
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| 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 | GMH.f | |||||||
| 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 | SIT.b | * * Floating state | ||||||
| jack-8 | SIT.f | * * Floating state | ||||||
| jin | 1+3+4 | |||||||
| jin | f+3+4 | * Enter Breaking Step r20 with DF * Steps forward * Actionable after 10f * High crush 10~39 | ||||||
| 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+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 | 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 | 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 | ||||||
| jun | f+3+4 | * Cancel to r34 FC with D on frame 16 * Parries low punches or kicks * Parries throws * Parry state 1~40 | ||||||
| jun | b+1+3 | * Parries mid or high punches or kicks * Parry state 5~12 | ||||||
| jun | b+1+2 | * Enter SS r16 with u_d * r30 when blocking after SS * Cancel to r15 with DB * Restores 3 recoverable health and gain Kazama Essence with each pulse | ||||||
| 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 | UB,b | Can perform wr3 with input 3 * Low crush 10~41 * Floating state 42~44 | ||||||
| jun | MIA.F | * Cancel to r34 FC with D on frame 16 * Parries low punches or kicks * Parries throws * Parry state 1~40 | ||||||
| king | 3+4 | * Hold to continue spinning and power up strikes, but King doesn't change direction. * King gets dizzy and falls after 6th spin: r102 FUFT fs?. * 2nd spin onward: r32 JGS * Low crush 6~21 * Floating state 22~24 | ||||||
| king | f+3+4 | * Cancel to r25 standing block with b on frame 35~ at the earliest * Access powered-up JGR moves starting at frame 60? * Immediately access powered-up JGR moves during Heat * Becomes pc7~89 during Heat. * Partially uses remaining Heat time | ||||||
| king | db+1+2 | * Damage taken during power crush state is recoverable * Cancel into db1+2,2 (Emerald Elbow) on frames 17~60 with input 2 * Cancel to r30 JGR with input 3+4 on frame 35 * Cancel into movement or crouch or any attack on frame 40 (r40) * Power crush 6~59 | ||||||
| king | db+1+2,3+4 | * Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup * pc7~ in heat | ||||||
| king | b+3+4 | * Cannot be held to continue spinning. * Low crush 6~21 * Floating state 22~24 | ||||||
| king | 1+2+3+4 | * Takes some time to charge and can cancel into anything. * After charged next hit by either side becomes counter hit. | ||||||
| king | f,n,d,df | * Duck high while moving forward. * Input f,n,d,df,f+(button) for instant ws moves. * 1st f cannot be held more than 10 frames. | ||||||
| king | ss2+4,b/db | * Side Step that ducks high and covers long distance quickly, recovers in crouch. * Input by u/d,n,n+2+4,b/db. | ||||||
| king | BT.3+4 | * Jaguar Step away from the oppponent while keeping backturn stance on recovery. * Can cancel into BT.1+2 / BT.1+4 unblockable. * Can hold 3+4 to keep spinning. * Cannot Reverse Jaguar Step in BT stance. * Low crush 6~ | ||||||
| kuma | 1+2+3+4 | |||||||
| lars | (airborne).DEN.2+4 | |||||||
| lars | DEN.2+4 | |||||||
| law | H.1+2 | -8~-7 | +66a (+50) | * Tornado * Weapon * Consumes 270F remaining Heat Time on block or whiff * Restores 60F of remaining Heat Time on hit * Alternate input DSS.1+2 | ||||
| law | 2+3+4 | |||||||
| law | df+1,3,2,2,3,3,3,4,4,4 | First 3 hits are a natural combo | ||||||
| law | d+1+2 | * Enters DSS * Transition to Slide Step with DF | ||||||
| law | b+1+3 | +7 | * Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups) * Parry state 5?~11? | |||||
| law | ub+3 | * Transition to Slide Step with DF * Alternate input u+3 * Low crush 9~ | ||||||
| law | 1+2+3+4 | |||||||
| law | 1+2+3+4 | |||||||
| law | (While down, facing up) 1+2+3+4 | |||||||
| lee | 2+3+4 | * Has a hidden Perfect Input by inputting 2 on the 51~53 frames. * Perfect Input is a Just Frame even in Heat * Perfect Input restores Heat Time | ||||||
| lee | 3+4 | * Transitions to HMS * Transition to r7? FC with d_db_df (8F cost?) ** Transition to r1? FC when transitioning from HMS move transitions? (1F cost?) * Transition to r7? MS with f,n | ||||||
| lee | b+1+3 | +14BT | * High and Mid parry * Puts you behind opponent * Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4 * Parry state 5? | |||||
| lee | u+3 | * Transition to FC with D * Transition to HMS with 3+4 * Low crush | ||||||
| lee | 1+2+3+4 | |||||||
| lee | b,n | * | ||||||
| lee | f,n | * Transitions to MS * Alternate input HMS.f,n * Can perform standing actions except for 3 and 3+4? * High crush | ||||||
| lee | ub,b | * Automatically transitions to HMS * Low crush | ||||||
| lee | FC.df,d,DF | * * High crush | ||||||
| leo | d+1+2 | * High crush 6~ | ||||||
| leo | b+1+3 | * Parries high and mid punches and kicks * Parry state 5~12 | ||||||
| leo | b+2+4 | * Balcony Break * Parries high and mid punches and kicks * Side switch on punch parry (+5) * 25 damage on kick parry (+1d), does not Balcony Break * Parry state 5~12 | ||||||
| leo | b+3+4 | |||||||
| leo | ub+1 | * Parries high and mid kicks * Parry state 5~12 | ||||||
| leo | 1+2+3+4 | Gain LTG | ||||||
| leo | d,DF | Crouching state | ||||||
| leo | d,df,f | * Cancel to SS with U? * No crouching state | ||||||
| leo | BOK.n | * Stance moves may be delayed by 8F? * May perform FC moves from frame 9? * High crush | ||||||
| leo | KNK.DF | |||||||
| leroy | H.b+1+2 | 20 | -9 | +35a (+27) | * Balcony Break * Consumes 210F of remaining Heat time * Crumple stun +14F after CH | |||
| lidia | H.CAT.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | H.HRS.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | H.WLF.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | 1+3+4 | |||||||
| lidia | f+3+4 | Actionable after 20f | ||||||
| lidia | b+1+3 | Parries high or mid punches * Parry state 5~12 | ||||||
| lidia | b+3+4 | Actionable after 20f | ||||||
| lidia | 1+2+3+4 | * Can't block for 5 seconds * CH state for 5 seconds | ||||||
| lidia | CAT.F | Actionable after 20f | ||||||
| lidia | CAT.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | CAT.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lidia | HRS.F | Actionable after 20f | ||||||
| lidia | HRS.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | HRS.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lidia | P.HAE | * Transition to HAE * Strong parry effect * Partially restore remaining Heat time | ||||||
| lidia | WLF.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | WLF.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lili | H.b+3* | * Actionable after 48f * Stance moves can be buffered * Transition to r57 DEW with F * Partially restores remaining Heat Time * Low crush 38~50 * Floating state 51~53 | ||||||
| lili | b+3 | * Actionable after 20f * Stance duration 40f, cannot input moves on frame 26~ * Stance moves can be buffered * Transition to r29? DEW with F * Low crush 12~22 * Floating state 23~25 | ||||||
| lili | b+3* | * Actionable after 48f * Stance moves can be buffered * Transition to r57? DEW with F * Low crush 40~50 * Floating state 51~53 | ||||||
| lili | b+3+4 | * Actionable after 16f | ||||||
| lili | 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 | ||||||
| lili | qcf | * Minimum 3f needed to enter (one for each directional, d can be buffered) * Stance moves available for 25 frames * Transition to FC with d,DF * Cancel to r32 RAB with b+3 or b+4 * Cancel to SS with u | ||||||
| lili | BT.b+3 | * Actionable after 20f * Stance duration 40f, cannot input moves on frame 26~ * Stance moves can be buffered * Transition to r29? DEW with F * Low crush 12~22 * Floating state 23~25 | ||||||
| miary-zo | H.b+3+4 | * Transition to WAL * d+3+4 foreground jump, u+3+4 background jump (r60 js9~34 fs35~37) * Partially consumes remaining Heat Time | ||||||
| miary-zo | 1+3+4 | * Low crush 13~123 * Floating state 124~126 | ||||||
| miary-zo | 3+4 | * Actionable after 20f * Cancel to r35 with DB on frame 20 * Low crush 5~58 * 59~61 | ||||||
| miary-zo | f+3 | * Actionable after 15f * Cancel to r1? FC with DB on frame 16~. 1F cost? * Stance moves available on frames 15~31 * High crush 6~44 | ||||||
| miary-zo | b+3+4 | * Transition to WAL r20 on contact with wall * d+3+4 foreground jump, u+3+4 background jump (r60 js9~34 fs35~37) * Low crush 9~35 * Floating state 36~38 | ||||||
| miary-zo | 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 | ||||||
| miary-zo | Tromba | * Miary Zo clings to the wall for a short time * Cancel with DB * Can enter WAL without wall contact when in Heat with H.b+3+4 * Low crush | ||||||
| miary-zo | BAO.F | * Low crush 1~12 * Floating state 13~15 * High crush 21~59 | ||||||
| miary-zo | BAO.uf | * Evasive forward leap * Low crush 1~83 * Floating state 84~86 | ||||||
| miary-zo | MOR.3+4 | * Low crush 6~15 | ||||||
| miary-zo | WAL.F | * Transition to MOR * Low crush 1~12 * Floating state 13~20 * High crush 21~59 | ||||||
| miary-zo | WAL.uf | * Transition to BAO * Low crush | ||||||
| nina | df+3+4 | i31~35 | * i20~24 startup with input d,DF+4 * High crush 4~ | |||||
| nina | b+1+3 | -6 | * Damage is 25 + 50% of the opponent's attack * Parries mid or high punches or kicks * Parry state 5~12 | |||||
| nina | 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 | ||||||
| nina | db,qcf,n,DB+2+3 | |||||||
| nina | qcb | * Cancel to SS with u * Buffer to r10 SS with d * Recovers in FC for 5 frames (21~25) * High crush 1~20 | ||||||
| nina | qcf | * Transition to FC with qcf,n * Cancel to FC with d,df,d * High crush 1~20 | ||||||
| panda | 1+2+3+4 | |||||||
| panda | HBS.f+3+4 | * Alternate input: HBS.b+3+4 * Transition to SIT | ||||||
| paul | b+1+3 | 25 | +1d FUFA | * Parry * Parry state 5~12 | ||||
| paul | 1+2+3+4 | |||||||
| paul | d,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 | ||||||
| paul | d,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 * Cancel to r1 block from 2f with b * Cancel to r1 sidestep from 2f with u * High crush 1~21 | ||||||
| paul | d,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 | ||||||
| paul | FC.D | |||||||
| paul | CD.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 | ||||||
| raven | 3+4 | * Transition to CD (Shadow Sprint) with F * Alternate input: d+3+4 or FC.3+4 | ||||||
| raven | df+3+4 | Transitions to Crouch Step * High crush 4~25 | ||||||
| raven | b+1+3 | * Parries all attacks except for Rage Arts * Parry state 1~10 | ||||||
| raven | b+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~ | |||||
| raven | b+3+4 | |||||||
| raven | 1+2+3+4 | * CH state for 5 seconds * Can't block for 5 seconds | ||||||
| raven | UB,b | * Low crush 10~41 * Floating state 42~44 | ||||||
| raven | qcf | Can cancel to t30 r1? FC with d,DF | ||||||
| raven | FC.df,d,DF | * High crush 1~30 | ||||||
| raven | FC.df,d,DF,f | |||||||
| raven | BT.b+3+4 | Can block mid or high attacks after 6f | ||||||
| raven | BT.f,f,f | * Will phase through opponent up-close * While vanished, Raven has no hurtbox * Low crush 12?~41 * Floating state 42~44 | ||||||
| raven | BT.f+1+2 | Parries mid or high punches or kicks * Parry state 1~8 | ||||||
| raven | SZN.B | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | SZN.D | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | SZN.F | |||||||
| raven | SZN.U | * Low crush 1~17 * Floating state 15~17 | ||||||
| reina | H.d+1+2 | * Automatically parries limb-based, non-airborne mids and highs * Deals 40 damage on successful parry * +1d on successful parry * Parry state 20~60 | ||||||
| reina | 1+4 | * Alternate input ws1+4 * Can transition to WGS with DF after 14 frames * Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF * Can press df to cancel with sidestep * High crush 1~29 | ||||||
| reina | f+3 | |||||||
| reina | d+1+2 | * Can transition to r14 SEN with input f+3 * Can transition to r2 WGS with input DF | ||||||
| reina | b+1+3 | * Parry mids and highs * Converts incoming damage to recoverable health * Partially restores Heat on successful parry * Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move * Parry state 3~8 | ||||||
| reina | b+3 | * Partially drains heat meter when in heat * Transitions to UNS (Gen) * Can transition to UNS (Kou, u/d) with input u+3 or d+3 * Can transition to SEN with input f+3 * Can transition to WGS with input DF * Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF * See also Unsoku Cancel | ||||||
| reina | f,n | * Can transition to WGS with input DF * Punch parry, transitions to WGS on successful parry with +10 * Parry state 2~8 | ||||||
| reina | ws1+4 | * Alternate input 1+4 * Can transition to WGS with DF after 14 frames * Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF * Can press df to cancel with sidestep * High crush 1~29 | ||||||
| steve | 1+2+4 | |||||||
| steve | 1+2+3+4 | |||||||
| xiaoyu | 1+3+4 | * Low crush 8~15 | ||||||
| xiaoyu | 2+3+4 | |||||||
| xiaoyu | f+3+4 | * Transition to AOP with D * Low crush 9~ | ||||||
| xiaoyu | d+1+2 | * Transition to AOP * Transition to r10 FC with AOP.u * Alternate input BT.d+1+2 * High crush 1~ | ||||||
| xiaoyu | db+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 40F with b, db, u, uf, f, df or 1 jab * Punch parry (+9 HYP, opponent BT) * During Heat, taking 3 steps (70f in HYP) partially restores remaining Heat time * Successful parry partially restores remaining Heat time * Alternate input ub+1+2 * Parry state 2~10? | ||||||
| xiaoyu | db+3+4 | * Transition to BT * High crush | ||||||
| xiaoyu | b+1+3 | +6 | * Transition to BT on successful parry * Alternate input b+2+4 * Also possible during HYP and BT * Parry state 5~12? | |||||
| xiaoyu | b+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) | ||||||
| xiaoyu | 1+2+3+4 | |||||||
| xiaoyu | AOP.d | * Xiaoyu ducks lower * will crush most mids * High crush | ||||||
| xiaoyu | AOP.f+3+4 | * Transition to AOP with D * High crush | ||||||
| xiaoyu | AOP.uf | * Alternate input AOP.ub AOP.u * Low crush | ||||||
| xiaoyu | BT.d+1+3 | +51a (+35) | * Low Parry from BT * Alternate input BT.d+2+4 * Parry state 1?~14? | |||||
| xiaoyu | BT.d+3+4 | * Xiaoyu spins and steps to the right * Alternate input BT.u+3+4 (steps to the left) | ||||||
| xiaoyu | BT.f+3+4 | * "Cali Roll" * High crush 1~8 * Low crush 9~ * High crush 28~30 | ||||||
| xiaoyu | HYP.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? | ||||||
| yoshimitsu | 1+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 | ||||||
| yoshimitsu | 3+4 | Yoshimitsu recovers in BT | ||||||
| yoshimitsu | d+1+2 | * Unavailable in NSS * Low crush 8~17 * Floating state 18~20 | ||||||
| yoshimitsu | d+3+4 | * All stance moves are bufferable * High crush 6~ * Floating state 6~ | ||||||
| yoshimitsu | DB+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~ | ||||||
| yoshimitsu | b+3 | * 8 self-damage * Can be performed from backturn (reverse direction) | ||||||
| yoshimitsu | b+3,3 | * 10 self-damage * 18 self-damage in total | ||||||
| yoshimitsu | b+3,3,3 | * 5 self-damage * 23 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3 | * 5 self-damage * 28 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3,3 | * 5 self-damage * 33 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3,3,3 | * 5 self-damage * 38 self-damage in total | ||||||
| yoshimitsu | b+1+2 | * High crush 8~50 | ||||||
| yoshimitsu | u+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~ | ||||||
| yoshimitsu | 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 | ||||||
| yoshimitsu | DGF.1+2 | * Low crush 1~27 * Floating state 28~30 | ||||||
| yoshimitsu | DGF.d+3+4 | * Low crush 1~27 * Floating state 28~ * High crush 31~ | ||||||
| yoshimitsu | DGF.f | realigns with opponent, creates distance * Low crush 1~ | ||||||
| yoshimitsu | FLE.1 | * Floating state 1~25 * High crush 26~ | ||||||
| yoshimitsu | FLE.3 | * Evades like a sidestep * Low crush 1~ | ||||||
| yoshimitsu | FLE.d | * Evades jabs from frames 4-14 * Evades mids from frames 7-12 * Can be canceled into other FLE moves (except FLE.n) * Low crush 1~4 * Floating state 5~15 * Low crush 16~ | ||||||
| yoshimitsu | FLE.db | * Low crush 1~12 * Floating state 13~15 | ||||||
| yoshimitsu | FLE.d+3+4 | * Low crush 1~16 * High crush 16~30 * Floating state 17~ | ||||||
| yoshimitsu | FLE.f | * In WFL from frames 2?-32? * Cancel into FLE.f,f with f within 19? frames * Low crush 1~ | ||||||
| yoshimitsu | FLE.f+2 | |||||||
| yoshimitsu | FLE.u+1+2 | * Low crush 1~ | ||||||
| yoshimitsu | FUFT.d+3+4 | * Floating state 1~ | ||||||
| yoshimitsu | IND.1~u+1+2 | * Unavailable in NSS * 1f input window * u+1+2 must be pressed on the 1st frame of the IND spin animation * Low crush 1~ | ||||||
| yoshimitsu | IND.1+2 | Unavailable in NSS * Low crush 1~27 * Floating state 28~30 | ||||||
| yoshimitsu | IND.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~ | ||||||
| yoshimitsu | IND.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 | ||||||
| yoshimitsu | IND.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~ | ||||||
| yoshimitsu | IND.u | * Evasive, can go under some attacks if timed * Floating state 1~29 | ||||||
| yoshimitsu | IND.u+1+2 | Unavailable in NSS * Low crush 1~ | ||||||
| yoshimitsu | KIN.f | * High crush 5~25 | ||||||
| yoshimitsu | KIN.u+1+2 | Can be counterhit * Low crush 14~ | ||||||
| yoshimitsu | MED.1 | |||||||
| yoshimitsu | MED.3+4 | |||||||
| yoshimitsu | MED.d | Transitions into sidewalk with held input | ||||||
| yoshimitsu | MED.f | * Transition to BT with 3+4 * Can be cancelled into instant while standing * Closes distance with the opponent | ||||||
| yoshimitsu | MED.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) | ||||||
| yoshimitsu | NSS.b+1+2 | * High crush 8~50 | ||||||
| yoshimitsu | NSS.d+1+2 | * High crush 7~ * Floating state 7~ | ||||||
| yoshimitsu | NSS.d+1+4 | Yoshimitsu is invisible on frames 50~64, but can still be hit | ||||||
| yoshimitsu | NSS.uf+1+3 | * Low crush 9~35 * Floating state 36~38 | ||||||
| zafina | 3+4 | * Cancel to r20 with db * Cancel to r28 with UB_U_UF * Stance sidestep with u_d * Backdash/dash with b_f | ||||||
| zafina | d+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~ | ||||||
| zafina | d+3+4 | * Cancel to r30 with db * Cancel to r38 with UB_U_UF * Can block in stance on frame 31~ * Stance sidestep with u_d * Move backward/forward with b_f * Dash with f,f * High crush 6~30 | ||||||
| zafina | b+1+3 | +12d | * Zafina automatically retaliates on a successful parry * Deal 8 recoverable damage to self without Heat * Parry state 6~29 | |||||
| zafina | 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 | ||||||
| zafina | MNT.2+3 | |||||||
| zafina | SCR.d+3+4 | * High crush 1~70 * Floating state 6~50 |