
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| alisa | DES.f,f | |||||||
| alisa | DES.f+3 | * Cancel to r33 with DBT.b * Transition to r50 SS with DBT.u_d * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | DES.f+3 | * Cancel to r33 standing block with DBT.B * Transition to Evasive Action with input DBT.U_D * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | FUFT.1+2 | * Floating state 1~5 * Low crush 6~40 * Floating state 41~43 | ||||||
| alisa | SBT.D | * Transition to r32 BKP with B (Backswing) * High crush 34~ | ||||||
| alisa | Back throw | t | 55 | +0d | * Floor Break * Throw break: none * Opponent recovery on hit: FDFA * Side switch | |||
| alisa | Left throw | t | 40 | -3 | -5d | * Throw break: 1 * Opponent recovery on hit: FDFA * Can side switch on hit | ||
| alisa | Right throw | t | 40 | -3 | +0d | * Floor Break * Throw break: 2 * Opponent recovery on hit: FUFA perpendicular to Alisa | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| anna | f+3 | * Transition to r10 FC with db * Transition to r16 CJM with b+3 | ||||||
| anna | df+2 | m | 12 | ,i15~16 | -12 | +32a (+22) | * Launches crouching opponent | |
| anna | b+1+3 | 25 | +3d | * Parries high or mid punches or kicks * Can side switch depending on the parried attack * Parry state 5~12 | ||||
| anna | b+3 | * Actionable after 16f * i3? low parry: parries all lows (including Heat Smash lows) * i3? throw parry: +0d and 25 damage * Transition to r13 HAM with f+3 * Parry state 3~47 | ||||||
| anna | CJM.df | * High crush 5~ * Floating state 8~35 | ||||||
| anna | CJM.f+3 | * Transition to r10 FC with db * Transition to r16 CJM with b+3 | ||||||
| anna | HAM.b+3 | |||||||
| anna | TOM.3 | * Actionable after 16f * i3? low parry: parries all lows (including Heat Smash lows) * i3? throw parry: +0d and 25 damage * Transition to r13 HAM with f+3 * Parry state 3~47 | ||||||
| anna | Back throw | t | 50 | +0d | * Unbreakable * Side switch on hit | |||
| anna | Left throw | t | 40 | -3 | +0d | * Throw break 1 * Can side switch on hit | ||
| anna | Right throw | t | 38 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| armor-king | f+3+4 | sp | * Parries mid and high punches * Cannot block in stance * Transition to BAD * Parry state 5-12? | |||||
| armor-king | b+1+3 | 25 | +0d | * Reverses High or Mid punches only * Opponent recovers FUFA when parrying a left punch * Opponent recovers FDFL when parrying a right punch * Has a followup on whiff only * Parry state 5~12 | ||||
| armor-king | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to SS with u * Cancel to standing block with b | ||||||
| armor-king | BM,2,1,2,1 | t | 5,5,5,15 | +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 | ||
| armor-king | DMD.1 | t | 20 (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-king | DMD.2 | t | 10 (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-king | DMD.2,1 | t, t | 10 (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-king | DMD.2,2 | t, t | 10 (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-king | DMD.1+2 | t | 10 (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-king | DMD.1+2,1 | t, t | 10 (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-king | DMD.1+2,2 | t, t | 10 (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-king | UT,2,1,2,1 | t | 5,5,5,15 | +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-king | UT,1+2 | t | 25 | -9 | +1d | * 1+2 throw break. * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| asuka | b+1+3 | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~12 | |||||
| asuka | b+1+3* | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~54 | |||||
| asuka | 1+2+3+4 | * Transition to Ultimate Tackle throw with 1+2 * Cannot block for 5 seconds * CH state for 5 seconds | ||||||
| asuka | Tackle.2,1,2,1 | 5,5,5,10 | +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 | |||
| asuka | Back throw | t | 50 | +7d | * Unbreakable * Side switch on hit * Opponent recovers FDFA on hit | |||
| asuka | Left throw | t | 40 | -3 | -3d | * Throw break 1 * Opponent recovers FDFT on hit | ||
| asuka | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers FUFA on hit | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| azucena | H.LIB.1,2,F | +7 | +54a (+34) | * Strong Aerial Tailspin * 70% scaling on combo * Chip damage on block * Floating state 15~33 | ||||
| azucena | H.b+1,1,2,F | +7 | +54a (+34) | * Strong Aerial Tailspin * 70% scaling on combo * Chip damage on block * Floating state 15~33 | ||||
| azucena | H.b+2,F | +7 | +54a (+34) | * Strong Aerial Tailspin * Homing * 70% scaling on combo * 7 Chip damage on block * Low crush 15~30 * Floating state 31~33 | ||||
| azucena | H.f+3+4 | * Parries all high or low attacks * Consumes 120F of remaining Heat time * Cancel to r20 with DB * High crush 4~20 * Parry state 17~ | ||||||
| azucena | 1+3+4 | |||||||
| azucena | 1+3+4* | * Regenerates heat * Heat meter won't disappear, even if it fully depletes | ||||||
| azucena | f+3+4 | * Completely evades all high/low attacks * Cancel to r20 with DB * Parry state 18~ | ||||||
| azucena | f+3+4* | * Regenerates heat * Heat meter won't disappear, even if it fully depletes * Parry state 1~ | ||||||
| azucena | b+3+4 | * Low crush 6~19 * Floating state 20~22 | ||||||
| azucena | b+3+4* | Regenerates heat | ||||||
| azucena | 1+2+3+4 | * Cannot block for 5 seconds * CH state for 5 seconds | ||||||
| azucena | UB,b | Transition to r24 LIB with F * Low crush 18~37 * Floating state 38~40 | ||||||
| azucena | BT.b+3 | |||||||
| azucena | BT.b+1+2 | Parries all mids * Parry state 2~8 | ||||||
| azucena | BT.b+3+4 | * High crush 6~20 | ||||||
| azucena | BT.f+3+4 | * Low crush 6~21 * Floating state 22~24 | ||||||
| azucena | LIB.B | Completely evades high or low attacks * Parry state 1~ | ||||||
| azucena | LIB.F | * Completely evades high or low attacks * Regenerates heat with each step * Parry state 1~ | ||||||
| azucena | LIB.P (High) | 0 | * Restores recoverable health * Frame advantage depends on the move that gets parried * is1~16 | |||||
| azucena | LIB.U | * Completely evades high or low attacks * Regenerates heat with each step * Parry state 1~ | ||||||
| azucena | LIB.b,b | * Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1 | ||||||
| azucena | LIB.f,f | |||||||
| azucena | Back throw | t | 50 | +0d | * Unbreakable * Side switch | |||
| azucena | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| azucena | Right throw | t | 40 | -3 | -3d | * Throw break 2 | ||
| azucena | Tackle.2,1,2,1 | t | 5,5,5,15 | +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 | |||
| azucena | Tackle.1+2 | t | 25 | -9 | +1d | * Throw break 1+2 | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| bryan | b+1+3 | +31 | * Parries high or mid punches * Parry state 5~12 | |||||
| bryan | b+1+3,P.2 | h | 30 | ,i13~14 | -10 | +20d (-38) | * Balcony Break * Gain SNE on hit * SNE gain is r25 * +40d (-18) if Bryan has SNE already * Chip damage on block | |
| bryan | b+3 | m | 12 | |||||
| bryan | b+3,2 | m, h | 12, 12 | ,i16 | -4 | +7 | Combo from 1st CH | |
| bryan | b+3,2,1 | m, h, m | 12, 12, 10 | ,i16, i20 | -9 | +2 | * Combo from 2nd hit * Combo from 1st CH | |
| bryan | b+3,2,1,2 | m, h, m, m | 12, 12, 10, 14 | ,i16, ,i19 | -10 | +19a (+10) | * Balcony Break * Combo from 2nd CH | |
| bryan | b+3,2,1,4 | m, h, m, L | 12, 12, 10, 12 | ,i16, ,i22 | -11 | +0 | * Combo from 2nd CH | |
| bryan | b+3,4 | m, m | 12, 18 | |||||
| bryan | b+3,4,1 | m, m, m | 12, 18, 5 | |||||
| bryan | b+3,4,1,2 | m, m, m, m | 12, 18, 5, 7 | |||||
| bryan | b+3,4,1,2,1 | m, m, m, m, h | 12, 18, 5, 7, 3 | |||||
| bryan | b+3,4,1,2,1,4 | m, m, m, m, h, h | 12, 18, 5, 7, 3, 8 | |||||
| bryan | b+3,4,1,2,1,4,2 | m, m, m, m, h, h, h | 12, 18, 5, 7, 3, 8, 5 | |||||
| bryan | b+3,4,1,2,1,4,2,1 | m, m, m, m, h, h, h, h | 12, 18, 5, 7, 3, 8, 5, 5 | |||||
| bryan | b+3,4,1,2,1,4,2,1,4 | m, m, m, m, h, h, h, h, m | 12, 18, 5, 7, 3, 8, 5, 5, 10 | |||||
| bryan | b+3,4,1,2,1,4,2,1,4,2 | m, m, m, m, h, h, h, h, m, h | 12, 18, 5, 7, 3, 8, 5, 5, 10, 20 | |||||
| bryan | b+3,1+2 | m, m | 12, 25 | ,i22 | -6 | +4c | +20d | * Spike * Combo from 1st CH with 8f delay * Input can be delayed 12 * Move can be delayed 10 |
| bryan | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| bryan | d,db,b | * Cancel to SS on any frame with u * Minimum 3f needed to enter (one for each directional) * High crush 1~10 | ||||||
| bryan | qcf | * Enter FC r25 with DF * Cancel to SS on any frame with u * Cancel to block on frames 1~9 with b * Actionable on frame 1~ * High crush 1~25 | ||||||
| bryan | Back throw | t | 60 | -1d | Unbreakable | |||
| bryan | Left throw | t | 40 | -3 | +1d | * Floor Break * Throw break 1 * Side switch on hit | ||
| bryan | Right throw | t | 40 | -3 | +6d | * Throw break 2 | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| claudio | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| claudio | Back throw | t | 50 | +0d | * Unbreakable * Can side switch on hit * Opponent recovers in FDFT | |||
| claudio | Left throw | t | 40 | -3 | +1d | * Break: 1 * Opponent recovers in off-axis FUFT | ||
| claudio | Right throw | t | 40 | -3 | +1d | * Throw break 2 * Can side switch on hit * Opponent recovers in FUFT | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| clive | 3+4 | * Strong low parry effect (active while moving) * Move backward/forward with b_f * Cancel to r53 with db_d_df * Floating state 5~ * Parry state 9~ | ||||||
| clive | 3+4,P | M | 20 | ,i27~28 | +61a (+45) | * Tornado * is1~27 * Floating state 28~70 | ||
| clive | f+4 | Actionable after 15f | ||||||
| clive | b+3 | * Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves * Parry state 5~13 | ||||||
| clive | b+3,P | Earliest cancel to parry attacks r23 * is1~16 | ||||||
| clive | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| clive | uf | * Low crush 9~43 | ||||||
| clive | PHX.1+4 | |||||||
| clive | WOL.4 | Actionable after 15f | ||||||
| clive | Back Throw | t | 50 | +0d | * Unbreakable * Opponent recovers in FUFA | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| devil-jin | 3+4 | * Low crush 20~58 * Floating state 59~61 | ||||||
| devil-jin | f+3 | * Stance moves can be delayed by 10f * Low crush 18~32 * Floating state 33~35 | ||||||
| devil-jin | 1+2+3+4 | * CH state for 5 seconds * Can't block for 5 seconds * Low crush 6~47 * Floating state 48~50 | ||||||
| devil-jin | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to sidestep with u * Cancel to block with b | ||||||
| devil-jin | f,n,d,df,UF | * Can access wr3 by inputting 3 on frames 1~2 * Unable to act from frames 3~26 * Low crush 1~20 * Floating state 21~23 | ||||||
| devil-jin | FUFT.u+3+4 | FUFA shift to Fly leaves attacker in backturn | ||||||
| devil-jin | Back Throw | t | 50 | +1d | * Unbreakable * Side switch on hit | |||
| devil-jin | Left Throw | t | 43 | -3 | +1d | * Throw break 1 * Opponent recovers FUFA on hit | ||
| devil-jin | Right Throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers FDFA on hit | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| dragunov | 3+4 | * Transition to PGR * Transition to r8? FC with no input * Alternate input: d+3+4 to roll towards the foreground * High crush 6~38 | ||||||
| dragunov | d+1+2 | 40 | +5d | * Parries lows except weapons * Can side switch on a successful parry * 100% recoverable damage * Parry state 5~15 * High crush 1~25 | ||||
| dragunov | b+1+3 | 25 | -5d | * Parries mid and high punches and kicks * +1d on a successful kick parry * 100% recoverable damage * Sometimes Side switches on hit * Parry state 5~12 | ||||
| dragunov | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| dragunov | SNK | * Lapses to standing * Cancel to SS with u * Input d, DF to transition to FC instead of SNK | ||||||
| dragunov | (Face down).1+2 | * High crush 30~40 | ||||||
| dragunov | Back throw | t | 50 | +1d | Unbreakable | |||
| dragunov | Left throw | t | 40 | -3 | +1d | * Throw break 1 | ||
| dragunov | Right throw | t | 40 | -3 | +1d | * Throw break 2 | ||
| dragunov | Tackle.1 | t | 35 | +0d | * Throw break 1 * Removes Recoverable Health | |||
| dragunov | Tackle.2 | t | 40 | +3d | * Throw break 2 | |||
| dragunov | Tackle.1+2 | t | 45 | +3d | * Throw break 1+2 | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| eddy | f+1+2 | * Auto low parry ps8?~ at Mandinga Level 1 ** Transition to Ogum Mandinga on successful parry * Transition to HSP * Floating state 14~53 | ||||||
| eddy | d+3+4 | * Can block at frame 20? with B or DB * Transition to FC after 35F * High crush 6~55 | ||||||
| eddy | b+1+2 | * Auto low parry ps8?~ at Mandinga Level 1 ** Transition to Ogum Mandinga on successful parry * Transition to HSP * Floating state 14~61 | ||||||
| eddy | u+4 | sp | * Transition to FC * Low crush 7~ | |||||
| eddy | 1+2+3+4 | |||||||
| eddy | b,ub | * Transition to RLX * Low crush 10?~ | ||||||
| eddy | HSP.n,d | * Transition to RLX * Floating state 1~10? * High crush 6?~ | ||||||
| eddy | HSP.n,f | * Transition to HSP * Floating state 1~ | ||||||
| eddy | RLX.n,d | * Transition to HSP | ||||||
| eddy | RLX.n,f | * Transition to RLX * Recover in FC after 48F? | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| fahkumram | b+1+3 | * Parries high, mid and low kicks * Parry state 5~12 | ||||||
| fahkumram | b+2+4 | * Parries high and mid punches * Grants GRF on successful parry * Regains recoverable health on successful parry * Parry state 5~12 | ||||||
| fahkumram | 1+2+3+4 | |||||||
| fahkumram | GRF.1+2 | sp | * Consumes GRF * Partially consumes remaining Heat time * Power crush 5~19 | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| feng | 1+3+4 | |||||||
| feng | f+3+4 | * Parries high and mid fist and feet moves (not elbows/knees/heads etc) * Transition to STC absorbing one hit * Transitions to STC.P after absorbing two hits * Transition to r20 KNP with B (r25 autoblock) * Parry state 3~18 | ||||||
| feng | b+1+3 | 25 | -3d | * Timed with opponent punch * Sideswitch on parry * Parry state 5~12 | ||||
| feng | b+3~4 | * Transition to BT | ||||||
| feng | b+3+4 | * i20 high/mid block * Transition to r39 STC with f (ps25~39) | ||||||
| feng | ub+3 | -11~-10 | +15a~+16a | * Strong Aerial Tailspin * Backwards momentum | ||||
| feng | ub+4 | 15 | +19a (+9) | +33a (+23) | * Balcony Break * No forward momentum | |||
| feng | 1+2+3+4 | |||||||
| feng | qcf | * Minimum 3f needed to enter (one for each directional) * Transition to r6? hFC with alternate input D,df ** Cannot access stance moves ** Can access FC.df+4 with input D,df+4 (i27? effective startup) * Cancel to sidestep with U * Can access df+3 and db+3 from a manual qcf input | ||||||
| feng | Back Throw | t | 50 | -4d | * Cannot break throw | |||
| feng | Left Throw | t | 40 | -3 | -6d | * Throw break 1 | ||
| feng | Right Throw | t | 40 | -3 | -4d | * Throw break 2 | ||
| feng | uf+1+2 | t | 40 | -6 | +0d | * Floor Break * Throw break 1+2 | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| heihachi | H.b,b,n,3+4 | * Consumes all of the remaining Heat time * Tremendous backwards travel | ||||||
| heihachi | 2+3+4 | |||||||
| heihachi | f+3+4 | * Cancel to r20 with b or db * Heihachi remains in stance indefinitely unless a move is used * Actionable after 40f | ||||||
| heihachi | d+1+2 | * Actionable after 30f | ||||||
| heihachi | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| heihachi | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Cancel to SS with u * Cancel to block with b | ||||||
| heihachi | f,n,d,df,UF | * Unable to act from frames 3~27 * Low crush 1~21 * Floating state 22~24 | ||||||
| heihachi | FUJ.DF | * Transition to r4 CD after 4 frames in FUJ (r8?) * Low parry on frames 1?~14? * Doesn't require a just frame input for Electric or Omen Thunder God Fist * Parry state 1?~14? | ||||||
| heihachi | Back throw | t | 60 | +0d | * Unbreakable | |||
| heihachi | Left throw | t | 40 | -3d | * Throw break 1 | |||
| heihachi | Right throw | t | 45 | -4d | * Floor Break * Throw break 2 | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| hwoarang | 1+2 | * Transition to BT | ||||||
| hwoarang | 3+4 | * Transition to RFF * Transition to r13? standing block with B | ||||||
| hwoarang | f+3 | * Transition to LFS * Sidesteps to the right * Can move forwards and backwards with F and B * Can sidestep with U and D * Cannot block or crouch in stance | ||||||
| hwoarang | b+1+3 | +9 | * Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle * Parry state 5~12? | |||||
| hwoarang | 1+2+3+4 | |||||||
| hwoarang | f,n,4 | * Transition to RFS * Sidesteps to the left * Can move forwards and backwards with F and B * Can sidestep with U and D * Cannot block or crouch in stance | ||||||
| hwoarang | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to sidestep with u * Cancel to block with b | ||||||
| hwoarang | LFS.3+4 | * Transition to RFS | ||||||
| hwoarang | RFF.3+4 | * Transition to LFF | ||||||
| hwoarang | RFF.f+4 | * Transition to RFS | ||||||
| hwoarang | RFS.3+4 | * Transition to LFS | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jack-8 | 3+4 | * When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH * Recover Heat and recoverable health when absorbing an attack * GMC is always in effect during Heat * Alternate input: ws3+4 * Power crush 7~22 | ||||||
| jack-8 | d+3+4 | * Transitions to SIT (Sit Down) | ||||||
| jack-8 | 1+2+3+4 | |||||||
| jack-8 | GMH.f | |||||||
| jack-8 | GMH.ub | js12 | *Recover in crouch * Low crush 12 | |||||
| jack-8 | GMH.uf | js12 | * Recover in crouch * Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2) * Low crush 12 | |||||
| jack-8 | SIT.b | * * Floating state | ||||||
| jack-8 | SIT.f | * * Floating state | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jin | 1+3+4 | |||||||
| jin | f+3+4 | * Enter Breaking Step r20 with DF * Steps forward * Actionable after 10f * High crush 10~39 | ||||||
| jin | b+1+3 | * Strong parry: parries all highs or mids except throws, unblockables and charge moves * r14 after parrying * Plus frames after parrying depend on the recovery of the parried move * Parry state 3~9 | ||||||
| jin | b+3+4 | * Can perform all attacks from ZEN Stance * Enter Breaking Step with DF * Cancel on any frame with f * Transition to dash with f * Steps backward * Actionable after 5f * High crush 6~39 | ||||||
| jin | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| jin | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Cancel to sidestep with u * Cancel to block with b | ||||||
| jin | f,n,d,df,UF | * Can access wr3 by inputting 3 on frames 1~2 * Can access uf1+2 by inputting 1+2 on frames 1~2 * Unable to act from frames 3~26 * Low crush 1~20 * Floating state 21~23 | ||||||
| jin | Back throw | t | 50 | +1d | * Unbreakable * Side switch on hit | |||
| jin | Left throw | t | 43 | -3 | +0 | Throw break 1 | ||
| jin | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| jun | f+3+4 | * Cancel to r34 FC with D on frame 16 * Parries low punches or kicks * Parries throws * Parry state 1~40 | ||||||
| jun | b+1+3 | * Parries mid or high punches or kicks * Parry state 5~12 | ||||||
| jun | b+1+2 | * Enter SS r16 with u_d * r30 when blocking after SS * Cancel to r15 with DB * Restores 3 recoverable health and gain Kazama Essence with each pulse | ||||||
| jun | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| jun | UB,b | Can perform wr3 with input 3 * Low crush 10~41 * Floating state 42~44 | ||||||
| jun | MIA.F | * Cancel to r34 FC with D on frame 16 * Parries low punches or kicks * Parries throws * Parry state 1~40 | ||||||
| jun | Back throw | t | 50 | +7d | * Unbreakable * Side switch | |||
| jun | GEN.P (Low) | t | 20 | +0d | * Restores 14 health and 14 recoverable * Opponent recovers FDFA * Gain 20 Kazama Essence | |||
| jun | GEN.P (Throw) | t | 40 | +0d | * Restores 8 health and 8 recoverable * Opponent recovers FUFA (sideways) * Gain 20 Kazama Essence | |||
| jun | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| jun | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| jun | b+1+3,P | t | 25 | -4d | * Opponent recovers FDFT | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kazuya | 1+2+3+4 | sp | - | * Shift to charging | ||||
| kazuya | f,n,DF | sp | * Cannot be buffered * Connect to Wind God Step * Cost: 2F | |||||
| kazuya | f,n,d,DF | sp | * Cannot be buffered * Cost 3F | |||||
| kazuya | f,(even numbers frames).n | sp | Sidesteps right | |||||
| kazuya | f,(odd numbers frames).n | sp | Sidesteps left | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| king | 3+4 | * Hold to continue spinning and power up strikes, but King doesn't change direction. * King gets dizzy and falls after 6th spin: r102 FUFT fs?. * 2nd spin onward: r32 JGS * Low crush 6~21 * Floating state 22~24 | ||||||
| king | f+3+4 | * Cancel to r25 standing block with b on frame 35~ at the earliest * Access powered-up JGR moves starting at frame 60? * Immediately access powered-up JGR moves during Heat * Becomes pc7~89 during Heat. * Partially uses remaining Heat time | ||||||
| king | db+1+2 | * Damage taken during power crush state is recoverable * Cancel into db1+2,2 (Emerald Elbow) on frames 17~60 with input 2 * Cancel to r30 JGR with input 3+4 on frame 35 * Cancel into movement or crouch or any attack on frame 40 (r40) * Power crush 6~59 | ||||||
| king | db+1+2,3+4 | * Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup * pc7~ in heat | ||||||
| king | b+3+4 | * Cannot be held to continue spinning. * Low crush 6~21 * Floating state 22~24 | ||||||
| king | 1+2+3+4 | * Takes some time to charge and can cancel into anything. * After charged next hit by either side becomes counter hit. | ||||||
| king | DF | r(l) | 0 | +51a(+35) | * Generic low parry. * Tornado affect on success. | |||
| king | f,n,d,df | * Duck high while moving forward. * Input f,n,d,df,f+(button) for instant ws moves. * 1st f cannot be held more than 10 frames. | ||||||
| king | ss2+4,b/db | * Side Step that ducks high and covers long distance quickly, recovers in crouch. * Input by u/d,n,n+2+4,b/db. | ||||||
| king | BT.3+4 | * Jaguar Step away from the oppponent while keeping backturn stance on recovery. * Can cancel into BT.1+2 / BT.1+4 unblockable. * Can hold 3+4 to keep spinning. * Cannot Reverse Jaguar Step in BT stance. * Low crush 6~ | ||||||
| king | (Behind 1 throw) | t | 60 | (depends) | +0d | * Cannot throw break. * Any 1/1+2 break throw behind opponent's back, as well as RKO and chain throws. * Side switch. Opponent recovers in FDFL. | ||
| king | (Behind 2 throw) | t | 60 | (depends) | -1d | * Cannot throw break. * Any 2 break throw behind opponent's back except chain throws. * Side switch? Opponent recovers in FDFL. | ||
| king | (Left side throw) | t | 40 | (depends) | -3 | +36d | * 1 throw break. * Any throw on standing opponent's left side. * Side switch. Opponent recovers in FUFR. | |
| king | (Right side throw) | t | 42 | (depends) | -3 | +21d | * 2 throw break. * Any throw on standing opponent's right side. * Opponent recovers in FUFT. | |
| king | AB1.1,1+2 | t | 12,18 | -3 | +2d | * 1 throw break. * Opponent recovers in FUFT. Max damage 50. | ||
| king | AB1.2,1,1+3 | t | 20 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFT. | ||
| king | AB1.2,4,2+4 | t | 20 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. | ||
| king | AB2b.3,4,3+4,1+2 | t | 20 | +1d | * Cannot throw break. * Opponent recovers in FUFR. Max Damage 60. | |||
| king | AB2c.1,3,4,2,1+2 | t | 60 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. Max damage 100. | ||
| king | AB2c.2,1,3,1+2 | t | 25 | -3 | +1d | * 1 throw break. * Opponent recovers in FUFA. Max damage 65. | ||
| king | DHH.2,1,3,4 | t | 12,13 / 32 | -6 | -7d(-40) | * 2 throw break. * Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32. * Opponent recovers in FUFT if fails to roll. | ||
| king | DHH.1+2,1+2 | t | 15 | -6 | -3d | * 1 throw break. * Opponent recovers in FDFT. | ||
| king | MMD1.1,4,2,3 | t | 12 | +1d | * Cannot throw break. * Opponent recovers in FUFL. | |||
| king | MMD2.1,1+3/ MMD2.2,2+4 | t | 13 | -6 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD3.2,3,1,1+2 | t | 24 | -6 | +0d | * 1+2 Throw break. * Opponent recovers in FDFR. Max Damage 69. | ||
| king | MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4 | t | 12 | -6 | +1d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. | ||
| king | MMD4.3+4,1+2 | t | 10 | +0d | * Cannot throw break. * Opponent recovers in FDFA. | |||
| king | MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4 | t | 18 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD5.1+2,4,2,1+2 | t | 11,15 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. Max Damage 93. | ||
| king | MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4 | t | 31 | -6 | -10d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. Max Damage 116. | ||
| king | RAS1.1 | t | 7/15 | +0d | * Cannot throw break. * Input with 2,1,1+2 for more damage. * Opponent recovers in FUFR. | |||
| king | RAS2.1 | t | 7/15 | -9 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FUFR. | ||
| king | RAS3.1 | t | 12/17 | +1d | * Cannot throw break. * Input with 1,2,3+4 for more damage. * Opponent recovers in FUFT. | |||
| king | RAS4.1 | t | 15/20/31 | -3 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * On wall splat damage is 31. * Opponent recovers in FUFT. Max damage 97. | ||
| king | RAS4.2 | t | 20/25 | -6 | +1d | * 2 throw break. Side Switch. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 91. | ||
| king | RSSB1.1 | t | 7/15 | +1d | * Cannot throw break. * Input with 2,2,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB2.1 | t | 7/15 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FDFA. | ||
| king | RSSB3.1 | t | 9/13 | +1d | * Cannot throw break. * Input with 1,2,3+4,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB4.1 | t | 15/20/31 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * Opponent recovers in FUFT. Max damage 94. | |||
| king | RSSB4.2 | t | 20/25 | +1d | * 2 throw break. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 88. | |||
| king | SHH1.1,2,1+2 | t | 25 | -10 | +0d | * 1 throw break. Side Switch. * King suffers 10 recoverable damage on successful throw break * Opponent recovers in FDFR. Max damage 50. | ||
| king | SHH1.2,1,1+3 | t | 30 | -10 | +0d | * 2 throw break. * King suffers 10 recoverable damage on successful throw break * Opponent recovers in FDFR. Max damage 55. | ||
| king | SHH1.1+2,1,3 | t | 20 | -10 | +0d | * 1+2 throw break. * King suffers 10 recoverable damage on successful throw break * Opponent recovers in FDFL. | ||
| king | SHH2c.3,4,1+2,3+4 | t | 40 | +0d | * Cannot throw break. * Opponent recovers in FDFT. Max Damage 85. | |||
| king | UT,2,1,2,1 | t | 5,5,5,15 | +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. | ||
| king | UT,1+2 | t | 25 | -9 | +1d | * 1+2 throw break. * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | ||
| king | UT,1+2,1+2 | t, t | 25, 10 | +1d | * Cannot throw break. * Opponent recovers in FUFA. | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kuma | 1+3+4 | sp | ||||||
| kuma | 3+4 | sp | * Alternate input: FDFA.3+4 * Transition to HBS * High crush 4~ | |||||
| kuma | 3+4 | sp | * Alternate input: FDFA.3+4 * Can low parry in HBS with F * Transition to HBS * Transition to r10 FC with input ub_u_uf * Transition to r15 FC with DB * Remains in stance indefinitely * Can move in stance with F or B | |||||
| kuma | d+3+4 | sp | * Transition to SIT * Transition to ROL with input f | |||||
| kuma | d+3+4 | sp | * Alternative input: db+3+4 * Transition to ROL with input SIT.F * Transition to California Roll with input SIT.B * Low crush 6~12 * Floating state 13~15 * High crush 16~67 | |||||
| kuma | 1+2+3+4 | |||||||
| kuma | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) * Floating state 1~36 | |||||
| kuma | HBS.b,b | sp | * Alternate input: SIT.B * Transition to r12 HBS with input D or 3+4 at frame 35 | |||||
| kuma | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| kuma | SIT.f | sp | N/A / i26~i31 Heat | +1~+6 / -6~-1 HBS | +7~+12 / 0~+5 HBS | * Alternative input: FC.3+4 or FDFA.f * Transition to ROL * Transition to HBS with input ROL.D or ROL.3+4 * Transition to FC with no input * Becomes special mid attack during Heat (Uses 120F of remaining Heat time) | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lars | f+3 | sp | * Transition to DEN * Recover 30F heat on transition * Stance moves can be delayed by 19F | |||||
| lars | uf+3+4 | sp | * Low crush 11~ | |||||
| lars | uf+3+4,4 | sp, m,t | 20,20 | ,i17~18 | -4 | 0 | * Low crush 1~ | |
| lars | uf+3+4,1+2 | sp, t | 40 | ,i9~11 | +1 | * Throw break: 1+2 | ||
| lars | 1+2+3+4 | sp | ||||||
| lars | (airborne).DEN.2+4 | |||||||
| lars | DEN.2+4 | |||||||
| lars | DEN.B | sp | * Transition to DEN * Can only performed on first DEN transition starting with frame 17 * Stance moves can be delayed by 19F | |||||
| lars | DEN.n,F | sp | * Transition to SEN * Stance moves can be delayed by 20F * High crush 12~39 | |||||
| lars | SEN.B | sp | * Transition to DEN * Recover 30F heat on transition | |||||
| lars | SEN.D | sp | * Transition to LEN * Transition to r1 FC with no input * Recover 30F heat on transition * High crush 24~27? | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| law | H.1+2 | -8~-7 | +66a (+50) | * Tornado * Weapon * Consumes 270F remaining Heat Time on block or whiff * Restores 60F of remaining Heat Time on hit * Alternate input DSS.1+2 | ||||
| law | 2+3+4 | |||||||
| law | df+1,3,2,2,3,3,3,4,4,4 | First 3 hits are a natural combo | ||||||
| law | d+1+2 | * Enters DSS * Transition to Slide Step with DF | ||||||
| law | b+1+3 | +7 | * Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups) * Parry state 5?~11? | |||||
| law | ub+3 | * Transition to Slide Step with DF * Alternate input u+3 * Low crush 9~ | ||||||
| law | 1+2+3+4 | |||||||
| law | 1+2+3+4 | |||||||
| law | (While down, facing up) 1+2+3+4 | |||||||
| law | H.DSS,P | t | 38 | +0d | * Punches only * Heat only * Restores 150F of remaining Heat Time on successful parry * Parry state 5~? | |||
| law | b+2+4 | t | 34 | +0d | * Punches only * Partially restores remaining Heat Time * Does 38 damage in Heat * Parry state 5? | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lee | 2+3+4 | * Has a hidden Perfect Input by inputting 2 on the 51~53 frames. * Perfect Input is a Just Frame even in Heat * Perfect Input restores Heat Time | ||||||
| lee | 3+4 | * Transitions to HMS * Transition to r7? FC with d_db_df (8F cost?) ** Transition to r1? FC when transitioning from HMS move transitions? (1F cost?) * Transition to r7? MS with f,n | ||||||
| lee | b+1+3 | +14BT | * High and Mid parry * Puts you behind opponent * Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4 * Parry state 5? | |||||
| lee | u+3 | * Transition to FC with D * Transition to HMS with 3+4 * Low crush | ||||||
| lee | 1+2+3+4 | |||||||
| lee | b,n | * | ||||||
| lee | f,n | * Transitions to MS * Alternate input HMS.f,n * Can perform standing actions except for 3 and 3+4? * High crush | ||||||
| lee | ub,b | * Automatically transitions to HMS * Low crush | ||||||
| lee | FC.df,d,DF | * * High crush | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| leo | d+1+2 | * High crush 6~ | ||||||
| leo | b+1+3 | * Parries high and mid punches and kicks * Parry state 5~12 | ||||||
| leo | b+2+4 | * Balcony Break * Parries high and mid punches and kicks * Side switch on punch parry (+5) * 25 damage on kick parry (+1d), does not Balcony Break * Parry state 5~12 | ||||||
| leo | b+3+4 | |||||||
| leo | ub+1 | * Parries high and mid kicks * Parry state 5~12 | ||||||
| leo | 1+2+3+4 | Gain LTG | ||||||
| leo | d,DF | Crouching state | ||||||
| leo | d,df,f | * Cancel to SS with U? * No crouching state | ||||||
| leo | BOK.n | * Stance moves may be delayed by 8F? * May perform FC moves from frame 9? * High crush | ||||||
| leo | KNK.DF | |||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| leroy | H.b+1+2 | 20 | -9 | +35a (+27) | * Balcony Break * Consumes 210F of remaining Heat time * Crumple stun +14F after CH | |||
| leroy | 1+3+4 | sp | * Reversal (partially restores remaining Heat time when successful during Heat) * Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch * Parry state 20~100 | |||||
| leroy | 3+4 | sp | * Auto low parry starting of frame 3 * Partially restores remaining Heat time upon successful parry during Heat * Transition to n with HRM.3+4 * Parry state 3 | |||||
| leroy | 3+4 | sp | * Auto low parry * Stays indefinitely in stance * Partially restores remaining Heat time upon successful parry during Heat * Transition to r16 standing with HRM.3+4 ** Recovers in standing guard after 6F? * Parry state 3~ | |||||
| leroy | b+2 | sp | * Parry (partially restores remaining Heat time when successful during Heat) * Becomes Superior Twin Dragon Gate upon perfect parry * Is ps3~15 from HRM.b+2 * Parry state 5~15 | |||||
| leroy | 1+2+3+4 | sp | ||||||
| leroy | P:b+2 | sp | * Alternate input: P:HRM.b+2 * Parry (partially restores remaining Heat time when successful during Heat) | |||||
| leroy | HRM.SS | sp | Can access sidestep moves | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lidia | H.CAT.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | H.HRS.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | H.WLF.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | 1+3+4 | |||||||
| lidia | f+3+4 | Actionable after 20f | ||||||
| lidia | b+1+3 | Parries high or mid punches * Parry state 5~12 | ||||||
| lidia | b+3+4 | Actionable after 20f | ||||||
| lidia | 1+2+3+4 | * Can't block for 5 seconds * CH state for 5 seconds | ||||||
| lidia | CAT.F | Actionable after 20f | ||||||
| lidia | CAT.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | CAT.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lidia | HRS.F | Actionable after 20f | ||||||
| lidia | HRS.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | HRS.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lidia | P.HAE | * Transition to HAE * Strong parry effect * Partially restore remaining Heat time | ||||||
| lidia | WLF.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | WLF.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lidia | Back throw | t | 50 | +0d | * Homing * Throw break: none * Opponent on hit: FDFT | |||
| lidia | Left throw | t | 40 | -3 | +4 | * Throw break: 1 * Opponent on break: standing | ||
| lidia | Right throw | t | 40 | -3 | +0d | * Floor Break * Throw break: 2 * Opponent on hit: FUFA * Side switch on hit | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lili | H.b+3* | * Actionable after 48f * Stance moves can be buffered * Transition to r57 DEW with F * Partially restores remaining Heat Time * Low crush 38~50 * Floating state 51~53 | ||||||
| lili | b+3 | * Actionable after 20f * Stance duration 40f, cannot input moves on frame 26~ * Stance moves can be buffered * Transition to r29? DEW with F * Low crush 12~22 * Floating state 23~25 | ||||||
| lili | b+3* | * Actionable after 48f * Stance moves can be buffered * Transition to r57? DEW with F * Low crush 40~50 * Floating state 51~53 | ||||||
| lili | b+3+4 | * Actionable after 16f | ||||||
| lili | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| lili | qcf | * Minimum 3f needed to enter (one for each directional, d can be buffered) * Stance moves available for 25 frames * Transition to FC with d,DF * Cancel to r32 RAB with b+3 or b+4 * Cancel to SS with u | ||||||
| lili | BT.b+3 | * Actionable after 20f * Stance duration 40f, cannot input moves on frame 26~ * Stance moves can be buffered * Transition to r29? DEW with F * Low crush 12~22 * Floating state 23~25 | ||||||
| lili | (Wall Splat).1+3 | t | 39 | +0d | * Unbreakable * Wall throw | |||
| lili | Back Throw | t | 60 | +1d | Unbreakable | |||
| lili | Left Throw | t | 42 | -3 | +0d | * Throw break 1 * Can side switch on hit | ||
| lili | Right Throw | t | 43 | -3 | +1d | * Throw break 2 * Side switch on hit | ||
| lili | b+1+3 | t | 25 | +1d | * Punch parry (high and mid) * Side switch on successful parry * Parry state 5~15 | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| miary-zo | H.b+3+4 | * Transition to WAL * d+3+4 foreground jump, u+3+4 background jump (r60 js9~34 fs35~37) * Partially consumes remaining Heat Time | ||||||
| miary-zo | 1+3+4 | * Low crush 13~123 * Floating state 124~126 | ||||||
| miary-zo | 3+4 | * Actionable after 20f * Cancel to r35 with DB on frame 20 * Low crush 5~58 * 59~61 | ||||||
| miary-zo | f+3 | * Actionable after 15f * Cancel to r1? FC with DB on frame 16~. 1F cost? * Stance moves available on frames 15~31 * High crush 6~44 | ||||||
| miary-zo | f+1+2 | m,m | 3,3 | ,i14~15 i8~9 | -10 | -4 | ||
| miary-zo | f+1+2,1+2 | m,m, m,m,m | 3,3, 3,2,2 | ,i14~15 i8~9, i14~15 i7~8 i7~8 | -13 | +3 | * Jail from 1st attack | |
| miary-zo | f+1+2,1+2,3+4 | m,m, m,m,m, m,m | 3,3, 3,2,2, 5,12 | ,i14~15 i8~9, ,i16~17 i6~7 | -22 | +6a (-11) | * Balcony Break * Jail from 1st attack with 1f delay * Input can be delayed 1f * Move cannot be delayed * Low crush 19~28 * Floating state 29~31 | |
| miary-zo | b+3+4 | * Transition to WAL r20 on contact with wall * d+3+4 foreground jump, u+3+4 background jump (r60 js9~34 fs35~37) * Low crush 9~35 * Floating state 36~38 | ||||||
| miary-zo | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| miary-zo | Tromba | * Miary Zo clings to the wall for a short time * Cancel with DB * Can enter WAL without wall contact when in Heat with H.b+3+4 * Low crush | ||||||
| miary-zo | BAO.F | * Low crush 1~12 * Floating state 13~15 * High crush 21~59 | ||||||
| miary-zo | BAO.uf | * Evasive forward leap * Low crush 1~83 * Floating state 84~86 | ||||||
| miary-zo | MOR.3+4 | * Low crush 6~15 | ||||||
| miary-zo | WAL.F | * Transition to MOR * Low crush 1~12 * Floating state 13~20 * High crush 21~59 | ||||||
| miary-zo | WAL.uf | * Transition to BAO * Low crush | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| nina | b+1+3 | -6 | * Damage is 25 + 50% of the opponent's attack * Parries mid or high punches or kicks * Parry state 5~12 | |||||
| nina | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| nina | db,qcf,n,DB+2+3 | |||||||
| nina | qcb | * Cancel to SS with u * Buffer to r10 SS with d * Recovers in FC for 5 frames (21~25) * High crush 1~20 | ||||||
| nina | qcf | * Transition to FC with qcf,n * Cancel to FC with d,df,d * High crush 1~20 | ||||||
| nina | 2+4,2 | t | 25 | +0 | -5d | * Unbreakable * Side switch | ||
| nina | ABK.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: ABK.3,1,1+2 | ||
| nina | ABK.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: ABK.3,1,1+2 | ||
| nina | ABK.2 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: ABK.2,1,3,4,1+2 | ||
| nina | ABK.2 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: ABK.1,2,3,4,1+2 |