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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
bryanb+2,1,4h, h, m18, 16, 20i17, ,i25-26-10+37a
* Tornado
* Airborne combo from 2nd hit or 1st CH
* Interrupt with i2 from 2nd block
* Can hit grounded when off-axis
bryanb+2,4h, m18, 21i17, i30-31-5+40a (+14)
* Strong Aerial Tailspin
* Balcony Break
* Airborne combo from 1st CH (+39a (+32))
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW from 1st block
* Interrupt with i4 from 1st hit
* Low crush 16~31
* Floating state 32~34
bryanb+3m12i19-7+4
* Enter SLS +1 +12g +12 r18 with f
* Links to 10-hit string
bryanb+3,2m, h12, 12i19, i16-4+7
* Combo from 1st CH
* Interrupt with i5 from 1st block
* Whiffs vs SSR from 1st block
bryanb+3,2,1m, h, m12, 12, 10i19, ,i20-9+2
* Combo from 2nd hit
* Combo from 1st CH
* Move cannot be interrupted
bryanb+3,2,1,2m, h, m, m12, 12, 10, 14i19, ,i19-10+19a (+10)
* Balcony Break
* Combo from 2nd CH
* Interrupt with i1 from 3rd block
bryanb+3,2,1,4m, h, m, L12, 12, 10, 12i19, ,i22-11+0
* Combo from 2nd CH
* Interrupt with i5 from 3rd block
bryanb+3,4m, m12, 18i19,
bryanb+3,4,1m, m, m12, 18, 5i19,
bryanb+3,4,1,2m, m, m, m12, 18, 5, 7i19,
bryanb+3,4,1,2,1m, m, m, m, h12, 18, 5, 7, 3i19,
bryanb+3,4,1,2,1,4m, m, m, m, h, h12, 18, 5, 7, 3, 8i19,
bryanb+3,4,1,2,1,4,2m, m, m, m, h, h, h12, 18, 5, 7, 3, 8, 5i19,
bryanb+3,4,1,2,1,4,2,1m, m, m, m, h, h, h, h12, 18, 5, 7, 3, 8, 5, 5i19,
bryanb+3,4,1,2,1,4,2,1,4m, m, m, m, h, h, h, h, m12, 18, 5, 7, 3, 8, 5, 5, 10i19,
bryanb+3,4,1,2,1,4,2,1,4,2m, m, m, m, h, h, h, h, m, h12, 18, 5, 7, 3, 8, 5, 5, 10, 20i19,
bryanb+4m18i16-10+15
* Knee
* Hit vs BT +9a
bryanb+1+4m26i28-9+7c
Spike
bryanb+1+4*m!45i53+7a
Spike
bryanub+1+2m,m5,2i15 i12-16-6
* Combo from 1st hit
bryanub+1+2,1m,m, m5,2, 2i15 i12, i12-13-3
* Combo from 1st hit 8f delay
* Jail from 1st block with ?F delay
* Input can be delayed 18f
bryanub+1+2,1,2m,m, m, m5,2, 2, 2i15 i12, ,i11-16-6
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 11f input window-
bryanub+1+2,1,2,1m,m, m, m, m5,2, 2, 2, 2i15 i12, ,i10-13-3
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 9f input window
bryanub+1+2,1,2,1,2m,m, m, m, m, m5,2, 2, 2, 2, 2i15 i12, ,i9-16-6
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 8f input window
bryanub+1+2,1,2,1,2,1m,m, m, m, m, m, m5,2, 2, 2, 2, 2, 2i15 i12, ,i8-13-3
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 7f input window
bryanub+1+2,1,2,1,2,1,2m,m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2i15 i12, ,i7-16-6
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 6f input window
bryanub+1+2,1,2,1,2,1,2,1m,m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i6-13-3
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 5f input window
bryanub+1+2,1,2,1,2,1,2,1,2m,m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i5-16-6
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 4f input window
bryanub+1+2,1,2,1,2,1,2,1,2,1m,m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i5-26-15
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 4f input window
bryanub+1+2,1,2,1,2,1,2,1,2,1,4m,m, m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 14i15 i12, ,i10-35-15a (-24)
* Knee
* Balcony Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
bryanuf+1m22i20~21-13+15a
* Balcony Break
* Floor Break
* Gain SNE on hit (+3a on hit)
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
bryanuf+2m6i13-10+1
bryanuf+2,2m, m6, 4i13, i10-10+1
* Combo from 1st hit with 7f delay
* Jail from 1st block with ?F delay
* Move can be delayed 5f
bryanuf+2,2,2m, m, m6, 4, 4i13, ,i10-10+1s
* Combo from 1st hit with 5f delay
* Jail from 1st block with ?F delay
bryanuf+2,2,2,3m, m, m, m6, 4, 4, 20i13, ,i22~23-15+30a (+12)
* Knee
* Combo from 3rd hit with 5f delay
* Interrupt with i2 from 1st block
bryanSNE.uf+2,2,2,2m, m, m, m6, 4, 4, 9i13, ,i10-12-1s
* Combo from 1st hit
* Consumes SNE
* Chip damage on block (2)
bryanSNE.uf+2,2,2,2,2m, m, m, m, m6, 4, 4, 9, 9i13, ,i10-12-2s
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Chip damage 2 (22%) on block
bryanSNE.uf+2,2,2,2,2,3m, m, m, m, m, m6, 4, 4, 9, 9, 23i13, ,i22~23-15+3a
* Knee
* Combo from 3rd or 4th or 5th hit
** +35a (+17) from 3rd hit
** +31a (+13) from 4th hit
** +30a (+12) from 5th hit
* 9 chip damage (39%) on block
* Interrupt with i1 from 5th block
bryanuf+3m15i27~28-2+15
* Low crush 9~28
* Floating state 29~31
bryanuf+4m20i24~26-5+26a
Spike
* Low crush 9~32
* Floating state 33~35
bryanuf+3+4m22i16~17-7+8a
* Tornado
* Knee
* Gain SNE on hit
* Low crush 9~26
* Floating state 27~29
bryan1+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
bryanb,B+4M24i21~33-19~-7-7a~+5a
Spike
* Low crush 18~32
* Floating state 33~
bryand,db,b
* Cancel to SS on any frame with u
* Minimum 3f needed to enter (one for each directional)
* Can perform u moves
* High crush 1~10
bryanf,F+2h29i13-9+15cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* 8 chip damage on block
* Forces tech back roll on hit
bryanf,F+3*m33i34~35+8+71a
* Balcony Break
* Gain SNE on hit with 1+2
* Chip damage on block (9)
* Hitstop 20f on hit
bryanf,F+4h32i16~19-9c~-6c+15a
* Homing
* Balcony Break (airborne)
* Chip damage on block (9)
* Initial side step can evade some attacks
bryanf,n,b+2h20i14~15-7+43a (+33)
* Tornado
* Can be buffered
bryanqcf
* Enter FC r25 with no input
* Cancel to SS on any frame with u
* Cancel to block on frames 1~9 with b from manual transition
* Actionable on frame 1~
* Access ws2, ws4, FCdf+2, FCdf+4 with b+2_4_df+2_df+4 from manual transition
* Access SNE.FC.df+3 with df+3 from stance transitions, or with b,df,df+3 from manual transition
* Can perform u moves
* High crush 1~25
bryanuf,n,4m20i23~25-13+32a (+22)
Jump takes 9 frames
* Low crush 9~30
* Floating state 31~33
bryanf,f,F+3m30i22~25+6~+9+13a (+3)
* Balcony Break
* Chip damage on block (9)
* Low crush 3~25
* Floating state 26~28
bryanws1m20i15~16-14+35a (+25)
bryanws2m,t10,20i19-10+50a
* Transition to r90 attack throw on front/side standing hit
* +31a (+21) on BT hit
* Power up with f+2 or b+2 on frames 18~19, additional 5 damage
bryanws4m16i11~12-6+5
bryanSS.1h23i17~18-5+15c
Balcony Break (airborne)
bryanSS.2M15i17~18-9+5
bryanSS.2,1M, h15, 20i17~18, i21~22-9+17cg
* Heat Engager
* Heat Dash +62a (+42)
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
* Interrupt with i1 from 1st block
* Input can be delayed 11f
* Move can be delayed 10f
* Cancel to r35 with B (-15/-1)
* Forces tech back roll on hit
bryanFC.df+2m12i13-9+4
Elbow
bryanFC.df+2,1m, h12, 25i13, i22~23-8+34a (+8)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i1 from 1st block
* Input can be delayed 11f
* Move can be delayed 10f
bryan(Back to wall).b,b,UBm25i29~33-1+19cg
* Balcony Break
* Bryan
* Fahkumram
* Heihachi
* Kazuya
* Lars
* Law
* Forces tech back roll on hit
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
bryanSLS.2h16i15~16-6+2
bryanSLS.2,1h, m16, 23i15~16, i15~16-11+33a (+18)
* Combo from 1st hit with 4f delay
* Jail from 1st block with ?F delay
bryanSLS.2,2h, m16, 25i15~16, i25-7+14a
* Balcony Break
* Spike
* Combo from 1st hit with 4f delay
* Interrupt with i7 from 1st block
* +9a on BT hit
bryanSLS.2,4h, m16, 22i15~16, i16~17-10+5a
* Tornado
* Knee
* Combo from 1st hit with 4f delay
* Jail from 1st block with ?F delay
* Gain SNE on hit, -12a
* Low crush 9~26
* Floating state 27~29
bryanSLS.4,1m, h13, 13i18, i27+0+55a
* Combo from 1st CH
* Interrupt with i2 from 1st block
* Cancel to SS -12 -5 -3 r9 with u_d
bryanSLS.4,1,2m, h, h13, 13, 22i18, ,i24-9+15cg
* Balcony Break
* Combo from 2nd hit
* Jail from 2nd block with ?F delay
* Forces tech back roll on hit
bryanSLS.4,1,4m, h, M13, 13, 20i18, ,i25-10+37a
* Tornado
* Combo from 2nd hit
* Move cannot be interrupted
* Opponent recovers FUFA on hit
bryanSLS.1+2m23i15~16-9+23a (+13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
bryanSNE.b+1+2m,m9,15i20 i14+4+33d (+25)
* Balcony Break
* Elbow
* Consumes SNE
* Chip damage on block (6)
bryanSNE.f,F+1+2h30i13-9+23a (+18)
* Balcony Break
* Consumes SNE
* Can not be buffered
* Chip damage 10 (30%) on block
* Strong parry, parries all mid or high attacks except charge moves, throws and unlockables
* On a successful parry, the attack is canceled and Bryan automatically retaliates
* Unparryable with traditional parries, Asuka, Nina, etc
* Consumes 300f of Heat
* Parry state 2~10
bryanSNE.f,F+1+2,Ph, m30, 20i13, i13~140+25a (+20)
* Balcony Break
* Chip damage on block (8)
* Consumes SNE
* Initial attack absorbing animating takes 9 frames (pc1~9), effective startup is i22~23
* Power crush 1~14
bryanqcb+2m16i15~16-9+6
bryanqcb+2,4m, h16, 25i15~16, i22~25-9c+15a
* Balcony Break (airborne)
* Combo from 1st hit with 10f delay
* Interrupt with i3 from 1st block
* Move is delayed 3f
* Move can be delayed 7f
* 7 chip damage on block
bryanqcb+4M23i17~18-12+31a (+21)
* Recovers 2f faster on hit (t48 r30)
bryan1+3t35i12~14-3-2d
* Floor Break
* Homing
* Throw break 1 or 2
bryan2+4t35i12~14-6+0d
* Floor Break
* Homing
* Throw break 1 or 2
* Side switch on hit
bryanBack throwt60-1d
Unbreakable
bryanFC.db+1+2t45i11-6+1d
* Throw break 1+2
bryanLeft throwt40-3+1d
* Floor Break
* Throw break 1
* Side switch on hit
bryanRight throwt40-3+6d
* Throw break 2
bryanuf+1+2t40i12-6-5d
* Floor Break
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
claudio2+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
claudioH.2+3L,M12,10 (40/45)i18~19, i32~33-14+11d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on 1st or 2nd hit (40dmg or 36dmg)
* 5 damage on wall splat (45dmg total)
* 8 chip damage on block
* Pseudo homing low?
claudioR.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~
claudio1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
claudio1,2h, h5, 12i10, i13~14-3+8
* Jail from 1st attack with 5f delay
* Input can be delayed 5f
* Move can be delayed 4f
claudio1,3h, l5, 11i10, i22-12-1
* Combo from 1st CH with 3f delay
* Interrupt with i4 from 1st block
* Input can be delayed 5f
* Move can be delayed 4f
claudio2h10i12-3+3
claudio2,1h, m10, 13i12, i20-6+5
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
claudio2,1,2h, m, m10, 13, 25i12, ,i16~18-13+12a (+3)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd CH with 14f delay
* Interrupt with i1 from 1st block
* Input can be delayed 15f
* Move can be delayed 10f
* Transition to r65 STB on hit without STB
* -10a (-1) upon STB gain on an airborne hit
claudio3m14i14~15-10+1
* Tracks sidestep right and sidewalk right completely?
claudio3,2m, h14, 22i14~15, i22~23-6+25a (+16)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Transition to r55 STB on hit without STB
* -6a (-13) upon STB gain on an airborne hit
* Interrupt with i5 from 1st block
claudio4,3h, h13, 14i12, i25~26+1+15g
* Homing
* Balcony Break
* Combo from 1st hit with 1f delay
* +22a (+15) if the 1st hit counterhits
* Interrupt with i6 from 1st block
* Low crush 17~30
claudioSTB.4,2h, sm13, 32i12, i28-36-19~-11+27a (+1)
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 1f delay
* 6 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
claudio1+2m20i17-14+2c
Floor Break
claudio1+2,1+2m, t20, 10i17, i17+0
* Combo from 1st hit
* Only comes out on standing hit
* Doesn't work at tip range
* Doesn't work in the side or back
* Not a timed input
claudio1+2,1+2,2m, t, t20, 10, 18i17, ,i17-5d or +0d
* Combo from 1st hit
* Gain STB on hit
* -5d vs FUFT when gaining STB
* +0d vs FUFA if already STB
* Deals 20 damage with input b,f+2
* Not a timed input
* Transition to r101 STB on hit without STB
claudio3+4M28i24~26-11c+4a
* Floor Break
* Low crush 13~22
* Floating state 23~25
claudiof+2h9i12+0+6
* Homing to sidestep left and sidewalk left?
claudiof+2,1h, m9, 12i12, i15~16-10+6c
* Floor Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
claudiof+2,1,1+2h, m, m9, 12, 25i12, ,i21~22-18+7a (-2)
* Balcony Break
* Shoulder
* Combo from 1st CH with 16F delay
* Move cannot be interrupted
* Input can be delayed 16F
* Move can be delayed 12F
claudiof+2,2h, m9, 20i12, i14-26+18a (-13)
* Balcony break on airborne hit
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to r67 STB on hit without STB
* Tremendous backstep on block
claudiof+1+2m8i16-18-7
claudiof+1+2,1+2m, m8, 16i16, i18-14+4a
* Combo from 1st hit with 11f delay
* Jail from 1st block with no delay
* Input can be delayed 11f
* Move can be delayed 10f
claudioSTB.f+1+2,1+2m, m8, 16i16, i18-9+64a
* Balcony Break
* Jail from 1st attack with 1f delay
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* 3 chip damage on block
* Consumes STB
* Consumes 600F of remaining Heat time
claudiof+3+4h18i17~18-4+19a
* Balcony Break (airborne)
* 3 chip damage on block
* Has good right sidestep tracking
claudiodf+1m10i15~16-4+7
* Cannot be sidestepped or sidewalked right?
claudiodf+1,2m, m10, 15i15~16, i23~24-15+31a (+21)
* Combo from 1st hit with 1f delay
* Interrupt with i4 from 1st block
claudiodf+3m12i14-7+6
* Completely homing to SSR/SWR?
claudiodf+3,1m, m12, 18i14, i17~19-14+29a (+14)
* Tornado
* Combo from 1st hit with 14f delay
* Interrupt with i3 from 1st block
* Input can be delayed 14f
* Move can be delayed 8f
claudiodf+3,2m, h12, 10i14, i15-1+5
* Combo from 1st hit with 14f delay
* Move cannot be interrupted
* Input can be delayed 14f
* Move can be delayed 9f
claudiodf+4m14i13-8+3
claudiod+1m14i17~18-8+2
claudiod+1,2m, m14, 15i17~18, i28~29-9+4
* Tornado
* Combo from 1st CH
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
claudioSTB.d+1,2m, M14, 23i17~18, i28+6+28a (+13)
* Tornado
* Combo from 1st hit
* 4 chip damage on block
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Consumes STB
* Consumes 240F of remaining Heat time
claudiod+2L6i20-11+0
* High crush 6~
claudiod+2,2L, L6, 8i20, i16~17-13-1
* Jail from 1st block
* Combo from 1st hit
* High crush 1~
claudiod+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
claudiod+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
claudiod+1+2m28i13~14-18+7a (-2)
* Balcony Break
* Shoulder
claudiodb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
claudiodb+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
claudiodb+2,1sl, m8, 12i11, i18-9+3
* Combo from 1st CH
* Move cannot be interrupted
* High crush 1~
claudiodb+4L7i15-13-2
* Pseudo homing to SSL/SWL side?
claudiodb+4,3L, h7, 10i15, i18-11+0
* Combo from 1st hit with 1f delay
* -30 from 1st block
claudiob+1m17i18~19-8+9a
* Homing
* Balcony Break
claudiob+2h25i14~15-9+9a
* Tornado
* Pseudo homing?
claudiob+3m14i13-4+7
* Knee
* Completely homing to SSL/SSR/SWR?
claudiob+4m10i17-14-3
* Increased tracking when b4,2 is input with delayed buffer?
claudiob+4,1m, h10, 18i17, i20~21+1+4
* Tornado
* Balcony break on airborne hit
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Move cannot be interrupted
* Input can be delayed 12F
* 5 chip damage on block
claudiob+4,2m, m10, 20i17, i20-11+29a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Trade with i1 from 1st block?
* Input can be delayed 12F
* Transition to r45 STB on hit without STB and Heat
claudiob+4,3,2m, h, M10, 14, 20i17, ,i31~32-13+16a
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Low crush 1~31
claudioSTB.b+4,3,2m, h, M10, 14, 38i17, ,i31~32-1c43a (+33)
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* 7 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* Low crush 1~31
claudiob+4,4m, m10, 16i17, i28~29-13+30a (+20)
* Tornado
* Combo from 1st CH with 2f delay
* Input can be delayed 12F
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush 22~37
* Floating state 38~40
claudiob+1+2m25i22-13+15a
* Balcony Break
* Spike
* -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~21
claudiob+3+4m24i29~30-15+9a (+0)
* Homing
* Balcony Break
* Backswing blow
* Max distance from opponent when performed from tip range: 3.07-3.09 (frames 10-13?)
claudioub+2m20i17~18-7+20d
* Balcony Break
* Gain STB on hit (+4d r49)
* 20f timestop on hit
claudiouf+2m21i21+4c+20a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Transition to r49 STB on hit without STB and Heat
* Transition to FC r30 with D
* 4 chip damage on block
* Low crush 9~22
claudiouf+3m22i23~25-6+23d
* Floor Break
* 20 damage with input ub+3
* 21 damage with input u+3
* Linear move?
* No tracking to SSL/SWL side?
* Low crush 9~26
* Floating state 27~29
claudiouf+4m13i15~17-13+33a (+23)
* Low crush 9~30
* Floating state 31~33
claudiouf+3+4m,m10,12i17,i10~11-11+9
* First hit can be parried
* Low crush 18~35
claudiouf+3+4,2m,m, m10,12, 14i17,i10~11, i20-12+30a (+4)
* Balcony Break
* Gain STB on hit (+21a (-5) r50)
* Combo from 1st hit
* 20f timestop on hit
* Interrupt with i1 from 1st block
claudio1+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
claudiob,B+2+3m!60i72+15a (-11)
Balcony Break
claudiof,F+2m14i14~16-18-7
* Elbow
* i15 fastest startup when buffered during blockstun. i17 fastest startup when unbuffered
claudiof,F+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Interrupt with i2 from 1st block
* Input can be delayed 13f
* Move can be delayed 6f
claudiof,F+2,1+2m, m14, 14,20i14~16, i14~16-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10f delay
* Interrupt with i3 from 1st block
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB
* Frame advantage -14a (-23) on STB gain
claudiof,F+3m8i15~16-8-1
claudiof,F+3,2m, m8, 4,13i15~16, i20~21,i16~17-13+22a (+17)
* Tornado
* 2 chip damage on block
* Can be charged
* Has roughly 5 levels of charge
* Combos from 1st hit if uncharged
* Jail from 1st block with ?F of charge
claudiof,F+3,2*m, m8, 4,20i15~16, i20~21,i39~40+0+14cg
* Tornado
* Balcony Break
* 6 chip damage on block
* Gain STB on hit or block
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW (SSR preferred with shorter charge inputs)
* Forces tech back roll on hit
claudiouf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
claudiof,f,F+2h40i13~16+6+24a (+19)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Transition to r51 STB without STB and Heat
* Frame advantage +1a (-4) on STB gain
* 8 chip damage on block
* Cannot be buffered
* Low crush 3~26
* Floating state 27~29
claudiows1m12i12~13-4+7
claudiows1,1m, h12, 15i12~13, i20-7+19g c
* Balcony Break
* Transition to STB on hit without STB
** Frame advantage +44g on STB gain
* Combo from 1st hit with 1f delay
* Interrupt with i1 from 1st block
claudiows1,2m, M12, 12i12~13, i28~29-9+4
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSL, SWL from 1st block
claudioSTB.ws1,2m, M12, 23i12~13, i28~29+6+28a (+13)
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSL, SWL from 1st block
* 4 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
claudiows2m20i15~16-14+26a (+16)
* Transition to r39 STB on hit without STB
* Frame advantage +24a (+14) on STB gain
claudiows3m20i16-12+11a (+2)
Balcony Break
claudiows4m18i11~12-6+5
claudioSS.4L20i20~21-12+6c
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
claudio(back to wall).b,b,ubm21i36~38+0c+8a
* Floating state 5~13
* Low crush 14~32
* Floating state 33~35
claudioSTB.db+1+2M25i17~18-9+62a (+46)
* Tornado
* 5 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
claudioSTB.f,f,F+1+2h45i13~16+8g~+11g+28a (+18)
* Balcony Break
* 22 chip damage on block
* Consumes STB
* Consumes 300F of remaining Heat time
* Assuming i19 startup from buffered manual input (temporary tracking score result)
* Low crush 3~26
* Floating state 27~29
claudioSTB.f,F+3,2m, m,m8, 4,20i15~16, i20,i16-9+22a (+17)
* Tornado
* Balcony Break on airborne hit only
* Can be charged
* Roughly 5 levels of charge
* 6 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* Combo from 1st if uncharged
* Jail from 1st block with ?F of charge time
claudioSTB.f,F+3,2*m, m,m8, 4,25i15~16, i20,i39~40+12+67a (+51)
* Tornado
* Balcony Break
* Guard Break
* Instant Tornado on hit
* 7 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW from 1st block (SSR preferred on shorter charge durations)
claudio1+3t35i12~14-3+1d
* Homing
* Throw Break 1 or 2
claudio2+4t35i12~14-6+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Both players transition to FUFA on hit
claudioBack throwt50+0d
* Unbreakable
* Can side switch on hit
* Opponent recovers in FDFT
claudioLeft throwt40-3+1d
* Break: 1
* Opponent recovers in off-axis FUFT
claudioRight throwt40-3+1d
* Throw break 2
* Can side switch on hit
* Opponent recovers in FUFT
claudiouf+1+2t40i12-6+1d
* Throw break 1+2
* Side switch on hit
* Can be buffered
* Opponent recovers in FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
clive2+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
cliveH.PHX.2+3m42i15~16+8+0
* Heat Smash
* Floor Break
* Weapon
* Increases ZAN gauge by 1.16 on hit
* Increases ZAN gauge by 0.66 on block
* Transition to throw on hit
* Opponent recovers in FDFA state
* Only deals recoverable damage
* (32) damage balcony break on 1st whiff
* 6 chip damage on block
cliveH.u+1+2M,m18,21i19~20,i20~21-12+3c
* Weapon 2nd hit
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 7 chip damage on block
cliveH.u+1+2,1M,m, m,m18,21, 17,22i19~20,i20~21, i25~26,i20~21-12+14a(+4a)
* Balcony Break
* Weapon 2nd hit
* Move cannot be delayed
* Input can be delayed by 25F
* Interrupt with i3 from 2nd block
* 7 chip damage on block
* Same move as (df+1,H.1),1
cliveH.u+1+2,2M,m, h,h18,21, 10,12i19~20,i20~21, i23~24,i12~13-9+8
* Weapon 1st hit
* Jail from 2nd normal hit
* 4 chip damage on block
* Transition to r15 PHX with F or 4 on hit or block (-3/+14)
* Same move as (df+1,H.1),2
cliveH.u+1+2,2,1M,m, h,h, M,M18,21, 10,12, 10,16i19~20,i20~21, ,i20~21,i11~12-12+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 4th hit with 17F delay
* Move cannot be delayed
* Input can be delayed by 17F
* 5 chip damage on block
* Same move as (df+1,H.1,2),1
* Tornado launching steel pedal
cliveH.2+3m,t,m,m,m,m,m,m55i18+5-10
* Heat Smash
* Balcony Break
* Transition to attack throw on 1st hit
* 45 damage Balcony Break on 1st whiff
* Recover 27-45 recoverable health on hit:
* Regain 18?-19? additional recoverable health on hit
* Recover 19 recoverable health on 1st whiff and 2nd hit:
* Regain 12? additional recoverable health on 1st whiff and 2nd hit
* 10 chip damage on block
* Low crush 23~117
* Floating state 118~120
cliveR.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~
clive1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
clive1,1h, h5, 13i10, i18~19-3+6
* Jail from 1st block
* Combo from 1st hit
* Enter PHX -3 +6 r23 with F or 4 on hit or block at frame 25
clive1,2h, M5, 20i10, i21~22-14+22a (+17)
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* Increases ZAN gauge by 0.40 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
* +11d on BT hit
* +14c on side hit; forces tech backroll
clive1,f+2h, h5, 22i10, i25~26+1+13g
* Balcony Break
* Weapon
* Combo from 1st CH
* Input can be delayed 2f
* 6 chip damage on block
* +20a (+11) on BT hit
clive2h11i12+0+7
Weapon
clive2,1h, h11, 20i12, i17~18-13+8a (-1)
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* Input 1 during the 1st hit animation on frames 10~12 to add +3 damage
clive2,2h, m11, 9i12, i23-8-1
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Enter PHX -1 +6 r25 with F or 4 on hit or block
clive2,2,2h, m, M,m11, 9, 15,20 (24)i12, ,i27~28 i31~32-11+21a (+4)
* Tornado
* Balcony Break
* Weapon
* Power up in Heat (24 damage)
* Input can be delayed 6f
* Move cannot be delayed
* Transition to PHX on hit only
* Cancel PHX transition with B
clive2,2,1+2h, m, m,M11, 9, 10,18i12, ,i27 i23~24-9c+1a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* Increases ZAN gauge by 0.40 on hit if only the final hit connects
* Increases ZAN gauge by 0.14 on block if only the final hit connects
* Only deals recoverable damage
* Hit vs BT -4d
* Input can be delayed 8f
* Move cannot be delayed
* Low crush 41~54
* Floating state 55~57
clive3m16i16-13-2
clive3,2m, m,m16, 15,15 (20)i16, i23~24 i29~41-12~+0+22a (+12)
* Balcony Break
* Weapon
* Combo from 1st CH
* Jail from 2nd block
* 3rd hit never combos on standing hit
* 3rd hit available only on hit or block
* Interrupt with i4 from 1st block
* +23a (+13) on BT hit
* Power up in Heat (15,20dmg)
clive4m8i12-10+1
clive4,2m, M8, 17i12, i20~21-11+3
* Weapon
* Combo from 1st hit
* Input can be delayed 3f
clive4,4m, h8, 13i12, i25-8+0
* Combo from 1st hit
* Input can be delayed 3f
* Enter PHX +6 +14 r21 with F or 4 on hit or block
clive1+2m21i13-9+2
* Heat Engager
* Heat Dash +5, +43d (+35d)
* Balcony Break (airborne)
* Weapon
* On hit regain 5 additional recoverable health
clive1+4m10-75i22-15+9a (ZAN1)
* Removes Recoverable Health (ZAN5 only)
* Weapon
* Increases ZAN gauge by 0.20 on ZAN1 hit
* Increases ZAN gauge by 0.10 on ZAN1 block
* Transitions to attack throw on hit with ZAN2-5
* Resets ZAN gauge on hit with ZAN2-5
* Damage increases with ZAN gauge level:
* ZAN1: 10
* ZAN2: 45
* ZAN3: 48
* ZAN4: 58
* ZAN5: 75
clive3+4
* Strong low parry effect (active while moving)
* Move backward/forward with b_f
* Cancel to r53 with db_d_df
* Floating state 5~
* Parry state 9~
clive3+4,PM20,i27~28+61a (+45)
* Tornado
* is1~27
* Floating state 28~70
clivef+2m10i15-12-4
* Weapon
clivef+2,1m, h10, 13i15, i21~22+1+20g
* Balcony Break
* Combo from 1st hit
clivef+2,2m, m10, 7i15, i17~18-8+3
* Weapon
* Combo from 1st CH
* Jail from 1st block
* Enter PHX -5 +6 r30 with F or 4 on hit or block
clivef+2,2,2m, m, M10, 7, 20i15, ,i27~28-13+9a
* Heat Engager
* Heat Dash +5, +67a {+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Input can be delayed by 8F
* Move cannot be delayed
clivef+2,2,1+2m, m, M10, 7, 18i15, ,i27~28-13c+9a
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Increases ZAN gauge by 0.70 on hit
* Increases ZAN gauge by 0.30 on block
* Only deals recoverable damage
* Input can be delayed by 8F
* Move cannot be delayed
cliveH.f+2,2,1m, m, m10, 7, 25i15, ,i26~27-9+14c
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i7
* Move cannot be delayed
* Input can be delayed by 8F
* Consumes 150F of remaining Heat time
* Forces tech backroll on hit
* 5 chip damage on block
cliveH.f+2,2,1*m, m, m10, 7, 30i15, ,i42~43+11+52a
* Guard Break
* Consumes 150F of remaining Heat time
* Interrupt with i23 from 2nd block
* Interrupt with i12 from 2nd hit
* Whiffs vs SSL, SW from 2nd block
* Whiffs vs SSR, SWR from 2nd hit
* 12 chip damage on block
clivef+3M15i20~21-14+37a
* Spike
* 3 chip damage on block
* Low crush 9~24
* Floating state 25~27
clivef+4
* Actionable after 15f
* Stance moves can be delayed by 9F
* Block at frame 35 (i35 standing guard)
clivef+1+2m,m10,18i16~17 i19-12+20a (+10)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 5 chip damage on block
clivedf+1m10i14~15-3+4
clivedf+1,2m, h10, 13i14~15, i23-16-8
* Strong Aerial Tailspin
* Weapon
* Combo from 1st hit
* Enter PHX +6 +14 r21 with F or 4 on hit or block
clivedf+1,2,1m, h, m10, 13, 15i14~15, ,i26~27-15+32a (+11)
* Balcony Break
* Weapon
* Combo from 1st hit
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
clivedf+1,4m, m10, 12i14~15, i20~21-10+1
* Knee
* Combo from 1st hit
cliveH.df+1,1m, M,m10, 13,15i14~15, i22~23,i20~21-12+3c
* Weapon 2nd hit
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Move cannot be delayed by 2F
* Move is delayed by 2F
* Interrupt with i4 from 1st block
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 5 chip damage on block
cliveH.df+1,1,1m, M,m, m,m10, 13,15, 17,22i14~15, ,i25~26,i20~21-12+14a(+4a)
* Balcony Break
* Weapon 2nd hit
* Move cannot be delayed
* Input can be delayed by 25F
* Interrupt with i3 from 3rd block
* 7 chip damage on block
cliveH.df+1,1,2m, M,m, h,h10, 13,15, 10,12i14~15, ,i23~24,i12~13-9+8
* Weapon 1st hit
* Jail from 3rd normal hit
* Interrupt with i1
* Transition to r15 PHX with F or 4 on hit or block (-3/+14)
* 4 chip damage on block
cliveH.df+1,1,2,1m, M,m, h,h, M,M10, 13,15, 10,12, 10,16i14~15, ,i20~21,i11~12-12+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 5th hit with 17F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 17F
* 5 chip damage on block
* Tornado launching steel pedal
clivedf+2m,m5,10i15~16 i26~27-13+30a (+20)
* Weapon
* 2nd hit available only on hit or block
clivedf+2,2m,m, m5,10, 20i15~16 i26~27, i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
* Low crush 9~
clivedf+2,2,2m,m, m, m,M5,10, 20, 6,25i15~16 i26~27, ,i26~27 i3~4+60a (+44)
* Tornado
* Weapon
* Available only as combo from 3rd hit
* Available on standing hit only
clivedf+3L20i29~30-26+3c
* Homing
* High crush 6~65
clivedf+3,1L, M,M20, 18,20i29~30, i27~29 i3~10+3c
* Available only as combo from 1st hit
* 38 damage in total for the full string with scaling
* Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
clivedf+4m13i14-9+5
clived+1L14i18~19-13+2
* High crush 6~
clived+2sl8i11-6+5
+5c on crouching hit
* High crush 4~
clived+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
clived+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
clivedb+1,1h, m,m10, 7,20i17~18, i21~22 i18~19+31d (+10d)
* Tornado
* Homing
* Balcony Break
* Available only as combo from 1st hit
* Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
clivedb+2m10i17~18-12-1
* Weapon
clivedb+2,1m, M10, 23i17~18, i25~26-13+27a (+12a)
* Tornado
* Weapon
* Combo from 1st hit
clivedb+2,1*m, M10, 27i17~18, i40~41-3+27a (+12a)
* Tornado
* Weapon
* 10 chip damage on block
clivedb+1+2M,m12,10i17~18 i23-11-2c
* Weapon
* 6 chip damage on block
clivedb+1+2,1M,m, M12,10, 20i17~18 i23, i22~i23-13+24a (+9a)
* Balcony Break (BT)
* Weapon
* Combo from 2nd CH
* Transition to +41a (+23) GAR on airborne hit
* Cancel GAR transition with B
* 6 chip damage on block
cliveb+2h20i20~21-6+9
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Enter PHX +4 +23 r24 with F or 4 on block or hit
* Hit vs BT +15a (+6)
* Effectively homing?
cliveb+3
* Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves
* Parry state 5~13
cliveb+3,P
* 13f timestop
* Earliest cancel to parry attacks r23 (r36?)
* is1~16
cliveb+3,P,2m35i20~21+3+16a (+6a)
* Reversal Break
* Balcony Break
* Weapon
* Move can be delayed by 20F
* is1~9
* Floating state 10~20
cliveb+3,P,1+2m,t35i20~21-13+5d
* Reversal Break
* Weapon
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.10 on block
* Move can be delayed by 20F
* Transition to attack throw on hit
* Side switch on hit
* is1~20
cliveb+1+2m25i24~25-14+14a (+4a)
* Balcony Break
* Weapon
* Reversal Break (after attack absorb)
* 34 in total damage after absorbing an attack in power crush state
* Damage taken during power crush state is recoverable
* -7 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
* Power crush 7~23
cliveuf+2m,m,m10,12 (8),12 (6)i20, i4, i3-17+14a (+7)
* 3 chip damage on block
* 24 damage in total with scaling
* Low crush 20~45
* Floating state 46~48
cliveuf+2,2m,m,m, h10,12 (8),12 (6), 30 (12)i20, i4, i3, i16+0+24a (-14) / +11a (+1)
* Balcony Break
* Combo from 1st hit with 14F delay
* Move cannot be delayed
* +11a (+1) from 4th hit
* 3 chip damage on block
* 36 damage in total with scaling
* Last hit available on hit or block only
* Low crush 1~43
* Floating state 44~46
clive1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
cliveb,B+1+4m!40i80~81+56a
* Hitstop on frame 80 for 20f
clivef,F+1+2m22i20+3+9c
* Spike
* Weapon
* 2 chip damage on block
cliveqcf+1h5i20-31-12~-10+8cg~+10cg
* Balcony Break
* Weapon
* Hold to power up
* 1 chip damage on block
* Cancel to r15 PHX with 4 or F from frames 10-16
* Transitions to unbreakable throw from i23-31 5,10 +3
* Throw deals recoverable damage only
* Forces tech backroll on hit
cliveqcf+1*h10i30-41-5~-3+16a~+18a (+6~+8)
* Balcony Break
* Weapon
* 2 chip damage on block
* Cancel to r25 PHX with 4 or F from frames 10-16
* Transitions to unbreakable throw from i33-41 10,15 +3
* Throw deals recoverable damage only
cliveuf
* Low crush 9~43
clivef,f,F+2m20i24~26-4+31d (+10)
* Balcony Break
* Weapon
* Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block
* 4 chip damage on block
clivews2m15i15~16-14~-13+53a
* Weapon
clivews3m,m20,15(20)i20~21, i28~41-8+21a (+11a)
* Homing
* Balcony Break
* Power up in Heat: 20 damage and +20a(+10a) on hit
* Jail from 1st block
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
cliveSS.2M12i17~18-9-2
* Weapon
* Side step takes 9f, effective startup i26
cliveSS.2,1M, m12, 23i17~18, i22~23-15+9cg
* Heat Engager
* Heat Dash +5, +45a (+35a)
* Balcony Break
* Weapon
* Input 1 during the 1st hit animation on frames 16~18 to add +3 damage
* Combo from 1st hit with 11f delay
* Jail from 1st block with 5F delay
* Input can be delayed 11f
* Move can be delayed 10f
* Force tech backroll on hit
cliveSS.1+2M21i25~26+2+49a
* Spike
* Weapon
* 6 chip damage on block
* Transition to FC with D
* Side step takes 9f, effective startup i34~35
cliveFC.1sl5i10-5+6
* Transition to r24 with f
* +6c on crouching hit
* High crush 1~
cliveFC.df+2L18i19~20-13+3c
* Weapon
* High crush 1~20
cliveGAR.1m18i15~17-5~-3+17a
* Balcony Break
* Spike
* 21 damage with delayed input
* Jump takes 17f, effective minimum startup i32~34
* 3 (4) chip damage on block
* -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
* Low crush 1~23
* Floating state 24~26
cliveGAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
* Low crush 1~49
cliveGAR.2,2m, m,M20, 6,25i18~19, i26~27 i3~4-17+13d (-4d)
* Tornado
* Weapon
* Combo from 1st hit
* Low crush 1~26
* Floating state 27~29
cliveGAR.3h12i12-3+21a (-4a)
* Balcony Break
* 15 damage with delayed input
* +6 on hit with ub+3
* Jump takes 17f, effective minimum startup i29
* Low crush 1~29
* Floating state 30~32
cliveGAR.4h10i10-4+2
* Balcony Break
* 13 damage with delayed input
* 8 damage, 11 delayed input damage with ub+4
* Jump takes 17f, effective minimum startup i27
* js1~27 fs28~30 with ub+4 and u+4
* Low crush 1~31
* Floating state 32~34
clivePHX.1M,m,t16,15,10i21-14+0d
* Weapon
* Transition to attack throw on front standing hit
* -9 frame advantage and 6 chip damage on block after absorbing an attack in power crush state
* On 1st hit regain 5 additional recoverable health
* +4d on side or BT hit
* Power crush 7~20
clivePHX.2,1m, M12, 23i15, i25~26-12+24a (+9)
* Tornado
* Weapon
* On hit regain 5 additional recoverable health
* Combo from 1st hit with 9f delay
* Airborne combo from 1st CH with 12F delay
** Grounded combo with more than 12F delay
* Interrupt with i9 from 1st block
* Input can be delayed 16f
* Move can be delayed 10f
clivePHX.2,2m, m,t12, 8,18i15, i20-13+5d / +5a (-4)
* Balcony Break
* Weapon
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* Transition to attack throw on hit
* Cancel throw transition with B
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.40 on hit without throw
* Increases ZAN gauge by 0.10 on block
* Side switch on hit
* Move cannot be delayed
* Input can be delayed by 6F
cliveH.PHX.2,1+2m, m12, 32i15, i23~24+4+25a(-1a)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i7 from 1st block
* 6 chip damage on block
* Consumes 150F of remaining Heat time
clivePHX.3L8i21-26-3c
* Stagger on block
clivePHX.3,2L, m,m8, 18 (12),20/36 (10/18)i21, i30 i29~34+39a (+29)
* Balcony Break
* Power up in Heat
* Available only as combo from 1st hit
* 30 (38 in heat) damage in total for the full string with scaling
* 20f timestop on hit during Heat
* -20 on 2nd block (impossible?)
clivePHX.3,1+2L, m,M8, 12 (8),20 (10)i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* -13c on 2nd block (impossible?)
* Low crush 41~54
* Floating state 55~57
clivePHX.1+2m,m10,23i23~24, i19~20-7+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 6 chip damage on block
* On hit regain 3 additional recoverable health
clivePHX.1+48-63
* Increases ZAN gauge by 0.20 on ZAN1 hit
* Increases ZAN gauge by 0.10 on ZAN1 block
* Transitions to attack throw on hit with ZAN2-5
* Resets ZAN gauge on hit with ZAN2-5
* Damage increases with ZAN gauge level:
* ZAN1: 8
* ZAN2: 33
* ZAN3: 38
* ZAN4: 48
* ZAN5: 63
clivePHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 chip damage on block
* Low crush 18~39
* Floating state 40~42
cliveWOL.1sm23i18~27-20~-11+8~+17
* Weapon
* Transition to PHX r15 on hit
* Floating state 1~60
cliveWOL.2sm,t30,70i25~40-38~-23-12cg~+3cg
* Weapon
* Transition to attack throw on airborne hit
* 56 damage in total with attack throw and scaling
* Forces tech backroll on hit
* Floating state 1~46
cliveWOL.3M20i27~28-15~-14+61a (+45)
* Tornado
* Instant tornado
* Low crush 1~52
* Floating state 53~55
cliveWOL.4
* Actionable after 15f
* Stance moves can be delayed by 9F
* Block at frame 35 (i35 standing guard)
clive1+3t35i12~14-5+0d
* Homing
* Throw break 1 or 2
* Can be done from FC
* Opponent recovers in FUFA state
clive2+4t35i12~14-5+0d
* Homing
* Throw break 1 or 2
* Can be done from FC
* Side switch on hit and on throw break
* Opponent recovers in FUFT
cliveBack throwt50+0d
* Unbreakable
* Opponent recovers in FUFA
cliveLeft throwt40i12~14-3+0d
* Throw break 1
* Opponent recovers in FUFA
cliveRight throwt40i12~14-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers in FUFT
cliveuf+1+2t40i12~14-5+0d
* Throw break 1+2
* PHX.uf+1+2: i15~17 startup
* Can be done from FC
* Opponent recovers in FDFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
devil-jin2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
devil-jinH.MCR.1+2h!,t12,27i20+0d
* Transition to attack throw on standing or airborne hit
* Consumes 600F of the heat timer
* Low crush 1~12
devil-jinH.2+3m,h,t20,22,10i18~28+11 MCR+5d
* Heat Smash
* Balcony Break
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR r29 on block only
** -14 on an empty MCR transition
* Cancel to r37 on block with B (+2~+12)
* 5 chip damage on block
* +48? (+8?) on wall hit
* Low crush 15~52
* Floating state 53~55
devil-jinR.df+1+2m,t10-15,3-5,42-60i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Opponent recovers FDFA on hit
* Power crush 8~20
* Low crush 8~17
devil-jin1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
devil-jin1,1h, h5, 6i10, i15-1+8
* Jail from 1st attack with 3F delay
* Combo from 1st hit with 3F delay
devil-jin1,1,2h, h, m5, 6, 14i10, ,i13~14-17+18a (+13)
* Balcony Break on airborne hit
* Jail from 1st block with 5F delay
* Combo from 1st hit with 11F delay
* +41? (+3?) on wall hit
* +7a (-2) on BT hit
devil-jin1,2h, h5, 8i10, i10-3+8
* Jail from 1st attack with 4F delay
* Combo from 1st hit with 4F delay
devil-jin1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit with 11F delay
* Jail from 2nd hit with 2F delay
* Move can be delayed 9F
* Input can be delayed 11F
devil-jin1,2,3h, h, m5, 8, 25i10, ,i29~31+4+24a
* Floor Break
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i10 from 2nd block
* Whiffs vs SS, SW from 2nd block
devil-jin1,2,3,4h, h, m, m5, 8, 25, 30i10, ,i36~38+0~+2+11c~+13c
* Floor Break
* Interrupt with i7 from 3rd block
* Whiffs vs SSL, SWL from 3rd block
devil-jin1,2,4h, h, m5, 8, 10i10, ,i11-10+4
* Knee
* Jail from 1st block
* Combo from 1st hit
* Move is delayed 6F
* Input cannot be delayed
devil-jin2h9i10+0+9
devil-jin2,2h, h9, 20i10, i17-13-2
* Jail from 1st attack with 2f delay
* Move cannot be delayed
devil-jin3m16i17~19-12-6
devil-jin3,1m, h16, 11i17~19, i29~30+2+8
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Move cancels 2nd and 3rd active frames of 3
devil-jin3,1,2m, h, M16, 11, 20i17~19, ,i25~28-11+72a (+56)
* Tornado
* Interrupt with i9 from 2nd block
* Whiffs vs SSR from 2nd block
* Move can be delayed 4F
* Input can be delayed 12F
devil-jin3,1,f,Fm, h16, 11i17~19, ,-2+4
devil-jin4h24i17~18-5+10g
* Homing
* Balcony Break
* 7 chip damage on block
* +17a (+8) on BT hit
devil-jin4~3M21i29-32-7c+14a
* Floor Break
* Parryable by traditional kick parries
* Effective startup i30
* Low crush 14~23
* Floating state 24~26
devil-jinH.4~3,1+2M, SM21, 15i29-32, i24~35+2~+13+4cg~+15cg
* Tornado
* Weapon
* Balcony Break
* Projectile (unparryable)
* Forces tech back roll on hit
* +58a (+42) from previous hit
* Jail from 1st block
* 3 chip damage on block
* Consumes 210F of remaining heat time
* +1d on BT hit
devil-jin1+2m,m12,25i17 i25~26-12+7
* Homing
* Balcony Break
* Interrupt with i1 from 1st block
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
* +14a (+5) on BT hit
devil-jin1+4SL,h5,5i16~17,i14-3+4
* -17 from 1st block
* Can be performed in reverse during backturn (Fox Step)
devil-jin1+4,2SL,h, m5,5, 20i16~17,i14, i24~25-12+72a (+56)
* Tornado
* Combo from 2nd CH
* Interrupt with i4 from 2nd block
* 6 chip damage on block
devil-jin3+4
* Low crush 20~58
* Floating state 59~61
devil-jinf+2m14i17~18-8+3
Floor Break
devil-jinf+3
* Stance moves can be delayed by 10f
* Low crush 18~32
* Floating state 33~35
devil-jinf+4m10i15~16-12-1
devil-jinf+4,3m, m10, 15i15~16, i26~27-22+18a (+8)
* Tornado
* Combo on 1st CH with 3F delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed by 15F
* Enter FLY +36a (+26) with ub_u_uf on hit
* Low crush 27~51
* Floating state 52~54
devil-jindf+1,2m, h11, 20i13, i17-9+26a (+16)
* Balcony Break
* Combo on 1st hit with 6F delay
* Combo on 1st CH with 10F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 4F
* Input can be delayed by 10F
devil-jindf+3m12i16~17-9+2
+2c on hit against crouching opponents
devil-jindf+3,2m, m12, 10i16~17, i19-13-7
* Combo from 1st hit
* Move cannot be interrupted
devil-jindf+3,2,4m, m, m12, 10, 20i16~17, ,i26-27-22+18a (+8)
* Tornado
* Combo from 2nd CH with 4f delay
* Interrupt with i1 from 1st block
* Jail from 2nd hit with 4F delay
* Enter FLY +36a (+26) with ub_u_uf on hit
* Move can be delayed 16f
* Low crush 27~50
* Floating state 51~53
devil-jindf+4m10i13~14-9+2
devil-jindf+4,4m, m10, 16i13~14, i13~14-15-4c
* Floor Break
* Jail from 1st block with 3F delay
* Combo from 1st hit with 10F delay
* Move can be delayed 10F
devil-jind+1m25i18~19-14+20a (+10)
* Balcony Break
* Damage taken during power crush state is recoverable.
* Reversal Break and -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~17
devil-jind+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
devil-jind+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
devil-jind+3+4m,m5,20i15-16 i15-16-15+30a (+20)
* Low crush 16~30
devil-jindb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
devil-jindb+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
devil-jindb+1+2m15i23~38-9+4
* Cancel to r27 MCR with F (js27~) at frame 5 onwards
* Balcony Break on air hit
devil-jindb+1+2**m42i61~63+10+37d
* Balcony Break
* Guard Break
* Cancel to r27 MCR with F (js27~)
* 16 chip damage on block
* +11d on BT hit
devil-jindb+1+4h!40i32~63-30cg~+1cg
* Balcony Break
* -22cg~-19cg on average
* Forces tech back roll on hit
* -25d~-22d on average on BT hit (-33d~-2d)
devil-jinb+1h10i12-6+5
Tracks SSR/SWR completely
devil-jinb+1,2h, m10, 20i12, i23-14+23a (+13)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SSR, SWL, SWR after 1st block
* Input can be delayed by 15f
* Move can be delayed by 10f
* Cancel to r32 with B on frame 17 (-18/-7)
devil-jinb+1+3m30i15-8+16a (+6)
* Balcony Break
* 50% damage reduction when absorbing attacks
* Devil Jin automatically retaliates on successful power crush
* Reversal Break, -8 on block and 12 chip damage on block after attack absorption
* r34 on hit
* Power crush 4~14
devil-jinb+2h11i14~16-13-2
devil-jinb+2,1h, m11, 21i14~16, i30-31-16+29a (+19)
* Tornado
* Interrupt with i13 from 1st block
* Can evade some jab interrupts
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 30~51
* Floating state 52~54
devil-jinb+2,3h, m11, 23i14~16, i25~27-14+8a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
* Move cannot be delayed
* +8d on side or BT hit
* Low crush 25~47
* Floating state 48~50
devil-jinb+3M24i29~32-18~-15+10a~+13a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on heat dash
* Backswing blow
* Max distance from opponent when performed at tip range: ~3.82-3.83 (frames 16-19?)
* +5d~8d on BT hit
* Low crush 8~33
* Floating state 34~36
devil-jinb+1+4m!60i63~64+20a (+10)
* Floating state 64~85
devil-jinu+4m22i20~21-25+15a (+5)
* Tornado
* May evade some highs during frames 5-9
* Might evade some mids during frames 7-9
* Increased evasion when performed from crouching state
* Enter FLY +35a (+25) with ub_u_uf on hit
* Low crush 9~44
* Floating state 45~47
devil-jinu+1+2h27i18-35
Hits airborne opponents only
devil-jinuf+1h10i21~23+11~+13 MCR+16~+18 MCR
* Strong Aerial Tailspin
* Weapon
* Balcony Break on airborne hit
* Projectile (unparryable)
* Transition to MCR r29 on hit or block only
** -14/-9 on an "empty" transition
* r47 opponent hitstun
* 2 chip damage on block
devil-jinuf+2h25i20~23-4+25a
* Homing
* Balcony break on airborne hit
devil-jinuf+3m21i28~29+3c+13
* Floor Break
* +24d on BT hit
* Low crush 9~25
* Floating state 26~28
devil-jinuf+4m21i18-8+11
* Heat Engager
* Heat Dash +62a (+42)
* Balcony Break
* +18a (+9) on BT hit
* Low crush 8~18
devil-jinuf+3+4m,m8,20i16~17 i13~14-16+7cg
* Balcony Break
* Forces tech back roll on hit
* Pseudo homing to SSL/SWL side
* +4d on BT hit
* Low crush 10~47
* Floating state 48~50
devil-jinH.uf+3+4,1+2m,m, t8,20, 20i16~17 i13~14, i25~50-15+0d
* Weapon
* Projectile (unparryable)
* 4 chip damage on block
* Available only on hit or block
* Unavailable on whiff
* Jail from 1st block
* Shift to r96 attack throw on front-facing hit
* Combo from 1st hit with 13F delay
* Move cannot be delayed
* Input can be delayed by 13F
* Consumes 240F of remaining heat time
* -21a (-31) on BT hit
* Low crush 0~67
* Floating state 68~70
devil-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
* Low crush 6~47
* Floating state 48~50
devil-jinb,f+2m12i15~17-9-1
* Input bufferable
* -1c on hit against crouching opponents
devil-jinb,f+2,1m, m12, 12i15~17, i14~15-10+1
* Elbow
* Jail from 1st block with 6f delay
* Combo from 1st hit with 13f delay
* Move can be delayed by 7f
* Input can be delayed by 13f
devil-jinb,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14a
* Floor Break
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* Move can be delayed by 14f
* Input can be delayed by 20f
* Low crush 12~20
* Floating state 21~23
devil-jinb,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Interrupt with i5 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 20f
* Move can be delayed 14f
* Opponent recovers FDFA on hit
devil-jinb,f+2,3m, h12, 21i15~17, i19~20-5+16cg
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* Opponent recovers crouching on hit
* Transition to MCR r35 with F on hit (+14)
** -11 on an empty MCR transition
* Move cannot be delayed
* Input can be delayed by 6F
* +11d (+9d MCR) on BT hit
devil-jinb,f+1+2m6,6,6,6,6,6i25 i6 i6 i6 i6 i6-17+31a (-2)
* Weapon
* Projectile (unparryable)
* 17 damage on hit with scaling
* 6 chip damage on block
* Low crush 24~80
* Floating state 81~83
devil-jinb,f+1+2,2m, M6,6,6,6,6,6, 30 (9)i25 i6 i6 i6 i6 i6, i28~31-31-14a (-23)
* Balcony break on standing hit only
* Combo from 1st hit with 7F delay
* 9 damage with scaling from 1st
* Move cannot be delayed
* Input can be delayed by 7F
* Low crush 28~69
* Floating state 70~72
devil-jinf,F+2m24i15~16-8+15a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* 7 chip damage on block
* Active frame 1 range: 2.73
devil-jinf,n,d,DF+3L24i33~34-23-2a
* Opponent recovers FDFA on hit
* Active frame 1 range: 3.89
* Hold df for at least 13F after inputting f,n,d,df+3
* Low crush 5~28
devil-jinf,n,d,DF+4L7i16-23c-5c
devil-jinf,n,d,DF+4,1+2L, SM7, 14 (9)i16, i29~40+58a (+42)
* Tornado
* Available only on hit
* Opponent recovers FUFA on hit
* 9 damage with scaling from previous hit
devil-jinf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat engager or heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b from frames 1 to 6
* Cancel to t1~t3 hFC with b from frames 7 to 9
devil-jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
devil-jinf,n,d,df:2h23i11~12 (i14+)+5+39a (+29)
* 4 chip damage on block
* Can also be performed with f,n,df#2 (i13+)
devil-jinf,n,d,df+1m30i22~24-16~-14+29a (+19)
* Active frame 1 range: 2.36
* Active frame 2 range: 2.52
* Low crush 22~43
* Floating state 44~46
devil-jinf,n,d,df+1,UFm, t30, 10i22~24, -4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
devil-jinf,n,d,df+2h20i11~12 (i15+)-10+39a (+29)
* Turns into EWGF (f,n,d,df#2) while in heat
* Consumes 70F of remaining heat time while in heat
* 4 chip damage on block while in heat
devil-jinf,n,d,df+3M25i26~28-8c+16a
* Floor Break
* 7 chip damage on block
* Active frame 1 range: 3.62
* Active frame 2 range: 3.63?
* Low crush 5~28
devil-jinf,n,d,df+1+2m25i26~27-5+32d (+24d)
* Homing
* Balcony Break
* 7 chip damage on block
* Opponent recovers FUFA on CH
* +12d on BT hit
devil-jinf,f,F+3m30i22~25+6~+9+13a (+3)
* Balcony Break
* 9 chip damage on block
* Active frame 1 range: 2.90
* Active frame 2 range: 3.53
* Active frame 3 range: 3.62
* Low crush 3~25
* Floating state 26~28
devil-jinws1,1m, h12, 10i13~14, i30~32+11 MCR+16 MCR
* Strong Aerial Tailspin
* Balcony Break On air hit
* Weapon
* Projectile (unparryable)
* Combo from 1st CH with 1F delay
* Interrupt with i12 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to MCR r29 on block or hit only
** -14/-9 on an empty MCR transition
* 2 chip damage on block
* Move cannot be delayed
* Input can be delayed by 1F
devil-jinws1,4m, h12, 21i13~14, i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st hit with 4f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Input can be delayed 4f
* Move can be delayed 3f
devil-jinws2m20i14~15-12~-11+72a (+56)
* Tornado
* First active frame range: 2.50
* 6 chip damage on block
* Slight jab evasion properties
devil-jinws4m10i11~12-3+8
devil-jinws4,4m, M10, 20i11~12, i27~28-16+7c
* Spike
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Input can be delayed by 1F
* Move cannot be delayed
devil-jinSS.2m25i17~18-22+72a
* Transition to Hell's Gate on hit with U
* Sidestep adds 9f, effective move startup: i26
devil-jinSS.2,Um, m!,M!25, 35 (24), 40 (20)i17~18, i37~38 i22~60-5a
* Only available as combo from 1st hit
* 44 damage with scaling
devil-jin(back to wall).b,b,UBm21i36~38+0c+8a
* Floating state 5~13
* is8~13
* Low crush 14~45
* Floating state 46~48
devil-jinFLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
* +22a (+13) on BT hit
* Low crush 1~12
* Floating state 13~15
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
* Low crush 1~60
* Floating state 61~63
devil-jinFLY.3M30i15~22-15~-8+8cg~+15cg
* Balcony Break
* Spike
* Forces tech back roll on hit
** Opponent recovers in FC?
* +5d on BT hit
devil-jinFLY.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinFLY.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i19 from 1st block
* Whiffs vs SW from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* +26a (+17) on BT hit
* Low crush 1~
devil-jinFLY.4,2M, m10, 20 (14)i20~21, i22~23-27+14a (+4)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinFLY.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +17a (+10) / +16a (+9)
* Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9))
* Interrupt with i24 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinFLY.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinFLY.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
devil-jinFLY.1+2M!30i50~100-72cg~-22cg
* Balcony Break
* -72c~-56c on average
* Forces tech back roll on hit
* -75d~-25d on BT hit
* Low crush 1~111
* Floating state 112~114
devil-jinFLY.f+1+2M!30i32~75-65cg~-22cg
* Balcony Break
* -52c~-50c on average?
* Forces tech back roll on hit
* Recovers front-facing when done from BT FLY
* -68d~-25d on BT hit
* Low crush 1~
devil-jinFUFT.u+3+4
FUFA shift to Fly leaves attacker in backturn (Fox Step)
devil-jinMCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 chip damage on block
* Low crush 1~38
* Floating state 39~41
devil-jinMCR.2m12i15~16-9-1
Homing
* Low crush 1~37
* Floating state 38~40
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Floor Break
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Interrupt with i3
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jinMCR.3SM26i23-7+70a (+54)
* Tornado
* 7 chip damage on block
* Projectile (unparryable)
* Low crush 1~19
* Floating state 20~22
devil-jinMCR.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinMCR.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i19 from 1st block
* Whiffs vs SW from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* +26a (+17) on BT hit
* Low crush 1~
devil-jinMCR.4,2M, m10, 20 (14)i20~21, i22~23-27+14a (+4)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinMCR.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +17a (+10) / +16a (+9)
* Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9))
* Interrupt with i24 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinMCR.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinMCR.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
devil-jinMCR.1+2h!12i20+0
* Balcony Break (airborne)
* Low crush 1~12
* Floating state 13~15
devil-jinOTG.d+1+2L25i23~31-16~-8+5a~+13a
* Weapon
* Projectile (unparryable)
* Balcony break on CH
* Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
* Can be done from Crouch Level 1
devil-jinH.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2~+13+4cg~+15cg
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces tech back roll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 210F of remaining heat time
* +1d on BT hit
devil-jinH.f,n,d,DF+4,3L, SM7, 26 (18)i16, i31+72a (+56a)
* Tornado
* Available only on hit
* 18 damage with combo scaling from 1st
* Consumes 600F of remaining Heat timer on hit or block or whiff
* +70a (+54) FUFA on BT hit
* Low crush 15~27
* Floating state 28~30
devil-jinH.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2~+13+4cg~+15cg
* Tornado
* Weapon
* Projectile (unparryable)
* +60a(+44) from previous hit
* Jail from 1st block
* 4 chip damage on block
* Consumes 600F of remaining heat time
* No pushback on 1st CH
* Forces tech back roll on hit
* +1d on BT hit
devil-jin1+3t35i12~14+0+2d
* Homing
* Throw break: 1 or 2
* Can be done from FC
* Transition to BT on break
devil-jin2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FUFA on hit
* Can be done from FC
<Showing 2001-2400 of 6584 moves>