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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
kumauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush 9~30
* Floating state 31~33
leews3M16i10-21-10
*
pandauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush
paulqcb+3L14i18~19-21c-10g+21a
* High crush 1~
reinaOTG.d+4,1L, L14 (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
zafinaSCR.df+3L10i28~30-23-10c
* Homing
* Stagger low
* High crush 6~
jack-8FC.df+1m5i23-21-11c
*
jack-8FC.df+1,2m, m5, 8i23, i16-21-11c
* Combos from 1st hit
* Jail from 1st block with ?F delay
leob+1+2m15i17~18-24~-23-11
Elbow
asukaws2,1,1m, h, m18, 10, 8i13~14, ,-23-12
cliveWOL.2sm,t30,70i25~40-38~-23-12cg~+3cg
* Weapon
* Transition to attack throw on airborne hit
* 56 damage in total with attack throw and scaling
* Forces tech backroll on hit
* Floating state 1~46
dragunovuf+3+4t35i38~42-12d
Unbreakable (avoid by ducking)
* Low crush 20~46
* Floating state 47~49
jack-8SIT.1+2m21i24-44-12d
*
* Floating state
kazuyaDVK.ub+1+2h!40i41~56-12c~+3c
* Consumes 150F? of remaining Heat time
* -12c~-7c on average
* Forces backroll on hit
yoshimitsu4,4,2h, h, m16, 16, 5i12~13, ,i30~31-22-12
Yoshimitsu recovers sideturned on block
cliveGAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
* Low crush 1~49
kumaf+3+4,1+2L, M20, 30 (24)i28~30, i50~i60-16-13a
* Hip
* Interrupt with i31 from 1st block
* 24 damage from 1st hit with grounded scaling
* High crush 0~75
pandaf+3+4,1+2L, M20, 30 (24)i28~30, i50~i60-16-13a
* Hip
* Interrupt with i31 from 1st block
* 24 damage from 1st hit with grounded scaling
* High crush 0~75
yoshimitsu4,4,2,2h, h, m, h16, 16, 5, 6i12~13, ,i22~23-24-13b
* Combo from 3rd hit
yoshimitsuBDS.3m23i17~30-15~-2-13~+0
Can hit from the front of the opponent attacks into it
* Low crush 14~27
* Floating state 28~30
zafinaORB.SCR.df+3+4L,m,m,sm6,13,3,10i19-14-13a (-14)
* Transition to 3rd hit on 2nd hit
* Consumes ORB
* Consumes 450F of Heat time
* Deals 4 additional damage when Zafina's remaining health is below 48
* 4 chip damage on block
** Deals 6 chip damage on block when Zafina's remaining health is below 48
* Jail from 1st block
* High crush 6~
asukaws2,1,1,1m, h, m, h18, 10, 8, 8i13~14, ,-25-14
devil-jinb,f+1+2,2m, M6,6,6,6,6,6, 30 (9)i25 i6 i6 i6 i6 i6, i28~31-31-14a (-23)
* Balcony break on standing hit only
* Combo from 1st hit with 7F delay
* 9 damage with scaling from 1st
* Move cannot be delayed
* Input can be delayed by 7F
* Low crush 28~69
* Floating state 70~72
kingPD.1+2,1+2t35i11-7-14d
Floor Break
* 2 throw break. (when legs lifted to the top)
* Opponent recovers in FDFA.
kunimitsudb+3l8i18-15-14
* High crush 6~
leedf+1,2,2,1,3,3m, h, h, h, h, L10, 5, 6, 5, 7, 6i13~14, ,i24-25-14
* Combo from 5th CH
leed+4l7i12-13-14-2
-14c/-2c on crouching hit/CH
paul1,2,3h, h, m5, 12, 7i10, ,i16~17-25-14
* Combo from 1st hit
* Jail from 1st hit
* Cancel to 10 strings
paulBack Throw.1+3t50i12~14-14d FUFA
* Throw cannot be broken
yoshimitsudb+3l8i18~19-25-14
* High crush 6~
yoshimitsuuf+3+4,1,3+4M, h, M20, 8, 21i31~35, ,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
yoshimitsuhFC.db+3l8i18~19-25-14
* Leads to db+3 extensions
* Can be done from Crouch Level 1
* High crush 1~
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
bryanub+1+2,1,2,1,2,1,2,1,2,1m,m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i5-26-15
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 4f input window
bryanub+1+2,1,2,1,2,1,2,1,2,1,4m,m, m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 14i15 i12, ,i10-35-15a (-24)
* Knee
* Balcony Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
leedf+1,2,2,1,3m, h, h, h, h10, 5, 6, 5, 7i13~14, ,i22~23-26~-25-15~-14
* Combo from 4th hit
yoshimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18~19, ,i9~11-26-15
* Combo from 5th CH
* High crush 1~
armor-king3+4,2M, M14, 25i25~32, i17~i34-18d-16a (-52)
* Balcony Break
* Elbow
* Combo from 1st hit
* Opponent recovers FDFA; opponent cannot tech roll
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* AK recovers standing on hit (t136 r62)
* Low crush 9~37
* Floating state 38~40
hwoarangLFS.2,2,3,4,3,4,4m, h, h, L, m, m, l15, 7, 10, 7, 7, 8, 7i16, ,i19-27-16
* Interrupt from 6th block with i18
* Can be sidestepped
hwoarangLFS.2,2,3,4,3,4,4,4,4m, h, h, L, m, m, l, h, m15, 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
leed+4,4l, l7, 8i12, i20-15-16-4
* Combo from 1st CH with 10F delay
* Move cannot be interrupted from 1st block
* Interrupt with i1 from 1st hit
* Must hold D to input (d+4,d+4)
* -16c/-4c on crouching hit or CH
* Low parryable on hit or block
* Move can be delayed by 13F
leed+4,4,4l, l, l7, 8, 5i12, ,i20-15-16-4
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted from 2nd block
* Interrupt with i1 from 2nd hit
* -4c on crouching CH
* Low parryable on hit or block
alisaH.2+3m,m,m,M50i20~21, i1~2, i1, i33+8-17d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit
* -1a (-10) on last hit, +1a (-8) when transitioning to SBT/DBT
* Transition to DES r55 with 1+2 (+8/-17d)
* Transition to SBT r53 with 3_4 (+10/-15d)
* Transition to DBT r53 with f+3_f+4 (+10/-15d)
* 8 chip damage on block
* Low crush 9~90
* Floating state 91~93
alisaf,f,F+1+2M24i18~36-3-17a (-26)
* Balcony Break
* Punishable with toekick on hit
* Low crush 5~36
* Floating state 37~67
pauld+1,4m, L16, 15i14~15, i19-31c-17+14a FUFA
* Move cannot be delayed
* Input can be delayed 5f
* Combo from 1st CH with 5f delay
* Interrupt with i6 from 1st block
* Stagger low
stevedf+1,2~f+1+2,1,1m, h,h, m, m12, 8,12, 7, 8i13~14, ,i23~26-25-17
* Combo from 3rd hit
yoshimitsu4,4,2,2,NSS.1h, h, m, h, m16, 16, 5, 6, 30i12~13, ,i67-54-17a
yoshimitsu4,4,2,2,1h, h, m, h, m!16, 16, 5, 6, 30i12~13, ,i67-18
* Weapon
armor-kingFUFA.db+1+3th(g)35i18~20+0-19d
* Balcony Break
* Can wall splat
* Throw break 1
* Opponent recovers FDFT
kingf,F+2+3M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Forces crouching on block and hit.
* Throw when hit standing in front close range.
* Low crush 12~
kingJGR.1+2M,t20,15i21~43-16c~+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
kingJGS.3,2+3m, M,t23/27/34, 20,15i22~23, 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.
ravenUB,b,3+4m!,m!,M!20,20,20,i38~40 i46~49 i51~54-19a
Spike
* Low crush 21~56
alisaSBT.1,2,1m, m, m12, 13, 7i13~14, ,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-kingf,hcf+1th(h)40(45)/70,5i10-7-20d (-50)
* Homing during Heat
* 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
* BAD.1+3: i14 startup (t43). Cannot execute blue spark variant
* Opponent recovers in FDFT.
devil-jinFLY.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinMCR.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
kingf,hcf+1t45(50)/70,5i10-13-22d(-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
* 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.
ravenBT.f+3+4,FM24i25~27, -36-22
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
yoshimitsuNSS.ub+1+3m!50i51~65-23
* Punishable on close hit with FUFT.3
yoshimitsuub+1+3m!40i50~52-24
* Weapon
* Punishable on close hit with FUFT.3
alisauf+3m15i17~18-52-25
* 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
yoshimitsud+1+4,B+1m!, m!60, 18i29~30, i1~39-29a
* Weapon
* 6 self damage
yoshimitsud+1+4,B+1,1m!, m!, m!60, 18, 20i29~30, ,i1~18-29a
* Weapon
* 6 self damage
yoshimitsud+1+4,B+1,1,1m!, m!, m!, m!60, 18, 20, 21i29~30, ,i1~18-29a
* Weapon
* 10 self damage
yoshimitsud+1+4,B+1,1,1,1m!, m!, m!, m!, m!60, 18, 20, 21, 28i29~30, ,i1~18-29a
* Weapon
* 12 self damage
devil-jindb+1+4h!40i32~63-30cg~+1cg
* Balcony Break
* -22cg~-19cg on average
* Forces tech back roll on hit
* -25d~-22d on average on BT hit (-33d~-2d)
yoshimitsud+1+4,B+1,1,1,1,1m!, m!, m!, m!, m!, m!60, 18, 20, 21, 28, 30i29~30, ,i1~35-30a
* Weapon
* 17 self-damage
* The entire string deals 111 self damage
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~
yoshimitsud+1+4m!60i29~30-32a
* Weapon
* 60 self damage during 1st recovery frame
* Can connect from the front if the opponent attacks into it
kunimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18, ,i15~17-47-35
* Jail from 1st block
* Combo from 5th CH
* High crush 1~
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 1st block
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 2nd block
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 3rd block
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
eddyb,B+2+3h!, h!25,30i77~79, i8~9-37a(-46)
* Balcony Break
* Cancel to r78 standing with input b,B+2+3,b,b at frame 48
* 20f timestop on hit
* Low crush 76~78
* Floating state 79
* Low crush 82~94
* Floating state 95~97
jack-8SIT.1l10i19-48-37
*
* Floating state
yoshimitsudb+2,2,2,2,2,2m, m, m, m, m, m8, 7, 6, 5, 4, 3i15, ,i10~14-49-37
Combo from 5th CH
alisaub+4,1,1,2,1,1,3+4,3,2m, m, m, h, h, m,M,M, L, m, M10, 12, 9, 5, 5, 3,3,3, 7, 15, 20i18, ,i17~22-30-38a (-45)
* Combo from 8th hit
* Available only as combo from previous hit
* Low crush 1~
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2m, h, M, L, M, m, m12, 12, 6, 5, 6, 6, 7i18~19, ,i55-49-38
* Interrupt float with i40? from 6th block
* Can SSL/SSR and SWL/SWR from 6th block
* Floating state 1~122
alisaub+4,1,1,2,1,1,3+4,3m, m, m, h, h, m,M,M, L, m10, 12, 9, 5, 5, 3,3,3, 7, 15i18, ,i20~21-65-40
* Combo from 7th hit
* Low crush 9~
asukaws2,1,1,1,2,1+4,1m, h, m, h, m, sll,h, h18, 10, 8, 8, 6, 7,5, 6i13~14, ,-10-43
yoshimitsuuf+3+4,1M, h20, 8i31~35, i16~18-1-43
* On hit, transitions to r49 backward jump automatically
* Combo from 1st hit vs grounded
* Combo from 1st hit
kazuyaDVK.3+4M!30i60~90-49cg~-19cg
* Balcony Break
* -45c~-41c on average
* Consumes 150F of remaining Heat time
* Forces tech back roll on hit
* Low crush 20~134
* Floating state 135~137
yoshimitsu4,4,2,2,NSS.1~1h, h, m, h, m, h!16, 16, 5, 6, 30, 40i12~13, ,i20~105-49a (-75)
* Balcony Break
* Cancel early to r30 with B
yoshimitsuNSS.ub+1+3,n,1m!, h!50, 40i51~65, i20~105-49a (-75)
* Balcony Break
* Cancel to r94 with B on frame 64
yoshimitsuub+1+3,n,1m!, m!40, 22i50~52, i28~113 i2~4-57a
* Weapon
* Cancel early to r25 with B on frame 64
* Possible to double-hit during cancel
yoshimitsu4,4,2,2,1~1h, h, m, h, m!, m!16, 16, 5, 6, 30, 22i12~13, ,i28~113-58
* Weapon
* Cancel early to r26 with B (earliest cancel -12a)
* Possible to double-hit
yoshimitsuf,F+1+4,Fm!, m!60, 185i45, i35~37-60a
* Weapon
* 200 self-damage during 1st recovery frame
* Dealing lethal damage will award the victory to Yoshimitsu
devil-jinFLY.f+1+2M!30i32~75-65cg~-22cg
* Balcony Break
* -52c~-50c on average?
* Forces tech back roll on hit
* Recovers front-facing when done from BT FLY
* -68d~-25d on BT hit
* Low crush 1~
yoshimitsuf,F+1+4m!60i45-65a
* 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
kunimitsub+1,1,1,1,1,1h, h, h, h, h, h8, 9, 10, 12, 14, 16i17, ,i12-72-71-66
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsub+1,1,1,1,1,1h, h, h, h, h, h8, 9, 10, 12, 14, 16i17, ,i11~12-73-71-67
* Combo from 4th hit
* Combo from 3rd CH
devil-jinFLY.1+2M!30i50~100-72cg~-22cg
* Balcony Break
* -72c~-56c on average
* Forces tech back roll on hit
* -75d~-25d on BT hit
* Low crush 1~111
* Floating state 112~114
jack-8f,F+1+4M (L)25i21~30 (i31~40)-82~-73-88~-79
* i31~40 Low attack on landing
** (-110~-101 oB, -65~-56 oH)
* Low crush
alisaH.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 6~29
alisaH.f+1+4
* Consumes 150F of remaining Heat time
* Low crush 26~48
* Floating state 49~51
alisa1+2+3
Can transition to DES with held input 1+2
alisa1+2+4
alisaf+3+4
* Low crush 26~54
* Floating state 55~57
alisad+1+2
* Transition to r30 with db or d+1+2
* Transition to DBT with DES.f+3_f+4
alisadb+1
* Backsway
* Transition to r9? FC with D or after d+3 BKP transition
* Can perform WS moves after 24 frames
* High crush 4~15
alisab+1+3
* Parries all highs
* Parry state 3~15
alisa1+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
alisaub,bsp
* Low crush 9~40
* Floating state 41~43
alisa(Back to wall).b,b,UB
Side switch
* is8~13
* Low crush 14~70
* Floating state 71~73
alisaDES.3
alisaDES.b,b
alisaDES.b+3
* Low crush 7~33
* Floating state 34~36
alisaDES.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
alisaDES.f,f
alisaDES.f+3
* Cancel to r33? standing block with DBT.B
* Transition to r50? Evasive Action with DBT.u_d
* Low crush 18~40
* Floating state 41~43
alisaFUFT.1+2
* Floating state 1~5
* Low crush 6~40
* Floating state 41~43
alisaSBT.D
* Transition to r32 BKP with B (Backswing)
* High crush 34~
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
annaf+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annadf+3,2,1m, h13, 9i14, ,
annadf+3,2,1,2m, h13, 9i14, ,
annadf+3,2,1,2,4m, h13, 9i14, ,
* Transition to -21 -10 +9a CJM with B
annadf+3,2,1,2,4,1m, h13, 9i14, ,
annadf+3,2,1,2,4,1,2m, h13, 9i14, ,
annadf+3,2,1,2,4,1,2,2m, h13, 9i14, ,
annadf+3,2,1,2,4,1,2,2,3+4m, h13, 9i14, ,
annadf+3,2,1,2,4,1,2,2,3+4,2m, h13, 9i14, ,
annab+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
annaub,bsp
* Low crush 9~40
* Floating state 41~43
annaCJM.df
{{Plainlist
* Transition to r40 FC with no input
}}
* High crush 5~
* Floating state 8~35
annaCJM.f+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annaHAM.b+3
annaTOM.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-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
armor-kingf+3+4sp
* Transition to BAD
* Parries mid and high punches
* Cannot block in stance
* Stance moves can be delayed by 25f
* Parry state 5-12?
armor-kingf,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 from frames 1 to 9
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
asukab+1+325
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~12
asukab+1+3*25
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~54
asukau+4
* Recovers 4F faster on hit (t49 r28)
* No forward momentum
asuka1+2+3+4
* Transition to Ultimate Tackle throw with 1+2
* Cannot block for 5 seconds
* CH state for 5 seconds
asuka1+2+3+4,1+2m,t0,0i16-6+3
* Throw break 1+2
* Works on standing or crouching opponent
* Tackle is reversed on the player on break
* Opponent recovers FUFT on hit
asukaub,bsp
* Perform f,f,f+3 (Ame-no-Uzume) with 3; i68~72 effective startup
* Low crush 9~40
* Floating state 41~43
asukaws2,1,1,1,2,1,4,3,3+4m, h, m, h, m, sm, m, l, m,m18, 10, 8, 8, 6, 5, 7, 7, 25,25i13~14, ,-11KND
asukaws2,1,1,1,2,1+4,1,3+4m, h, m, h, m, sll,h, h, l,m18, 10, 8, 8, 6, 7,5, 6, 5,24i13~14, ,-43LNC
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
azucenaH.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~
azucena1+3+4
azucena1+3+4*
* Regenerates heat
* Heat meter won't disappear, even if it fully depletes
azucenaf+3+4
* Completely evades all high/low attacks
* Stays indefinitely in stance
* Cancel to r20 with DB
* Parry state 18~
azucenaf+3+4*
* Restores 120F, 150F and 240F of remaining Heat time
* Heat meter won't disappear, even if it fully depletes
* Parry state 1~
azucenab+3+4
* Low crush 6~19
* Floating state 20~22
azucenab+3+4*
Regenerates heat
azucena1+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
azucenaUB,bsp
Transition to r28 LIB with F (js17~36, fs37~39, cs47~63)
* Low crush 17~36
* Floating state 37~39
azucenaBT.b+3
azucenaBT.b+1+2
Parries all mids
* Parry state 2~8
azucenaBT.b+3+4
* High crush 6~20
azucenaBT.f+3+4
* Low crush 6~21
* Floating state 22~24
azucenaLIB.B
Completely evades high or low attacks
* Parry state 1~
azucenaLIB.F
* Completely evades high or low attacks
* Parry state 1~
azucenaLIB.P (High)0
* Restores recoverable health
* Frame advantage depends on the move that gets evaded
* is1~16
azucenaLIB.U
* Completely evades high or low attacks
* Parry state 1~
azucenaLIB.b,b
* Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1
azucenaLIB.f,f
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bobf+3+4sp
* Transition to BAL
* Transition to FC r48 with no input
* Stance moves can be delayed by 18F
* Cannot block in stance
* High crush 8~48
bobub+4
* Transition to BAL r51 with F at frame 38
* Low crush 9~33
* Floating state 34~36
bob1+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
bob1+2+3+4*
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
* Low crush 55~82
* Floating state 83~85
bobf,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 from frames 1 to 9
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bryanb+3,4m, m12, 18i19,
bryanb+3,4,1m, m, m12, 18, 5i19,
bryanb+3,4,1,2m, m, m, m12, 18, 5, 7i19,
bryanb+3,4,1,2,1m, m, m, m, h12, 18, 5, 7, 3i19,
bryanb+3,4,1,2,1,4m, m, m, m, h, h12, 18, 5, 7, 3, 8i19,
bryanb+3,4,1,2,1,4,2m, m, m, m, h, h, h12, 18, 5, 7, 3, 8, 5i19,
bryanb+3,4,1,2,1,4,2,1m, m, m, m, h, h, h, h12, 18, 5, 7, 3, 8, 5, 5i19,
bryanb+3,4,1,2,1,4,2,1,4m, m, m, m, h, h, h, h, m12, 18, 5, 7, 3, 8, 5, 5, 10i19,
bryanb+3,4,1,2,1,4,2,1,4,2m, m, m, m, h, h, h, h, m, h12, 18, 5, 7, 3, 8, 5, 5, 10, 20i19,
bryan1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
bryand,db,b
* Cancel to SS on any frame with u
* Minimum 3f needed to enter (one for each directional)
* Can perform u moves
* High crush 1~10
bryanqcf
* Enter FC r25 with no input
* Cancel to SS on any frame with u
* Cancel to block on frames 1~9 with b from manual transition
* Actionable on frame 1~
* Access ws2, ws4, FCdf+2, FCdf+4 with b+2_4_df+2_df+4 from manual transition
* Access SNE.FC.df+3 with df+3 from stance transitions, or with b,df,df+3 from manual transition
* Can perform u moves
* High crush 1~25
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
claudio1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
clive3+4
* Strong low parry effect (active while moving)
* Move backward/forward with b_f
* Cancel to r53 with db_d_df
* Floating state 5~
* Parry state 9~
clivef+4
* Actionable after 15f
* Stance moves can be delayed by 9F
* Block at frame 35 (i35 standing guard)
cliveb+3
* Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves
* Parry state 5~13
cliveb+3,P
* 13f timestop
* Earliest cancel to parry attacks r23 (r36?)
* is1~16
clive1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
cliveuf
* Low crush 9~43
cliveCH.f,F+1+2m50i20+0d
* Weapon
* Throw from front hit
* Opponent recovers FUFA
clivePHX.1+48-63
* Increases ZAN gauge by 0.20 on ZAN1 hit
* Increases ZAN gauge by 0.10 on ZAN1 block
* Transitions to attack throw on hit with ZAN2-5
* Resets ZAN gauge on hit with ZAN2-5
* Damage increases with ZAN gauge level:
* ZAN1: 8
* ZAN2: 33
* ZAN3: 38
* ZAN4: 48
* ZAN5: 63
cliveWOL.4
* Actionable after 15f
* Stance moves can be delayed by 9F
* Block at frame 35 (i35 standing guard)
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
devil-jin3+4
* Low crush 20~58
* Floating state 59~61
devil-jinf+3
* Stance moves can be delayed by 10f
* Low crush 18~32
* Floating state 33~35
devil-jinu+1+2h27i18-35
Hits airborne opponents only
devil-jin1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
* Low crush 6~47
* Floating state 48~50
devil-jinf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat engager or heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b from frames 1 to 6
* Cancel to t1~t3 hFC with b from frames 7 to 9
devil-jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
devil-jinFUFT.u+3+4
FUFA shift to Fly leaves attacker in backturn (Fox Step)
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
dragunov3+4
* Transitions to FC on frame 28~
* High crush 6~38
dragunov1+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
dragunovSNK
* Lapses to standing
* Cancel to SS with u
* Input d, DF to transition to FC instead of SNK
* Stance moves can be delayed by 20F
dragunov(During enemy wall stun).f,f,F+4m,t20,20,25,35i20~21
* Tornado
* Deals maximum 32 (20) damage due to scaling
dragunovFDFA.1+2
* Floating state 1~29
* High crush 30~40
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
eddyf+1+2
* Auto low parry ps20~79? at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Cannot block in stance
** Must transition to r25 RLX with HSP.d_u to block in 25 frames
* Floating state 14~53
* Parry state 20~79
* (MD1/2)
eddyd+3+4
* Can block at frame 20? with B or DB
* Stance moves can be delayed by 19F
* Transition to FC r55 with no input
* High crush 6~55
eddyb+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~61
eddyu+4sp
* Transition to FC
* Low crush 7~
eddy1+2+3+4
eddyb,ub
* Transition to r66 RLX
* Can perform Trovo with 3 (i69~71 effective startup)
* Low crush 9~40
* Floating state 41~42
* High crush 52~
eddyHSP.n,d
* Transition to RLX
* Floating state 1~10?
* High crush 6?~
eddyHSP.n,f
* Transition to HSP
* Floating state 1~
eddyRLX.n,d
* Transition to HSP
eddyRLX.n,f
* Transition to RLX
* Recover in FC after 48F?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
fahkumram1+2+3+4
fahkumramGRF.1+2sp
* Consumes GRF
* Partially consumes remaining Heat time
* Power crush 5~19
fahkumramRAM.db
* Cancels RAM
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
feng1+3+4
fengf+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
fengb+3~4
* Transition to BT
* Transition to STC r20 with 3+4
fengb+3+4
* i20 high/mid block
* Transition to r39 STC with f (ps25~39)
feng1+2+3+4
feng1+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
fengqcf
* 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-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
heihachiH.b,b,n,3+4
* Consumes all of the remaining Heat time
* Tremendous backwards travel
heihachi2+3+4
heihachif+3+4
* Cancel to r20 with b or db
* Heihachi remains in stance indefinitely unless a move is used
* Actionable after 40f
heihachid+1+2
* Actionable after 30f
heihachi1+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
heihachif,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
heihachif,n,d,df,UF
* Unable to act from frames 3~27
* Low crush 1~21
* Floating state 22~24
heihachiFUJ.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?
heihachiH.d+1+2,Pt35i11
* Parries high or mid punches or kicks
* Regain health on a successful parry
* Consumes 240F? of remaining heat time
* Throws received are unbreakable
* Parry state 19~40
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
hwoarang1+2
* Transition to BT
hwoarang3+4
* Transition to RFF
* Transition to r13? standing block with B
hwoarangf+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
hwoarang1+2+3+4
hwoarangf,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
hwoarangf,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
hwoarangLFS.3+4
* Transition to RFS
hwoarangRFF.3+4
* Transition to LFF
hwoarangRFF.f+4
* Transition to RFS
hwoarangRFS.3+4
* Transition to LFS
* r24 LFS when canceling to movement in LFS
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jack-81+4i22~
* Alternate input hcf
* Can be held for up to 5 spins
jack-83+4
* When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH
* Recover recoverable health when absorbing an attack
* GMC is always in effect during Heat
* Alternate input: ws3+4
* Power crush 7~22
jack-8d+3+4
* Transitions to SIT (Sit Down)
jack-81+2+3+4
jack-8HCFi22~
* Alternate input 1+4
* Can be looped together in 360 motions for up to 5 spins
jack-8GMH.f
jack-8GMH.ubjs12
*Recover in crouch
* Low crush 12
jack-8GMH.ufjs12
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-8SIT.b
*
* Floating state
jack-8SIT.f
*
* Floating state
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jin1+3+4
jinf+3+4
* Enter Breaking Step r20 with DF
* Steps forward
* Actionable after 10f
* High crush 10~39
jinb+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
jinb+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
jin1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
jinf,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
jinf,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-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
junf+3+4
* Transition to r18 FC with D
* Stance moves can be delayed by 24F
* Parries low punches or kicks
* Parries throws
* Parry state 1~40
junb+1+3
* Parries mid or high punches or kicks
* Parry state 5~12
junb+1+2
* Enter SS r16 with u_d
* r30 when blocking after SS
* Cancel to r15 with DB
* Stays in stance indefinitely
* Restores 3 recoverable health and gain Kazama Essence with each pulse
jun1+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
junub,bsp
* Low crush 9~40
* Floating state 41~43
junMIA.F
* Transition to r18 FC with D
* Stance moves can be delayed by 24F
* Parries low punches or kicks
* Parries throws
* Parry state 1~40
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
kazuya1+2+3+4sp-
* Shift to charging
kazuyaf,n,DFsp
* Cannot be buffered
* Connect to Wind God Step
* Cost: 2F
kazuyaf,n,d,DFsp
* Cannot be buffered
* Stance moves can be buffered out of heat engager or heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b from frames 1 to 6
* Cancel to t1~t3 hFC with b from frames 7 to 9
kazuyaDVK.u+1+2h!27i18~35
* Hits airborne opponents only
* Consumes 60F? of remaining Heat time
kazuyaf,(even numbers frames).nsp
Sidesteps right
kazuyaf,(odd numbers frames).nsp
Sidesteps left
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
king3+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
kingf+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
kingdb+1+2
* Damage taken during power crush state is recoverable
* Cancel into d+b1+2,2 (Emerald Elbow) on frames 17~60 with input 2
* Cancel to r30 JGR with 3+4 on frame 35
* Cancel into movement or crouch or any attack on frame 40
* Power crush 6~59
kingdb+1+2,3+4
* Effective startup for stance moves is increased by 65 frames starting from db+1+2 startup
* pc7~ in Heat
kingb+3+4
* Cannot be held to continue spinning.
* Low crush 6~21
* Floating state 22~24
king1+2+3+4
* Takes some time to charge and can cancel into anything.
* After charged next hit by either side becomes counter hit.
kingf,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.
kingss2+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.
kingBT.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-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
kuma1+3+4sp
kuma3+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
kumad+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
kumad+3+4sp
* Transition to SIT
* Transition to ROL with input f
kuma1+2+3+4
kumaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
* Floating state 1~36
kumaHBS.b,bsp
* Alternate input: SIT.B
* Transition to r12 HBS with input D or 3+4 at frame 35
kumaHBS.d+3+4sp
* Transition to FDFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
kunimitsu1+3+4
kunimitsu1+2
* Actionable after 17f
* Stance moves can be delayed by 18F
* Transition to r22 BT with B
* Transition to r14 SET with F
kunimitsu2+3+4
kunimitsuf+3
* Transition to r16 FC with D
* Cancel to r25 with B (can block mids or highs on frame 12~)
kunimitsub+3+4
Actionable after 20f
kunimitsuub+3
Evasive
* Low crush 6~17
* Floating state 18~20
kunimitsuuf+3+4
* Actionable after 18f
* Transition to FC on frame 40~
* Low crush 8~30
* Floating state 31~33
kunimitsu1+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
kunimitsuCH.SET.2m,t20,10i12+55a (+48)
* Weapon
* Attack Throw
* Instant tornado
kunimitsuKAT.U
* Kunimitsu teleports upwards and lands in place
* Floating state 1~4
* Low crush 5~19
kunimitsuMUS.3+4
* Initial uf+3+4 jump takes 35f
* Evasive jump, can side switch
* Low crush 10~42
* Floating state 43~45
kunimitsuSET.1+4i15
kunimitsuSET.B
* Cancels to standing block (blocks at frame 12)
kunimitsuSET.uf+1+2i16
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
larsf+3sp
* Transition to DEN
* Stance moves can be delayed by 19F
larsuf+3+4sp
* Low crush 11~38
* Floating state 39~41
lars1+2+3+4sp
lars(airborne).DEN.2+4
larsDEN.2+4
larsDEN.Bsp
* Transition to DEN
* Can only performed on first DEN transition starting with frame 17
* Stance moves can be delayed by 19F
larsDEN.n,Fsp
* Transition to SEN
* Stance moves can be delayed by 20F
* High crush 12~39
larsSEN.Bsp
* Transition to DEN (backwards movement)
larsSEN.Dsp
* Transition to LEN
* Perform WS moves immediately with f_b+1_2_3_4
* Transition to r1 FC with no input
* High crush 24~27?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
law2+3+4
lawdf+1,3,2,2,3,3,3,4,4,4
First 3 hits are a natural combo
lawd+1+2
* Transition to DSS
* Stance moves can be delayed by 51F
* Transition to Slide Step r15 with DF
lawub+3
* Transition to Slide Step with DF
* Alternate input u+3
* Low crush 9~
law1+2+3+4
law1+2+3+4
law(While down, facing up) 1+2+3+4
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
lee2+3+4
* Has a hidden Perfect Input by inputting 2 on the 51~53 frames.
* Perfect Input is a Just Frame even in Heat
lee3+4
* Transition to HMS
* Stays in stance indefinitely
* Cancel to r16 standing or FC with b_db (i16 block)
* Cancel to r1 standing or r7 FC with u_d~b_db_d_df (i1 block)
* Shift to HMS sidestep r1 t25 with u_d
** Cancel to r7? FC with db (i7? block)
* Transition to r7 MS with f,n
* Transition to r7 FC with d_db_df
leeu+3
* Transition to FC with D
* Transition to HMS with 3+4
* Low crush
lee1+2+3+4
leef,n
* Transitions to MS
* Alternate input HMS.f,n
* Can perform standing actions except for 3 and 3+4?
* High crush
leeub,b
* Automatically transitions to HMS
* Low crush
leeFC.df,d,DF
*
* High crush
leeMS.b,n
*
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
leod+1+2
* Stance moves may be delayed by 8F
* Transtiion to FC r34 with no input
* Can buffer FC moves from frame 29
* Cannot block in stance
* i35 standing block (i37 from certain stance transitions)
* High crush 6~34
leob+1+3
* Parries high and mid punches and kicks
* Parry state 5~12
leob+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
leob+3+4
Stance moves can be delayed by 14F
leoub+1
* Parries high and mid kicks
* Parry state 5~12
leo1+2+3+4
Gain LTG
leod,df,f
* Cancel to SS with U
* Stance moves can be delayed by 22F
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cannot block in stance
* Transition to r6? hFC with alternate input d,DF
** cs1~20
** Cannot access stance moves
leoKNK.DF
i15 sidestep cancel or block
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
leroy1+3+4sp
* Strong Attack Reversal
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
* Parry state 20~100
leroy3+4sp
* Auto Strong low parry
* Stays indefinitely in stance
* Transition to r16 standing with HRM.3+4
** Recovers in standing guard after 6F?
* Parry state 3~
leroyb+2sp
* Parry
* Becomes Superior Twin Dragon Gate upon perfect parry (ps5~6 or ps3~4 from HRM)
* Is ps3~15 from HRM.b+2
* Shift to r7 t34 on successful parry
** Can perform Twin Dragon Thunderclap and Chain Punch: Branch
** Recover to r16 standing with any input
** Can automatically parry successive hits (ps1~34) and return to r7 t34 on each hit
** Successive hits recover 15F of remaining Heat time
* Parry state 5~15
leroy1+2+3+4sp
leroyP:b+2sp
* Alternate input: P:HRM.b+2
* Parry
* Performed when opponent attack connects on ps5~6 (ps3~4 from HRM)
* Shift to r7 t34 on successful parry
** Can perform Twin Dragon Thunderclap and Superior Chain Punch: Branch
** Recover to r16 standing with any input
** Can automatically parry successive hits (ps1~34) and return to r7 t34 on each hit
** Successive hits recover 15F of remaining Heat time
leroyHRM.SSsp
Can access sidestep moves
leroy1+3t35i12~14-3
* Floor Break
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFT perpendicular
leroy2+4t35i12~14-3
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyBack throwt50i12~14
* Spike
* Throw break: none
* Opponent status on hit: FDFA
leroyLeft throwt40i12~14-3
* Spike
* Throw break: 1
* Opponent status on hit: FUFT perpendicular
leroyRight throwt40i12~14-3
* Throw break: 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyuf+1+2t35i12~14-2
* Throw break: 1+2
* Opponent status on hit: FUFA off-axis to the left
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
lidiaH.CAT.U
* Stance moves can be delayed by 14F
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Entering HAE increases Heaven and Earth level (carries over into next round)
* Partially uses remaining Heat time
* Heat consumption is reduced the higher the level
** Level 1: Consumes 900F of remaining Heat time
** Level 2: Consumes 300F of remaining Heat time
** Level 3: Consumes 210?F of remaining Heat time
* Parry state 5~39
lidiaH.HRS.U
* Stance moves can be delayed by 14F
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Entering HAE increases Heaven and Earth level (carries over into next round)
* Partially uses remaining Heat time
* Heat consumption is reduced the higher the level
** Level 1: Consumes 900F of remaining Heat time
** Level 2: Consumes 300F of remaining Heat time
** Level 3: Consumes 210?F of remaining Heat time
* Parry state 5~39
lidiaH.WLF.U
* Stance moves can be delayed by 14F
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Entering HAE increases Heaven and Earth level (carries over into next round)
* Partially uses remaining Heat time
* Heat consumption is reduced the higher the level
** Level 1: Consumes 900F of remaining Heat time
** Level 2: Consumes 300F of remaining Heat time
** Level 3: Consumes 210?F of remaining Heat time
* Parry state 5~39
lidia1+3+4
lidia2,1,4,4h, h, h, l8, 10, 15, 5i11, ,i24~25
* High crush
lidia2,1,4,4,1h, h, h, l, m8, 10, 15, 5, 5i11, ,i23~24
lidia2,1,4,4,1,2h, h, h, l, m, h8, 10, 15, 5, 5, 8i11, ,i22
lidia2,1,4,4,1,2,1h, h, h, l, m, h, h8, 10, 15, 5, 5, 8, 8i11, ,i18~19
lidia2,1,4,4,1,2,1,3h, h, h, l, m, h, h, m8, 10, 15, 5, 5, 8, 8, 5i11, ,i22
lidia2,1,4,4,1,2,1,3,2h, h, h, l, m, h, h, m, m8, 10, 15, 5, 5, 8, 8, 5, 4i11, ,i14
lidiaf+3+4
* Actionable after 20f
* Stance moves can be delayed by 12F?
lidiab+1+3
Parries high or mid punches
* Parry state 5~12
lidiab+3+4
Actionable after 20f
lidia1+2+3+4
* Can't block for 5 seconds
* CH state for 5 seconds
lidiaCAT.F
* Actionable after 20f
* Stance moves can be delayed by 16F
lidiaCAT.b
After recovery, limited to blocking for 7 frames
lidiaCAT.b,B
* Low crush 11~25
* Floating state 26~28
lidiaHAE.b
After recovery, limited to blocking for 7 frames
lidiaHRS.F
* Actionable after 20f
* Stance moves can be delayed by 16F
lidiaHRS.b
* After recovery, limited to blocking for 13 frames
* Takes 8f to cancel into block
lidiaHRS.b,B
* Low crush 11~25
* Floating state 26~28
lidiaP.HAE
* Transition to HAE
* Strong parry effect
lidiaWLF.b
After recovery, limited to blocking for 7 frames
lidiaWLF.b,B
* Low crush 11~25
* Floating state 26~28
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
liliH.RAB.224
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Consumes 90F of remaining Heat Time
* Forces tech back roll on hit
* 7 chip damage on block
liliH.b+3*
* Actionable after 48f
* Stance moves can be buffered
* Transition to r57 DEW with F
* Low crush 38~50
* Floating state 51~53
lilib+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
lilib+3*
* Actionable after 48f
* Stance moves can be buffered
* Transition to r57? DEW with F
* Low crush 40~50
* Floating state 51~53
lilib+3+4
* Actionable after 16f
lili1+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
liliqcf
* Minimum 3f needed to enter (one for each directional, d can be buffered)
* Stance moves available for 25 frames
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
* Cancel to r32 RAB with b+3 or b+4
* Cancel to SS with u
liliBT.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
<Showing 6001-6400 of 6584 moves>