
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| lee | ws3,3,DF+3 | M, m, m | 16, 11, 10 | i10, ,i26 | -19 | -8 | * Combos from 2nd hit CH | |
| lee | ws3,3,DF+3,3 ... | M, m, m, h | 16, 11, 10, 10 | i10, ,i26 | -16 | -8 | * DF+3,3 can be repeated infinately * Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks * Combos from 3rd hit | |
| lee | ws3,3,D+3 | M, m, l | 16, 11, 8 | i10, ,i26 | -19 | -8 | * Combos from 2nd hit CH | |
| nina | uf+4,3 | h, L | 23, 10 | i18, i18 | -19 | -8 | Combo from 1st CH * High crush 35~64 | |
| raven | 3~4,F | m,M | 10,16 | i25~26 i31~36, | -39~-36 | -8 | Will phase through opponent up-close * Low crush 13~41 * Floating state 42~44 | |
| reina | OTG.d+4 | L | 14 (11) | i19 | -19 | -8 / -8a (-16) | 22 (17) dmg if done with input OTG.d+4 alone | |
| steve | df+1,2~f+1+2,1 | m, h,h, m | 12, 8,12, 7 | i13, ,i17~18 | -19 | -8 | * Combo from 2nd CH | |
| steve | df+1,2~f+1+2,1,1,2 | m, h,h, m, m, m | 12, 8,12, 7, 8, 8 | i13, ,i22~23 | -8 | * Combo from 4th hit | ||
| yoshimitsu | f+3+4 | m,M,M,M | 18,3,3,3 | i21~25 | -13~-9 | -8a (-15) | * Balcony Break * Floor Break * Head * Floor break occurs on 4th hit * Transition to FLE on hit only * Attacks after 1st only come out on hit * Combo from 1st hit does 2,1,1 damage * Combo does 2 extra damage from FLE.n * Cancel to r65 BT earliest on frame 10 with b * Automatically transitions to r55 IND on self-wallsplat * Total and recovery frames on hit t88 r19 | |
| zafina | d+1 | m | 11 | i12 | -16 | -8 | -3c | * Spike |
| alisa | ub+4,1,1 | m, m, m | 10, 12, 9 | i18, ,i21 | -20 | -9 | * Elbow * Combo from 2nd hit * Combo from 1st CH | |
| asuka | ws2,1,1,1,2,1,4,3 | m, h, m, h, m, sm, m, l | 18, 10, 8, 8, 6, 5, 7, 7 | i13~14, , | -25 | -9 | ||
| azucena | f,f,F+3 | m | 10 | i15~16 | -14 | -9 | Knee * Low crush 9~36 * Floating state 37~39 | |
| dragunov | d+4 | L | 12 | i15~16 | -15 | -9 | -4 | |
| eddy | 2+4 | th(h) | 35 | i12~14 | -6 | -9 | * Floor Break * Throw break: 1 or 2 * Sideswitch on break | |
| hwoarang | LFS.2,2,3,4,3 | m, h, h, L, m | 15, 7, 10, 7, 7 | i16, ,i31 | -9 | -9 | * Interrupt from 4th block with i13 | |
| jack-8 | db+3 | l | 15 | i21 | -20 | -9 | * | |
| jack-8 | db+3,4 | l, l | 15, 12 | i21, i27 | -16 | -9 | * | |
| jun | uf+4 | m | 10 | i16~18 | -20 | -9 | * Low crush 10~40 * Floating state 41~43 | |
| king | d+3+4 | L | 14 | i16 | -25 | -9 | * On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4) * High crush 6~ | |
| king | d+3+4,4 | L, L | 14, 7 | i16, i29 | -25 | -9 | * Combo from 1st hit on CH. * High crush 1~ | |
| king | d+3+4,4,4 | L, L, L | 14, 7, 7 | i16, ,i29 | -25 | -9 | * Combo from 2nd hit on CH. * High crush 1~ | |
| leo | b+1+3,P.2 | m | 30 | i14~15 | -9~-8 | -9a | * Balcony Break * Combo from parry * Gain LTG on hit | |
| leroy | HRM.b+3 | L | 12 | i20~21 | -31 | -9 | ||
| paul | d+4,2 | L, m | 9, 23 | i15, i21 | -18 | -9 | * Elbow * Move can be delayed 3f * Input can be delayed 4f * Combo from 1st CL with 3f delay +5d (-2) * Combo from 1st CH with 3f delay +5d (-2) | |
| paul | FC.D,U+4 | m | 40 | i13~18 | -49d | -9d (-24) | * Deals recoverable damage to self | |
| paul | DPD.df+3+4 | m,M | 32,10 | i18~23,i51~61 | -49d | -9d (-24) | * Effective minimum startup 28f * t112 on hit * Deals recoverable damage to self * Low crush 16~35 * Floating state 36~62 * FDFA * 63~92 | |
| yoshimitsu | b+1,1,db+3 | h, h, l | 8, 9, 7 | i17, ,i13~14 | -20 | -9 | * Combo from 1st hit * Can combo to DB+3 extensions * Can be performed after one or three b+1 * High crush 10~ | |
| yoshimitsu | f,F+3+4 | m | 15 | i22~24 | -20 | -9c | * Floor Break * Cannot be buffered * Visually similar to f,F+1+2 * Low crush 10~27 * Floating state 28~30 | |
| armor-king | 2+4,d+1+2 | th(h) | 35, 38 | i12~14, | -10d | * Floor Break * Unbreakable throw extension * Opponent left FUFA | ||
| armor-king | FDFL.db+1+3+1+3 | th(g) | 0 | i18~20 | +8 | -10d | * 1 or 2 throw break, depending on Armor King's input. * Transitions to Back Mount (BM), which has the Ultimate Punch followup * Opponent recovers in FDFT. | |
| clive | H.2+3 | m,t,m,m,m,m,m,m | 55 | i18 | +8 | -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 | |
| heihachi | H.d+3,2 | M, SM | 25, 25 | i22~23, i30 | +0 | -10a (-20) | * Tornado * Reversal Break * Combo from 1st hit * Chip damage on block * Consumes 240F? of remaining Heat time | |
| heihachi | uf+3 | m | 17 | i28~29 | -10 | -10a (-20) | * Balcony Break * 2nd hit available only on hit or block * Low crush 9~ | |
| heihachi | FUJ.3 | m | 17 | i28~29 | -10 | -10a (-20) | * Balcony Break * 2nd hit available only on hit or block * Low crush 8~ | |
| hwoarang | LFS.2,2,3,4,3,4 | m, h, h, L, m, m | 15, 7, 10, 7, 7, 8 | i16, ,i22~24 | -21 | -10 | * Combo from 5th hit | |
| jack-8 | uf+1+2 | t | 35 | i11 | -6 | -10d | * Throw Break 1+2 * Floor Break | |
| king | MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4 | t | 31 | -6 | -10d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. Max Damage 116. | ||
| kuma | uf+4 | m | 20 | i29~30 | -6 | -10a (-20) | * Balcony Break * Low crush 9~30 * Floating state 31~33 | |
| lee | ws3 | M | 16 | i10 | -21 | -10 | * | |
| panda | uf+4 | m | 20 | i29~30 | -6 | -10a (-20) | * Balcony Break * Low crush | |
| paul | qcb+3 | L | 14 | i18~19 | -21c | -10g | +21a | * High crush 1~ |
| reina | OTG.d+4,1 | L, L | 14 (11), 17 (20) | i19, i20~21 | -26 | -10 / -15a (-23) | * Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg * Jails from 1st block * Combo from 1st hit | |
| reina | WRA.4 | M,M | 6,8 | i17~18,i13 | -10 | -10 | +7 | * Spike ** on 2nd hit * Combo from 1st CH * Both hits jail on block |
| zafina | SCR.df+3 | L | 10 | i28~30 | -23 | -10c | * Homing * High crush 6~ | |
| jack-8 | FC.df+1 | m | 5 | i23 | -21 | -11c | * | |
| jack-8 | FC.df+1,2 | m, m | 5, 8 | i23, i16 | -21 | -11c | * Combos from 1st hit | |
| leo | b+1+2 | m | 15 | i17~18 | -24~-23 | -11 | ||
| asuka | ws2,1,1 | m, h, m | 18, 10, 8 | i13~14, , | -23 | -12 | ||
| asuka | ws2,1,1 | m, h, m | 18, 10, 8 | i13~14, , | -23 | -12 | ||
| clive | WOL.2 | sm,t | 30,70 | i25~40 | -38~-23 | -12c~+3c | * Weapon * Transition to attack throw on airborne hit * 56 damage in total with attack throw and scaling * Forces tech backroll on hit | |
| dragunov | uf+3+4 | t | 35 | i38~42 | -12d | Unbreakable (avoid by ducking) | ||
| jack-8 | SIT.1+2 | m | 21 | i24 | -44 | -12d | * * Floating state | |
| kazuya | DVK.ub+1+2 | h! | 40 | i41~56 | -12c~+3c | * Consumes 150F? of remaining Heat time * -12c~-7c on average * Forces backroll on hit | ||
| yoshimitsu | 4,4,2 | h, h, m | 16, 16, 5 | i12~13, ,i30~31 | -22 | -12 | Yoshimitsu recovers sideturned on block | |
| clive | GAR.2 | m | 20 | i18~19 | -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 | |
| kuma | f+3+4,1+2 | L, M | 20, 30 (24) | i28~30, i50~i60 | -16 | -13a | * Shoulder ** Body slam (unparryable) * 24 damage from 1st hit with grounded scaling * High crush 0~ | |
| panda | f+3+4,1+2 | L, M | 20, 30 (24) | i28~30, i50~i60 | -16 | -13a | * Shoulder ** Body slam (unparryable) * 24 damage from 1st hit with grounded scaling * High crush 0~ | |
| yoshimitsu | 4,4,2,2 | h, h, m, h | 16, 16, 5, 6 | i12~13, ,i22~23 | -24 | -13b | * Combo from 3rd hit | |
| yoshimitsu | BDS.3 | m | 23 | i17~30 | -15~-2 | -13~+0 | Can hit from the front of the opponent attacks into it * Low crush 14~27 * Floating state 28~30 | |
| zafina | ORB.SCR.df+3+4 | L,m,m,sm | 6,15,3,10 | i19 | -14 | -13a (-14) | * Transition to 3rd hit on 2nd hit * Consumes ORB * Consumes 450F of Heat time * Deals 5 additional damage when Zafina's remaining health is 42 or lower * 4 chip damage on block ** Deals 6 chip damage on block when Zafina's remaining health is 42 or lower * High crush 6~ | |
| asuka | ws2,1,1,1 | m, h, m, h | 18, 10, 8, 8 | i13~14, , | -25 | -14 | ||
| asuka | ws2,1,1,1 | m, h, m, h | 18, 10, 8, 8 | i13~14, , | -25 | -14 | ||
| devil-jin | b,f+1+2,2 | m, M | 6,6,6,6,6,6, 30 (9) | i25 i6 i6 i6 i6 i6, i28~31 | -31 | -14a (-23) | * Balcony break on standing hit only * Combo from 1st hit * 9 damage with scaling from 1st * Low crush 28~69 * Floating state 70~72 | |
| king | PD.1+2,1+2 | t | 35 | i11 | -7 | -14d | Floor Break * 2 throw break. (when legs lifted to the top) * Opponent recovers in FDFA. | |
| lee | df+1,2,2,1,3,3 | m, h, h, h, h, L | 10, 5, 6, 5, 7, 6 | i13, ,i24 | -25 | -14 | * Combo from 5th CH | |
| lee | D+4 | l | 7 | i12 | -13 | -14 | -2 | |
| lee | d+4 | l | 7 | i12 | -13 | -14 | -2 | |
| paul | 1,2,3 | h, h, m | 5, 12, 7 | i10, ,i16~17 | -25 | -14 | * Combo from 1st hit * Jail from 1st hit * Cancel to 10 strings | |
| paul | Back Throw.1+3 | t | 50 | i12~14 | -14d FUFA | * Throw cannot be broken | ||
| yoshimitsu | db+3 | l | 8 | i18~19 | -25 | -14 | * High crush 6~ | |
| yoshimitsu | uf+3+4,1,3+4 | M, h, M | 20, 8, 21 | i31~35, ,i31~35 | +0c~+4c | -14a | * Floor Break * 3rd hit delayed 18f, effective startup i49~53 * On hit, transitions to r49 backward jump automatically * Low crush 28~50 * Floating state 51~53 | |
| yoshimitsu | hFC.db+3 | l | 8 | i18~19 | -25 | -14 | * Leads to db+3 extensions * Can be done from Crouch Level 1 * High crush 1~ | |
| zafina | b+3,ORB.1+2 | m | 13,8,(20)14 | i24~26 | -9 | -14a (-15) | * Balcony Break * Consumes ORB * Consumes 240F of remaining Heat time * Deals 3 additional damage when Zafina's remaining health is below 43 * 8 chip damage on block ** 13 chip damage on block when Zafina's remaining health is below 43 * -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 43 * Available only on hit or block * Power crush 7~23 | |
| alisa | H.2+3 | m | 50 (28) | i20~21 | +8 | -15d | * Heat Smash * Transition to DES with 1+2 (+8) * Transition to SBT with 3_4 (+10) * Transition to DBT with f+3_f+4 (+10) * 8 chip damage on block | |
| bryan | ub+1+2,1,2,1,2,1,2,1,2,1 | m,m, m, m, m, m, m, m, m, m, m | 5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2 | i15 i12, ,i5 | -26 | -15 | * Combo from 1st hit * 4f input window | |
| bryan | ub+1+2,1,2,1,2,1,2,1,2,1,4 | m,m, m, m, m, m, m, m, m, m, m, m | 5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 14 | i15 i12, ,i10 | -35 | -15a (-24) | * Knee * Balcony Break * Combo from 1st hit | |
| lee | df+1,2,2,1,3 | m, h, h, h, h | 10, 5, 6, 5, 7 | i13, ,i22~23 | -26~-25 | -15~-14 | * Combo from 4th hit | |
| yoshimitsu | db+3,3,3,3,3,3 | l, l, l, l, l, l | 8, 7, 7, 5, 5, 5 | i18~19, ,i9~11 | -26 | -15 | * Combo from 5th CH * High crush 1~ | |
| hwoarang | LFS.2,2,3,4,3,4,4 | m, h, h, L, m, m, l | 15, 7, 10, 7, 7, 8, 7 | i16, ,i19 | -27 | -16 | * Interrupt from 6th block with i18 * Can be sidestepped | |
| hwoarang | LFS.2,2,3,4,3,4,4,4,4 | m, h, h, L, m, m, l, h, m | 15, 7, 10, 7, 7, 8, 7, 10, 21 (14) | i16, ,i22 | -18 | -16 | * Airborne combo from 8th hit * Interrupt from 8th block with i33 * Can be sidestepped | |
| lee | D+4,4 | l, l | 7, 8 | i12, i20 | -15 | -16 | -4 | Combos from 1st hit CH |
| lee | D+4,4,4 | l, l, l | 7, 8, 5 | i12, ,i20 | -15 | -16 | -4 | Combos from 2nd hit CH |
| alisa | f,f,F+1+2 | M | 24 | i18~36 | -3 | -17a (-26) | * Balcony Break * Low crush 5~36 * Floating state 37~67 | |
| paul | d+1,4 | m, L | 16, 15 | i14~15, i19 | -31c | -17 | +14a FUFA | * Move can be delayed 5f * Input can be delayed 5f * Combo from 1st CH with 5f delay |
| steve | df+1,2~f+1+2,1,1 | m, h,h, m, m | 12, 8,12, 7, 8 | i13, ,i23~26 | -25 | -17 | * Combo from 3rd hit | |
| yoshimitsu | 4,4,2,2,NSS.1 | h, h, m, h, m | 16, 16, 5, 6, 30 | i12~13, ,i67 | -54 | -17a | ||
| yoshimitsu | 4,4,2,2,1 | h, h, m, h, m! | 16, 16, 5, 6, 30 | i12~13, ,i67 | -18 | * Weapon | ||
| king | f,F+2+3 | M,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Forces crouching on block and hit. * Throw when hit standing in front close range. * Low crush 12~ | |
| king | JGR.1+2 | M,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Throw when hit standing in front close range. * King recovers off axis * Power up into JGR.1+2* after 30F? or during Heat ** 24,15dmg and i51~73? effective startup (without Heat) ** Partially uses remaining Heat time during Heat | |
| king | JGS.3,2+3 | m, M,t | 23/27/34, 20,15 | i22~23, i21~43 | -16c~+2c | -19c~+3c/-5d | * Throw when hit standing in front close range. * Doesn't combo from JGS.3, but trades with 10 frame jab. * Properties not changed with extra spins. | |
| raven | UB,b,3+4 | m!,m!,M! | 20,20,20 | ,i38~40 i46~49 i51~54 | -19a | Spike * Low crush 21~56 | ||
| alisa | SBT.1,2,1 | m, m, m | 12, 13, 7 | i13~14, ,i20~21 | -12 | -20 | -12 | * Combo from 2nd CH * Less safe on hit than on block without CH * Low crush 26~102 * Floating state 103~105 |
| armor-king | f,hcf+1 | th(h) | 40(45)/70,5 | i10 | -7 | -20d (-50) | * Throw break 1 * Perform tech ukemi to reduce 5 damage. * Side switch * 70 damage on wall splat regardless of input. * Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark. * f,b,d,f are required inputs for normal throw * i11 startup for Bluespark throw with buffered input * 18F throw break window on Bluespark * 7F throw break window on CH Bluespark * BAD.1+3: i14 startup. Cannot execute blue spark variant * Partially restores remaining Heat time. * Opponent recovers in FDFT. | |
| devil-jin | FLY.4 | M | 10 | i20~21 | -29 | -20s | * Low crush 1~50 * Floating state 51~53 | |
| devil-jin | MCR.4 | M | 10 | i20~21 | -29 | -20s | * Low crush 1~50 * Floating state 51~53 | |
| king | f,hcf+1 | t | 45(50)/70,5 | i10 | -13 | -22d(-50) | * Homing during heat * 1 throw break * Side switch * Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark. * i11 startup for Bluespark throw with buffered input * 50 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Partially restores remaining Heat time. * Perform tech ukemi to reduce 5 damage. * 70 damage on wall splat regardless of input. * f,b,d,f are required inputs for normal throw * Opponent recovers in FUFT. | |
| raven | BT.f+3+4,F | M | 24 | i25~27, | -36 | -22 | * Will phase through opponent up-close * While vanished, Raven has no hurtbox * Low crush 18~49 * Floating state 50~52 | |
| yoshimitsu | NSS.ub+1+3 | m! | 50 | i51~65 | -23 | * Punishable on close hit with FUFT.3 | ||
| armor-king | 3+4,2 | M, M | 14, 25 | i25~32, i17~i34 | -18d | -24a(-50) | * Balcony Break * Elbow * Combo from 1st hit * Opponent recovers FDFA * AK recovers standing on hit * Low crush 9~37? | |
| yoshimitsu | ub+1+3 | m! | 40 | i50~52 | -24 | * Weapon * Punishable on close hit with FUFT.3 | ||
| alisa | uf+3 | m | 15 | i17~18 | -52 | -25 | * Transition to SBT with input 3_4 * Transition to DBT with input f+3_f+4 * on * whiff: * Low crush 9~31 * Floating state 32~34 * oh * hit/block: * Low crush 9~61 * Floating state 62~64 | |
| yoshimitsu | d+1+4,B+1 | m!, m! | 60, 18 | i29~30, i1~39 | -29a | * Weapon * 6 self damage | ||
| yoshimitsu | d+1+4,B+1,1 | m!, m!, m! | 60, 18, 20 | i29~30, ,i1~18 | -29a | * Weapon * 6 self damage | ||
| yoshimitsu | d+1+4,B+1,1,1 | m!, m!, m!, m! | 60, 18, 20, 21 | i29~30, ,i1~18 | -29a | * Weapon * 10 self damage | ||
| yoshimitsu | d+1+4,B+1,1,1,1 | m!, m!, m!, m!, m! | 60, 18, 20, 21, 28 | i29~30, ,i1~18 | -29a | * Weapon * 12 self damage | ||
| devil-jin | db+1+4 | h! | 40 | i32~63 | -30c~+1c | * Balcony Break * -22c~-19c on average * Forces backroll on hit | ||
| yoshimitsu | d+1+4,B+1,1,1,1,1 | m!, m!, m!, m!, m!, m! | 60, 18, 20, 21, 28, 30 | i29~30, ,i1~35 | -30a | * Weapon * 17 self-damage * The entire string deals 111 self damage | ||
| 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~ | |||||
| yoshimitsu | d+1+4 | m! | 60 | i29~30 | -32a | * Weapon * 60 self damage during 1st recovery frame * Can connect from the front if the opponent attacks into it | ||
| jack-8 | SIT.1,2 | l, l | 10, 10 | i19, i15 | -47 | -36 | * Combos from 1st hit * Floating state | |
| jack-8 | SIT.1,2,1 | l, l, l | 10, 10, 10 | i19, ,i15 | -47 | -36 | * Combos from 1st hit * Floating state | |
| jack-8 | SIT.1,2,1,2 | l, l, l, l | 10, 10, 10, 10 | i19, ,i15 | -47 | -36 | * Combos from 1st hit * Alternate input SIT.2,1,2,1 ** String moves recover 4 frames faster with alternate input * Floating state | |
| eddy | b,B+2+3 | m! | 25,30 | i77~79 | -37a(-46) | * Balcony Break * Can cancel with input b,B+2+3,b,b | ||
| jack-8 | SIT.1 | l | 10 | i19 | -48 | -37 | * * Floating state | |
| yoshimitsu | db+2,2,2,2,2,2 | m, m, m, m, m, m | 8, 7, 6, 5, 4, 3 | i15, ,i10~14 | -49 | -37 | Combo from 5th CH | |
| alisa | ub+4,1,1,2,1,1,3+4,3,2 | m, m, m, h, h, m,M,M, L, m, M | 10, 12, 9, 5, 5, 3,3,3, 7, 15, 20 | i18, ,i17~22 | -30 | -38a (-45) | * Combo from 8th hit * Available only as combo from previous hit * Low crush 1~ | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2 | m, h, M, L, M, m, m | 12, 12, 6, 5, 6, 6, 7 | i18~19, ,i55 | -49 | -38 | * Interrupt float with i40? from 6th block * Can SSL/SSR and SWL/SWR from 6th block * Floating state 1~122 | |
| alisa | ub+4,1,1,2,1,1,3+4,3 | m, m, m, h, h, m,M,M, L, m | 10, 12, 9, 5, 5, 3,3,3, 7, 15 | i18, ,i20~21 | -65 | -40 | * Combo from 7th hit * Low crush 9~ | |
| asuka | ws2,1,1,1,2,1+4,1 | m, h, m, h, m, sll,h, h | 18, 10, 8, 8, 6, 7,5, 6 | i13~14, , | -10 | -43 | ||
| yoshimitsu | uf+3+4,1 | M, h | 20, 8 | i31~35, i16~18 | -1 | -43 | * On hit, transitions to r49 backward jump automatically * Combo from 1st hit vs grounded * Combo from 1st hit | |
| kazuya | DVK.3+4 | M! | 30 | i60~90 | -49c~-19c | * Balcony Break * -45c~-41c on average * Consumes 150F? of remaining Heat time * Forces backroll on hit * Low crush 20~134 * Floating state 135~137 | ||
| yoshimitsu | 4,4,2,2,NSS.1~1 | h, h, m, h, m, h! | 16, 16, 5, 6, 30, 40 | i12~13, ,i20~105 | -49a (-75) | * Balcony Break * Cancel early to r30 with B | ||
| yoshimitsu | NSS.ub+1+3,n,1 | m!, h! | 50, 40 | i51~65, i20~105 | -49a (-75) | * Balcony Break * Cancel to r94 with B on frame 64 | ||
| yoshimitsu | ub+1+3,n,1 | m!, m! | 40, 22 | i50~52, i28~113 i2~4 | -57a | * Weapon * Cancel early to r25 with B on frame 64 * Possible to double-hit during cancel | ||
| yoshimitsu | 4,4,2,2,1~1 | h, h, m, h, m!, m! | 16, 16, 5, 6, 30, 22 | i12~13, ,i28~113 | -58 | * Weapon * Cancel early to r26 with B (earliest cancel -12a) * Possible to double-hit | ||
| yoshimitsu | f,F+1+4,F | m!, m! | 60, 185 | i45, i35~37 | -60a | * Weapon * 200 self-damage during 1st recovery frame * Dealing lethal damage will award the victory to Yoshimitsu | ||
| devil-jin | FLY.f+1+2 | M! | 30 | i32~75 | -65c~-22c | * Balcony Break * -52c~-50c on average? * Forces backroll on hit * Recovers front-facing when done from BT FLY * Low crush 1~ | ||
| yoshimitsu | f,F+1+4 | m! | 60 | i45 | -65a | * Weapon * Cannot be buffered * 60 self-damage during 1st recovery frame * NSS.f,F+1+4 will always cancel into f,F+1+4,n * Dealing lethal damage will award the victory to Yoshimitsu * Holding any direction will trigger the attack, not just forward | ||
| yoshimitsu | b+1,1,1,1,1,1 | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | i17, ,i11~12 | -73 | -71 | -67 | * Combo from 4th hit * Combo from 3rd CH |
| devil-jin | FLY.1+2 | M! | 30 | i50~100 | -72c~-22c | * Balcony Break * -72c~-56c on average * Forces backroll on hit * Low crush 1~111 * Floating state 112~114 | ||
| jack-8 | f,F+1+4 | M (L) | 25 | i21~30 (i31~40) | -82~-73 | -88~-79 | * i31~40 Low attack on landing ** (-110~-101 oB, -65~-56 oH) * Low crush | |
| alisa | H.d+1+2 | * Cancel to r30 with db * Consumes 60F of remaining Heat time * 75% damage reduction when absorbing attacks * Damage absorbed is recoverable * No hitstop during attack absorption * Automatic standing guard from frames 1 to 5 * Can standing or crouching guard starting at frame 31 * Power crush 6~30? | ||||||
| alisa | H.f+1+4 | * Consumes 150F of remaining Heat time * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | 1+2+3 | Can transition to DES with held input 1+2 | ||||||
| alisa | 1+2+4 | |||||||
| alisa | f+3+4 | * Low crush 26~54 * Floating state 55~57 | ||||||
| alisa | d+1+2 | * Transition to r30 with db or d+1+2 * Transition to DBT with DES.f+3_f+4 | ||||||
| alisa | db+1 | * Transition to FC with D * Can perform WS moves after 24 frames * High crush 4~15 | ||||||
| alisa | db+1 | * Transition to r9? FC with D or after d+3 BKP transition * Can perform WS moves after 24 frames * High crush 4~15 | ||||||
| alisa | b+1+3 | * Parries all highs * Parry state 3~15 | ||||||
| alisa | 1+2+3+4 | * Cannot block for 5 seconds * CH state for 5 seconds * Transition to DES with 1+2 * Low crush 11~49 * Floating state 50~52 | ||||||
| alisa | (Back to wall).b,b,UB | * is8~13 * Low crush 14~57 * Floating state 58~60 | ||||||
| alisa | DES.3 | |||||||
| alisa | DES.b,b | |||||||
| alisa | DES.b+3 | * Low crush 7~33 * Floating state 34~36 | ||||||
| alisa | DES.d+3 | * DES.d+3_4 goes to foreground, DES.u+3_4 goes to background * Transition to r20 DBT with 3_4 * Low crush 5~22 * Floating state 23~25 | ||||||
| alisa | DES.f,f | |||||||
| alisa | DES.f+3 | * Cancel to r33 with DBT.b * Transition to r50 SS with DBT.u_d * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | DES.f+3 | * Cancel to r33 standing block with DBT.B * Transition to Evasive Action with input DBT.U_D * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | FUFT.1+2 | * Floating state 1~5 * Low crush 6~40 * Floating state 41~43 | ||||||
| alisa | SBT.D | * Transition to r32 BKP with B (Backswing) * High crush 34~ | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| anna | f+3 | * Transition to r10 FC with db * Transition to r16 CJM with b+3 | ||||||
| anna | df+3,2,1 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4 | m, h | 13, 9 | i14, , | * Transition to -21 -10 +9a CJM with B | |||
| anna | df+3,2,1,2,4,1 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2,2,3+4 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2,2,3+4,2 | m, h | 13, 9 | i14, , | ||||
| anna | b+3 | * Actionable after 16f * i3? low parry: parries all lows (including Heat Smash lows) * i3? throw parry: +0d and 25 damage * Transition to r13 HAM with f+3 * Parry state 3~47 | ||||||
| anna | CJM.df | * High crush 5~ * Floating state 8~35 | ||||||
| anna | CJM.f+3 | * Transition to r10 FC with db * Transition to r16 CJM with b+3 | ||||||
| anna | HAM.b+3 | |||||||
| anna | TOM.3 | * Actionable after 16f * i3? low parry: parries all lows (including Heat Smash lows) * i3? throw parry: +0d and 25 damage * Transition to r13 HAM with f+3 * Parry state 3~47 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| armor-king | f+3+4 | sp | * Parries mid and high punches * Cannot block in stance * Transition to BAD * Parry state 5-12? | |||||
| armor-king | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to SS with u * Cancel to standing block with b | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| asuka | b+1+3 | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~12 | |||||
| asuka | b+1+3* | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~54 | |||||
| asuka | 1+2+3+4 | * Transition to Ultimate Tackle throw with 1+2 * Cannot block for 5 seconds * CH state for 5 seconds | ||||||
| asuka | 1+2+3+4,1+2 | m,t | 0,0 | i16 | -6 | +3 | * Throw break 1+2 * Works on standing or crouching opponent * Tackle is reversed on the player on break * Opponent recovers FUFT on hit | |
| asuka | ws2,1,1,1,2,1,4,3,3+4 | m, h, m, h, m, sm, m, l, m,m | 18, 10, 8, 8, 6, 5, 7, 7, 25,25 | i13~14, , | -11 | KND | ||
| asuka | ws2,1,1,1,2,1+4,1,3+4 | m, h, m, h, m, sll,h, h, l,m | 18, 10, 8, 8, 6, 7,5, 6, 5,24 | i13~14, , | -43 | LNC | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| azucena | H.f+3+4 | * Parries all high or low attacks * Consumes 120F of remaining Heat time * Cancel to r20 with DB * High crush 4~20 * Parry state 17~ | ||||||
| azucena | 1+3+4 | |||||||
| azucena | 1+3+4* | * Regenerates heat * Heat meter won't disappear, even if it fully depletes | ||||||
| azucena | f+3+4 | * Completely evades all high/low attacks * Cancel to r20 with DB * Parry state 18~ | ||||||
| azucena | f+3+4* | * Regenerates heat * Heat meter won't disappear, even if it fully depletes * Parry state 1~ | ||||||
| azucena | b+3+4 | * Low crush 6~19 * Floating state 20~22 | ||||||
| azucena | b+3+4* | Regenerates heat | ||||||
| azucena | 1+2+3+4 | * Cannot block for 5 seconds * CH state for 5 seconds | ||||||
| azucena | UB,b | Transition to r24 LIB with F * Low crush 18~37 * Floating state 38~40 | ||||||
| azucena | BT.b+3 | |||||||
| azucena | BT.b+1+2 | Parries all mids * Parry state 2~8 | ||||||
| azucena | BT.b+3+4 | * High crush 6~20 | ||||||
| azucena | BT.f+3+4 | * Low crush 6~21 * Floating state 22~24 | ||||||
| azucena | LIB.B | Completely evades high or low attacks * Parry state 1~ | ||||||
| azucena | LIB.F | * Completely evades high or low attacks * Regenerates heat with each step * Parry state 1~ | ||||||
| azucena | LIB.P (High) | 0 | * Restores recoverable health * Frame advantage depends on the move that gets parried * is1~16 | |||||
| azucena | LIB.U | * Completely evades high or low attacks * Regenerates heat with each step * Parry state 1~ | ||||||
| azucena | LIB.b,b | * Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1 | ||||||
| azucena | LIB.f,f | |||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| bryan | b+3 | m | 12 | |||||
| bryan | b+3,4 | m, m | 12, 18 | |||||
| bryan | b+3,4,1 | m, m, m | 12, 18, 5 | |||||
| bryan | b+3,4,1,2 | m, m, m, m | 12, 18, 5, 7 | |||||
| bryan | b+3,4,1,2,1 | m, m, m, m, h | 12, 18, 5, 7, 3 | |||||
| bryan | b+3,4,1,2,1,4 | m, m, m, m, h, h | 12, 18, 5, 7, 3, 8 | |||||
| bryan | b+3,4,1,2,1,4,2 | m, m, m, m, h, h, h | 12, 18, 5, 7, 3, 8, 5 | |||||
| bryan | b+3,4,1,2,1,4,2,1 | m, m, m, m, h, h, h, h | 12, 18, 5, 7, 3, 8, 5, 5 | |||||
| bryan | b+3,4,1,2,1,4,2,1,4 | m, m, m, m, h, h, h, h, m | 12, 18, 5, 7, 3, 8, 5, 5, 10 | |||||
| bryan | b+3,4,1,2,1,4,2,1,4,2 | m, m, m, m, h, h, h, h, m, h | 12, 18, 5, 7, 3, 8, 5, 5, 10, 20 | |||||
| bryan | 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 | ||||||
| bryan | d,db,b | * Cancel to SS on any frame with u * Minimum 3f needed to enter (one for each directional) * High crush 1~10 | ||||||
| bryan | qcf | * Enter FC r25 with DF * Cancel to SS on any frame with u * Cancel to block on frames 1~9 with b * Actionable on frame 1~ * High crush 1~25 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| claudio | 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 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| clive | 3+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~ | ||||||
| clive | f+4 | Actionable after 15f | ||||||
| clive | b+3 | * Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves * Parry state 5~13 | ||||||
| clive | b+3,P | Earliest cancel to parry attacks r23 * is1~16 | ||||||
| clive | 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 | ||||||
| clive | uf | * Low crush 9~43 | ||||||
| clive | PHX.1+4 | |||||||
| clive | WOL.4 | Actionable after 15f | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| devil-jin | 3+4 | * Low crush 20~58 * Floating state 59~61 | ||||||
| devil-jin | f+3 | * Stance moves can be delayed by 10f * Low crush 18~32 * Floating state 33~35 | ||||||
| devil-jin | u+1+2 | h | 27 | i18-35 | Hits airborne opponents only | |||
| devil-jin | 1+2+3+4 | * CH state for 5 seconds * Can't block for 5 seconds * Low crush 6~47 * Floating state 48~50 | ||||||
| devil-jin | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to sidestep with u * Cancel to block with b | ||||||
| devil-jin | f,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-jin | FUFT.u+3+4 | FUFA shift to Fly leaves attacker in backturn | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| dragunov | 3+4 | * Transition to PGR * Transition to r8? FC with no input * Alternate input: d+3+4 to roll towards the foreground * High crush 6~38 | ||||||
| dragunov | 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 | ||||||
| dragunov | SNK | * Lapses to standing * Cancel to SS with u * Input d, DF to transition to FC instead of SNK | ||||||
| dragunov | (During enemy wall stun).f,f,F+4 | m,t | 20,20,25,35 | i20~21 | * Tornado * Deals maximum 32 (20) damage due to scaling | |||
| dragunov | (Face down).1+2 | * High crush 30~40 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| eddy | f+1+2 | * Auto low parry ps8?~ at Mandinga Level 1 ** Transition to Ogum Mandinga on successful parry * Transition to HSP * Floating state 14~53 | ||||||
| eddy | d+3+4 | * Can block at frame 20? with B or DB * Transition to FC after 35F * High crush 6~55 | ||||||
| eddy | b+1+2 | * Auto low parry ps8?~ at Mandinga Level 1 ** Transition to Ogum Mandinga on successful parry * Transition to HSP * Floating state 14~61 | ||||||
| eddy | u+4 | sp | * Transition to FC * Low crush 7~ | |||||
| eddy | 1+2+3+4 | |||||||
| eddy | b,ub | * Transition to RLX * Low crush 10?~ | ||||||
| eddy | HSP.n,d | * Transition to RLX * Floating state 1~10? * High crush 6?~ | ||||||
| eddy | HSP.n,f | * Transition to HSP * Floating state 1~ | ||||||
| eddy | RLX.n,d | * Transition to HSP | ||||||
| eddy | RLX.n,f | * Transition to RLX * Recover in FC after 48F? | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| fahkumram | b+1+3 | * Parries high, mid and low kicks * Parry state 5~12 | ||||||
| fahkumram | b+2+4 | * Parries high and mid punches * Grants GRF on successful parry * Regains recoverable health on successful parry * Parry state 5~12 | ||||||
| fahkumram | 1+2+3+4 | |||||||
| fahkumram | GRF.1+2 | sp | * Consumes GRF * Partially consumes remaining Heat time * Power crush 5~19 | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| feng | 1+3+4 | |||||||
| feng | f+3+4 | * Parries high and mid fist and feet moves (not elbows/knees/heads etc) * Transition to STC absorbing one hit * Transitions to STC.P after absorbing two hits * Transition to r20 KNP with B (r25 autoblock) * Parry state 3~18 | ||||||
| feng | b+3~4 | * Transition to BT | ||||||
| feng | b+3+4 | * i20 high/mid block * Transition to r39 STC with f (ps25~39) | ||||||
| feng | 1+2+3+4 | |||||||
| feng | qcf | * Minimum 3f needed to enter (one for each directional) * Transition to r6? hFC with alternate input D,df ** Cannot access stance moves ** Can access FC.df+4 with input D,df+4 (i27? effective startup) * Cancel to sidestep with U * Can access df+3 and db+3 from a manual qcf input | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| heihachi | H.b,b,n,3+4 | * Consumes all of the remaining Heat time * Tremendous backwards travel | ||||||
| heihachi | 2+3+4 | |||||||
| heihachi | f+3+4 | * Cancel to r20 with b or db * Heihachi remains in stance indefinitely unless a move is used * Actionable after 40f | ||||||
| heihachi | d+1+2 | * Actionable after 30f | ||||||
| heihachi | 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 | ||||||
| heihachi | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Cancel to SS with u * Cancel to block with b | ||||||
| heihachi | f,n,d,df,UF | * Unable to act from frames 3~27 * Low crush 1~21 * Floating state 22~24 | ||||||
| heihachi | FUJ.DF | * Transition to r4 CD after 4 frames in FUJ (r8?) * Low parry on frames 1?~14? * Doesn't require a just frame input for Electric or Omen Thunder God Fist * Parry state 1?~14? | ||||||
| heihachi | H.d+1+2,P | t | 35 | i11 | * Parries high or mid punches or kicks * Regain health on a successful parry * Consumes 240F? of remaining heat tiem * Parry state 19~40 | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| hwoarang | 1+2 | * Transition to BT | ||||||
| hwoarang | 3+4 | * Transition to RFF * Transition to r13? standing block with B | ||||||
| hwoarang | f+3 | * Transition to LFS * Sidesteps to the right * Can move forwards and backwards with F and B * Can sidestep with U and D * Cannot block or crouch in stance | ||||||
| hwoarang | 1+2+3+4 | |||||||
| hwoarang | f,n,4 | * Transition to RFS * Sidesteps to the left * Can move forwards and backwards with F and B * Can sidestep with U and D * Cannot block or crouch in stance | ||||||
| hwoarang | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to sidestep with u * Cancel to block with b | ||||||
| hwoarang | LFS.3+4 | * Transition to RFS | ||||||
| hwoarang | RFF.3+4 | * Transition to LFF | ||||||
| hwoarang | RFF.f+4 | * Transition to RFS | ||||||
| hwoarang | RFS.3+4 | * Transition to LFS | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jack-8 | 1+4 | i22~ | * Alternate input hcf * Can be held for up to 5 spins | |||||
| jack-8 | 3+4 | * When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH * Recover Heat and recoverable health when absorbing an attack * GMC is always in effect during Heat * Alternate input: ws3+4 * Power crush 7~22 | ||||||
| jack-8 | d+3+4 | * Transitions to SIT (Sit Down) | ||||||
| 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 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| 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 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| 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 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kazuya | d+1+2,B | L, sp | 20, 0 | i23, | * High crush 6~ | |||
| kazuya | 1+2+3+4 | sp | - | * Shift to charging | ||||
| kazuya | f,n,DF | sp | * Cannot be buffered * Connect to Wind God Step * Cost: 2F | |||||
| kazuya | f,n,d,DF | sp | * Cannot be buffered * Cost 3F | |||||
| kazuya | DVK.u+1+2 | h! | 27 | i18~35 | * Hits airborne opponents only * Consumes 60F? of remaining Heat time | |||
| kazuya | f,(even numbers frames).n | sp | Sidesteps right | |||||
| kazuya | f,(odd numbers frames).n | sp | Sidesteps left | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| 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~ | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kuma | 1+3+4 | sp | ||||||
| kuma | 3+4 | sp | * Alternate input: FDFA.3+4 * Transition to HBS * High crush 4~ | |||||
| kuma | 3+4 | sp | * 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 | |||||
| kuma | d+3+4 | sp | * Transition to SIT * Transition to ROL with input f | |||||
| kuma | d+3+4 | sp | * 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 | |||||
| kuma | 1+2+3+4 | |||||||
| kuma | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) * Floating state 1~36 | |||||
| kuma | HBS.b,b | sp | * Alternate input: SIT.B * Transition to r12 HBS with input D or 3+4 at frame 35 | |||||
| kuma | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lars | f+3 | sp | * Transition to DEN * Recover 30F heat on transition * Stance moves can be delayed by 19F | |||||
| lars | uf+3+4 | sp | * Low crush 11~ | |||||
| lars | 1+2+3+4 | sp | ||||||
| lars | (airborne).DEN.2+4 | |||||||
| lars | DEN.2+4 | |||||||
| lars | DEN.B | sp | * Transition to DEN * Can only performed on first DEN transition starting with frame 17 * Stance moves can be delayed by 19F | |||||
| lars | DEN.n,F | sp | * Transition to SEN * Stance moves can be delayed by 20F * High crush 12~39 | |||||
| lars | SEN.B | sp | * Transition to DEN * Recover 30F heat on transition | |||||
| lars | SEN.D | sp | * Transition to LEN * Transition to r1 FC with no input * Recover 30F heat on transition * High crush 24~27? | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| 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 | 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 | |||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| 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 | 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 | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| 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 | |||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| leroy | 1+3+4 | sp | * Reversal (partially restores remaining Heat time when successful during Heat) * Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch * Parry state 20~100 | |||||
| leroy | 3+4 | sp | * Auto low parry starting of frame 3 * Partially restores remaining Heat time upon successful parry during Heat * Transition to n with HRM.3+4 * Parry state 3 | |||||
| leroy | 3+4 | sp | * Auto low parry * Stays indefinitely in stance * Partially restores remaining Heat time upon successful parry during Heat * Transition to r16 standing with HRM.3+4 ** Recovers in standing guard after 6F? * Parry state 3~ | |||||
| leroy | b+2 | sp | * Parry (partially restores remaining Heat time when successful during Heat) * Becomes Superior Twin Dragon Gate upon perfect parry * Is ps3~15 from HRM.b+2 * Parry state 5~15 | |||||
| leroy | 1+2+3+4 | sp | ||||||
| leroy | P:b+2 | sp | * Alternate input: P:HRM.b+2 * Parry (partially restores remaining Heat time when successful during Heat) | |||||
| leroy | HRM.SS | sp | Can access sidestep moves | |||||
| leroy | 1+3 | t | 35 | i12~14 | * Spike * Throw break: 1 or 2 * Opponent status on hit: FUFT perpendicular | |||
| leroy | 2+4 | t | 35 | i12~14 | * Throw break: 1 or 2 * Opponent status on hit: FUFA * Side switch on hit | |||
| leroy | Back throw | t | 50 | i12~14 | * Spike * Throw break: none * Opponent status on hit: FDFA | |||
| leroy | Left throw | t | 40 | i12~14 | * Spike * Throw break: 1 * Opponent status on hit: FUFT perpendicular | |||
| leroy | Right throw | t | 40 | i12~14 | * Throw break: 2 * Opponent status on hit: FUFA * Side switch on hit | |||
| leroy | uf+1+2 | t | 35 | i12~14 | * Throw break: 1+2 * Opponent status on hit: FUFA off-axis to the left | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| 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 | 2,1,4,4 | h, h, h, l | 8, 10, 15, 5 | i11, ,i24~25 | * High crush | |||
| lidia | 2,1,4,4,1 | h, h, h, l, m | 8, 10, 15, 5, 5 | i11, ,i23~24 | ||||
| lidia | 2,1,4,4,1,2 | h, h, h, l, m, h | 8, 10, 15, 5, 5, 8 | i11, ,i22 | ||||
| lidia | 2,1,4,4,1,2,1 | h, h, h, l, m, h, h | 8, 10, 15, 5, 5, 8, 8 | i11, ,i18~19 | ||||
| lidia | 2,1,4,4,1,2,1,3 | h, h, h, l, m, h, h, m | 8, 10, 15, 5, 5, 8, 8, 5 | i11, ,i22 | ||||
| lidia | 2,1,4,4,1,2,1,3,2 | h, h, h, l, m, h, h, m, m | 8, 10, 15, 5, 5, 8, 8, 5, 4 | i11, ,i14 | ||||
| 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 |