
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| jack-8 | 2,1,1+2 | h, m, h,h,h,h,h | 10, 12, 10,6,6,6,20 | i11, ,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-8 | 2,1,uf | h, m | 10, 12 | i11, , | +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-8 | 2,1,uf+1+2 | h, m, m | 10, 12, 20 | i11, ,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-8 | 3 | m | 18 | i15~16 | -9 | +5 | * Knee * Transition to GMH with D ** (+2 oB, +16g oH, +16 ch) * Alternate input f+3 or ws3 | |
| jack-8 | 3,2 | m, h | 18, 20 | i15~16, 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-8 | 1+2 | m,m | 8,14 | i15~16 | -13 | +67a (+51) | * Tornado * Homing * Instant Tornado * High evasion from frames 4? to 12? | |
| jack-8 | 1+4 | i22~ | * Alternate input hcf * Can be held for up to 5 spins | |||||
| jack-8 | 1+4*,1 | m | 35/45/55/199 | i17(68/93/118~) | ! | +70d | * Balcony Break * Unblockable | |
| jack-8 | 1+4,df+1 | M | 21 | i22~, i20~23 | -17 | +52a (+42) | * Tornado * Non just frame version of 1+4:df+1 * Alternate input hcf,df+1 to power up | |
| jack-8 | 1+4:df+1 | M | 30 | i20~23 | -17 | +66a (+50) | * Tornado * Instant Tornado * Just frame version of 1+4,df+1 * Alternate input hcf:df+1 to power up | |
| jack-8 | 3+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-8 | f+1 | m | 13 | i14~15 | -6 | +5 | * Effectively homing? | |
| jack-8 | f+1,2 | m, h | 13, 12 | i14~15, i22~23 | -6 | +5 | * Balcony Break * Combos from 1st hit * Interrupt with i3 from 1st block | |
| jack-8 | f+1,2,1 | m, h, m | 13, 12, 20 | i14~15, ,i26~27 | -12 | +65a (+49) | * Tornado * Instant Tornado * Interrupt with i7 from 1st block | |
| jack-8 | f+1,2,2 | m, h, m | 13, 12, 22 | i14~15, ,i33~34 | +3 | +3a | * Can be charged to power up * Interrupt with i14 from 2nd block * Interrupt with i3 from 1st hit | |
| jack-8 | f+1,2,2* | m, h, m | 13, 12, 40 | i14~15, ,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-8 | f+4~1 | h | 80 | i65 | ! | +5 | Unblockable | |
| jack-8 | f+4~1,2 | M | 30 | i15 (66~) | +8 | +0d | * Elbow * Floor Break | |
| jack-8 | f+1+2 | m,m | 12,20 | i27~28, i2~3 | -12 | +32d (+6) | * Balcony Break * -6 and 12 chip damage on block after attack absorption * * Power crush 7~26 | |
| jack-8 | f+3+4 | m | 24 | i22~23 | -11 | +9c | * Head * Transition to GMH with D ** (-3 oB, +15c oH) | |
| jack-8 | df+1,2 | m, h | 12, 10 | i14, i29 | -12 | -1 | * Combos from 1st hit CH * Interrupt with i8 from 1st block * Whiffs vs SSR, SWR from 1st block * Delayable | |
| jack-8 | df+1,2,1 | m, h, h | 12, 10, 2 | i14, ,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-8 | df+1,2,1,2 | m, h, h, h | 12, 10, 2, 20 | i14, ,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-8 | df+1+3 | SM | 20 | i30~49 | -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-8 | df+2 | m | 13 | i15 | -14 | +31a (+21) | ||
| jack-8 | df+2,1 | m, h | 13, 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-8 | df+2,1* | m, h | 13, 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-8 | df+3 | m | 16 | i16 | -9 | +2 | ||
| jack-8 | df+3,2 | m, h | 16, 20 | i16, i20 | -7 | +25d | * Balcony Break * Elbow * Move cannot be interrupted | |
| jack-8 | df+1+4 | L | 23 | i34 | -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-8 | df+2+3 | m | 26 | i22 | -9 | +31d (-5) | * Balcony Break * Alternate input b,db,d,df+2 to power up ** 31dmg * Alternate input is completely bufferable | |
| jack-8 | df+3+4 | m | 28 | i13 | -23 | +10a (+1) | * Balcony Break * Shoulder | |
| jack-8 | d+1 | sl | 5 | i10 | -5 | +6 | * * High crush 4 | |
| jack-8 | d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2 * High crush 4 | |
| jack-8 | d+2,1 | sl, l | 8, 6 | i11, i24 | -14 | -3 | * Alternate input FC.2,1 Combos from 1st hit First two hits of 10 hit combo | |
| jack-8 | d+3 | l | 12 | i20 | -17 | -6 | * Alternate input FC.d+3 * High crush 4 | |
| jack-8 | d+4 | l | 10 | i16 | -15 | -4 | * Alternate input FC.d+4 * High crush 4 | |
| jack-8 | d+1+2 | m | 28 | i27 | -18 | +42a (+32) | * * High crush 6 | |
| jack-8 | d+3+4 | * Transitions to SIT (Sit Down) | ||||||
| jack-8 | db+1 | l | 13 | i12 | -12 | +1 | * | |
| jack-8 | db+1,1 | l, l | 13, 5 | i12, i16 | -12 | -1 | * Combos from 1st hit * Jails from 1st block with ?F delay | |
| jack-8 | db+1,1,1 | l, l, l | 13, 5, 5 | i12, ,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-8 | db+1,1,1,2 | l, l, l, m | 13, 5, 5, 21 | i12, ,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-8 | db+2* | l | 30 | i35~36 | -33 | +17d | * Gain GMC on hit or block * 9 chip damage on block | |
| jack-8 | db+3 | l | 15 | i21 | -20 | -9 | * | |
| jack-8 | db+3, ... 1+2 | l, h | 15, 21 | i21, i34 | +14g | +17cg | * Balcony Break * Interrupt with i14 from 1st block * Interrupt with i3 from 1st hit * Forces tech backroll on hit | |
| jack-8 | db+3, ... d+1+2 | l, m (th) | 15, 4,5,5,5,5,21 | i21, i34 | 0 | * Crouch throw (Unbreakable) * Can be executed after any hit of Cossack Kicks (DB+3,4,3...) | ||
| jack-8 | db+3,4 | l, l | 15, 12 | i21, i27 | -16 | -9 | * Interrupt with i7 from 1st block | |
| jack-8 | db+3,4,3 | l, l, l | 15, 12, 12 | i21, ,i27 | -19 | -8 | * Interrupt with i7 from 2nd block | |
| jack-8 | db+3,4,3,4 | l, l, l, l | 15, 12, 12, 12 | i21, ,i27 | -16 | -5 | * Interrupt with i7 from 3rd block | |
| jack-8 | db+3,4,3,4,3 | l, l, l, l, l | 15, 12, 12, 12, 12 | i21, ,i27 | -19 | -8 | * Interrupt with i7 from 4th block | |
| jack-8 | db+3,4,3,4,3,4 | l, l, l, l, l, l | 15, 12, 12, 12, 12, 12 | i21, ,i27 | -16 | -5 | * Interrupt with i7 from 5th block | |
| jack-8 | db+4 | l | 14 | i16 | -13 | -2 | * * High crush 6 | |
| jack-8 | db+1+2 | l,l | 8,21 | i18 | -70 | -5d | * Floor Break | |
| jack-8 | b+1 | m | 17 | i20 | -11 | +8 | * | |
| jack-8 | b+2 | m | 27 | i19 | +2 | +2a | * Heat Engager * Heat Dash +5, +36a(+26) * Balcony Break * Gain GMC on Heat activation * Can be charged to power up | |
| jack-8 | b+2* | m | 40 | i35 | -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-8 | b+3 | m | 14 | i16 | -9 | +2 | * | |
| jack-8 | b+3,2 | m, h | 14, 13 | i16, 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-8 | b+3,2,2 | m, h, h | 14, 13, 20 | i16, ,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-8 | b+3,2,2* | m, h, m | 14, 13, 40 | i16, ,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-8 | b+4,4 | m, M | 16, 21 | i13, i30 | -4c | +3d | * Combo from 1st CH * When comboing from 1st CH: ** Floor Break ** -8d on hit * Interrupt with i10 from 1st block | |
| jack-8 | b+1+2 | m | 28 | i14 | -19 | -1d (-10) | * Heat Engager * Heat Dash +5, +43d(+35) * Balcony Break * Gain GMC on Heat activation | |
| jack-8 | b+3+4 | m | 24 | i25 | +4c | +12c | * Head | |
| jack-8 | ub+1+2 | h | 30 | i20 | -9 | +23d | * Balcony Break * Homing * -2 and 12 chip damage on block after attack absorption * Power crush 7 | |
| jack-8 | u+4 | m | 25 | i25 | -16 | +15a (+5) | * Balcony Break * Alternate input ub+4, uf+4 * Low crush | |
| jack-8 | u+1+2 | h | 23 | i19 | -13 | +49a (+39) | * | |
| jack-8 | u+3+4 | m | 40 | i94~100 | ! | +17d | * Unblockable * Can input additional 3+4 (up to 4 times) to fly farther and deal more damage * Alternate input ub+3+4 * Low crush | |
| jack-8 | uf+1 | h | 10 | i17 | +71a (+55) | * Tornado * Only hits airborne opponents * Transition to GMH with D ** (+75a (+59)) * Can be charged to power up * Alternate input ub+1, u+1 | ||
| jack-8 | uf+1* | h | 32 | i35 | +69a (+53) | * Tornado * Only hits airborne opponents * Transition to GMH with D ** (+70a (+54)) * Gain GMC on hit * Alternate input ub+1*, u+1* | ||
| jack-8 | uf+3 | L | [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-8 | uf+3+4 | M | 23 | i34 js8 | +13cg | +20d | * Spike * Automatically transitions to SIT on hit or block * Low crush 8 | |
| jack-8 | 1+2+3+4 | |||||||
| jack-8 | HCF | i22~ | * Alternate input 1+4 * Can be looped together in 360 motions for up to 5 spins | |||||
| jack-8 | HCF,df+1 | M | 25 | i22~, i20~23 | -17 | +52a (+42) | * Tornado * Non blue spark version, for a just frame version search "EMGF" * Alternate input 1+4,df+1 | |
| jack-8 | HCF:df+1 | M | 36 | i20~23 | -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-8 | b,db,d,df+1 | l | 28 | i29 | -37 | +18d | * Homing * Alternate input df+1+4 | |
| jack-8 | b,db,d,df+2 | m | 31 | i22 | -9 | +31d (-5) | * Balcony Break * Alternate input df+2+3 | |
| jack-8 | f,F+2 | m | 23 | i18 | -16 | +53a (+43) | * Strong Aerial Tailspin? * Can be charged to power up | |
| jack-8 | f,F+2* | m | 35 | 34 | -15 | +61a | * Tornado * Gain GMC on hit or block * 14 chip damage on block | |
| jack-8 | f,F+4 | m | 32 | i16 | -10 | +15d (+5) | * Tornado * Balcony Break * Chip damage on block (12) | |
| jack-8 | f,F+1+2 | m | 20 | i15 | -15 | +22cs | * Homing | |
| jack-8 | f,F+1+2,2 | m, m | 20, 24 | i15, 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-8 | f,F+1+2,1+2 | m, l | 20, 21 | i15, i28 | -19 | +13d | * Airborne combo from 1st hit * Interrupt with i9 from 1st block * High crush | |
| jack-8 | f,F+1+4 | M (L) | 25 | i21~30 (i31~40) | -82~-73 | -88~-79 | * i31~40 Low attack on landing ** (-110~-101 oB, -65~-56 oH) * Low crush | |
| jack-8 | uf,n,2 | m | 28 | i32 | -1c | +10c | * * Low crush | |
| jack-8 | f,f,F+2 | m | 25 | i22 | +6 | +10 | * Chip damage on block (7) * Guarantees i10 moves on hit * Unparryable (running attack) * Alternate input wr2 | |
| jack-8 | f,f,F+1+2 | m | 34 | i20~23 | +4 | +7a (-2) | * Balcony Break * Shoulder * Chip damage on block (10) * Alternate input wr1+2 | |
| jack-8 | ws1 | m | 14 | i15 | -13 | +34a (+24) | * | |
| jack-8 | ws2 | m | 10 | i14 | -7 | +4 | * Elbow | |
| jack-8 | ws2,4 | m, h | 10, 26 | i14, i16 | +4 | +21a (+11) | * Balcony Break * Combos from 1st hit * Interrupt with i3 from 1st block * Chip damage on block (7) | |
| jack-8 | ws4 | m | 20 | i11 | -6 | +5 | * | |
| jack-8 | ws1+2 | m | 14 | i20 | -15 | +26a (+16) | * | |
| jack-8 | ws1+2,1+2 | m, m | 14, 12 | i20, i17 | -15 | +15d | * Floor Break * Combos from 1st hit * Move cannot be interrupted | |
| jack-8 | ws1+2,1+2,1+2 | m, m, l | 14, 12, 14 | i20, ,i27~28 | -23 | +6d | * Balcony Break * Combos from 1st hit * Interrupt with i9 from 2nd block | |
| jack-8 | ss1 | M | 23 | i32 | +6c | +59a | ||
| jack-8 | ss2 | h | 20 | i17 | +9 | +35d (+27) | * Balcony Break * Transition to GMH with D ** (+9 oB, +35d (+27) oH) * Chip damage on block (6) | |
| jack-8 | FC.df+1 | m | 5 | i23 | -21 | -11c | * | |
| jack-8 | FC.df+1,2 | m, m | 5, 8 | i23, i16 | -21 | -11c | * Combos from 1st hit * Jail from 1st block with ?F delay | |
| jack-8 | FC.df+1,2,1 | m, m, m | 5, 8, 11 | i23, ,i16 | -11 | +16cs | * Combos from 1st hit * Jail from 1st block with ?F delay | |
| jack-8 | FC.df+1,2,1,1 | m, m, m, h | 5, 8, 11, 30 | i23, ,i21 | +15 | +13BT | * Guard Break * Interrupt with i9 from 1st block | |
| jack-8 | FC.df+2 | m | 12 | i17 | -13 | -2 | * * High crush | |
| jack-8 | FC.df+2,1 | m, m | 12, 10 | i17, i26 | -4 | +7 | * Combos from 1st hit with ?F delay * Interrupt with i9 from 1st block * High crush | |
| jack-8 | FC.df+2,1,2 | m, m, m | 12, 10, 10 | i17, ,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-8 | FC.df+2,d+1 | m, l | 12, 8 | i17, i22 | -11 | +0 | * Balcony Break * Combos from 1st hit * Interrupt with i5 from 1st block * High crush | |
| jack-8 | FC.df+2,f+1 | m, h | 12, 23 | i17, i19 | -4 | +32a | * Balcony Break * Combos from 1st hit * Interrupt with i2 from 1st block * High crush | |
| jack-8 | FC.df+4 | m | 10 | i12 | -12 | +4 | * Knee | |
| jack-8 | FC.df+3+4 | m | 28 | i21 | -9 | +6cg | * Balcony Break * Shoulder * Can be charged to power up | |
| jack-8 | FC.df+3+4* | m | 32 | i30~35 | -4 | +21d (+13d) | * Balcony Break * Reversal Break * Shoulder * Gain GMC on hit or block * 9 chip damage on block | |
| jack-8 | FC.df+3+4*,uf | m | 32 | i30~35, | +4 | +29d (+21d) | * Recover in crouch * Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2) * Low crush 15 | |
| jack-8 | FC.df+3+4*,uf+1+2 | m, m | 32, 20 | i30~35, 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-8 | FC.df+3+4,uf | m | 28 | i21, | -1 | +14g | * Recover in crouch * Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2) * Low crush 15 | |
| jack-8 | FC.df+3+4,uf+1+2 | m, m | 28, 20 | i21, 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-8 | FUFT.d+1+2 | m | 18 | i28 | +18g | +39d | * Recovers in SIT, then stands up | |
| jack-8 | GMC.1 | m | 22 | i22 | -6 | +73a (+57) | * Strong Aerial Tailspin * Homing * Partially uses remaining Heat time * Chip damage on block (4) | |
| jack-8 | GMC.2 | h | 42 | i20 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-8 | GMC.3+4 | sm | 24 | i20 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-8 | GMH.1 | m | 20 | i22 | -9 | +25d | * Homing * Balcony Break | |
| jack-8 | GMH.2 | h | 40 | i20 | +11g | +21d (+11) | * Balcony Break * Tornado | |
| jack-8 | GMH.4 | h | 30 | i14~18 | +4 | +21d (+11) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * 9 chip damage on block * Gain GMC on Heat activation | |
| jack-8 | GMH.3+4 | SM | 20 | i20 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-8 | GMH.f | |||||||
| jack-8 | GMH.f+1 | M | 26 | i20 | -17 | +66a (+50) | * Tornado * Instant Tornado | |
| jack-8 | GMH.f+2 | m | 34 | i17 | -13 | +30a (+4) | * Balcony Break | |
| jack-8 | GMH.ub | js12 | *Recover in crouch * Low crush 12 | |||||
| jack-8 | GMH.uf | js12 | * Recover in crouch * Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2) * Low crush 12 | |||||
| jack-8 | GMH.uf+1+2 | m | 20 | i21~22 | +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-8 | SIT.1 | l | 10 | i19 | -48 | -37 | * * Floating state | |
| jack-8 | SIT.1,2 | l, l | 10, 10 | i19, i15 | -47 | -36 | * Combos from 1st hit * Interrupt with i1 from 1st block * Floating state | |
| jack-8 | SIT.1,2,1 | l, l, l | 10, 10, 10 | i19, ,i15 | -47 | -36 | * Combos from 1st hit * Interrupt with i1 from 2nd block * Floating state | |
| jack-8 | SIT.1,2,1,2 | l, l, l, l | 10, 10, 10, 10 | i19, ,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-8 | SIT.1+2 | m | 21 | i24 | -44 | -12d | * * Floating state | |
| jack-8 | SIT.3+4 | M | 35 | i54 | +13cg | +20d | * Can access other SIT moves on recovery. * Cannot access SIT3+4 on recovery. * Low crush | |
| jack-8 | SIT.b | * * Floating state | ||||||
| jack-8 | SIT.f | * * Floating state | ||||||
| jack-8 | hFC.1 | L | 10 | i19~21 | -8 | +3 | * Can be done from Crouch Level 1 * +3c on crouching hit * High crush 1~46 | |
| jack-8 | hFC.1,1 | L, L | 10, 14 | i19~21, 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-8 | hFC.2 | sl | 8 | i11 | -4 | +7 | * Alternate input d+2 * High crush 1 | |
| jack-8 | hFC.2,1 | sl, l | 8, 6 | i11, 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-8 | hFC.3 | l | 12 | i20 | -17 | -6 | * Alternate input d+3 * High crush 1 | |
| jack-8 | hFC.4 | l | 10 | i16 | -15 | -4 | * Alternate input d+4 * High crush 1 | |
| jack-8 | hFC.1+2 | l | 21 | i24 | -15 | +13d | * Alternate input FC.db+1+2 * Can be done from Crouch Level 1 * High crush 1 | |
| jack-8 | hFC.1+2,1+2 | l, m | 21, 23 | i24, i40 | -18 | +42a (+32) | * Combos from 1st hit * Interrupt with i22 from 1st block | |
| jack-8 | hFC.db+1 | l | 14 | i14 | -11 | +3 | * Can be done from Crouch Level 1 * High crush 1 | |
| jack-8 | hFC.db+1,1 | l, m | 14, 10 | i14, i24 | -6 | +5 | * Spike * Interrupt with i5 from 1st block * High crush | |
| jack-8 | hFC.db+1,1,1 | l, m, m | 14, 10, 20 | i14, ,i20 | -14 | +9a | * Balcony Break * Interrupt with i4 from 2nd block * Can be charged to power up | |
| jack-8 | hFC.db+1,1,1* | l, m, m | 14, 10, 30 | i14, ,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+3 | t | 33 | i12 | ! | +0d | * Wall throw (Unbreakable) * Alternate input 2+4 or uf+1+2 | |
| jack-8 | 1+3 | t | 35 | i12 | +0 | +1d | * Homing * Throw Break 1 or 2 * Swaps positions on break ** Transition to BT on break | |
| jack-8 | 2+4 | t | 35 | i12 | -6 | -3d | * Homing * Throw Break 1 or 2 * Swaps positions on break * Side Switch | |
| jack-8 | Back Throw 1+3 | t | 70 | i12 | ! | +3d | * Unbreakable * Floor Break | |
| jack-8 | Back Throw 2+4 | t | 70 | i12 | ! | +17d | * Balcony Break * Unbreakable * 80 damage on wall splat | |
| jack-8 | GMH.1+3 | t | 30 | i15 | ! | +0d | * Crouch Throw (Unbreakable) * Floor Break * Alternate input d+1+3 | |
| jack-8 | GMH.2+4 | t | 25 | i15 | ! | +6d | * Heat Engager * Cannot Heat Dash * Crouch Throw (Unbreakable) * Alternate input d+2+4 * Gain GMC on Heat activation | |
| jack-8 | GMH.1+2 | th | 45 (57) | i16 | -6 | +0d | * 57 Damage if opponent hits the wall * Throw Break 1+2 * Swaps positions on break | |
| jack-8 | Left Throw | t | 40 | i12 | -3 | +1d | * Throw Break 1 * Balcony Break | |
| jack-8 | Right Throw | t | 40 | i12 | -3 | +0d | * Throw Break 2 * Side Swap | |
| jack-8 | db,n,f+1+2 | t | 50 | i11 | -6 | -1d | * Throw Break 1+2 * Floor Break | |
| jack-8 | db+2+3 | t | 25 | i11 | -2 | +14c | * Throw Break 2 * Floor Break | |
| jack-8 | df,DF+2+4 | t | 10 | i14 | -2 | +54a | * Throw Break 2 * | |
| jack-8 | df+2+4 | t | 10 | i11 | -2 | +26a | * Throw Break 2 * | |
| jack-8 | d+1+3 | t | 30 | i12 | ! | +0d | * Crouch Throw (Unbreakable) * Floor Break * Can be done from crouch * Alternate input GMH.1+3 | |
| jack-8 | d+2+4 | t | 25 | i12 | ! | +6d | * Heat Engager * Cannot Heat Dash * Crouch Throw (Unbreakable) * Can be done from crouch * Alternate input GMH.2+4 * Gain GMC on Heat activation | |
| jack-8 | qcb+2 | t | 45 | i11 | -2 | +5d | * Throw Break 2 | |
| jack-8 | qcf+1 | t | 40 | i11 | -2 | -2d | * Throw Break 1 * Floor Break | |
| jack-8 | uf+1+2 | t | 35 | i11 | -6 | -10d | * Throw Break 1+2 * Floor Break | |
| jack-8 | uf+1+2,d,df+2 | t | 40 | i11, 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-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jin | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| jin | H.db+1+2 | M | 0 | i19~34 | +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 | |
| jin | H.f,F+1+2 | m | 20 | i21~23 | +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 | |
| jin | H.2+3 | m,h,m | 57 | i15~16 | +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 | |
| jin | H.2+3,4 | m,h,m | 50 | i15~16 | +9 | +32a (-4) | * Heat Smash * Reversal Break * Balcony Break * 7 chip damage on block * Jail from 1st attack | |
| jin | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| jin | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| jin | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +6 | Jail from 1st attack with 4f delay | |
| jin | 1,2,1 | h, h, m | 5, 12, 20 | i10, ,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 | |
| jin | 1,2,3 | h, h, m | 5, 12, 20 | i10, ,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 | |
| jin | 1,2,4 | h, h, h | 5, 12, 26 | i10, ,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 | |
| jin | 1,3 | h, L | 5, 9 | i10, i16~17 | -12 | -1 | * Combo from 1st hit with 4f delay * Grounded hit can be inconsistent | |
| jin | 1+3+4 | |||||||
| jin | 2 | h | 9 | i10 | +0 | +9 | ||
| jin | 2,1 | h, m | 9, 9 | i10, i16~17 | -3 | +6 | * Jail from 1st block with 2f delay * Combo from 1st hit with 2f delay * Same animation as df+1 | |
| jin | 2,4 | h, h | 9, 20 | i10, 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 | |
| jin | 3 | h | 17 | i14 | -7 | +4 | ||
| jin | 3,1 | h, h | 17, 7 | i14, i20 | -1 | +7 | * Combo from 1st hit * Move cannot be interrupted * Enter ZEN +4 +12 r15 with F | |
| jin | 4~3 | M | 27 | i24~34 | -11~-2 | +2a~+12a | * Spike * Low crush 12~31 * Floating state 32~ | |
| jin | 1+2 | m,m,m | 4,4,16 | i13 i8 i12 | -14 | +12a (+3) | * Balcony Break * Heat Engager * Heat Dash +5, +43d (+35) | |
| jin | f+3 | m | 12 | i14 | -16 | -5 | ||
| jin | f+3,1 | m, m | 12, 17 | i14, 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 | |
| jin | f+3,3 | m, h | 12, 14 | i14, 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 | |
| jin | f+1+2 | h,h | 14,24 | i14 i9~10 | -6 | +21a (+11) | * Balcony Break * Jail from 1st attack * 7 chip damage on block | |
| jin | f+3+4 | * Enter Breaking Step r20 with DF * Steps forward * Actionable after 10f * High crush 10~39 | ||||||
| jin | df+1,4~4 | m, m | 10, 24 | i13~14, 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 | |
| jin | df+2 | m | 12 | i16~17 | -9 | +6 | * Balcony Break * Enter Breaking Step -2 +13g r23 with df * 3 chip damage on block | |
| jin | df+2,4 | m, m | 12, 19 | i16~17, 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 | |
| jin | H.df+2,1+2 | m, m | 12, 25 | i16~17, 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 | |
| jin | df+3 | m | 16 | i12 | -8 | +3 | ||
| jin | df+3~3 | m | 20 | i23~24 (i32~33) | +6c | +13c | * Spike * Enter Breaking Step +2c +9c r27 with df * i32~33 effective startup (cancel takes 9f) | |
| jin | df+4 | m | 22 | i20~21 | +0 | +8c | * Spike * Heat Engager * Heat Dash +67a (+50) | |
| jin | d+1 | m,t | 21,10 | i21 | -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 | |
| jin | d+3 | l | 7 | i15~16 | -14 | -3 | ||
| jin | d+3,4 | l, h | 7, 10 | i15~16, i20~21 | -11 | -3 | * Combo from 1st CH * Interrupt with i1 from 1st block | |
| jin | d+3,4,3 | l, h, m | 7, 10, 21 | i15~16, ,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 | |
| jin | d+3,4~4 | l, m | 7, 24 | i15~16, 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 | |
| jin | d+4 | L | 11 | i16~17 | -12 | -1 | Flips over on grounded hit * High crush 6~31 | |
| jin | d+3+4 | m,m | 5,15 | i15 i10~12 | -19 | +32a (+22) | Can be performed in reverse during backturn (Fox Step) * Low crush 16~31 * Floating state 32~34 | |
| jin | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| jin | db+2 | m | 12 | i16 | -10 | -4 | ||
| jin | db+2,2 | m, h | 12, 11 | i16, i8 | -12 | -7 | * Jail from 1st block * Combo from 1st hit * +43a from 1st CH | |
| jin | db+2,2,3 | m, h, m | 12, 11, 21 | i16, ,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 | |
| jin | db+2,3 | m, M | 12, 23 | i16, i27~29 | -8 | +7a | * Spike * Interrupt with i7 from 1st block * Whiffs vs SSR from 1st block (inconsistent?) | |
| jin | db+3 | h | 28 | i19~21 | -10~-8 | +17a | Balcony break on airborne hit * High crush 4~21 | |
| jin | db+1+2 | M | 0 | i19~34 | -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 | |
| jin | b+1 | h | 11 | i12 | -9 | +2 | ||
| jin | b+1,2 | h, h | 11, 20 | i12, i22~24 | -10 | +32a (+17) | * Tornado * Combo from 1st hit with 8f delay * Interrupt with i2 from 1st block | |
| jin | b+1+3 | * Strong parry: parries all highs or mids except throws, unblockables and charge moves * r14 after parrying * Plus frames after parrying depend on the recovery of the parried move * Parry state 3~9 | ||||||
| jin | b+2 | m | 12 | i15~16 | -11 | +0 | ||
| jin | b+2,1 | m, m | 12, 10 | i15~16, 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 | |
| jin | b+3 | m | 17 | i16 (i15~16) | -6 | +5 | * Knee * i15~16 when performing b+3,2 or transitioning into ZEN * Enter ZEN -2 +9 r20 with F | |
| jin | b+3,2 | m, m | 17, 20 | i16 (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 | |
| jin | b+4 | m | 21 | i17~18 | -7 | +15a | Balcony Break | |
| jin | b+1+2 | m | 20 | i23~24 | -12 | +6 | Punch sabaki: balcony break and +34d (+26) on hit * Parry state 3~10 | |
| jin | b+3+4 | * Can perform all attacks from ZEN Stance * Enter Breaking Step with DF * Cancel on any frame with f * Transition to dash with f * Steps backward * Actionable after 5f * High crush 6~39 | ||||||
| jin | ub+1+2 | m! | 50 | i75~76 | +9a (+0) | * Balcony Break * Cancel to r50 with b,b | ||
| jin | uf+4 | m | 13 | i15~17 | -13 | +33a (+23a) | * Low crush 9~20 * Floating state 21~23 | |
| jin | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| jin | b,f+2 | m | 15 | i15~16 | -7 | +4 | * Has good left sidestep tracking | |
| jin | b,f+2,1,df+2 | m, h, M | 15, 14, 22 | i15~16, ,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 | |
| jin | f,F+2 | m | 22 | i14~15 | -8 | +15a (+6) | * Heat Engager * Heat Dash +36a (+26) * Balcony Break * 6 chip damage on block | |
| jin | f,F+3 | m | 20 | i23~25 | -4 | +24a | * Spike | |
| jin | f,F+3,1 | m, h | 20, 5 | i23~25, 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 | |
| jin | f,F+4 | m | 32 | i17~18 | -7 | +22a (+12) | Balcony Break | |
| jin | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Cancel to sidestep with u * Cancel to block with b | ||||||
| jin | f,n,d,df,UF | * Can access wr3 by inputting 3 on frames 1~2 * Can access uf1+2 by inputting 1+2 on frames 1~2 * Unable to act from frames 3~26 * Low crush 1~20 * Floating state 21~23 | ||||||
| jin | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22a) | * Low crush 9~30 * Floating state 31~33 | |
| jin | f,f,F+3 | m | 30 | i22~23 | +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 | |
| jin | ws1 | m | 7 | i13~14 | -6 | +5 | ||
| jin | ws1,2 | m, m | 7, 19 | i13~14, 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 | |
| jin | ws1,3 | m, h | 7, 8 | i13~14, i14 | -6 | +4 | * Jail from 1st block * Transition to r26 backdash with B | |
| jin | ws1,3,2 | m, h, m | 7, 8, 4 | i13~14, ,i18 | -11 | -6 | * Combo from 1st hit * Jail from 1st block | |
| jin | ws1,3,2,1 | m, h, m, m | 7, 8, 4, 3 | i13~14, ,i10 | -11 | +3 | * Combo from 1st hit * Jail from 1st block | |
| jin | ws1,3,2,1,4 | m, h, m, m, l | 7, 8, 4, 3, 5 | i13~14, ,i20~21 | -31 | +8 | * Combo from 1st hit * Interrupt with i3 from 1st block | |
| jin | ws1,3,2,1,4,2 | m, h, m, m, l, M | 7, 8, 4, 3, 5, 10 | i13~14, ,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 | |
| jin | ws1,3~3 | m, m | 7, 20 | i13~14, 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 | |
| jin | ws2 | m | 14 | i14~15 | -12 | +39a (+29) | ||
| jin | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| jin | ws4,4 | m, h | 13, 15 | i11~12, i19~20 | -7 | +4 | * Combo from 1st hit with 1f delay * Interrupt with i1 from 1st block * Move cannot be delayed | |
| jin | f,n,d,DF+4 | l | 12 | i20~21 | -31 | +8c | ||
| jin | f,n,d,DF+4,2 | l, M | 12, 28 | i20~21, 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 | |
| jin | f,n,d,df:1 | M | 22 | i16~17 | -13 | +36a (+26) | * Tornado * 4 chip damage on block * Jab evasion * Recovers 4F faster on hit (t44 r27) | |
| jin | f,n,d,df:2 | h | 25 | i11~12 | +5~+6 | +76a (+60) | * Balcony Break * Recovers 3f faster on hit or block (t36 r24) * 5 chip damage on block | |
| jin | f,n,d,df+1 | m | 20 | i16~17 | -13 | +32a (+22) | * Tornado * Turns into CD.df#1 while in heat * Jab evasion | |
| jin | f,n,d,df+2 | h | 20 | i11~12 | -10 | +76a (+60) | * Balcony Break * Turns into EWHF (CD.df#2) while in heat * Recovers 4F faster on hit (t36 r24) | |
| jin | DVS.1 | m | 25 | i20~22 | -9 | +36d | * Tornado * Jab evasion * 7 chip damage on block * Low crush 22~43 * Floating state 44~46 | |
| jin | DVS.2 | sm | 23 | i11~12 | +4 | +38a (+28) | * 6 chip damage on block | |
| jin | DVS.3 | M | 25 | i26~28 | +2c | +22a | * Spike * 7 chip damage on block * Low crush 5~25 * Floating state 26~28 | |
| jin | DVS.4 | L | 10 | i16 | -12 | -2c | * 3 chip damage on block | |
| jin | DVS.4,4 | L, m | 10, 25 | i16, i25~26 | -14 | +3c | * Spike * Jail from 1st block * 5 chip damage on block | |
| jin | DVS.DF+3 | L | 24 | i33~34 | -23 | -2a | * 7 chip damage on block * Low crush 5~25 * Floating state 26~28 | |
| jin | OTG.d+1+2 | L | 24 | i19~20 | -13 | -2 (-10) | * Spike | |
| jin | ZEN.1 | m | 14 | i16~17 | -3 | +8 | ||
| jin | ZEN.1,2 | m, m | 14, 21 | i16~17, 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 | |
| jin | ZEN.1,3 | m, h,t | 14, 14,14 | i16~17, 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 | |
| jin | ZEN.2 | h | 20 | i18~19 | -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 | |
| jin | ZEN.4 | M | 25 | i27~33 | +2~+8 | +17d~+23d | * Spike * 7 chip damage on block * Low crush 7~33 * Floating state 34~36 | |
| jin | ZEN.1+2 | L,t | 10,20 | i21, 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 | |
| jin | ZEN.3+4 | h | 25 | i21~27 | +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 | |
| jin | ZEN.u+1 | m | 20 | i14~16 | -16 | +31a (+21) | * Tornado * 6 chip damage on block * Low crush 8~43 * Floating state 44~46 | |
| jin | 1+3 | t | 35 | i12~14 | +0 | +2d | * Homing * Throw break 1 or 2 * Jin recovers BT on break | |
| jin | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | |
| jin | Back throw | t | 50 | +1d | * Unbreakable * Side switch on hit | |||
| jin | Left throw | t | 43 | -3 | +0 | Throw break 1 | ||
| jin | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| jin | df+2+4 | t | 40 | i12 | -2 | -4d | * Throw break 2 | |
| jin | qcb+1+3 | t | 40 | i12 | -2 | 0 | * Throw break 1 * Opponent recovers FUFA | |
| jin | uf+1+2 | t | 40 | i12 | +0 | +0d | * Floor Break * Throw break 1+2 | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jun | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Gain 5 Kazama Essence on Heat Burst activation * Power crush 7~16 | |
| jun | H.GEN.1,1+2 | L,M | 14,26 (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 | |
| jun | H.f+1+2,P | h | 0 | i12 | +40g | * Sabaki, parries mid or high punches or kicks * Consumes 240F of remaining Heat time * Parry state 5~ | ||
| jun | H.2+3 | m,m | 20,30 | i13 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 | |
| jun | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| jun | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| jun | 1,2 | h, h | 5, 8 | i10, 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 | |
| jun | 2 | h | 7 | i12 | -4 | +7 | ||
| jun | 2,1 | h, m | 7, 9 | i12, i21 | -6 | +7 | * Elbow * Combo from 1st hit with 9f delay * Interrupt with i1 from 1st block * Input can be delayed 10f | |
| jun | 2,1,4 | h, m, m | 7, 9, 12 | i12, ,i10 | -12 | -1 | * Knee * Jail from 2nd block * Combo from 1st hit | |
| jun | 2,1,4,3 | h, m, m, h | 7, 9, 12, 21 | i12, ,i25 | -9 | +13a (+4) | * Balcony Break * Combo from 3rd CH with 5F delay * Interrupt with i5 from 1st block * Input can be delayed 10f | |
| jun | 2,1,1+2 | h, m, h | 7, 9, 21 | i12, ,i22 | +2 | +22cg | * Balcony Break * Elbow * Combo from 2nd CH with 9f delay * Interrupt with i6 from 2nd block * Forces tech backroll on hit | |
| jun | 3 | m | 14 | i14~15 | -10 | +2 | Balcony Break | |
| jun | 3,1 | m, h | 14, 20 | i14~15, 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 | |
| jun | 1+2 | m | 26 | i13 | -12 | +28a | * Balcony Break * Heat Engager * Heat Dash +43d (+35) * Gain 10 Kazama Essence on Heat activation | |
| jun | 1+4,2 | SL,h, h | 5,8, 10 | i14 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) | |
| jun | 1+4,2,4 | SL,h, h, m | 5,8, 10, 23 | i14 i17, ,i24 | -15 | +11a (+2) | * Combo from 3rd CH * Interrupt with i4 from 3rd block | |
| jun | 1+4,2,d+4 | SL,h, h, L | 5,8, 10, 15 | i14 i17, ,i24~25 | -23~-22 | +27a | * Combo from 3rd CH * Interrupt with i4 from 3rd block * High crush 10~38 | |
| jun | 1+4,3 | SL,h, m | 5,8, 15 | i14 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) | |
| jun | 1+4,3,1 | SL,h, m, m | 5,8, 15, 20 | i14 i17, ,i33~34 | -13~-12 | +17a (+10) | * Interrupt with i12 from 3rd block * Whiffs vs SWL from 3rd block | |
| jun | 3+4 | m,M,M | 6,18,20 | i23~24 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 | |
| jun | f+2 | M | 20 | i17~18 | -18 | +33a (+23) | * Cancel to r26 FC with D * Increased tracking when f2,1+2's input is buffered late | |
| jun | f+2,1+2 | M, M | 20, 20 | i17~18, 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 | |
| jun | f+3 | m | 13 | i16 | -9 | +7 | * Enter SS -16 +14g r21 with u_d * r21 when attacking after SS * r35 when blocking after SS | |
| jun | f+3,4 | m, M | 13, 22 | i16, 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 | |
| jun | f+4 | h | 21 | i19~21 | +3~+5 | +13~+15 | * Balcony Break (airborne) * Homing | |
| jun | f+2+3 | h | 21 | i28~29 | +0 | +25a | * Balcony Break (airborne) * Punch sabaki * Crumple stun launcher (+51a) on parry effect * Parry state 4~15 | |
| jun | f+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 | ||||||
| jun | df+1 | m | 10 | i13~14 | -3 | +8 | ||
| jun | df+2 | m | 14 | i16~17 | -12 | +29a (+19) | * Launches crouching opponent * Increased tracking when f2,1+2's input is buffered late | |
| jun | df+2,1+2 | m, M | 14, 12 | i16~17, 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 | |
| jun | df+3 | m | 22 | i17 | -8 | +19a (+10) | * Homing * Balcony Break | |
| jun | df+3+4 | m | 17 | i24~25 | -11 | +1 | ||
| jun | df+3+4,1 | m, m | 17, 20 | i24~25, i33~34 | -13 | +17a (+10) | * Interrupt with i12 from 1st block * Whiffs vs SWL from 1st block | |
| jun | d+4 | L | 10 | i15 | -12 | -1 | -1c on crouching hit | |
| jun | d+4,4 | L, h | 10, 20 | i15, i25~26 | -9 | +13a (+4) | * Balcony Break * Combo from 1st CH * Interrupt with i6 from 1st block | |
| jun | d+1+2 | M | 28 | i26 | -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 | |
| jun | d+3+4 | l,h | 5,15 | i14 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 | |
| jun | db+1 | m | 7 | i15~16 | -8 | +1 | ||
| jun | db+1,1 | m, m | 7, 8 | i15~16, i21 | -11 | +0 | * Jail from 1st block * Combo from 1st hit | |
| jun | db+1,1,1+2 | m, m, m,m,m | 7, 8, 5,5,20 | i15~16, ,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 | |
| jun | b+1+3 | * Parries mid or high punches or kicks * Parry state 5~12 | ||||||
| jun | b+2 | m | 10 | i14~15 | -9 | +2 | ||
| jun | b+2,1 | m, h | 10, 7 | i14~15, 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 | |
| jun | b+2,1,1 | m, h, m | 10, 7, 20 | i14~15, ,i25 | -13 | +13a (+4) | * Balcony Break * Combo from 2nd CH with 4f delay * Interrupt with i6 from 2nd block * Move can be delayed 14f | |
| jun | b+2,1,4 | m, h, h | 10, 7, 24 | i14~15, ,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 | |
| jun | b+2,2 | m, m | 10, 10 | i14~15, i16~17 | -9 | +3 | * Combo from 1st hit with 15F delay * Interrupt with i5 from 1st block | |
| jun | b+3 | m | 20 | i16~17 | -19~-18 | +22a (+12) | * Low crush 10~37 * Floating state 38~40 | |
| jun | b+4 | m | 14 | i13~14 | -7 | +5 | Knee | |
| jun | b+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 | ||||||
| jun | b+3+4 | m | 25 | i22~23 | -12 | +9a (+0) | * Balcony Break * -8 and 10 chip damage on block after attack absorption * Power crush 7~27 | |
| jun | ub+1+2 | m! | 50 | i57~58 | +6a | Balcony Break | ||
| jun | u+4 | m | 21 | i22~23 | -3~-2 | +22a | * Balcony Break (airborne) * Low crush 8~28 * Floating state 29~31 | |
| jun | uf+1 | h,h | 6,30 | i10 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 | |
| jun | uf+4 | m | 10 | i16~18 | -20 | -9s | * Low crush 10~40 * Floating state 41~43 | |
| jun | uf+4,3 | m, m,M | 10, 8,20 | i16~18, 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 | |
| jun | uf+3+4 | m,M | 5,21 | i20~23 i2~6 | -8~-4 | +18a | * Spike * Low crush 9~30 | |
| jun | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| jun | f,F+2 | m | 16 | i16~17 | -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 | |
| jun | f,F+2,3 | m, h | 16, 22 | i16~17, i20~21 | -8~-7 | +29a (+14) | * Combo from 1st hit with 8f delay * Move cannot be interrupted | |
| jun | f,F+3 | m | 23 | i18~19 | -9 | +2 | * Homing * Balcony Break (airborne) | |
| jun | f,F+3,3+4 | m, m,m | 23, 12,15 | i18~19, 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 | |
| jun | f,F+1+2 | m | 32 | i22 | +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 | |
| jun | ub,b | sp | * Low crush 9~40 * Floating state 41~43 | |||||
| jun | ws1 | h | 14 | i12~13 | -6 | +5 | ||
| jun | ws1,1 | h, h | 14, 7 | i12~13, 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 | |
| jun | ws1,1,1 | h, h, m | 14, 7, 20 | i12~13, ,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 | |
| jun | ws1,1,4 | h, h, h | 14, 7, 24 | i12~13, ,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 | |
| jun | ws1,4 | h, m | 14, 16 | i12~13, 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 | |
| jun | ws1,4,1+2 | h, m, m | 14, 16, 28 | i12~13, ,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 | |
| jun | ws2,1 | m, m | 12, 20 | i13~14, i22~23 | -12 | +19a (10) | * Balcony Break * Combo from 1st hit * Interrupt with i3 from 1st block | |
| jun | ws3 | M | 16 | i14~15 | -13 | +25a (+5) | * Low crush 17~33 * Floating state 34~36 | |
| jun | ws4 | m | 21 | i11~12 | -12 | +18a (+11) | ||
| jun | ws3+4 | m | 23 | i18~19 | -21 | +38a (+28) | Tornado * Floating state 15~36 | |
| jun | SS.4 | m | 20 | i18~20 | +6 | +8c | * Heat Engager * Heat Dash +5, +67a (+50) * Spike * Gain 10 Kazama Essence on Heat activation | |
| jun | SS.1+2 | h,h,m | 7,9,18 | i16 i17 i15~16 | -4 | +7c | * Homing * Spike * Jail from 1st attack * Combo from 1st or 2nd hit | |
| jun | FC.df+1 | sl,m | 6,30 | i10, 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 | |
| jun | FC.df+3 | L | 12 | i21 | -19 | +0c | * Clean hit +10a, 15 damage * Opponent recovers FDFA on CL * High crush 1~47 | |
| jun | (Back to wall).b,b,UB | m | 21 | i39~41 | +4c~+6c | +22a | * Floating state 5~13 * is8~13 * Low crush 14~46 * Floating state 47~49 | |
| jun | GEN.2 | m,t | 16,32 | i16~17 | -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 | |
| jun | GEN.3 | M | 14 | i17~20 | -4c~-1c | +4c~+7c | Spike | |
| jun | GEN.3,2 | M, M | 14, 16 | i17~20, 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 | |
| jun | GEN.4 | h | 24 | i26~28 | +4~+6 | +26a (+17) | * Homing * Balcony Break * Low crush 16~33 * Floating state 34~36 | |
| jun | IZU.1 | h | 7 | i13~14 | -7 | +4 | Enter GEN -6, +5 r18 with F Enter MIA -6, +5 r18 with B | |
| jun | IZU.1,1 | h, h | 7, 26 | i13~14, 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 | |
| jun | IZU.2 | M | 24 | i23~25 | -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 | |
| jun | IZU.3 | m,h | 10,16 | i16~15 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 | |
| jun | IZU.4,1 | L, M | 10, 21 | i19, 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 | |
| jun | IZU.1+2 | M | 24 | i21~22 | -12 | +19a | * Balcony Break * Spike * Frame advantage is -6c if an attack is absorbed * Power crush 8~20 | |
| jun | MIA.1 | M | 30 | i24~25 | -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 | |
| jun | MIA.2 | sm | 28 | i16 | -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 | |
| jun | MIA.1+2 | m | 17 | i20~21 | +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 | |
| jun | MIA.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 | ||||||
| jun | hFC.3+4 | m,m | 10,10 | i21~22 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 | |
| jun | hFC.3+4,3 | m,m, m,m | 10,10, 10,10 | i21~22 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 | |
| jun | 1+3 | t | 35 | i12~14 | +0 | +0d | * Homing * Throw break 1 or 2 | |
| jun | 2+4 | t | 35 | i12~14 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | ||
| jun | Back throw | t | 50 | +7d | * Unbreakable * Side switch | |||
| jun | FC.db+1+2 | t | 15,15,15 | i14~15 | -6 | +56a (+28) | * Throw break 1+2 * Opponent can tech roll to reduce the landing damage | |
| jun | GEN.P (Low) | t | 20 | +0d | * Restores 14 health and 14 recoverable * Opponent recovers FDFA * Gain 20 Kazama Essence | |||
| jun | GEN.P (Throw) | t | 40 | +0d | * Restores 8 health and 8 recoverable * Opponent recovers FUFA (sideways) * Gain 20 Kazama Essence | |||
| jun | IZU.1+3 | t | 35 | i14 | -6 | +0d | * Throw break 1+2 * Restores 8 life and 12 recoverable * Gain 8 Kazama Essence on hit | |
| jun | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| jun | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| jun | b+1+3,P | t | 25 | -4d | * Opponent recovers FDFT | |||
| jun | df+2+3 | t | 40 | i12 | -6 | -6d | * Throw break 2 * Floor Break | |
| jun | uf+1+2 | t | 40 | i12 | -6 | +0d | Throw break 1+2 | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kazuya | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| kazuya | H.2+3 | L,m,th | 9,14 (20),17 (34) | i18, i27 | -14 | +0d | * Heat Smash * Balcony Break * 8 chip damage | |
| kazuya | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| kazuya | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| kazuya | 1,1 | h, h | 5, 6 | i10, i15 | -1 | +6 | * Jail from 1st block with 3f delay * Combo from 1st hit with 3f delay | |
| kazuya | 1,1,2 | h, h, m | 5, 6, 14 | i10, ,i13 | -17 | +20a (+15) | * Balcony Break (airborne) * Combo from 1st hit * Combo from 2nd hit with 11f delay * Move can be delayed 11f | |
| kazuya | DVK.1,1,2,D | h, h, m, t | 5, 6, 14, 8 | i10, , | +0d | * Consumes 150F of remaining Heat time * Opponent recovers FUFT * Available only on 3rd hit | ||
| kazuya | DVK.1,1,2,F | h, h, m, t | 5, 6, 14, 8 | i10, , | +5d BT | * Consumes 120F of remaining Heat time * Opponent recovers FDFT * Available only on 3rd hit | ||
| kazuya | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +8 | * Jail from 1st block with 4f delay * Combo from 1st hit with 4f delay * Move can be delayed 4f | |
| kazuya | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,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 | |
| kazuya | 1,2,2~3 | h, h, m | 5, 8, 23 | i10, ,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 | |
| kazuya | 2 | h | 12 | i12 | -3 | +8 | ||
| kazuya | 3 | h | 12 | i14 | -8 | +4 | ||
| kazuya | 3,1 | h, h | 12, 10 | i14, 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 |