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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
ninaH.ws1,1+2m, h,h,h,h,h17, 6,6,6,[5],[5]i13~14, i25, i5, i6, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* 13 chip damage on block
* Consumes 180F of remaining Heat time
ninaH.ws4,3,1+2m, h, h,h,h,h,h15, 24, 6 (4),6 (3),6 (2),[5] ([1]),[5] ([1])i11~12, ,i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Airborne combo from 2nd hit (+13a (+12))
* Jails from 3rd hit
* 13 chip damage on block
* Consumes 180F of remaining Heat time
ninaH.SS.1+2,1+2m, sm,sm,sm,sm22, 8,8,[5],[5]i19, i30,i5,i6,i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 1st block
* 10 chip damage on block
* Consumes 180F of remaining Heat time
ninaH.qcf+4,3,1+2m, h, h,h,h,h,h15, 23, 6 (4),6 (3),6 (2),[5] ([1]),[5] ([1])i14, ,i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Airborne combo from 2nd hit (+13a (+12))
* Jails from 3rd hit
* 13 chip damage on block
* Consumes 180F of remaining Heat time
ninaqcf+2+3h![10;10]i24~38+36g~+50g
* Opponent can recover in crouch on hit with D
* High crush 1~37
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
panda2+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
panda1+3+4sp
panda3+4sp
* Alternate input: FDFA.3+4
* Can low parry in HBS with F
* Transition to HBS
* Transition to r10 FC with input ub_u_uf
* Transition to r15 FC with DB
* Remains in stance indefinitely
* Can move in stance with F or B
pandad+3+4sp
* Alternative input: db+3+4
* Transition to ROL with input SIT.F
* Transition to California Roll with input SIT.B
* Low crush 6~12
* Floating state 13~15
* High crush 16~67
pandad+3+4sp
* Transition to SIT
* Transition to ROL with input f
panda1+2+3+4
pandaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
pandaHBS.b,bsp
* Alternate input: SIT.B
* Transition to HBS with input D or 3+4
pandaHBS.d+3+4sp
* Transition to FDFA
pandaHBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaHBS.f+3+4
* Alternate input: HBS.b+3+4
* Transition to SIT
pandaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Becomes special mid attack during Heat (partially uses remaining Heat time)
pandahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
paulf+3+4sp
* Transition to CS
pauldf+3+4sp
* Transition to DPD
paulb+3+4sp
* Transitions to SWA
* SWA.1+2 can be performed immediately (i17~18 effective startup)
paul1+2+3+4
pauld,db,b
* Cannot be buffered
* Moves backward up to 1.04
* Less movement against distant opponent
* cs1~10 against distant opponent
* Less movement from attack transition
* No crouching state from attack transition
* High evasion from attack transition
* Transition to r9 DPD from 2f with df
* Minimum 3f needed to enter (one for each directional)
* High crush 1~14
pauld,df
* Cannot be buffered
* 1.12 movement over 20f
* Transition to CS from 2f with f
* Transition to r9 DPD from 3~19f with df
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
* Cancel to r1 block from 2f with b
* Cancel to r1 sidestep from 2f with u
* High crush 1~21
pauld,df,f
* Cannot be buffered
* t35 from 1+2~f
* Exits crouching state on frame 1
* 1.63 movement over 25f (includes CD)
* 1.98 movement over 35f from 1+2 cancel
* Transition to r9 DPD from 2f with df
* Cancel to r1 sidestep from 2f with u
* Cancel to r1 block from 24f with b
paulFC.D
paulCD.df
* Buffer window 2~9f (3~9f from SWA)
* Sidestep can be buffered with u
* DPD attacks can be buffered
* While standing attacks can be buffered
* Cancel to r1 block from 10f with b
* High crush 1~30
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
raven2+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
raven3+4
* Transition to CD (Shadow Sprint) with F
* Alternate input: d+3+4 or hFC.3+4
ravenH.df+1,4m, sm,sm13, 25,(30)i14~15, i18~27, i44~45-3~-2+6cg
* Balcony Break
* Spike
* Combo from 1st hit with 5F delay
* Interrupt with i1 from 1st block
* Available only on hit or block
* 2nd hit only available on block (jailing)
* 20F timestop on hit
* t78 r32 on hit
* 11 chip damage on block
* Consumes 240F of remaining Heat time on block
* Forces tech backroll on hit
* Move can be delayed by 1F
* Input can be delayed by 5F
* Low crush 51~54
* Floating state 55~57
ravendf+3+4
Transitions to Crouch Step
* High crush 4~25
ravenH.db+2,1,1m, h, sm,sm13, 15, 24,(30)i13~14, ,i18~19, i39~47-3~+5+2a (-7)
* Balcony Break
* Combo from 2nd CH with 9F delay
* Available only on hit or block
* 2nd hit only available on block (jailing)
* Interrupt with i3 from 2nd block
* 20F timestop on hit
* t102 r41 on hit
* Consumes 240F of remaining Heat time on block
* 10 chip damage on block
* Move can be delayed by 5F
* Input can be delayed by 9F
* Low crush 48~61
* Floating state 62~64
ravenb+1+3
* Parries all attacks except for Rage Arts
* Parry state 1~10
ravenb+1+3,P-31
* Deals recoverable self-damage on a successful parry
* Raven will teleport back a safe distance
* Can input b+1+3/b+2+4 again at frame 40 before recovering in FC
* Low crush 1~32
* High crush 33~
ravenH.b+2,4,2h, h, sm,sm12, 13, 21,(30)i15~17, ,i19~20, i39~41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH with 9F delay
* Interrupt with i5 from 2nd block
* Available only on hit or block
* 2nd hit only available on block (jailing)
* 20F timestop on hit
* t106 r39 on hit
* Consumes 240F of remaining Heat time on block
* 10 chip damage on block
* Move can be delayed by 4F
* Input can be delayed by 9F
* Low crush 44~57
* Floating state 58~60
ravenb+3+4
raven1+2+3+4
* CH state for 5 seconds
* Can't block for 5 seconds
ravenUB,b
* Low crush 10~38
* Floating state 39~41
ravenqcf
Cancel to t30 r1? FC with d,DF
ravenH.ws3,2m, sm,sm18, 21 (14),(30)i16~17, i19~20, i39~41-3~-1+65a (+49)
* Tornado
* Airborne combo from 1st hit
* Available only on hit or block
* 2nd hit only available on block (jailing)
* Interrupt with i1 from 1st block
* t80 r39 on hit
* Consumes 600F of remaining Heat time on block
* 10 chip damage on block
* Move is delayed by 4F
* Input cannot be delayed
* Low crush 44~57
* Floating state 58~60
ravenFC.df,d,DF
* High crush 1~30
ravenFC.df,d,DF,f
ravenBT.b+3+4
Can block mid or high attacks after 5f
ravenBT.f,f,f
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 12?~41
* Floating state 42~44
ravenBT.f+1+2
Parries mid or high punches or kicks
* Parry state 1~8
ravenSZN.B
* Low crush 1~17
* Floating state 15~17
ravenSZN.D
* Low crush 1~17
* Floating state 15~17
ravenSZN.F
ravenSZN.U
* Low crush 1~17
* Floating state 15~17
ravenH.qcf+1,2m, sm,sm15, 21,(30)i16, i19~20, i39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Consumes 240F of remaining Heat time on block
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
reina2+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
reinaH.d+1+2
* Automatically parries limb-based, non-airborne mids and highs
* Deals 40 damage on successful parry
* +1d on successful parry
* Consumes 240F of remaining Heat time
* Throws received are unbreakable
* Parry state 20~60
reina1+4
* Transition to WGS with DF after 14 frames
* Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* High crush 1~30
reina2+3+4sp
Input d+2+3+4 to get Heihachi's secret taunt
reinaf+3
reinadf+3sp
* Transition to SEN with f+3
reinad+3sp
* Transition to UNS (Kou, d)
* Transition to UNS (Gou) r20 with b+3
* Transition to UNS (Kou) r18 with u+3
* Transition to SEN r14 with f+3
* Transition to WGS r1 with DF
** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Punch parry, transitions to WGS on successful parry with +13
* Parry state 5~12
reinad+1+2
* Transition to r14 SEN with f+3
* Transition to r2 WGS with DF
reinab+1+3
* Parry mids and highs
* Converts incoming damage to recoverable health
* Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move
* Parry state 3~9
reinab+3
* Transition to UNS (Gen)
* Transition to UNS (Kou) r18 with u+3_d+3
* Transition to SEN r14 with f+3
* Transition to WGS r1 with DF
** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* See also Unsoku Cancel
reinaub+1+2sp
* Transition to WGS r50 with DF
** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after transition
* Low crush 10~24
* Floating state 25~27
reinau+3sp
* Transition to UNS (Kou, u)
* Transition to UNS (Gou) r20 with b+3
* Transition to UNS (Kou) r18 with d+3
* Transition to SEN r14 with f+3
* Transition to WGS r1 with DF
** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Punch parry, transitions to WGS on successful parry with +13
* Parry state 5~12
reinau+1+2sp
* Transition to Wind God Step r36 with input DF
** Execute EWGF or EWGK by inputting 2/3 exactly one frame after transition
* Low crush 10~24
* Floating state 25~27
reina1+2+3+4sp
reinaf,n
* Can transition to WGS with input DF
* Punch parry, transitions to WGS on successful parry with +10
* Stance moves are unbufferable
* Parry state 2~8
reinaSSH.ufsp
* Floating state 1~13
* Low crush 14~30
* Floating state 31~33
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
shaheen2+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
shaheenH.D*,u+2+13+63a (+47)
* Balcony Break
* Tornado
* Guard break
* i57~58 effective startup when unbuffered (Charge takes 40f)
* Consumes 450F of remaining Heat Time
* Read more
shaheendf+3+4sp
* Transitions to SNK
* Transition to r1? FC with SNK.DB
shaheen1+2+3+4sp
shaheenFC.df,d,DFsp
* High crush
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
steve2+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
steveH.EXD.1+3h (th)i18~19
* Homing
* Unbreakable
* Transition to TFA
* Can buffer TFA.1 or TFA.2 throw breaks from frames 20-35 of TFA recovery
steveH.df+3+4sp
* Transition to r13 EXD
* Transition to r25 FC with db
* Consumes 150F of remaining heat time
* Auto low parry effect
* High crush 1~19
* Parry state 1~14
steve3sp
* Actionable for 21F
* Transition to r15 SWY with b+3_4 after 7F with 14F delay
* Transition to r1 DCK with f+3_4 after 7F with 14F delay
* Transition to r8 RWV with d+3_4 (steps right) after 20F
* Can cancel into r1 block when transitioning from attacks that transition to LWV
* SWY transition notes:
* Transition is t45? r15 cs1~36? and actionable for 21F.
* Can transition from SWY into LWV/RWV after 10F with 10F delay?
* Can transition from SWY into DCK after 25F
* DCK transition notes:
* Transition is t60? r15 cs1~35? and actionable for 35F.
* Can transition from DCK into LWV/RWV after 25?F
* Can transition from DCK into SWY after 35?F
steve4sp
* Actionable for 21F
* Transition to r15 SWY with b+3_4 after 7F with 14F delay
* Transition to r1 DCK with f+3_4 after 7F with 14F delay
* Transition to r8 LWV with u+3_4 (steps left) after 20F
* Can cancel into r1 block when transitioning from attacks that transition to RWV
* SWY transition notes:
* Transition is t45? r15 cs1~36? and actionable for 21F.
* Can transition from SWY into LWV/RWV after 10F with 10F delay?
* Can transition from SWY into DCK after 25F
* DCK transition notes:
* Transition is t60? r15 cs1~35? and actionable for 35F.
* Can transition from DCK into LWV/RWV after 25?F
* Can transition from DCK into SWY after 35?F
steve1+2+4
steve3+4sp
* Transition into ALB
* Transition to r10 PAB with F after 20F
* Transition into i13 ALB.d_u with d_u after 24F
stevef+3sp
* Transition to DCK
* Actionable for 19F
* Input u+3_4 to r25 cs1~25 LWV after 9F with 10F delay
* Input d+3_4 to r25 cs1~25 RWV after 9F with 10F delay
* Input b+3_4 to r10 SWY after 14F with 5F delay
* Input f+3_4 to r6 EXD after 19F
* Transition to r15 FC with db after 9F with 10F delay
* WV transition notes:
* Transition is t45 r25 cs1~25 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
* High crush 1~25
stevef+3+4sp
* Transition to PAB
* i21? auto high/mid block
* Can move forward with f after 20F
* Can transition to r1 FC with db after 20F
* Can transition to r1 standing with f+3+4 after 20F
* Stance moves and the following transitions can be performed instantly after inputting f+3+4:
* Transition to r7? LWV with 3 (laterally evasive)
* Transition to r7? RWV with 4 (laterally evasive)
* Transition to r1? ALB with 3+4
* Transition to r6 DCK with f+3_4
* Transition to r10 SWY with b+3_4
steveb+1+3sp
* Parry h and m punches
* +7? on successful parry
* Press 1 on successful parry for follow-up
** i14,30dmg (-12/+24a (+18)/+26a (+16))
* Parry state 5~12
steveb+3sp
* Transition to SWY
* Actionable for 15F
* Transition to r25 cs1?~25? LWV with u+3_4 after 5F with 10F delay
* Transition to r25 cs1?~25? RWV with d+3_4 after 5F with 10F delay
* Transition to r6 DCK with f+3_4 after 20F in SWY
* WV transition notes:
* Transition is t45 r25 cs1~25 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
* High crush 1~25
steveb+3+4sp
* Transition to FLK
* Actionable for 64F
* Auto i5? high and mid neutral block high and mid?
* Can cancel immediately into FC with db after b+3+4 input (3F iWS)
* Can cancel immediately into r6 DCK with f+3_4
* Can cancel immediately into r10 SWY with b+3_4
* Transition to r8 LWV with 3 (steps left)
* Transition to r8 RWV with 4 (steps right)
steveub+3sp
* Transition to LNH
* Actionable for 120F
* Transition to LWV with 3 (steps left)
* Transition to RWV with 4 (steps right)
* Transition to DCK with f+3_4
* Transition to SWY b+3_4
steve1+2+3+4
steveALB.dspi13
* Transition to r10 PAB with F after 20F
steveDCK.f+3sp
* Transition to EXD
* Actionable for 19F
* Input u+3_4 to r18 cs1~25 LWV after 9F with 10F delay
* Input d+3_4 to r18 cs1~25 RWV after 9F with 10F delay
* Input b+3_4 to r10 SWY after 14F with 5F delay
* Input db to r15 FC with db after 9F with 10F delay
* WV transition notes:
* Transition is t38 r18 cs1~18 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
steveSWY.1+2thi10~15-2+1 / +10~17wc
* 3 damage on wall crush
* +10 when opponent hits the wall, if the throw is successful
* Frame advantage on wall crush increases up to +17 the further the opponent is from the wall
* Throw break 1+2
* 10F throw break window for NH and CH SWY.1+2
steveSWY.1+2~bthi10~15-2+1 / +13~23?wc
* 3 damage on wall crush
* +13 when opponent hits the wall after being rotated by < 90 degrees
* +17 when opponent hits the wall after being rotated by > 90 degrees
* +23? when opponent hits the wall after being rotated by 180 degrees?
* Frame advantage on wall crush increases up to +23? the further the opponent is from the wall
* Throw break 1+2
* 14F? throw break window for NH and CH SWY.1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
victor2+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
victorH.2+3L,M39,(25)i20, i39~40-14+5d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit (39dmg)
* +7a (-3) from 2nd hit
* Alternate input: H.R1
* 8 chip damage on block
* Low crush 36~56
* Floating state 57~59
victor2+3+4sp
victor3+4sp
* Stays indefinitely in stance
* Cancel to FC r20 with db
** i11 stand guard
victorf+3sp
* Cannot block in stance
* Cancel to r20 cs5~ FC with df
** Block 2F faster with FC cancel
* Punch parry only
* +15~+20 PRF on successful parry
* Can perform Heat Burst and Heat Smash from stance
* Parry state 5-10
victor1+2+3+4sp
victorub,bsp
victorIAI.bsp
victorIAI.dsp
* High crush 1~30
victorIAI.fsp
* Parries low attacks
* Parry state 3?~11?
* High crush 4~17
victorIAI.usp
victorPRF.3+4sp
* 10?f of intangibility on transition
victorPRF.dfspi21
* Recovers crouched
* High crush 5~20
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
xiaoyu2+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
xiaoyu1+3+4
* Low crush 8~15
xiaoyu2+3+4
xiaoyuf+3+4
* Transition to AOP with D
* Low crush 9~
xiaoyud+1+2
* Transition to AOP
* Transition to r10 FC with AOP.u
* Alternate input BT.d+1+2
* High crush 1~
xiaoyud+3+4special
* Alternate input u+3+4
xiaoyudb+1+2
* Transition to HYP
* db+1+2: perform Hypnotist right
* ub+1+2: perform Hypnotist left
* Actionable for 70F
* Stance move properties change with amount of time spent in stance:
* 1 step: 20~24F
* 2 steps: 45~50F
* 3 steps: 70~90F
* Can cancel stance after 20F with b, db, u, uf, f, df or 1 jab
* Punch parry (+9 HYP, opponent BT)
* Alternate input ub+1+2
* Parry state 2~10?
xiaoyub+1+3+6
* Transition to BT on successful parry
* Alternate input b+2+4
* Also possible during HYP and BT
* Parry state 5~12?
* Parry state 1~7?
* (BT)
xiaoyub+3+4
* Transition to BT
* r25 BT when performed from BT
* r15 BT when performed from AOP
* Alternate input BT.b+3+4 (r25), AOP.b+3+4 (r15)
xiaoyu1+2+3+4
xiaoyuhdb+3+4
* Transition to BT FC
* High crush 1~25
xiaoyuAOP.d
* Xiaoyu ducks lower
* will evade most mids
* High crush 1~40
xiaoyuAOP.f+3+4
* Transition to AOP r44 with D
* High crush 1~29
* Floating state 11~24
xiaoyuAOP.uf
* Alternate input AOP.ub AOP.u
* Low crush
xiaoyuBT.b+1+3+6
* Transition to BT on successful parry
* Alternate input BT.b+2+4
* Also possible front-facing and during HYP
* Parry state 1~16
xiaoyuBT.d+1+3+51a (+35)
* Low Parry from BT
* Alternate input BT.d+2+4
* Parry state 1?~14?
xiaoyuBT.d+3+4
* Xiaoyu spins and steps to the right
* Alternate input BT.u+3+4 (steps to the left)
xiaoyuBT.f+3+4
* Transition to FC BT
* High crush 1~8
* Low crush 9~
* High crush 28~30
xiaoyuHYP.1+2
* Starts taking steps in the opposite direction
* Can be performed any time in HYP after 25F from manual stance transition, or 20?F after other stance transitions?
* Parry state 2?~11?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
yoshimitsu2+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 7~62
* On
* cancel:
* Floating state 12~20
* Low crush 21~29
* Floating state 30~32
yoshimitsu1+2
* Transition to r17 FC with D
* Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves
* Parry state 3~9
yoshimitsu3+4
Yoshimitsu recovers in BT
yoshimitsud+1+2
* Unavailable in NSS
* Cancel to r38 standing with db (FLE.db)
* Low crush 8~17
* Floating state 18~20
yoshimitsud+3+4
* All stance moves are bufferable
* High crush 6~
* Floating state 6~
yoshimitsuDB+1+2
* Continues as long as DB is held
* Transition to r25 releasing db
* Actionable after 10f, mashing delays follow-ups
* Follow-ups are fastest with inputs timed on frame 11
* High crush 11~
yoshimitsub+3
* 8 self-damage
* Can be performed from backturn (reverse direction)
* i4 startup
yoshimitsub+3,3
* 10 self-damage
* 18 self-damage in total
yoshimitsub+3,3,3
* 5 self-damage
* 23 self-damage in total
yoshimitsub+3,3,3,3
* 5 self-damage
* 28 self-damage in total
yoshimitsub+3,3,3,3,3
* 5 self-damage
* 33 self-damage in total
yoshimitsub+3,3,3,3,3,3
* 5 self-damage
* 38 self-damage in total
yoshimitsub+1+2
* Cannot block during transition
* High crush 8~50
yoshimitsuu+1+2
* Cancel to r12 with db_d_df (js1~10)
* Unavailable in NSS
* Actionable after 15 frames, except when using DGF.2 which can be performed after 10 frames
* Low crush 8~
yoshimitsu1+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
yoshimitsuFC.DF+1l![12;12]i26+70a (+54)
* Weapon
* 100% recoverable damage
* Cannot be buffered after Heat Dash
* Must hold DF for 5 frames
* i27 effective startup (with FC.db,b+1 input)
* i31 effective startup (with FC.DF+1 input)
* i37 effective startup (FC.db,b+1 from manual crouch)
* i41 effective startup (FC.DF+1 from manual crouch)
* High crush 1~34
yoshimitsuDGF.1+2
* Low crush 1~27
* Floating state 28~30
yoshimitsuDGF.d+3+4
* Low crush 1~27
* Floating state 28~
* High crush 31~
yoshimitsuDGF.f
realigns with opponent, creates distance
* Low crush 1~
yoshimitsuFLE.1
* Floating state 1~25
* High crush 26~
yoshimitsuFLE.3
* Evades like a sidestep
* Low crush 1~
yoshimitsuFLE.d
* Evades mids from frames 7-12
* Can be canceled into other FLE moves (except FLE.n)
* Low crush 1~3
* Floating state 4~15
* High crush 4~15
* Low crush 16~30
yoshimitsuFLE.db
* Low crush 1~12
* Floating state 13~15
yoshimitsuFLE.d+3+4
* Low crush 1~16
* High crush 16~30
* Floating state 17~
yoshimitsuFLE.f
* In WFL from frames 2?-32?
* Cancel into FLE.f,f with f within 19? frames
* Low crush 1~
yoshimitsuFLE.f+2
yoshimitsuFLE.u+1+2
* Low crush 1~
yoshimitsuFUFT.d+3+4
* Floating state 1~
yoshimitsuIND.1+2
Unavailable in NSS
* Low crush 1~27
* Floating state 28~30
yoshimitsuIND.D+3+4*
* Allows 8-way directional movement in IND
* Continues as long as 3+4 is held
* Holding a directional input and pressing 1, 2 or 1+2 will play different voicelines
* Yoshimitsu must rest his arms before he can move, this animation takes 30 frames, this animation does not occur when using NSS.d+1+2
* High crush 1~
* Floating state 1~
yoshimitsuIND.f
* If closer than 1.75 units, recovers r49, 1 unit behind the opponent
* If in BT.IND closer than 1.75 units, recovers r49, 4.2 units away from the opponent
* If farther than 1.75 units, recovers r49 BT in the same location
* Evasive, can go under some attacks
* Floating state 1~50
yoshimitsuIND.n
* Recovers 3 recoverable health with each pulse
* Can be cancelled into other IND moves
* Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out
* High crush 1~
* Floating state 1~
yoshimitsuIND.u
* Evasive, can go under some attacks if timed
* Floating state 1~29
yoshimitsuIND.u+1+2
Unavailable in NSS
* Low crush 1~
yoshimitsuKIN.f
* High crush 5~25
yoshimitsuKIN.u+1+2
Can be counterhit on frames 1~19
* Low crush 14~
yoshimitsuMED.1
yoshimitsuMED.3+4
yoshimitsuMED.d
Transitions into sidewalk with held input
yoshimitsuMED.f
* Transition to BT with 3+4
* Can be cancelled into instant while standing
* Closes distance with the opponent
yoshimitsuMED.n
* May be canceled into another MED move
* at 26-28 frames into the animation:
* Restores recoverable health successively
** +1 health (1st pulse)
** +2 health (2nd pulse)
** +3 health (3rd onward)
yoshimitsuNSS.b+1+2
* Cannot block during transition
* High crush 8~50
yoshimitsuNSS.d+1+2
* High crush 7~
* Floating state 7~
yoshimitsuNSS.d+1+4
* Yoshimitsu is invisible on frames 50~64, but can still be hit
* Transition to 1SS.IND with D
* Transition to DGF with U
yoshimitsuNSS.uf+1+3
* Low crush 9~35
* Floating state 36~38
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
zafina3+4
* Cancel to r20 with db
* Can block after 21 frames with db
* Cancel to r28 with UB_U_UF
* Stance sidestep with u_d
* Backdash/dash with b_f
zafinad+1+2
* Cancel to r30 with DB_UB_U_UF
* Cancel to r10 standing guard with DB
* Crawl with F
* High crush 6~33
* Floating state 34~
zafinad+3+4
* Cancel to r28 with db (cs1~28, cannot block mids during cancel)
* Cancel to r36 with UB_U_UF
* Can block in stance on frame 31~
* Stance sidestep t31 r1 with u_d
* Move backward/forward with b_f
* Dash with f,f
* High crush 6~30
zafinab+3,ORB.1+2m13,8,(20)14i24~26-9-14a (-15)
* Balcony Break
* Consumes ORB
* Consumes 240F of remaining Heat time
* Deals 3 additional damage when Zafina's remaining health is below 48
* 8 chip damage on block
** 13 chip damage on block when Zafina's remaining health is below 48
* -9 frame advantage and 17 chip damage on block after absorbing an attack in power crush state
** 22 chip damage when Zafina's remaining health is below 48
* Available only on hit or block
* Jail from 1st block
* Power crush 7~23
zafina1+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
zafinaub,bsp
* Transition to r55 MNT with 3+4 (js9~25, cs31~55) at frame 25
* Low crush 9~40
* Floating state 41~43
zafinaMNT.2+3
zafinaSCR.d+3+4
* High crush 1~70
* Floating state 6~50
<Showing 6401-6584 of 6584 moves