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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
armor-kingb+2,1m, m10, 8i13, i18-12-1
* Combo from 1st hit
* Move cannot be interrupted
* Move is delayed 2f
* Move cannot be delayed
* Input cannot be delayed
armor-kingb+2,1,2m, m, h10, 8, 20i13, ,i25~26-7+19a (+10)
* Balcony Break
* Combo from 1st or 2nd CH with 5F delay
* Interrupt with i5 from 2nd block
* Move can be delayed by 20F
armor-kingb+3h17i16~18-12+66a (+50)
* Balcony Break
* Tornado
armor-kingb+4m15i15~16-9+2
armor-kingb+4,1+2m, t15, 20i15~16, +0d
* Throw only comes out on front hit
* Input 1+2 during frames 1-17 of b+4
armor-kingb+1+2m0i16~17+0+4+15
armor-kingb+3+4m22i20~21-9+12a (+3)
* Homing
* Balcony Break
armor-kingub+1h21i24~25+5+39d (+31)
* Balcony Break
* Homing
* 6 chip damage on block
* Powered up during Heat
* +19d on BT hit
armor-kingub+415+19a (+9)+33a (+29)
* Balcony Break
* No forward momentum
* Recovers 2f faster on hit (t46 r29)
armor-kingub+1+2m20i30~31-14+33d (+25)
* Balcony Break
* Sidesteps to the right
* +13d on BT hit
armor-kingub+1+2*m24i50~52+0+29a
* Tornado
* 7 chip damage on block
* Sidesteps to the right
* Opponent recovers FUFA
* Powered up during Heat
armor-kinguf+1m20i23~24+4+11g+58a
* Balcony Break
* 6 chip damage on block
* +18a (+9) on BT hit
armor-kinguf+2m7i15~16-12-1
armor-kinguf+2,1m, m7, 10i15~16, i25~26-13+45a (+37)
* Floor Break
* Elbow
* Combo from 1st hit with 1F delay
* Interrupt with i7
* May whiff vs SSR from 1st block (inconsistent)
* Move cannot be delayed
* Input can be delayed by 1F
* +50a (+38) on BT hit
armor-kingf,F+2m20i16~17-6+6+44a
armor-kingf,F+3h23i17~19+2+15a (+6)
* Balcony Break
* Homing
* 6 chip damage on block
armor-kingf,F+4m25i14-8+13cg
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Forces tech back roll on hit
armor-kingf,n,d,DF+3h!30i35~37+19a (+10)
* Balcony Break
* Cancel to r41 standing with B at frame 19
* 20f timestop on hit
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
armor-kingf,n,d,df+1h20i15~16+5+16a
* 6 chip damage on block
* 20f timestop on hit
* Recovers 8F faster on hit (t38 r22)
* Opponent left FDFA on hit
armor-kingf,n,d,df+2h20i11~12 (i14+)-10+36a (+26)
* Can also be performed with f,n,df#2 (i13+)
* Recovers 1F faster on hit(t39 r27)
armor-kingf,n,d,df+1+2h![5]i35~38+23g
*On hit, gives a special stun that makes throws unbreakable for the stun duration
*Comes out faster in heat
*Cannot K.O
armor-kingws1m16i15~16-12+31a (+21)
* Elbow
* Recovers 2F faster on hit (t44 r29)
armor-kingws2m17i12-9+3+27a
* On CH can shift to True Dark Smash with 2 or f,d,df+2
* 4f timestop on CH
armor-kingws3m12i13~14-6+6
Knee
armor-kingws3,1m, m12, 24i13~14, i24~25-13+28a (+2)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block (Not possible with big bodies)
* Move can be delayed by 5F
* Input can be delayed by 6F
armor-kingws4m20i11~12-6+5
armor-kingSS.4m22i19~20-8+13a+58a
* Balcony Break
* +13a (+4) on side or backturned hit
* 5f timestop on CH
armor-kingFC.df+2m23i24~25+1+52a
* 6 chip damage on block
* 20f timestop on hit
armor-kingBAD.1h13i11+1+8
armor-kingBAD.1,2h, m13, 24i11, i24~25-12+18a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt with i5 from 1st block
* 20f timestop on hit
* Input can be delayed by 6F
* Move can be delayed by 1F
armor-kingBAD.1,4h, h13, 22i11, i22~23+4~+5+11g~+12g
* Transition to BT
* Combo from 1st hit with 6F delay
* Interrupt with i3 from 1st block
* Input can be delayed by 6F
* Move can be delayed by 1F
armor-kingBAD.2m12i15~16-7+4
armor-kingBAD.2,3m, h12, 24i15~16, i22~23-7+18cg
* Balcony Break
* Tornado
* Combo from 1st hit with 7F delay
* Interrupt with i6 from 1st block
* Input can be delayed by 8F
* Move can be delayed by 5F
* Forces crouching on hit
armor-kingBAD.2,4m, m,t12, 15,20i15~16, i18~19-12+0d
* Combo from 1st hit with 8F delay
* Interrupt with i2 from 1st block
* Input can be delayed by 8F
* Move can be delayed by 5F
* Transitions to attack throw on front hit only
* Opponent left FUFT
armor-kingH.BAD.3,2m,M15,25i34~36-9+1a
* Balcony Break
* Jail from 1st block
* Opponent left FDFA
* Consumes 240F of remaining Heat time
* 11 chip damage on block after absorbing an attack in power crush state
armor-kingBAD.4L23i17~18-13+3c+26a
armor-kingBAD.1+2m22i26~27+5+12c+40a
* Head
* 4f timestop on CH
* 6 chip damage on block
armor-kingBT.3M20i13~14-14+49a
* Tornado
* Unparryable by traditional kick parries (bug?)
armor-kingBT.4m20i18-10+11a (+2)
* Balcony Break
armor-kingCH.ws2,2m,m20,22 (15) / 25 (17)i12, i11~12+1+35a (+28)
* Power up with input f,d,df+2 in a 20f sequence
* Can input during frames 25-74
armor-kingOTG.d+4L18i19~21-16c-5d (-13)
* -5 on hit when opponent is standing
* -5c on crouching hit
armor-kingOTG.d+4,4L, L18, 8 (5)i19~21, i18~21-16c-8d
* Floor Break
* Scaled combo from 1st hit on grounded opponent
* -5 on hit when opponent is standing
* -5c on crouching hit
armor-kingOTG.d+4,4,4L, L, L18, 8 (5), 6 (3)i19~21, ,i18~21-16c-8d
* Floor Break (Airborne)
* Scaled combo from 1st hit on grounded opponent
* -5 on hit when opponent is standing
armor-king(Back Throw)th(h)60i12~14!-4d
* Unbreakable throw
* Opponent left FUFA
armor-king(Left Side Throw)th(h)40-3+0d
* Balcony Break
* Throw break 1
* Opponent left FDFA
armor-king(Right Side Throw)th(h)i12~14-3+0d
* Throw break 2
* Opponent left FDFA
armor-king1+3th(h)35i12~14-6+0
* Homing
* Throw break 1 or 2
* f+1+3: Extended range, i15~17, t50 r33
* Opponent left FUFA
armor-king2+4th(h)35i12~14-3+0d
* Homing
* Throw break 1 or 2
* f+2+4: Extended range, i15~17, t50 r33
* Opponent left FUFA
armor-king2+4,d+1+2th(h)35, 38i12~14, -10d
* Floor Break
* Unbreakable throw extension
* Input d+1+2 by frame 101
* Opponent left FUFA
armor-kingAIR.BAD.2+4t(a)45i14+0d
* Cannot throw break
* Opponent recovers in FDFA.
armor-kingAIR.f,f,F+2+4t(a)50(55)i10+0d
* Floor Break
* Cannot throw break.
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Opponent recovers in FUFT.
armor-kingAIR.f,hcf+1t(a)40(45)i10+0d
* Floor Break
* Cannot throw break.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 for blue spark (+5 damage).
* AIR.BAD1+3: i14 startup. Cannot execute blue spark variant
* Opponent recovers in FDFA.
* Side switch
armor-kingBAD.2+4th(h)45i14~15+0+0d
* Homing during Heat
* Throw break 2
* Opponent recovers in FDFT.
armor-kingBM.2,1,2,1t5,5,5,15+0-6d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
* Opponent recovers FDFT
* AK recovers FUFA on throw break
armor-kingDMD.1t20 (25)-3+0d
* 1 break
* Power up with input 2+4,1+2
* 40/45 total damage
* Opponent recovers FDFA
* Side switch on hit or break
armor-kingDMD.2t10 (15)-3-3d
* 2 break
* Power up with input 3+4,1+2
* 30/35 total damage
* Opponent recovers FDFR?
* Side switch on break
armor-kingDMD.2,1t, t10 (15), 15 (20)+4-3d
* 1 break
* Power up with input 1,1,1+2
* 45/55 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.2,2t, t10 (15), 20 (25)+4-3d
* 2 break
* Power up with input 3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2t10 (15)+0-3d
* 1+2 break
* Power up with input 2,1,1+2
* 30/35 total damage
* Opponent recovers FDFA
* Side switch on break
armor-kingDMD.1+2,1t, t10 (15), 20 (25)+4-3d
* 1 break
* Power up with input 4,3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2,2t, t10 (15), 25 (30)+4-3d
* 2 break
* Power up with input 2,1,1,1+2
* 55/65 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-kingFDFA.db+1+3th(g)40i18~20+0+8d
* Throw break 1
* Opponent recovers FUFT
armor-kingFDFL.db+1+3th(g)0i18~20+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.
armor-kingFDFT.db+1+3th(g)35i18~20+0+0d
* Throw break 1
* Opponent recovers FUFT
armor-kingFUFA.db+1+3th(g)35i18~20+0-19d
* Balcony Break
* Can wall splat
* Throw break 1
* Opponent recovers FDFT
armor-kingFUFL.db+1+3th(g)0i18~20+0+25d
* 1 or 2 throw break, depending on Armor King's input.
* Opponent recovers in FDFL/FDFR.
armor-kingFUFT.db+1+3th(g)30i18~20+0+20d
* Balcony Break
* Throw break 1
* 7F throw break window on NH or CH (throw escape cannot be buffered or held)
* Side swap
* Can wall splat
* Opponent recovers FDFT
armor-kingOTG.db+2+4th(g)0i18~20+0+12 / +9
* Throw break 2
* 7F throw break window on NH or CH (throw escape cannot be buffered or held)
* Opponent recovers standing (+12)
* Opponent can be FUFT,FUFA,FDFT,FDFA
* If opponent was FUFA or FDFA, opponent recovers BT (+9)
armor-kingUT.2,1,2,1t5,5,5,15+0+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
armor-kingUT.1+2t25-9+1d
* 1+2 throw break.
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
armor-kingWALL.1+3t(w)65?i10+0d
* Homing
* Cannot throw break.
* Opponent recovers in FUFT.
armor-kingdb,n,f+2+4th(h)53i11-2-3d
* Floor Break
* Throw break 2
* Opponent left FUFA
armor-kingdb+1+2th(h)40i11-6+2d
* Throw break 1+2
* Side switch on hit
* Opponent left FUFA
* Armor King recovers FUFA on hit
armor-kingdf+2+3th(h)40i12-3+0d
* Floor Break
* Throw break 2
* Opponent left FUFT
armor-kingd+1+3th(m)35i12~13+0d
* Floor Break
* Unbreakable
* Opponent recovers FUFA
armor-kingd+2+4th(m)35i12~13+0d
* Heat Engager
* Unable to Heat Dash
* Unbreakable
* Opponent recovers FUFA
armor-kingf,f,F+2+4th(h)40 (45)i10-5+10d
* Balcony Break
* Homing during heat
* Throw break 1+2
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* i13 startup for Bluespark throw with buffered input
* Opponent left FUFT
* Armor King recovers FUFT on hit
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.
armor-kingf,n,d,df+1+3t20i12 (i17)-3+0
* 1 or 2 break depending on Armor King's input
** 1 for CD1+3/1+4, 2 for CD2+4/2+3
* Transition to DMD
* i20 fastest possible startup in neutral (f,n,d,df,1+3_2+4)
** df and 1+3_2+4 cannot be input on the same frame
* Opponent recovers FDFT
* Side switch on hit or break
armor-kinghFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
armor-kingqcb+1+2th(h)40(45)i11-3+0d
* Balcony Break
* Homing during heat
* Opponent takes 5 additional damage when they hit the ground
* Opponent takes 4 additional damage when they hit a wall
* Throw break 1+2
* Opponent left FUFA
armor-kinguf+1+2th(h)40i12-6+0d
* Floor Break
* Throw break 1+2
* Opponent left FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
asuka1h5i10-2+9
asuka1,1h, m5, 15i10, i24-7+4
* Combo from 1st CH with 3f delay
* Links to f+1 extensions
* Interrupt with i4 from 1st block
asuka1,1,3h, m, m5, 15, 17i10, ,i21~22-5+6+14c
* Combo from 2nd CH with 9f delay
* Interrupt with i1 from 2nd block
* Input can be delayed 10f
asuka1,2h, m5, 8i10, i22~23-8+6
* Combo from 1st hit
* Combo from 1st CH with 3f delay
* Interrupt with i2 from 1st block
asuka1,2,3h, m, m5, 8, 24i10, ,i31~33-2+29a (+20)
* Balcony Break
* Strong Aerial Tailspin
* 4 chip damage on block
* Cancel to r18 with B
* Interrupt with i15 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Interrupt with i1 from 2nd hit
* Last input can be held to power up
asuka1,2,3*h, m, m5, 8, 26i10, ,i52~53+6+28a (+19)
* Balcony Break
* Strong Aerial Tailspin
* 10 chip damage on block
* Cancel to r15 with B
* Interrupt with i36 from 2nd block
* Interrupt with i22 from 2nd hit
* Whiffs vs delayed SS, SW from 2nd block or hit
asuka1,2,4h, m, m5, 8, 18i10, ,i18~19-12+18a (-1)
* Balcony Break
* Combo from 1st CH or 2nd CH with 1f delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 1F
asuka1,3h, l5, 10i10, i21-11+0
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 3f delay
* Interrupt with i1 from 1st block
asuka2h9i12-7+2
asuka2,1h, h9, 10i12, i18~19-6+6
* Elbow
* Jail from 1st attack with 1f delay
asuka2,1,2h, h, m9, 10, 16i12, ,i26~27-10+16a (-1)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Interrupt with i8 from 2nd block
* Might whiff vs delayed SWL (inconsistent, SSL -> SWL)
asuka2,1,d+1+2h, h, m9, 10, 23i12, ,i28~30-9+3c+38a
* Spike
* Combo from 2nd CH with 1f delay
* Cancel to r20 with B
* Cancel to FC with D
* Whiffs vs SSL, SWL from 1st block
* Interrupt with i10 from 2nd block
asuka3m17i14-7+9
asuka3,1m, m17, 17i14, i18~19-11+8+35a (+27)
* Balcony Break (CH)
* Combo from 1st hit with 14f delay
* Interrupt with i2 from 1st block
* Input can be delayed 14f
* Move can be delayed 10f
asuka4h18i11-9+7+32a
Balcony Break (CH)
asuka1+2m21i16-9+27a
asuka1+4sl,h5,8i14 i17-3-3+4
* Jail from 1st attack
asuka1+4,2sl,h, h5,8, 10i14 i17, i19-2+9
* Combo from 2nd CH
* Move cannot be interrupted
asuka1+4,2,4sl,h, h, m5,8, 10, 26i14 i17, ,i24-9+4+17a (+8)
* Balcony Break (CH)
* Combo from 3rd CH
* Interrupt with i4 from 3rd block
asuka1+4,3sl,h, m5,8, 25i14 i17, i31~33-2+29a (+20)
* Balcony Break
* Strong Aerial Tailspin
* 4 chip on block
* Cancel to r18 with B
* Interrupt with i18 from 2nd block
* Interrupt with i17 from 2nd hit
* Whiffs vs SS, SW from 2nd block or hit
* Last input can be held to power up
** Interrupt with i39 from 2nd block
** Interrupt with i38 from 2nd hit
** Whiffs vs delayed SS, SW from 2nd block or hit
* Link to attack from Spinning Heel Drop (f+3)
asukaf+1m17i20-7+4
asukaf+1,3m, m17, 17i20, i21~22-5+6+14c
* Combo from 1st CH with 9f delay
* Interrupt with i1 from 1st block
* Input can be delayed 10f
asukaf+2M20i17~18-18+33a (+23)
* Cancel to r26 FC with D
* Gain NWG on hit with 1
* Hit advantage becomes +26a (+16) on NWG gain
asukaf+2,NWG.1+2M, m20, 15i17~18, i31~32-8+67a (+51a)
* Tornado
* Jail from 1st attack
* 4 chip damage on block
* Consumes NWG
* Consumes 600F of remaining Heat time
* Available only on hit or block
asukaf+3m24i31~i33-2~+0+29a (+20)
* Balcony Break
* Chip damage on block
* Cancel to r33 with B
asukaf+3*m26i52~i53+6~+7+28a (+19)
* Balcony Break
* Chip damage on block
* Cancel to r55? with B
asukaf+3**m!28i70~71+28a (+19)
* Balcony Break
* Cancel to r58? with B
asukaf+4h21i19~21+3+28a
* Homing
* Balcony Break (CH)
asukaf+2+3h21i23~24+0+25a
* Balcony Break
* Sabaki, parries high or mid punches
* +51a on a successful parry
* Parry state 4~15
asukaf+3+4M27i29~30-1+18a (+9)
* Balcony Break
* 8 chip damage on block
* Gain NWG on hit
* -2a (-11) on hit after NWG gain
asukadf+1m10i13~14-3+8
asukadf+1,2m, h,t10, 13,25i13~14, i22-3+0d
* Floor Break
* Combo from 1st CH with 2f delay
* Combo from 1st hit when off-axis to the left or right
* Interrupt with i2 from 1st block
* Input can be delayed 7f
* +18a on off-axis hit, +16a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead
asukadf+1,4m, m10, 22i13~14, i23~24-12+22a (+17)+59a
* Balcony Break
* Combo from 1st CH with 1f delay
* Interrupt with i3 from 1st block
* Input can be delayed 7f
asukadf+2m14i15~16-6+35a (+25)
+5s on crouch hit
asukadf+3M23i20~21-8+12a
Balcony Break
asukadf+4m16i12-9+2
asukad+2m20i18-4c+19a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Balcony Break
* Gain NWG on Heat activation
asukadb+1,2m, h13, 20i14, i26~27-9+22a (+13)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i6 from 1st block
* Gain NWG on Heat activation
asukadb+3L17i20-12+4c+14g
asukadb+4,3L, h14, 21i22~24, i17-3+39a (+29)
* Combo from 1st CH with 1f delay
* Crouch assist bufferable on hit (Perform moves with df_d_db inputs)
* -30 from any block
asukadb+4,1+4L, sl,h14, 5,8i22~24, i22 i17--3+9
* Jail from 2nd attack
* Links to 1+4 string extensions
* Interrupt with i12 from any block
* Can be low parried from block or normal hit only
* -19 if entire string is ducked
asukadb+1+2m,m10,20i42 i3+10g+18a (+9)
* Balcony Break
* Sabaki, parries lows except weapons
** +62a on successful parry
* Gain NWG on hit with 1
* Parry state 5~17
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
asukab+2m12i15-4c+1c
asukab+2,1m, m12, 14i15, i28-7+4
* Combo from 1st CH
* Interrupt with i2 WS from 1st block
* Links to f+1 extensions
asukab+2,1+2m, h12, 7i15, i21-9+2
* Elbow
* Jail from 1st attack with 5f delay
* Combo from 1st CH with 9f delay
* Input can be delayed 12F
* Cancel to r15 FC with D
asukab+2,1+2,4m, h, m12, 7, 20i15, ,i23~24-13+18a (+9)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH
* Interrupt with i4 from 1st block
asukab+3,2m, M15, 20 (14)i16~17, i17~18-20+33a (+23)
* Airborne combo from 1st hit (+19a (+1))
* Cancel to r11 with D
* Gain NWG on hit with 1
* Interrupt with i23 on 1st block
* Whiffs vs SSL, SWL from 1st block
asukab+4m17i15~16-7+8+56a
Knee
asukab+4,2m, m17, 12i15~16, i18~19-12+4c
* Floor Break
* Knee
* Jail from 1st block with ?F delay
* Input can be delayed 14f
asukab+4,2,3m, m, M17, 12, 21i15~16, ,i20~23-16+15a (-2)
* Balcony Break
* Combo from 2nd hit with 6f delay
* Interrupt with i4 from 1st block
* Move can be delayed 3f
* Gain NWG on hit with 1
asukab+1+4h,L15,8i12 i17~18-8+5+7
* Combo from 1st hit
* Interrupt with i1 from 1st block
asukab+1+4,3h,L, L15,8, 18i12 i17~18, i32~33-13-2+16a
* Combo from 2nd CH
* Interrupt with i13 from 2nd block
asukab+1+4,4h,L, m15,8, 23i12 i17~18, i25~26-14+5b
* Balcony Break (airborne)
* Combo from 2nd CH
* Interrupt with i6 from 2nd block
asukab+2+3m23i24~25-9+6
* Balcony Break (airborne)
* Kick Sabaki, +59a on successful parry
* Parry state 4~15
asukaub+4-15+27a (+17)
* Backwards momentum
asukaub+1+2m23i25-3+9d
* Floor Break
* Spike
* Cancel to r35 with B
* Transition to FC -3 +6d with D
asukau+4
* Recovers 4F faster on hit (t49 r28)
* No forward momentum
asukauf+1h12i13-9+3
* Has good left sidestep tracking
asukauf+1,2h, m12, 19i13, i26~27-11+13g
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Cancel to FC r34 with D at frame 20 (-3/-15)
asukauf+1,NWG.2m24,i26~27+0+19a (+10)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Unparryable by traditional punch parries (bug?)
* Cancel to FC r34 with D at frame 20 (-3/-15)
* Consumes NWG
* Consumes 150F of remaining Heat time
* 4 chip damage on block
asukauf+2h,t20,25i14-1+0d
* Balcony Break (airborne)
* Floor Break
* +12a on off-axis hit, +10a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead
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
asukaf,F+1m30i23+5+14c
* Spike
* Recovers in r55 on hit or on block
* 8 chip damage on block
asukaf,F+2m16i15~16-9+2
* Elbow
* Transition to -9 +2 FC r30 with D at frame 18
* Has good right sidestep tracking
asukaf,F+2,1m, h16, 21i15~16, i21~22-5+19cg
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Elbow
* Combo from 1st hit with 6f delay
* Combo from 1st CH with 12f delay
* Interrupt with i1 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on Heat activation
* Forces tech backroll on hit
asukaf,F+2,3m, M16, 22i15~16, i27~28-7+15a
* Balcony Break
* Combo from 1st CH with 5f delay
* Interrupt with i7 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
asukaf,F+2,3*m, m16, 26i15~16, i38~39+7+39a
* Interrupt with i18 from 1st block
* Interrupt with i7 from 1st hit
* Whiffs vs SSL, SW from 1st block
* 10 chip damage on block
asukaf,F+2,1+2m, m16, 25i15~16, i25~26-13+23a (+13)
* Balcony Break
* Combo from 1st hit with 2F delay
* Combo from 1st CH with 7f delay
* Interrupt with i5 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on hit, advantage becomes +0a (-10)
asukaf,F+3m23i20~21-9+11g+35a
* Homing
* Balcony Break
asukaf,F+1+2M20i19~20-6+29a (+14)+68a (+52)
* Tornado
* 4 chip damage on block
* Grounded hit can be inconsistent sometimes
asukaf,f,F+1+2h24i17~18+4+32a (+6)+67a (+51)
* Tornado
* Homing
* Balcony Break
* 4 chip damage on block
* Instant Tornado on CH
* Unparryable by traditional punch parries (running attack)
asukaws1m12i14~15-7+4
asukaws1,4m, h12, 20i14~15, i20-4+37a (+29)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i1 from 1st block
* Move can be delayed 6f
asukaws2m18i13~14-8+8
Elbow
asukaws2,1m, h18, 10i13~14, i22-2+9
* Combo from 1st hit with 3f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Continues into 10 strings
asukaws2,1,1m, h, m18, 10, 8i13~14, ,-23-12
asukaws2,1,1,1m, h, m, h18, 10, 8, 8i13~14, ,-25-14
asukaws2,1,1,1,2m, h, m, h, m18, 10, 8, 8, 6i13~14, ,-11+0
asukaws2,1,1,1,2,1m, h, m, h, m, sm18, 10, 8, 8, 6, 5i13~14, ,-10+1
asukaws2,1,1,1,2,1,4m, h, m, h, m, sm, m18, 10, 8, 8, 6, 5, 7i13~14, ,-16-6
asukaws2,1,1,1,2,1,4,3m, h, m, h, m, sm, m, l18, 10, 8, 8, 6, 5, 7, 7i13~14, ,-25-9
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+4m, h, m, h, m, sll,h18, 10, 8, 8, 6, 7,5i13~14, ,-33-7
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
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
asukaws2,1,1,3m, h, m, m18, 10, 8, 10i13~14, ,i21+11a (+1)
* Balcony Break
asukaws2,1+2m, t18, 12i13~14, i24~25-5+17
* Combo from 1st hit with 3f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed 2f
* Links to Destabilizer (f+1+3_f+2+4) extensions on hit
* +9 on BT hit
asukaws3m20i18~19-16+35a (+25)
Tornado
* Floating state 18~40
asukaws4m15i11~12-3+8
Can hit grounded while up-close and off-axis
asukaws1+2m20i21-2+13g +25w+14 +63a
* Wall Crush +25g on hit
* Elbow
* Cancel to r18 FC with D
asukaSS.2m23i13~14-13+13a (+4)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break (airborne)
* Gain NWG on Heat activation
asukaSS.4h18i17~21-6~-2+7~+11+30a
asukaFC.df+3m20i17-9+34a (+26)
Balcony Break
asukaFC.df+3*m30i29+8+37a
* Balcony Break (airborne)
* 6 chip damage on block
asukaDST.2m20i19-3+8a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Gain NWG on Heat Activation
* Chip damage on block
asukaDST.4l19i19-14+11a
asukaNWG.f,F+1+2M24i19~20+2+32a+68a (+52)
* Tornado
* 7 chip damage on block
* Consumes NWG
* Consumes 300F of remaining Heat time
* Grounded hit can be inconsistent sometimes
* Unparryable with traditional punch parries (bug?)
asukaNWG.f,f,F+1+2h26i17~18+7+33a+67a (+51)
* Tornado
* Homing
* Balcony Break
* Wall Crush +18g~19g on block
* 7 chip damage on block
* Increased attack range
* Consumes NWG
* Consumes 300F of remaining Heat time
* Unparryable by traditional punch parries (running attack)
asukaTackle.2,1,2,15,5,5,10+3c+0d
* Unbreakable unless reversed
* only 1st and 4th hits can be blocked
* 1 to defend left side (against right punch)
* 2 to defend right side (against left punch)
* 1, 2 or 1+2 to defend tackle from behind
* Does not consume CH state on hit
asuka1+3t35i12~14-2+0d
* Homing
* Floor Break
* Throw break 1 or 2
asuka2+4t35i12~14-2+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FDFA on hit
asukaBack throwt50+7d
* Unbreakable
* Side switch on hit
* Opponent recovers FDFA on hit
asukaFC.db+1+2t15,15,15i14-6+56a (+28)
* Throw break 1+2
* Side switch on hit
* 2nd damage on landing
* 3rd damage without tech roll
asukaLeft throwt40-3-3d
* Throw break 1
* Opponent recovers FDFT on hit
asukaRight throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FUFA on hit
asukadf+2+3t40i12-6-6d
* Floor Break
* Throw break 2
* Opponent recovers off-axis FUFT on hit
* Can side switch on hit
asukaf+1+3t0i19~20+17
* -3 when exiting stance with no input
asukauf+1+2t40i12-3+0d
* Throw break 1+2
* Opponent recovers FUFA on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
azucenaH.LIB.1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* 6 chip damage on block
* Floating state 15~33
azucenaH.LIB.P (High)m25i17~18-8+32a
* Restores 5 recoverable health on successful parry
* Opponent recovers FUFA
* is1~17
azucenaH.LIB.P (Low)m20i16~18-9+58a (+42)
* Tornado
* Restores 5 recoverable health on successful parry
* is1
* Floating state 2~48
azucenaH.LIB.d+3+4M27i16~18+4~+6+22a
* Tornado
* Consumes 210F of remaining Heat time
* Transition to FC with D
* Floating state 2~48
azucenaH.b+1,1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* 6 chip damage on block
* Floating state 15~33
azucenaH.2+3+4h!0i45+35a
azucena1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
azucena1,1h, m5, 15i10, i24~25-10+8+18a
* Combo from 1st hit with 1f delay
* Transition to LIB on standing hit only
* Interrupt with i5 from 1st block
* Move can be delayed 8f
azucena1,2h, h5, 23i10, i20~21-14+8
* Balcony Break
* Combo from 1st hit with 4f delay
* Interrupt with i1 from 1st block
* Transition to BT with B
azucena1+3+4
azucena1+3+4*
* Regenerates heat
* Heat meter won't disappear, even if it fully depletes
azucena2h9i10+0+9
azucena2,1h, m9, 11i10, i17~18-7+3
* Combo from 1st hit with 4f delay
* Jail from 1st attack with 2f delay
azucena2,1,2h, m, h9, 11, 21i10, ,i24~25-5+20a (+3)
* Tornado
* Balcony Break
* Combo from 2nd CH with 5f delay
* Interrupt with i4 from 1st block
* Move can be delayed 10f
azucena3m13i14-7+4
azucena3,2m, m13, 20i14, i23~24-12+23g+13c
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
* Move can be delayed 10f
* Cancel to LIB r37 ps35~ at frame 18 (-18/-7)
azucena3,3m, h13, 23i14, i24~25-1+17cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i4 from 1st block
* Forces tech back roll on hit
azucena4h15i12~13-8+3+8
* Has good left sidestep tracking
azucena4,1h, h15, 14i12~13, i21~22-2+4+6~+7
* Combo from 1st hit
* Interrupt with i2 from 1st block
* Unparryable by traditional punch parries (bug?)
azucena4,3h, M15, 20i12~13, i26~27-11+37a
* Balcony Break
* Combo from 1st CH with 8f delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed 12f
azucena2+3+4h!0i45-1
azucenaf+2h14i17~18-10+1
azucenaf+2,1h, m14, 17i17~18, i22~23-10+5
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
* Move can be delayed 8f
azucenaf+3m15i17-4+5
* Has good right sidestep tracking
azucenaf+3,2m, h15, 20i17, i22~23-4+22a
* Balcony Break
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
azucenaf+3,4m, m15, 21i17, i24~25-11+8+52a
* Combo from 1st hit with 6f delay
* Interrupt with i3 from 1st block
* Input can be delayed for 8f
* Move can be delayed for 7f
azucenaf+4m16i17~18-8+1
Homing
azucenaf+4,4~2m, h16, 23i17~18, i23~24+1+52a
* 6 chip damage on block
* Input can be delayed by 18F
* Move cannot be delayed
* i42~43 effective startup (Cancel takes 19f)
* Interrupt with i21 from 1st block
* Whiffs vs SS, SW from 1st block
* Interrupt with i11 from 1st hit
* Whiffs vs SSR, SWR from 1st hit
*
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~
azucenadf+1m11i13~14-3+8
azucenadf+1,4m, h11, 13i13~14, i17~18-7+4
* Jail from 1st block
* Combo from 1st hit
* Enter BT -5 +6 r23 with B
azucenadf+1,4,1m, h, h11, 13, 20i13~14, ,i22~23-5+18cg+56a
* Balcony Break
* Combo from 2nd CH with 7f delay
* Move can be delayed 8f delay
* Interrupt with i3 from 1st block
* Whiffs vs SSR from 1st block
* Cancel to LIB r35 with F at frame 15 (-17/-6)
* Forces tech back roll on hit
azucenadf+1,4,1~2m, h, M11, 13, 23i13~14, ,i18~19-10+12c
* Spike
* Interrupt with i14 from 1st block
azucenadf+2m12i15~16-13+28a (+18)
Launches crouching opponent
azucenadf+3m17i17~18-5+5+59a
Knee
azucenadf+4m15i16~17-7+2
azucenadf+4,1m, h15, 23i16~17, i23~24-5+20a (+3)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Move can be delayed 10f
* Interrupt with i2 from 1st block
azucenad+1m20i20~21+4+7c+44a
* Spike
* Elbow
azucenad+2m15i17~18-9+5
azucenad+2,3m, h15, 20i17~18, i24~25+1+16g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
azucenad+3L10i15-14-3
azucenad+3,3L, m10, 14i15, i23-13+1
* Combo from 1st CH with 7f delay
* Move can be delayed 10f
* Interrupt with i3 from 1st block
azucenad+3,3,4L, m, m10, 14, 21i15, ,i25~26-14+15a (-2)
* Tornado
* Balcony Break
* Combo from 2nd CH with 10f delay
* Interrupt with i3 from 1st block
azucenad+4L13i15~16-13-2
azucenad+4,1L, h13, 5i15~16, i27~28-1+3
* Combo from 1st CH with 2f delay
* Move can be delayed 10f
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Cancel to LIB -20 -9 r38 with F at frame 20
azucenad+4,1~2L, m13, 20i15~16, i17~18-8+20a (+11)+59a
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i17 from 1st block
* Interrupt with i7 from 1st hit
azucenadb+3L14i16~17-7+4
azucenadb+3,4L, h14, 20i16~17, i24~25-13+66a (+50)
* Tornado
* Balcony Break
* Jails from first hit
* Combo from 1st CH
* Interrupt with i5 from 1st block
azucenab+1h10i14~15-3+3
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Jail from 1st block with 1f delay
* 4 chip damage on block
azucenab+1,1,2h, h, h10, 14, 20i14~15, ,i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* Interrupt with i6 from 1st block
* 6 chip damage on block
* Cancel to BT -21 -10 r18 with B
azucenab+2h21i18~19+2+22a (+13)
* Balcony Break
* Homing
* 6 chip damage on block
azucenab+3m21i19+2c+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on block
azucenab+4m10i15~16-9+2
Knee
azucenab+4,3m, m10, 10i15~16, i23~24-10+4
* Knee
* Combo from 1st hit with 6f delay
* Interrupt with i4 from 1st block
azucenab+4,3,4m, m, m10, 10, 16i15~16, ,i23~24-10-2
* Knee
* Combo from 2nd CH with 10f delay
* Interrupt with i2 from 2nd block
azucenab+4,3,4,3m, m, m, h10, 10, 16, 23i15~16, ,i27~28-7+13cg
* Balcony Break
* Combo from 2nd CH with 6f delay
* Combo from 3rd hit with 2f delay
* Interrupt with i5 from 3rd block
* Whiffs vs SSR, SWR from 3rd block
* Forces tech back roll on hit
* Move can be delayed 6f
azucenab+3+4*
Regenerates heat
azucenauf+1h18i18~19-9+7 +15w
* Wall Crush +15g on hit
* Balcony break on airborne hit
* Punch Sabaki, parries high or mid punches
* Parry state 3~10
azucenauf+1,Ph, t18, 25i18~19, -4d
Opponent recovers FUFA
azucenauf+2h20i17~18-5+14c
* Strong Aerial Tailspin
* Guaranteed 14f or faster follow-up mid on hit
* 70% scaling on combo
* Sidesteps to the right
azucenauf+3,4h, m20, 17i21~22, i20~21-14+15a (+6)+55a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 11f delay
* Interrupt with i5 from 1st block
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
azucena1+2+3+4,3+4m!54i75-8a
Base damage is 45
azucenaf,F+4M25i25~27+0c~+2c+13c~+15c
* Spike
* Guaranteed 13f or faster mid on hit
* 70% scaling on combo
* 7 chip damage on block
azucenaws1m17i13~14-8+6+32a (+26)
Only hits grounded up-close and off-axis
azucenaws2m14i15~16-13+32a (+22)
azucenaws3m23i20~21+4+16cg
* Balcony Break
* 6 chip damage on block
* Opponent recovers crouching
azucenaws4m13i11~12-6+5
azucenaws4,1m, h13, 10i11~12, i21~22-2+6
* Combo from 1st hit with 6f delay
* Interrupt with i2 from 1st block
* Enter LIB +0 +8 r21 with F
azucenaws4,1,3m, h, m13, 10, 28i11~12, ,i22~23-13+10a (+1)+27a
* Balcony Break
* Combo from 2nd CH with 7f delay
* Move can be delayed 10f
* Move cannot be interrupted
* Cancel to BT -16 -8 r20 with B
azucenaBT.1h9i10~11+2+6+8
azucenaBT.1,2h, h9, 23i10~11, i22~23-1+19a (+10)
* Balcony Break
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 4f delay
* Interrupt with i1 from 1st block
* Move can be delayed 10f
* 6 chip damage on block
* Cancel to LIB -19 -13 r37 with F at frame 17
azucenaBT.1,4h, m9, 21i10~11, i24~25-11+8+53a
* Combo from 1st hit
* Combo from 1st CH with 2f delay
* Interrupt with i3 from 1st block
* Move can be delayed 10f
* Will not combo if the kick impacts on i25
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.2:2m, t15, 23i17~18, +0d
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.3L23i19~20-13+4 LIB+14c
* Strong Aerial Tailspin
* Balcony break on airborne hit
* Transition to LIB on hit
azucenaBT.4m15i15~16-3+6
azucenaBT.4,3m, m15, 21i15~16, i23~24-14+16a (-1)+70a (+54)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i2 from 1st block
* Move can be delayed 10f
* Only hits grounded when up-close and off-axis
azucenaBT.1+2m17i14~15-11+3+58a
azucenaBT.b+3
azucenaBT.b+1+2
Parries all mids
* Parry state 2~8
azucenaLIB.1h14i13+3+8
* 4 chip damage on block
azucenaLIB.1,2h, h14, 20i13, i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* Move cannot be interrupted
* 6 chip damage on block
* Cancel to BT -15 -10 r40 with B at frame 20
azucenaLIB.2m22i14~15-8+21~22cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
azucenaLIB.3L15i16~17-9+2
azucenaLIB.3,1L, m15, 20i16~17, i22~23-10+21d
* Spike
* Combo from 1st CH with 7f delay
* Move can be delayed 8f
* Interrupt with i3 from 1st block
* On block only regular i10 punishers are guaranteed, even though she is backturned
azucenaLIB.4m14i15~16-3+10+10a
azucenaLIB.4,1m, h14, 10i15~16, i23~24-1+5+10
* Combo from 1st hit with 9f delay
* Launches from first counter hit
* Interrupt with i1 from 1st block
azucenaLIB.4,1,2m, h, m14, 10, 23i15~16, ,i28~29-10+67a (+51)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Move can be delayed 10f
* Interrupt with i9 from 2nd block
* Whiffs vs SS, SW from 2nd block
azucenaLIB.4,2m, M14, 21i15~16, i25~26-13+16a
* Balcony Break
* Spike
* Combo from 1st hit with 5f delay
* Interrupt with i3 from 1st block
* Will not wall splat when the first hit is a counter hit due to float state
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.d+4L14i19~20-31-2
azucenaLIB.d+4,4L, h14, 27i19~20, i30~31-7+14a (+5)
* Balcony Break
* Combo from 1st hit
azucenaLIB.f,f
azucena1+3t35i12~14-3+0d
* Homing
* Throw break 1 or 2
azucena2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit and break
azucenaBack throwt50+0d
* Unbreakable
* Side switch
azucenaLeft throwt40-3+0d
* Throw break 1
azucenaRight throwt40-3-3d
* Throw break 2
azucenaTackle.2,1,2,1t5,5,5,15+0d
* Throw break 1 for right punches
* Throw break 2 for left punches
* Only 1st and 4th hits can be blocked
* Inputs are reversed for tackle from behind
* Can cancel the last punch to Arm Breaker with 1+2
azucenaTackle.1+2t25-9+1d
* Throw break 1+2
azucenad+1+3t(m)35i12~13+0d
* Heat Engager
* Crouch throw
* Unbreakable
* Can't Heat Dash cancel
azucenahFC.1+2t0i32-5+3
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Works on standing and crouching opponent
* Can be done from Crouch Level 1
azucenauf+1+2t40i11+0-3d
* Throw break 1+2
* side switch on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bobH.df+3+4L20i21-13+7+75a (+59)
* Transition to BAL r29 on hit
** FC r52 transition with no input (Cannot block i16 moves)
* Consumes 300F of remaining Heat Time
bobH.2+3m,t14,20 (50)i16~17, i29+6+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit (50dmg)
* +10a (-7) on 2nd hit
* Just frame input (H.2+3:3:4) for 5-10 total damage
** Input 3 during frames 53~55, input 4 during frames 94~96
bob1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
bob1,1h, h5, 7i10, i17-3+5
* Jails from 1st block with 1F delay
* Combo from 1st hit with 3F delay
bob1,1,2h, h, h5, 7, 12i10, ,i19-12+3
* Jails from 1st block
* Combo from 1st hit
bob1,2h, h5, 10i10, i13-3+7
* Jail from 1st block with 3F delay
* Combo from 1st hit with 3F delay
bob1,2,2h, h, m5, 10, 20i10, ,i20~21-14+5
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st CH with 3F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 2F
* Input can be delayed by 3F
bob1,4h, h5, 15i10, i16-6+5
* Jails from 1st block with 2F delay
* Combo from 1st hit with 3F delay
bob1,d+4h, l5, 13i10, i22-12-1
* Combo from 1st hit with 3F delay
* Interrupt with i3 from 1st block
* -1c on crouching hit
bob2h8i10+0+6
*
bob2,1h, m8, 10i10, i23~25-7+0+3
* Combo from 1st hit with 2F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
bob2,1,4h, m, m8, 10, 20i10, ,i27~28-10+11d
* Spike
* Combo from 2nd CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Floating state 17~37
bob3m14i15~16-6+5
*
bob3,1m, h14, 11i15~16, i19-3+8
* Combo from 1st hit
* Move cannot be interrupted
bob3,1,1m, h, m14, 11, 20i15~16, ,i19-13+6+23a
* Spike
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
bob3,2m, h14, 20i15~16, i22~23+1+19cg+70a (+54)
* Balcony Break
* Tornado
* Combo from 1st hit with no delay
* Combo from 1st CH with 7F delay
* Interrupt with i3 from 1st block
* Instant Tornado on CH
* Move can be delayed by 9F
bob3,3m, m14, 18i15~16, i25~26-13+4a (-5)
* Balcony Break
* Combo from 1st CH
* Interrupt with i6 from 1st block
bob4h15i13-9+4+9s
*
bob4,3h, h15, 15i13, i19~20-9+6
* Combo from 1st hit with 2F delay
* Airborne combo from 1st CH with 2F delay (+21a (+14))
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
bob1+2m18i19~20-13+0c
* Spike
* Transition to BAL r23 with F on hit or block (+1/+14c)
** FC r46 transition with no input (cannot block i22 moves after transition on block)
bob1+2,1+2m, m18, 20i19~20, i18~19-15+11a (-6)+26a (+18)
* Balcony Break
* Combo from 1st hit with 5F delay
* Move cannot be interrupted
* Move can be delayed by 16F
* Input can be delayed by 20F
bob3+4M,M14, 14i25, i8-9+1
*
* Floating state 15~29
bob3+4,4,2M,M, m, m14, 14, 14, 25i25, i8, ,i19~20-14+1a (-16)
* Balcony Break
* Spike combo from 2nd hit (-4a (-16))
* Move cannot be interrupted
* 20f timestop on hit
bobf+2h10i12-7+3
*
bobf+2,3h, M10, 22i12, i14~15-15+12a (+3)
* Balcony Break
* Jails from 1st block with 6F delay
* Combo from 1st hit with 10F delay
* Move can be delayed by 5F
* Input can be delayed by 10F
* Recovers 3F faster on hit (t64 r32)
bobf+3m18i21~24-2+3c+9c
* Spike
bobf+3,4m, m18, 23i21~24, i28~29+3+10a (+1)+55cs
* Balcony Break
* Combo from 1st CH with 6F delay
* Interrupt with i11 from 1st block
* Interrupt with i5 from 1st hit
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR from 1st hit
* 4f timestop on CH
* Move cannot be delayed
* Input can be delayed by 6F
bobf+4h20 (38)i16~17-6+19a+3d
* Homing
* Shift to 14dmg throw on CH from the front
bobdf+1m13i14-2+5
*
bobdf+1,2m, m13, 15i14, i19-10+6
* Elbow
* Jail from 1st block with 1F delay
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
bobdf+2m14i15~16-8+3s+33a (+23)
* Slight jab evasion (frames 8 to 10?)
bobdf+3m19i19~20-9+19a (+2)+73a (+57)
* Balcony Break
* Tornado
* Instant Tornado on CH
* Recovers 2F faster on hit (t50 r30)
bobdf+4h12i13~14-6+5
*
bobdf+4,3h, h12, 23i13~14, i20~21-8+4
* Combo from 1st hit with 3F delay
* Interrupt with i2 from 1st block
* Transition to BAL r20 with F (+12g/+0)
** FC r37 transition with no input (Cannot block i17 moves when transitioning on block)
* Move can be delayed by 2F
* Input can be delayed by 3F
bobdf+4,4h, m12, 24i13~14, i25~26-13+11a (+2)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Knee
* Combo from 1st hit with 3F delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent; more consistent when using sidestep stance moves)
* Move can be delayed by 2F
* Input can be delayed by 3F
* Floating state 24~34
bobd+1M18i18~19-8+7c+12d
* Spike
* Recovers 4F faster on hit or block (t46 r27)
bobd+2m12i15-9+2
*
bobd+2,1m, m12, 11i15, i14~15-11+0
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Move can be delayed by 1F
* Input can be delayed by 2F
bobd+2,1,2m, m, m12, 11, 18i15, ,i22~24-12-1
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
bobd+2,1,2,2m, m, m, m12, 11, 18, 21i15, ,i29-15+15a (+5)
* Balcony Break
* Combo from 3rd hit with 4F delay
* Interrupt with i6 from 3rd block
* Whiffs vs SSL, SWL from 3rd block
* 20f timestop on hit
* Move can be delayed by 10F
bobd+2,3m, m12, 21i15, i41-2+9+67a
* Knee
* Interrupt with i21 from 1st block
* Interrupt with i10 from 1st hit
* Whiffs vs SS, SW from 1st block
* 4f timestop on CH
* Crumple stun on CH
* Move can be delayed by 2F
bobd+3,4L, h12, 15i19~20, i25~26-8+10g
* Balcony Break
* Combo from 1st CH with 4F delay
bobd+4l11i16-12-1
* -1c on crouching hit
bobd+4,3l, h11, 12i16, i23~24-7-2
* Combo from 1st CH
* Interrupt with i3 from 1st block
bobd+4,3,4l, h, m11, 12, 15i16, ,i25~26-15+8a (-1)
* Balcony Break
* Combo from 1st CH or 2nd hit
* Move cannot be interrupted
bobd+1+2h,h6,6i14, i11-9+2
*
bobd+1+2,2h,h, m6,6, 6i14, i11, i10~11-8+3
* Jail from 1st block
* Combo from 1st hit
bobd+1+2,2,1h,h, m, h6,6, 6, 20i14, i11, ,i7~8-16+12a
* Jail from 1st block
* Combo from 4th hit with 9F delay
* Transition to Ki Charge r53 with U on hit (-1d)
* Move cannot be delayed
* Input can be delayed by 9F
bobd+3+4M,m12,14i15~16 i5~7-12+21a (+14)
* Slight jab evasion especially at range (frames 6 to 9?)
* +3~+5 on second hit
* Floating state 20~34
bobdb+2m17i14-8+6
* Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?)
bobdb+3L17i20-12+2+14g
*
bobdb+4,4,3L, m, h15, 14, 12i24~25, ,i12-9+3
* Jails from 2nd block
* Combo from 2nd CH with 6F delay
* Duckable
* Move cannot be delayed
* Input can be delayed by 6F
bobdb+4,4,3,3L, m, h, M15, 14, 12, 18i24~25, ,i35~38-12+29d
* Spike
* Combo from 3rd CH
* Interrupt with i10 from 3rd block
bobdb+1+2m16i17~18-13+33a (+23)
* Strong jab evasion (frames 5 to 13?)
bobdb+3+4L10i19-31+6
* Stagger low
bobdb+3+4,4L, l10, 18i19, i9-28+8c / -9c+1d
* Spike
* Combo from 1st hit
* -9c if only the second hit connects
bobb+1m15i18~19-8+5c
* Elbow
* Spike
bobb+1,2m, m15, 16i18~19, i23~24-8+7
* Combo from 1st hit
* Jails attack inputs from 1st block (cannot CH)
bobb+1+3sp(10),20 (25)i41?, i30+5g / +26a (+0)
* Balcony Break (Perfect)
* Parries high and mid punches
* On successful parry, shift to Steak and Fries (FC.db+1+2)
** Input 3 during frames 26 to 29 of 2nd hit to power up
* Parry state 5~12
bobb+2m12i13~14-5+6
*
bobb+2,1m, m12, 23i13~14, i23-13+7
* Elbow
* Spike
* Combo from 1st hit with 1F delay
* Transition to BAL r27 with F on hit (+12g)
** FC r50 transition with no input (Cannot block i11 moves)
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
bobb+2,2m, h12, 12i13~14, i18-3+8
* Combo from 1st hit with 4F delay
* Move cannot be interrupted
* Move can be delayed by 3F
* Input can be delayed by 4F
bobb+2,2,4m, h, m12, 12, 13i13~14, ,i22-13+3
* Knee
* Combos from 2nd CH with 8F delay
* Interrupt with i2 from 2nd block
* Move can be delayed by 10F
bobb+2,2,4,4m, h, m, h12, 12, 13, 20i13~14, ,i23~24-7+18a (+9)
* Balcony Break
* Combo from 2nd CH or 3rd hit with 3F delay
* Interrupt with i3 from 3rd block
bobb+3M20i17~18-15+12a (+3)+27a (+21)
* Recovers 3F faster on hit (t50 r32)
bobb+4m13i15-11+4+9
* Knee
bobb+4,4m, h13, 20i15, i23-3+18a (+9)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* 4 chip damage on block
bobb+1+2m20i17~18-9+8c
* Spike
* Head
bobb+1+2,1m, m20, 10i17~18, i30-11+0
* Combo from 1st CH with 8F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 9F
bobb+1+2,1,2m, m, h20, 10, 20i17~18, ,i12-16+8a (-1)
* Balcony Break
* Jail from 2nd block with 9F delay
* Combo from 1st CH or 2nd hit with 20F delay
* 20F timestop on hit
* Move can be delayed by 12F
* Input can be delayed by 20F
bobub+1m25i26-15+15a (+6)
* Balcony Break
* Backswing blow
* Recovers 6F faster on hit (t56 r30)
bobub+3+4m,m6,6i18, i10-9+18a (+11)
* Slight jab evasion especially from crouching (frames 3 to 12?)
bobu+1+2,1+2m, m15, 25i16~18, i18~22-17+8a (-1)
* Balcony Break
* Body slam
* Combo from 1st hit with 13F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 14F
* Input can be delayed by 27F
bobuf+1m10i16-9+3
* Has good right sidestep tracking
bobuf+1,2m, m10, 16i16, i20~21-9+8
* Combo from 1st hit with 6F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 6F
bobH.uf+1,2,2m, m, m10, 16, 24i16, ,i31+5+23a (+13)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
* Consumes 300F of remaining Heat Time
* 20F timestop on hit
* Input cannot be delayed
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
bobb,B+1+4,2m25i15~16 (i57~58)-11+11a
* Balcony Break
* Spike
* i57~58 actual startup
* Input 2 at frame 42
bobf,F+2m21i14-8+14a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
bobf,n,d,DF+4L16i18~19-28-1
* Stagger low
bobf,n,d,DF+4,1+2L, m16, 25 (17)i18~19, i25-17+7a (+6) / +2d
* Balcony Break
* Airborne combo from 1st hit (+7a (+6))
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
bobf,n,d,df+1h21i13~14 (i16+)-4+78a (+62)
* Balcony Break
* Instant Tornado on hit
* Can also be performed with f,n,df#1 (i15+)
* 4 chip damage on block
* Recovers 2F faster on hit or block (t36 r22)
bobf,n,d,df+1+2m20i15-10+24a (+14)
* Balcony Break
* Can be charged to power up
* i28 latest uncharged startup with max charge delay
bobf,n,d,df+1+2*m33i28+4+39a
* Balcony Break
* Charge for 23-28F
* 6 chip damage on block
bobws1m11i13~15-11+0
* Elbow
bobws1,3m, M11, 25i13~15, i25~26-13+11a (+2)
* Balcony Break
* Hip
* Combo from 1st hit
* Interrupt with i5 from 1st block
bobws2m10i14-7+4
*
bobws2,1m, m10, 10i14, i28~31-20+33a (+23)
* Tornado
* Combo from 1st hit with 2F delay
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
bobws2,2m, m10, 20i14, i23-13c+5c+17d
* Combo from 1st hit with 7F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 14F
bobws3h17i17~18-8~-7+17a (+8)
* Balcony Break
* Homing
bobws4m16i11~12-6+5
*
bobws1+2m20i15~17-8+17a (+10)+31a (+21)
*
<Showing 2001-2400 of 6584 moves>