed 4f
* 6 chip damage on block
* Low crush 20~49
* Floating state 50~52
jin1,2,3h, h, m5, 12, 20i10, ,i24~26+0+31d
* Spike
* Interrupt with i10 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 9f
* Move can be delayed 4f
jin1,2,4h, h, h5, 12, 26i10, ,i20~22-4+23a (+14)
* Balcony Break
* Combo from 3rd hit with 7f delay
* Interrupt with i6 from 1st block
* Input can be delayed 9f
* Move can be delayed 4f
jin1,3h, L5, 9i10, i16~17-12-1
* Combo from 1st hit with 4f delay
* Grounded hit can be inconsistent
jin1+3+4
jin2h9i10+0+9
jin2,1h, m9, 9i10, i16~17-3+6
* Jail from 1st block with 2f delay
* Combo from 1st hit with 2f delay
* Same animation as df+1
jin2,4h, h9, 20i10, i24~27-13+7
* Balcony Break
* Combo from 1st hit with 2f delay
* Interrupt with i4 from 1st block
* Whiffs vs SSR from 1st block
* Enter ZEN -6, +14g r26 with F
jin3h17i14-7+4
jin3,1h, h17, 7i14, i20-1+7
* Combo from 1st hit
* Move cannot be interrupted
* Enter ZEN +4 +12 r15 with F
jin4~3M27i24~34-11~-2+2a~+12a
* Spike
* Low crush 12~31
* Floating state 32~
jin1+2m,m,m4,4,16i13 i8 i12-14+12a (+3)
* Balcony Break
* Heat Engager
* Heat Dash +5, +43d (+35)
jinf+3m12i14-16-5
jinf+3,1m, m12, 17i14, i22-12+4
* Heat Engager
* Heat Dash +43d (+35)
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 8F
* Balcony break on airborne hit
jinf+3,3m, h12, 14i14, i20-8+8
* Combo from 1st hit with 8F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 8F
* Enter ZEN -7 +9 r26 with F
* Transition to Special Move backdash with B
jinf+1+2h,h14,24i14 i9~10-6+21a (+11)
* Balcony Break
* Jail from 1st attack
* 7 chip damage on block
jinf+3+4
* Enter Breaking Step r20 with DF
* Steps forward
* Actionable after 10f
* High crush 10~39
jindf+1,4~4m, m10, 24i13~14, i20-12+10a (+1)
* Balcony Break
* Interrupt with i17 from 1st block
* Interrupt with i10 from 1st hit
* Whiffs vs SSR, SW from 1st block
* Whiffs vs SS, SW from 1st hit
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* 3 chip damage on block
jindf+2,4m, m12, 19i16~17, i26~27-12+9
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 1F delay
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* 3 chip damage on block
* Low crush 17~39
* Floating state 40~42
jinH.df+2,1+2m, m12, 25i16~17, i24~25+2+30a (+4)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Consumes 240F of remaining Heat time
* 5 chip damage on block
jindf+3m16i12-8+3
jindf+3~3m20i23~24 (i32~33)+6c+13c
* Spike
* Enter Breaking Step +2c +9c r27 with df
* i32~33 effective startup (cancel takes 9f)
jindf+4m22i20~21+0+8c
* Spike
* Heat Engager
* Heat Dash +67a (+50)
jind+1m,t21,10i21-13+0d
* Balcony break on airborne hit
* Transition to attack throw on standing hit
* -9 on block after absorbing an attack and 8 chip damage on block
* Power crush 7~20
jind+3l7i15~16-14-3
jind+3,4l, h7, 10i15~16, i20~21-11-3
* Combo from 1st CH
* Interrupt with i1 from 1st block
jind+3,4,3l, h, m7, 10, 21i15~16, ,i24~25-12+31d (+23)
* Tornado
* Balcony Break
* Combo from 2nd CH with 2f delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
jind+3,4~4l, m7, 24i15~16, i20-12+10a (+1)
* Balcony Break
* Interrupt with i19 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SSR, SW from 1st block
* Whiffs vs SS, SW from 1st hit
jind+4L11i16~17-12-1
Flips over on grounded hit
* High crush 6~31
jind+3+4m,m5,15i15 i10~12-19+32a (+22)
Can be performed in reverse during backturn (Fox Step)
* Low crush 16~31
* Floating state 32~34
jindb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
jindb+2m12i16-10-4
jindb+2,2m, h12, 11i16, i8-12-7
* Jail from 1st block
* Combo from 1st hit
* +43a from 1st CH
jindb+2,2,3m, h, m12, 11, 21i16, ,i35~36-9+20a
* Airborne combo from 1st CH (+22a (+15))
* Balcony break on airborne hit
* Interrupt with i9 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSL, SWL from 1st block
jindb+2,3m, M12, 23i16, i27~29-8+7a
* Spike
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent?)
jindb+3h28i19~21-10~-8+17a
Balcony break on airborne hit
* High crush 4~21
jindb+1+2M0i19~34-11~+4+17g~+32g
* Balcony Break
* +4a (-5) on BT hit
* Unparryable by traditional parries, Asuka, Nina, etc
* Opponent recovers crouching
* Power up in Heat
jinb+1h11i12-9+2
jinb+1,2h, h11, 20i12, i22~24-10+32a (+17)
* Tornado
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
jinb+1+3
* Strong parry: parries all highs or mids except throws, unblockables and charge moves
* r14 after parrying
* Plus frames after parrying depend on the recovery of the parried move
* Parry state 3~9
jinb+2m12i15~16-11+0
jinb+2,1m, m12, 10i15~16, i14~15-9+2
* Jail from 1st block with 5F delay
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 13f delay
jinb+3m17i16 (i15~16)-6+5
* Knee
* i15~16 when performing b+3,2 or transitioning into ZEN
* Enter ZEN -2 +9 r20 with F
jinb+3,2m, m17, 20i16 (i15~16), i19~20-9+9g +21w
* Wall Crush +21g on hit
* Combo from 1st CH with 9F delay
* Move cannot be interrupted
* Balcony break on airborne hit
jinb+4m21i17~18-7+15a
Balcony Break
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
jinb+3+4
* Can perform all attacks from ZEN Stance
* Enter Breaking Step with DF
* Cancel on any frame with f
* Transition to dash with f
* Steps backward
* Actionable after 5f
* High crush 6~39
jinub+1+2m!50i75~76+9a (+0)
* Balcony Break
* Cancel to r50 with b,b
jinuf+4m13i15~17-13+33a (+23a)
* Low crush 9~20
* Floating state 21~23
jin1+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
jinb,f+2m15i15~16-7+4
* Has good left sidestep tracking
jinb,f+2,1,df+2m, h, M15, 14, 22i15~16, ,i28~29-14+37a (+27)
* Tornado
* Combo from 2nd CH
* Interrupt with i13 from 2nd block
* Whiffs vs SSR, SWL from 2nd block
* Input can be delayed 16f
* Move can be delayed 10f
jinf,F+2m22i14~15-8+15a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* 6 chip damage on block
jinf,F+3m20i23~25-4+24a
* Spike
jinf,F+3,1m, h20, 5i23~25, i15+1+7
* Airborne combo from 1st hit (+33a (+26))
* Links to 1 jab extensions (e.g. f,F+3,1,2,4)
* Jails attack inputs (crouch assist bufferable)
* Duckable
jinf,F+4m32i17~18-7+22a (+12)
Balcony Break
jinf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cancel to sidestep with u
* Cancel to block with b
jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Can access uf1+2 by inputting 1+2 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
jinuf,n,4m20i23~25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
jinf,f,F+3m30i22~23+6+13a~+14a (+3~+4)
* Balcony Break
* Transition to +6 +13a ZEN with F
* 9 Chip damage on block
* Low crush 3~25
* Floating state 26~28
jinws1m7i13~14-6+5
jinws1,2m, m7, 19i13~14, i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Move cannot be interrupted
* Input can be delayed 13f
* Enter ZEN -9 +2c r27 with F
jinws1,3m, h7, 8i13~14, i14-6+4
* Jail from 1st block
* Transition to r26 backdash with B
jinws1,3,2m, h, m7, 8, 4i13~14, ,i18-11-6
* Combo from 1st hit
* Jail from 1st block
jinws1,3,2,1m, h, m, m7, 8, 4, 3i13~14, ,i10-11+3
* Combo from 1st hit
* Jail from 1st block
jinws1,3,2,1,4m, h, m, m, l7, 8, 4, 3, 5i13~14, ,i20~21-31+8
* Combo from 1st hit
* Interrupt with i3 from 1st block
jinws1,3,2,1,4,2m, h, m, m, l, M7, 8, 4, 3, 5, 10i13~14, ,i31~32-16+15a
* Balcony Break
* Spike
* Airborne combo from 1st hit (-8d)
* 4 chip damage on block
* Low crush 8~28
* Floating state 29~31
jinws1,3~3m, m7, 20i13~14, i23~24+6+13c
* Spike
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSL, SW from 1st block
* Enter Breaking Step +2 +9c with DF
* +16a on BT hit
jinws2m14i14~15-12+39a (+29)
jinws4m13i11~12-3+8
jinws4,4m, h13, 15i11~12, i19~20-7+4
* Combo from 1st hit with 1f delay
* Interrupt with i1 from 1st block
* Move cannot be delayed
jinf,n,d,DF+4l12i20~21-31+8c
jinf,n,d,DF+4,2l, M12, 28i20~21, i31~32-16+21a
* Balcony Break
* Spike
* Airborne combo from 1st hit (-2d)
* 8 chip damage on block
* Low crush 8~28
* Floating state 29~31
jinf,n,d,df:1M22i16~17-13+36a (+26)
* Tornado
* 4 chip damage on block
* Jab evasion
* Recovers 4F faster on hit (t44 r27)
jinf,n,d,df:2h25i11~12+5~+6+76a (+60)
* Balcony Break
* Recovers 3f faster on hit or block (t36 r24)
* 5 chip damage on block
jinf,n,d,df+1m20i16~17-13+32a (+22)
* Tornado
* Turns into CD.df#1 while in heat
* Jab evasion
jinf,n,d,df+2h20i11~12-10+76a (+60)
* Balcony Break
* Turns into EWHF (CD.df#2) while in heat
* Recovers 4F faster on hit (t36 r24)
jinDVS.1m25i20~22-9+36d
* Tornado
* Jab evasion
* 7 chip damage on block
* Low crush 22~43
* Floating state 44~46
jinDVS.2sm23i11~12+4+38a (+28)
* 6 chip damage on block
jinDVS.3M25i26~28+2c+22a
* Spike
* 7 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinDVS.4L10i16-12-2c
* 3 chip damage on block
jinDVS.4,4L, m10, 25i16, i25~26-14+3c
* Spike
* Jail from 1st block
* 5 chip damage on block
jinDVS.DF+3L24i33~34-23-2a
* 7 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinOTG.d+1+2L24i19~20-13-2 (-10)
* Spike
jinZEN.1m14i16~17-3+8
jinZEN.1,2m, m14, 21i16~17, i23~24-14+32a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i5 from 1st block
* Input can be delayed 12f
* Move can be delayed 11f
* Cancel to Breaking Step -22 -11 r40 with DF on frame 20
jinZEN.1,3m, h,t14, 14,14i16~17, i24~25-9+0d
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Transition to attack throw on standing or airborne hit
* +33a (+18) on side hit
* +18a (+11) and balcony break on BT hit
jinZEN.2h20i18~19-5+17a (+8)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* +0 on block and 8 chip damage after absorbing an attack
* Power crush 6~20
jinZEN.4M25i27~33+2~+8+17d~+23d
* Spike
* 7 chip damage on block
* Low crush 7~33
* Floating state 34~36
jinZEN.1+2L,t10,20i21, i61-14+4
* Wall Crush +8 on hit
* Transition to attack throw on standing hit from the front
* Transition to +5 CD with DF after throw
* High crush 8~21
jinZEN.3+4h25i21~27+9g~+15g+19a (+9)
* Balcony Break
* Enter Breaking Step +8 +18a (+8) r32 with DF on frame 40
* 10 chip damage on block
* Low crush 10~32
* Floating state 33~35
jinZEN.u+1m20i14~16-16+31a (+21)
* Tornado
* 6 chip damage on block
* Low crush 8~43
* Floating state 44~46
jin1+3t35i12~14+0+2d
* Homing
* Throw break 1 or 2
* Jin recovers BT on break
jin2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
jinBack throwt50+1d
* Unbreakable
* Side switch on hit
jinLeft throwt43-3+0
Throw break 1
jinRight throwt40-3+0d
* Throw break 2
* Side switch on hit
jindf+2+4t40i12-2-4d
* Throw break 2
jinqcb+1+3t40i12-20
* Throw break 1
* Opponent recovers FUFA
jinuf+1+2t40i12+0+0d
* Floor Break
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jun2+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.
* Gain 5 Kazama Essence on Heat Burst activation
* Power crush 7~16
junH.GEN.1,1+2L,M14,26 (18)i20~21 i26~41-14+25a (+7)
* Reversal Break
* Balcony Break
* Jail from 1st block
* Airborne combo from 1st hit
* Has good left sidestep tracking
* Restores 6 recoverable (3 on block)
* 5 chip damage on block
* Consumes 600F of remaining Heat time
* Gain 5 Kazama Essence on normal hit, airborne hit or block
* High crush 11~21
junH.f+1+2,Ph0i12+40g
* Sabaki, parries mid or high punches or kicks
* Consumes 240F of remaining Heat time
* Parry state 5~
junH.2+3m,m20,30i13 i32~75-6~+37g+21a~+64a (-5~+38)
* Heat Smash
* Balcony Break
* Restores 32 recoverable on hit (16 on block)
* 10 chip damage on block
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junR.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~
jun1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
jun1,2h, h5, 8i10, i16-3+6
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 2f delay
* Transition to r16 SS with u_d (+1/-13, +10g/-4?)
** r16 when attacking in SS stance
** r30? when exiting SS stance
jun2h7i12-4+7
jun2,1h, m7, 9i12, i21-6+7
* Elbow
* Combo from 1st hit with 9f delay
* Interrupt with i1 from 1st block
* Input can be delayed 10f
jun2,1,4h, m, m7, 9, 12i12, ,i10-12-1
* Knee
* Jail from 2nd block
* Combo from 1st hit
jun2,1,4,3h, m, m, h7, 9, 12, 21i12, ,i25-9+13a (+4)
* Balcony Break
* Combo from 3rd CH with 5F delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
jun2,1,1+2h, m, h7, 9, 21i12, ,i22+2+22cg
* Balcony Break
* Elbow
* Combo from 2nd CH with 9f delay
* Interrupt with i6 from 2nd block
* Forces tech backroll on hit
jun3m14i14~15-10+2
Balcony Break
jun3,1m, h14, 20i14~15, i14~15-4+22cg
* Tornado
* Balcony Break
* Combo from 1st hit with 9F delay
* Interrupt with i4 from 1st block
* Forces tech back roll on hit
* Move can be delayed by 6F
* Input can be delayed by 9F
* Gain 6 Kazama essence on normal hit and 5 on airborne hit
jun1+2m26i13-12+28a
* Balcony Break
* Heat Engager
* Heat Dash +43d (+35)
* Gain 10 Kazama Essence on Heat activation
jun1+4,2SL,h, h5,8, 10i14 i17, i19-2+9
* Combo from 2nd CH
* Interrupt with i16 from 1st block
* Move cannot be interrupted from 2nd block
* Whiffs vs SS, SW from 1st block (SSR/SWR more consistent w/ big bodies)
jun1+4,2,4SL,h, h, m5,8, 10, 23i14 i17, ,i24-15+11a (+2)
* Combo from 3rd CH
* Interrupt with i4 from 3rd block
jun1+4,2,d+4SL,h, h, L5,8, 10, 15i14 i17, ,i24~25-23~-22+27a
* Combo from 3rd CH
* Interrupt with i4 from 3rd block
* High crush 10~38
jun1+4,3SL,h, m5,8, 15i14 i17, i24~25-11~-10+1~+2
* Combo from 2nd CH
* Interrupt with i19 from 1st block
* Interrupt with i3 from 2nd block
* Whiffs vs SS, SW from 1st block (SSR/SWR more consistent w/ big bodies)
jun1+4,3,1SL,h, m, m5,8, 15, 20i14 i17, ,i33~34-13~-12+17a (+10)
* Interrupt with i12 from 3rd block
* Whiffs vs SWL from 3rd block
jun3+4m,M,M6,18,20i23~24 i30~31 i16-6+26a (+8)
* Spike
* 3rd hit available only as combo from 2nd hit
* Transition to r22 FC with D on whiff or block
* Deals 12 damage to self (8 recoverable)
* Gain 12 Kazama Essence on normal hit and 6 on airborne hit
* Low crush 5~33
* Floating state 34~36
junf+2M20i17~18-18+33a (+23)
* Cancel to r26 FC with D
* Increased tracking when f2,1+2's input is buffered late
junf+2,1+2M, M20, 20i17~18, i29~32-9+32a (+17)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Jail from 1st attack
* Chip damage (8) on block
* Deals 18 damage to self (12 recoverable)
* Available only on hit or block
* Gain 16 Kazama Essence on Heat activation
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junf+3m13i16-9+7
* Enter SS -16 +14g r21 with u_d
* r21 when attacking after SS
* r35 when blocking after SS
junf+3,4m, M13, 22i16, i20~22-13~-11+28a (+13)
* Tornado
* Combo from 1st hit with 10F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 10F
junf+4h21i19~21+3~+5+13~+15
* Balcony Break (airborne)
* Homing
junf+2+3h21i28~29+0+25a
* Balcony Break (airborne)
* Punch sabaki
* Crumple stun launcher (+51a) on parry effect
* Parry state 4~15
junf+3+4
* Transition to r18 FC with D
* Stance moves can be delayed by 24F
* Parries low punches or kicks
* Parries throws
* Parry state 1~40
jundf+1m10i13~14-3+8
jundf+2m14i16~17-12+29a (+19)
* Launches crouching opponent
* Increased tracking when f2,1+2's input is buffered late
jundf+2,1+2m, M14, 12i16~17, i25~26-9+38a (+28)
* Combo from 1st hit
* Chip damage (4) on block
* First hit does 8dmg, 20dmg total
* Deals 24 damage to self (16 recoverable)
* Available only on hit or block
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
jundf+3m22i17-8+19a (+10)
* Homing
* Balcony Break
jundf+3+4m17i24~25-11+1
jundf+3+4,1m, m17, 20i24~25, i33~34-13+17a (+10)
* Interrupt with i12 from 1st block
* Whiffs vs SWL from 1st block
jund+4L10i15-12-1
-1c on crouching hit
jund+4,4L, h10, 20i15, i25~26-9+13a (+4)
* Balcony Break
* Combo from 1st CH
* Interrupt with i6 from 1st block
jund+1+2M28i26-9+72a (+56)
* Tornado
* Chip damage (11) on block
* Divine Aura: 12 chip damage on block
* Divine Aura: +4 damage on hit (32)
* Deals 12 damage to self (8 recoverable)
* Unparryable (projectile)
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
* High crush 8~24
jund+3+4l,h5,15i14 i24~27-6+30a (+20)
* Combo from 1st CH
* Jail from 1st attack
* -25 if 1st hit is blocked
* Low crush 5~27
* Floating state 28~30
jundb+1m7i15~16-8+1
jundb+1,1m, m7, 8i15~16, i21-11+0
* Jail from 1st block
* Combo from 1st hit
jundb+1,1,1+2m, m, m,m,m7, 8, 5,5,20i15~16, ,i17 i26 i49-15+21a (+11)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Restores 4 health and 4 recoverable
* Unparryable
* Gain 10 Kazama Essence on normal hit and 7 on airborne hit
* Move cannot be delayed
* Input can be delayed by 2F
junb+1+3
* Parries mid or high punches or kicks
* Parry state 5~12
junb+2m10i14~15-9+2
junb+2,1m, h10, 7i14~15, i15~16-9+2
* Elbow
* Combo from 1st hit with 15F delay
* Interrupt with i4 from 1st block
* Enter GEN +0 +11g r18 with F
* Enter MIA +0 +11g r18 with B
* Move can be delayed by 5F
* Input can be delayed by 15F
junb+2,1,1m, h, m10, 7, 20i14~15, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Interrupt with i6 from 2nd block
* Move can be delayed 14f
junb+2,1,4m, h, h10, 7, 24i14~15, ,i23~25-8~-7+16cg
* Balcony Break
* Combo from 2nd CH with 6f delay
* Interrupt with i4 from 2nd block
* Move can be delayed 14f
* Forces tech back roll on hit
junb+2,2m, m10, 10i14~15, i16~17-9+3
* Combo from 1st hit with 15F delay
* Interrupt with i5 from 1st block
junb+3m20i16~17-19~-18+22a (+12)
* Low crush 10~37
* Floating state 38~40
junb+4m14i13~14-7+5
Knee
junb+1+2
* Enter SS r16 with u_d
* r30 when blocking after SS
* Cancel to r15 with DB
* Stays in stance indefinitely
* Restores 3 recoverable health and gain Kazama Essence with each pulse
junb+3+4m25i22~23-12+9a (+0)
* Balcony Break
* -8 and 10 chip damage on block after attack absorption
* Power crush 7~27
junub+1+2m!50i57~58+6a
Balcony Break
junu+4m21i22~23-3~-2+22a
* Balcony Break (airborne)
* Low crush 8~28
* Floating state 29~31
junuf+1h,h6,30i10 i26-14+12a (+3)
* Balcony Break
* Jail from 1st attack
* Deals 12 damage to self (8 recoverable)
* 2nd hit available only on hit or block
* Recovery listed is for the 1st hit
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
junuf+4m10i16~18-20-9s
* Low crush 10~40
* Floating state 41~43
junuf+4,3m, m,M10, 8,20i16~18, i29 i18-12+84a (+68)
* Tornado
* Combo from 1st hit
* Whiffs vs SSR, SWR from 1st block
* Interrupt with i8 from 1st block
* Transition to MIA on hit only
* 3rd hit available only as combo from 2nd hit
* 3rd hit deals 12 damage to self (8 recoverable)
* Gain 5 Kazama Essence on normal hit or airborne hit
* Low crush 1~20
* Floating state 21~23
junuf+3+4m,M5,21i20~23 i2~6-8~-4+18a
* Spike
* Low crush 9~30
jun1+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
junf,F+2m16i16~17-12+3
* Transition to GEN +1 +16g r18 with F on frame 21 with 10F delay
* Transition to MIA +1 +16g r18 with B on frame 21 with 10F delay
junf,F+2,3m, h16, 22i16~17, i20~21-8~-7+29a (+14)
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
junf,F+3m23i18~19-9+2
* Homing
* Balcony Break (airborne)
junf,F+3,3+4m, m,m23, 12,15i18~19, i35~36 i5~6+3+14a
* Spike
* 7 chip damage on block
* Interrupt with i11 from 1st block
* Interrupt with i5 from 1st hit
* Whiffs vs SSR from 1st block
* +14d on BT hit
* Floating state 25~39
junf,F+1+2m32i22+6+23a (+13)
* Balcony Break
* Transition to +9, +26a (+16) GEN with F
* Transition to +9, +26a (+16) MIA with B
* 20?f hitstop on hit
* 6 chip damage on block
* Deals 6 damage to self (4 recoverable)
* Non-limb attack, unparryable by Asuka, Nina, etc
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junub,bsp
* Low crush 9~40
* Floating state 41~43
junws1h14i12~13-6+5
junws1,1h, h14, 7i12~13, i15~16-9+2
* Elbow
* Combo from 1st hit with 4F delay
* Move cannot be interrupted
* Enter GEN +0 +11g r18 with F
* Enter MIA +0 +11g r18 with B
* Move cannot be delayed
* Input can be delayed by 4F
junws1,1,1h, h, m14, 7, 20i12~13, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Interrupt with i6 from 2nd block
* Move can be delayed by 14f
junws1,1,4h, h, h14, 7, 24i12~13, ,i23~25-8+16c
* Balcony Break
* Combo from 2nd CH with 6f delay
* Interrupt with i4 from 2nd block
* Move can be delayed by 14f
* +13d on BT hit
* Forces tech backroll on hit
junws1,4h, m14, 16i12~13, i22~23-11+0c
* Spike
* Combo from 1st hit with 7F delay
* Interrupt with i5 from 1st block
* Move can be delayed 10f
* Input can be delayed 12f
junws1,4,1+2h, m, m14, 16, 28i12~13, ,i25~26-20+16a (+11)
* Balcony Break
* Elbow
* Combo from 2nd CH
* Interrupt with i7 from 1st block
* Whiffs vs SSL, SWL from 2nd block
junws2,1m, m12, 20i13~14, i22~23-12+19a (10)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
junws3M16i14~15-13+25a (+5)
* Low crush 17~33
* Floating state 34~36
junws4m21i11~12-12+18a (+11)
junws3+4m23i18~19-21+38a (+28)
Tornado
* Floating state 15~36
junSS.4m20i18~20+6+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Gain 10 Kazama Essence on Heat activation
junSS.1+2h,h,m7,9,18i16 i17 i15~16-4+7c
* Homing
* Spike
* Jail from 1st attack
* Combo from 1st or 2nd hit
junFC.df+1sl,m6,30i10, i25~26-19+26a (+11)
* Deals 18 damage to self (12 recoverable)
* 2nd hit available only on hit or block
* Recovery listed is for the 1st hit, t74 both hits
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
* High crush 1~44
junFC.df+3L12i21-19+0c
* Clean hit +10a, 15 damage
* Opponent recovers FDFA on CL
* High crush 1~47
jun(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
junGEN.2m,t16,32i16~17-13~-12+0d
* Transition to attack throw on front standing or airborne hit
* Deals 12 damage to self (8 recoverable)
* Frame advantage is -9 if an attack is absorbed
* Chip damage on block if an attack is absorbed
* +10a (+1) and Balcony Break on BT hit
* Gain 8 Kazama Essence on normal hit or airborne hit
* Power crush 8~15
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
junGEN.3,2M, M14, 16i17~20, i24-9+33a (+18)
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Move can be delayed by 10F
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junGEN.4h24i26~28+4~+6+26a (+17)
* Homing
* Balcony Break
* Low crush 16~33
* Floating state 34~36
junIZU.1h7i13~14-7+4
Enter GEN -6, +5 r18 with F
Enter MIA -6, +5 r18 with B
junIZU.1,1h, h7, 26i13~14, i23~24-4+22d
* Balcony Break
* Tornado
* Combo from 1st hit with 6f delay
* Interrupt with i4 from 1st block
* Restores 1 health on hit
* Restores 1 additional recoverable on hit
* Non-limb attack, unparryable by Asuka, Nina, etc
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junIZU.2M24i23~25-13~-11+34a (+24)
* Tornado
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 6~20
junIZU.3m,h10,16i16~15 i14~15-6+12a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Jail from 1st attack
* Gain 10 Kazama Essence on Heat activation
* Low crush 20~53
* Floating state 54~56
junIZU.4,1L, M10, 21i19, i19~20-14~-13+14a (+3)
* Balcony Break
* 2nd hit only available as combo from 1st hit
* DA: +9 damage on hit (30)
* Deals 18 damage to self (12 recoverable)
* Unparryable
* Gain 20 Kazama Essence on normal or airborne hit
* Low crush 22~38
* Floating state 39~41
junIZU.1+2M24i21~22-12+19a
* Balcony Break
* Spike
* Frame advantage is -6c if an attack is absorbed
* Power crush 8~20
junMIA.1M30i24~25-9+72a (+56)
* Tornado
* 12 Chip damage on block
* Deals 9 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junMIA.2sm28i16-20+26a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* DA: Range increases to 4.0
* Deals 8 (DA:11) chip damage on block
* Deals 6 damage to self (4 recoverable)
* Unparryable
* Gain 16 Kazama Essence on Heat activation
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junMIA.1+2m17i20~21+4+11g
* Homing
* Strong Aerial Tailspin
* Balcony Break on airborne hit
* Transitions to IZU on hit or block
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 8~21
junMIA.F
* Transition to r18 FC with D
* Stance moves can be delayed by 24F
* Parries low punches or kicks
* Parries throws
* Parry state 1~40
junhFC.3+4m,m10,10i21~22 i23~24-6+5c
* Transition to r24 FC with D
* Can be done from Crouch Level 1
* Low crush 5~19
* Floating state 20~22
junhFC.3+4,3m,m, m,m10,10, 10,10i21~22 i23~24, i31~32 i40~41+0~+1+15a
* Transition to r24 FC with D
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush ~21~31
* Floating state 32~40
jun1+3t35i12~14+0+0d
* Homing
* Throw break 1 or 2
jun2+4t35i12~14+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
junBack throwt50+7d
* Unbreakable
* Side switch
junFC.db+1+2t15,15,15i14~15-6+56a (+28)
* Throw break 1+2
* Opponent can tech roll to reduce the landing damage
junGEN.P (Low)t20+0d
* Restores 14 health and 14 recoverable
* Opponent recovers FDFA
* Gain 20 Kazama Essence
junGEN.P (Throw)t40+0d
* Restores 8 health and 8 recoverable
* Opponent recovers FUFA (sideways)
* Gain 20 Kazama Essence
junIZU.1+3t35i14-6+0d
* Throw break 1+2
* Restores 8 life and 12 recoverable
* Gain 8 Kazama Essence on hit
junLeft throwt40-3+0d
* Throw break 1
junRight throwt40-3+0d
* Throw break 2
* Side switch on hit
junb+1+3,Pt25-4d
* Opponent recovers FDFT
jundf+2+3t40i12-6-6d
* Throw break 2
* Floor Break
junuf+1+2t40i12-6+0d
Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
kazuya2+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
kazuyaH.2+3L,m,th9,14 (20),17 (34)i18, i27-14+0d
* Heat Smash
* Balcony Break
* 8 chip damage
kazuyaR.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~
kazuya1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
kazuya1,1h, h5, 6i10, i15-1+6
* Jail from 1st block with 3f delay
* Combo from 1st hit with 3f delay
kazuya1,1,2h, h, m5, 6, 14i10, ,i13-17+20a (+15)
* Balcony Break (airborne)
* Combo from 1st hit
* Combo from 2nd hit with 11f delay
* Move can be delayed 11f
kazuyaDVK.1,1,2,Dh, h, m, t5, 6, 14, 8i10, ,+0d
* Consumes 150F of remaining Heat time
* Opponent recovers FUFT
* Available only on 3rd hit
kazuyaDVK.1,1,2,Fh, h, m, t5, 6, 14, 8i10, ,+5d BT
* Consumes 120F of remaining Heat time
* Opponent recovers FDFT
* Available only on 3rd hit
kazuya1,2h, h5, 8i10, i10-3+8
* Jail from 1st block with 4f delay
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
kazuya1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit
* Combo from 2nd hit with 2f delay
* Jail from 1st block with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
kazuya1,2,2~3h, h, m5, 8, 23i10, ,i23-9+6
* Input 3 at frame 16
* Interrupt with i21 from 2nd block
* Interrupt with i10 from 2nd hit
* Whiffs vs SS from 2nd block
* Whiffs vs SSL, SWL from 2nd hit
* i39 effective startup
kazuya2h12i12-3+8
kazuya3h12i14-8+4
kazuya3,1h, h12, 10i14, i19-1+7
* Combo from 1st hit
* Move cannot be interrupted
* Transition to CD r16?~r25? with df (+2 +10)
** CD recovery depends on input
** r24 forward dash with df,n,f,n,f
** r17: cd3, cd1+2
** r19: cd1 (i22~24), ws3 (i23~25)
** r25: cd2 (i19~20), cd4 (i24), ws4 (i19~20)
** Cannot buffer attack inputs or sidewalks during forward dash transition
<Showing 3201-3600 of 6584 moves>