
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| azucena | LIB.4,1 | m, h | 14, 10 | i15~16, i23~24 | -1 | +5 | +10 | * Combo from 1st hit with 9f delay * Launches from first counter hit * Interrupt with i1 from 1st block |
| azucena | LIB.4,1,2 | m, h, m | 14, 10, 23 | i15~16, ,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 | |
| azucena | LIB.4,2 | m, M | 14, 21 | i15~16, 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 | |
| azucena | LIB.1+2 | M | 23 | i18~19 | -14 | +38a (+28) | * Tornado * Cancel to r20 BT with B * Low crush 20~30 * Floating state 31~33 | |
| azucena | LIB.3+4 | h | 25 | i16~17 | -2 | +32a | * Strong Aerial Tailspin * Homing * Balcony Break * 7 chip damage on block * +3 frame advantage and 10 chip damage on block after absorbing an attack in power crush state * Power crush 7~15 | |
| azucena | LIB.B | Completely evades high or low attacks * Parry state 1~ | ||||||
| azucena | LIB.F | * Completely evades high or low attacks * Parry state 1~ | ||||||
| azucena | LIB.P (High) | 0 | * Restores recoverable health * Frame advantage depends on the move that gets evaded * is1~16 | |||||
| azucena | LIB.P (Low) | m,m | 15,20 | i7~8 i11~12 | +8 | * Restores recoverable health * Will cause a juggle on lows with float properties * is1~6 * Floating state 7 * Low crush 8~19 * Floating state 20~22 | ||
| azucena | LIB.U | * Completely evades high or low attacks * 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.d+3 | m | 25 | i24~26 | +2 | +13a | +38a | * Balcony Break * Floor Break on airborne hit * High crush 6~ |
| azucena | LIB.d+4 | L | 14 | i19~20 | -31 | -2 | ||
| azucena | LIB.d+4,4 | L, h | 14, 27 | i19~20, i30~31 | -7 | +14a (+5) | * Balcony Break * Combo from 1st hit | |
| azucena | LIB.f,f | |||||||
| azucena | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| azucena | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit and break | |
| 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 | ||
| azucena | d+1+3 | t(m) | 35 | i12~13 | +0d | * Heat Engager * Crouch throw * Unbreakable * Can't Heat Dash cancel | ||
| azucena | hFC.1+2 | t | 0 | i32 | -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 | |
| azucena | uf+1+2 | t | 40 | i11 | +0 | -3d | * Throw break 1+2 * side switch on hit | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| bob | H.df+3+4 | L | 20 | i21 | -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 |
| bob | H.2+3 | m,t | 14,20 (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 | |
| bob | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| bob | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| bob | 1,1 | h, h | 5, 7 | i10, i17 | -3 | +5 | * Jails from 1st block with 1F delay * Combo from 1st hit with 3F delay | |
| bob | 1,1,2 | h, h, h | 5, 7, 12 | i10, ,i19 | -12 | +3 | * Jails from 1st block * Combo from 1st hit | |
| bob | 1,2 | h, h | 5, 10 | i10, i13 | -3 | +7 | * Jail from 1st block with 3F delay * Combo from 1st hit with 3F delay | |
| bob | 1,2,2 | h, h, m | 5, 10, 20 | i10, ,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 | |
| bob | 1,4 | h, h | 5, 15 | i10, i16 | -6 | +5 | * Jails from 1st block with 2F delay * Combo from 1st hit with 3F delay | |
| bob | 1,d+4 | h, l | 5, 13 | i10, i22 | -12 | -1 | * Combo from 1st hit with 3F delay * Interrupt with i3 from 1st block * -1c on crouching hit | |
| bob | 2 | h | 8 | i10 | +0 | +6 | * | |
| bob | 2,1 | h, m | 8, 10 | i10, i23~25 | -7 | +0 | +3 | * Combo from 1st hit with 2F delay * Interrupt with i3 from 1st block * Move can be delayed by 7F |
| bob | 2,1,4 | h, m, m | 8, 10, 20 | i10, ,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 | |
| bob | 3 | m | 14 | i15~16 | -6 | +5 | * | |
| bob | 3,1 | m, h | 14, 11 | i15~16, i19 | -3 | +8 | * Combo from 1st hit * Move cannot be interrupted | |
| bob | 3,1,1 | m, h, m | 14, 11, 20 | i15~16, ,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 |
| bob | 3,2 | m, h | 14, 20 | i15~16, 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 |
| bob | 3,3 | m, m | 14, 18 | i15~16, i25~26 | -13 | +4a (-5) | * Balcony Break * Combo from 1st CH * Interrupt with i6 from 1st block | |
| bob | 4 | h | 15 | i13 | -9 | +4 | +9s | * |
| bob | 4,3 | h, h | 15, 15 | i13, 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 | |
| bob | 4,3,4 | h, h, M | 15, 15, 20 | i13, ,i28~33 | -10 | +4c | +3d | * Spike * Combo from 2nd CH with 6F delay * Airborne combo from 1st CH (-7d) * Interrupt with i6 from 1st block * Low crush 18~35 |
| bob | 4,4 | h, M | 15, 22 | i13, i32~37 | +2c | +5d | * Spike * Airborne combo from 1st CH with 2F delay (-7d) * Interrupt with i14 from 1st block * Whiffs vs SS, SW from 1st block * Low crush 19~37 | |
| bob | 1+2 | m | 18 | i19~20 | -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) | |
| bob | 1+2,1+2 | m, m | 18, 20 | i19~20, 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 |
| bob | 3+4 | M,M | 14, 14 | i25, i8 | -9 | +1 | * * Floating state 15~29 | |
| bob | 3+4,4 | M,M, m | 14, 14, 14 | i25, i8, i28~29 | -14 | +16a | * Spike * Interrupt with i8 from 1st block * Whiffs vs SS, SW from 1st block * Move cannot be delayed * Input can be delayed by 1F * Low crush 9~30 * Floating state 31~33 | |
| bob | 3+4,4,2 | M,M, m, m | 14, 14, 14, 25 | i25, i8, ,i19~20 | -14 | +1a (-16) | * Balcony Break * Spike combo from 2nd hit (-4a (-16)) * Move cannot be interrupted * 20f timestop on hit | |
| bob | f+2 | h | 10 | i12 | -7 | +3 | * | |
| bob | f+2,3 | h, M | 10, 22 | i12, 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) | |
| bob | H.f+2,1+2 | h, m,m | 10, 10,10 | i12, i19, i17 | -9 | +13a (+6) | * Combo from 1st hit with 5F delay * Jail from 1st block with 1F delay * Consumes 270F of remaining Heat Time * Move can be delayed by 4F * Input can be delayed by 5F * Low crush 40~51 * Floating state 52~54 | |
| bob | H.f+2,1+2,1 | h, m,m, M | 10, 10,10, 20 (14) | i12, ,i25~30 | -12 | +15d (-20) | * Floor Break * Combo from 1st hit * Jail from 3rd block * 14dmg with scaling from prev hit * 20F timestop on hit * +13d from 4th hit (impossible?) * Low crush 2~29 * Floating state 30~32 | |
| bob | f+3 | m | 18 | i21~24 | -2 | +3c | +9c | * Spike |
| bob | f+3,4 | m, m | 18, 23 | i21~24, 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 |
| bob | f+4 | h | 20 (38) | i16~17 | -6 | +19a | +3d | * Homing * Shift to 14dmg throw on CH from the front |
| bob | f+1+2 | m | 23 | i16~17 | -14 | +12a (+3) | * Balcony Break * Body slam * 9 chip damage and -9 on block after attack absorption * Recovers 1F faster on hit (t49 r32) * Power crush 7~15 | |
| bob | f+3+4 | sp | * Transition to BAL * Transition to FC r48 with no input * Stance moves can be delayed by 18F * Cannot block in stance * High crush 8~48 | |||||
| bob | df+1 | m | 13 | i14 | -2 | +5 | * | |
| bob | df+1,2 | m, m | 13, 15 | i14, 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 | |
| bob | df+1,d+1 | m, M | 13, 20 | i14, i26~27 | -13c | +6c | +13c | * Elbow * Spike * Combo from 1st CH with 1F delay * Interrupt with i6 from 1st block * Recovers 4F faster on hit (t72 r32) * Move can be delayed by 7F * Input can be delayed by 8F * Low crush 19~29 * Floating state 30~32 |
| bob | df+2 | m | 14 | i15~16 | -8 | +3s | +33a (+23) | * Slight jab evasion (frames 8 to 10?) |
| bob | df+3 | m | 19 | i19~20 | -9 | +19a (+2) | +73a (+57) | * Balcony Break * Tornado * Instant Tornado on CH * Recovers 2F faster on hit (t50 r30) |
| bob | df+4 | h | 12 | i13~14 | -6 | +5 | * | |
| bob | df+4,3 | h, h | 12, 23 | i13~14, 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 | |
| bob | df+4,4 | h, m | 12, 24 | i13~14, 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 | |
| bob | d+1 | M | 18 | i18~19 | -8 | +7c | +12d | * Spike * Recovers 4F faster on hit or block (t46 r27) |
| bob | d+2 | m | 12 | i15 | -9 | +2 | * | |
| bob | d+2,1 | m, m | 12, 11 | i15, 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 | |
| bob | d+2,1,2 | m, m, m | 12, 11, 18 | i15, ,i22~24 | -12 | -1 | * Interrupt with i3 from 1st block * Move can be delayed by 10F | |
| bob | d+2,1,2,2 | m, m, m, m | 12, 11, 18, 21 | i15, ,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 | |
| bob | d+2,3 | m, m | 12, 21 | i15, 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 |
| bob | d+2,4 | m, m | 12, 21 | i15, i17 | -13 | +14a (+7) | * Balcony Break * Jail from 1st block with 2F delay * Combo from 1st hit with 2F delay * Low crush 19~32 * Floating state 33~35 | |
| bob | d+3 | L | 12 | i19~20 | -18 | -7 | * -7c on crouching hit * High crush 6~56 | |
| bob | d+3,4 | L, h | 12, 15 | i19~20, i25~26 | -8 | +10g | * Balcony Break * Combo from 1st CH with 4F delay | |
| bob | d+4 | l | 11 | i16 | -12 | -1 | * -1c on crouching hit | |
| bob | d+4,3 | l, h | 11, 12 | i16, i23~24 | -7 | -2 | * Combo from 1st CH * Interrupt with i3 from 1st block | |
| bob | d+4,3,4 | l, h, m | 11, 12, 15 | i16, ,i25~26 | -15 | +8a (-1) | * Balcony Break * Combo from 1st CH or 2nd hit * Move cannot be interrupted | |
| bob | d+1+2 | h,h | 6,6 | i14, i11 | -9 | +2 | * | |
| bob | d+1+2,2 | h,h, m | 6,6, 6 | i14, i11, i10~11 | -8 | +3 | * Jail from 1st block * Combo from 1st hit | |
| bob | d+1+2,2,1 | h,h, m, h | 6,6, 6, 20 | i14, 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 | |
| bob | d+3+4 | M,m | 12,14 | i15~16 i5~7 | -12 | +21a (+14) | * Slight jab evasion especially at range (frames 6 to 9?) * +3~+5 on second hit * Floating state 20~34 | |
| bob | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| bob | db+2 | m | 17 | i14 | -8 | +6 | * Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?) | |
| bob | db+3 | L | 17 | i20 | -12 | +2 | +14g | * |
| bob | db+4 | L | 15 | i24~25 | -12 | -1 | * -1c on crouching hit * High crush 6~38 | |
| bob | db+4,4 | L, m | 15, 14 | i24~25, i25~27 | -12 | -2 | * Spike * Combo from 1st CH * Interrupt with i6 from 1st block * Whiffs vs SSR, SWR from 1st block * Low crush 14~28 * Floating state 29~31 | |
| bob | db+4,4,3 | L, m, h | 15, 14, 12 | i24~25, ,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 | |
| bob | db+4,4,3,3 | L, m, h, M | 15, 14, 12, 18 | i24~25, ,i35~38 | -12 | +29d | * Spike * Combo from 3rd CH * Interrupt with i10 from 3rd block | |
| bob | db+1+2 | m | 16 | i17~18 | -13 | +33a (+23) | * Strong jab evasion (frames 5 to 13?) | |
| bob | db+3+4 | L | 10 | i19 | -31 | +6 | * Stagger low | |
| bob | db+3+4,4 | L, l | 10, 18 | i19, i9 | -28 | +8c / -9c | +1d | * Spike * Combo from 1st hit * -9c if only the second hit connects |
| bob | b+1 | m | 15 | i18~19 | -8 | +5c | * Elbow * Spike | |
| bob | b+1,2 | m, m | 15, 16 | i18~19, i23~24 | -8 | +7 | * Combo from 1st hit * Jails attack inputs from 1st block (cannot CH) | |
| bob | b+1+3 | sp | (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 | ||
| bob | b+2 | m | 12 | i13~14 | -5 | +6 | * | |
| bob | b+2,1 | m, m | 12, 23 | i13~14, 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 | |
| bob | b+2,2 | m, h | 12, 12 | i13~14, 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 | |
| bob | b+2,2,4 | m, h, m | 12, 12, 13 | i13~14, ,i22 | -13 | +3 | * Knee * Combos from 2nd CH with 8F delay * Interrupt with i2 from 2nd block * Move can be delayed by 10F | |
| bob | b+2,2,4,4 | m, h, m, h | 12, 12, 13, 20 | i13~14, ,i23~24 | -7 | +18a (+9) | * Balcony Break * Combo from 2nd CH or 3rd hit with 3F delay * Interrupt with i3 from 3rd block | |
| bob | b+3 | M | 20 | i17~18 | -15 | +12a (+3) | +27a (+21) | * Recovers 3F faster on hit (t50 r32) |
| bob | b+4 | m | 13 | i15 | -11 | +4 | +9 | * Knee |
| bob | b+4,3 | m, m,h | 13, 16,20 (24) | i15, i32~33,i15~16 | -9 | +17a (+0) | * Balcony Break * Tornado * Combo from 1st CH * Interrupt with i12 from 1st block * Whiffs vs SSR, SWR from 1st block * Transition to BAL r24 with F (-1/+25a (+8)) ** FC r47 transition with no input (Cannot block i24 moves on block transition) * Input 3 during frames 30~33 to power up (+4 damage) * Low crush 27~52 * Floating state 53~55 | |
| bob | b+4,4 | m, h | 13, 20 | i15, i23 | -3 | +18a (+9) | * Balcony Break * Combo from 1st hit * Interrupt with i3 from 1st block * 4 chip damage on block | |
| bob | b+1+2 | m | 20 | i17~18 | -9 | +8c | * Spike * Head | |
| bob | b+1+2,1 | m, m | 20, 10 | i17~18, i30 | -11 | +0 | * Combo from 1st CH with 8F delay * Interrupt with i5 from 1st block * Move can be delayed by 9F | |
| bob | b+1+2,1,2 | m, m, h | 20, 10, 20 | i17~18, ,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 | |
| bob | b+3+4 | m | 26 | i18~20 | -7 | +18a (+8) | * Balcony Break * Hip * 20F timestop on hit * 5 chip damage on block * Low crush 10~22 * Floating state 23~25 | |
| bob | ub+1 | m | 25 | i26 | -15 | +15a (+6) | * Balcony Break * Backswing blow * Recovers 6F faster on hit (t56 r30) | |
| bob | ub+4 | * Transition to BAL r51 with F at frame 38 * Low crush 9~33 * Floating state 34~36 | ||||||
| bob | ub+4,1 | m | 25 | i11~13 (i28~30) | -9 | +11a (+2) | * Balcony Break * i28~30 effective startup (ub+4 takes 17 frames) * 20f timestop on hit * Low crush 1~27 * Floating state 28~30 | |
| bob | ub+3+4 | m,m | 6,6 | i18, i10 | -9 | +18a (+11) | * Slight jab evasion especially from crouching (frames 3 to 12?) | |
| bob | ub+3+4,4 | m,m, m | 6,6, 23 (16) | i18, i10, i29~31 | -11 | +20a (+11)/+21a (+14) | * Balcony Break * Airborne combo from 1st hit (+21a (+14)) * Interrupt with i6 from 1st block * Low crush 17~31 | |
| bob | u+3 | M | 20 | i22~23 | +3 | +7 | +9c | * Spike * Transition to BAL r23 with F (+7/+12g/+16c) ** FC r49 transition with no input (Cannot block i16 and i11 moves after block and hit transitions respectively) * Low crush 9~20 |
| bob | u+1+2 | m | 15 | i16~18 | -11 | -3 | * Head * Slight jab evasion? * Transition to BAL r23 on hit or block with F (+0/+8) * FC r46 transition with no input (Cannot block i23 and i15 moves on block or hit transitions respectively) * Low crush 13~24 * Floating state 25~27 | |
| bob | u+1+2,4 | m, h | 15, 20 | i16~18, i18~19 | -8 | -2d | * Tornado * Combo from 1st hit with 13F delay * Interrupt with i7 from 1st block * Move cannot be delayed * Input can be delayed by 13F * Low crush 10~27 * Floating state 28~30 | |
| bob | u+1+2,1+2 | m, m | 15, 25 | i16~18, 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 | |
| bob | u+3+4 | M | 20 | i24~28 | +1 | +6c | * Spike * 4 chip damage on block * Low crush 12~29 | |
| bob | uf+1 | m | 10 | i16 | -9 | +3 | * Has good right sidestep tracking | |
| bob | uf+1,2 | m, m | 10, 16 | i16, 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 | |
| bob | H.uf+1,2,2 | m, m, m | 10, 16, 24 | i16, ,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 | |
| bob | uf+3 | m | 20 | i20 | -13 | +33a (+23) | * Recovers 2F faster on hit (t51 r31) * Low crush 9~26 * Floating state 27~29 | |
| bob | uf+4 | m | 20 | i26~28 | -4 | +22a | * Spike * Low crush 9~28 * Floating state 29~31 | |
| bob | uf+3+4 | L,h | 10,12 | i21, i10 | -25,-15 | -4 | * * Low crush 24~30 * Floating state 31~33 | |
| bob | uf+3+4,4 | L,h, h | 10,12, 20 | i21, i10, i18 | -4 | +22a (+13) | * Balcony Break * Strong Aerial Tailspin * Combo from 2nd CH * Jails attack inputs from 2nd block * Move cannot be interrupted from 1st hit * Duckable * Low crush 1~17 * Floating state 18~20 | |
| bob | 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 | ||||||
| bob | 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 * Low crush 55~82 * Floating state 83~85 | ||||||
| bob | b,B+1+4 | m! | 60 | i72~74 | +7d | * Spike * 20f timestop on hit * Cancel to r47 FC with DB at frame 42 * Low crush 51~69 * Floating state 70~72 | ||
| bob | b,B+1+4,2 | m | 25 | i15~16 (i57~58) | -11 | +11a | * Balcony Break * Spike * i57~58 actual startup * Input 2 at frame 42 | |
| bob | b,B+2+3 | h! | 25 | i48~50 | +13d | * Strong Aerial Tailspin * Low crush 20~47 * Floating state 48~50 | ||
| bob | f,F+2 | m | 21 | i14 | -8 | +14a | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break | |
| bob | f,F+3 | h | 18 | i18~19 | -6 | +32a | * Balcony Break * Strong Aerial Tailspin * Transition to CD r26 with DF (+2/+40a) * Has good left sidestep tracking * Low crush 11~27 * Floating state 28~30 | |
| bob | f,F+4 | m | 12 | i22~23 | -9 | +2 | * Homing * +2c on crouching hit * Low crush 14~26 * Floating state 27~29 | |
| bob | f,F+4,4 | m, m | 12, 20 | i22~23, i14~16 | -12 | +11a (+2) | * Balcony Break * Combo from 1st hit * Available on hit or block only * Input cannot be delayed * Low crush 1~27 * Floating state 28~30 | |
| bob | f,n,d,DF+4 | L | 16 | i18~19 | -28 | -1 | * Stagger low | |
| bob | f,n,d,DF+4,1+2 | L, m | 16, 25 (17) | i18~19, i25 | -17 | +7a (+6) / +2d | * Balcony Break * Airborne combo from 1st hit (+7a (+6)) | |
| bob | 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 from frames 1 to 9 | ||||||
| bob | f,n,d,df+1 | h | 21 | i13~14 (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) | |
| bob | f,n,d,df+2 | M | 24 | i16~17 | -23 | +76a | * Tornado * Parryable * Recovers 5F faster on hit (t60 r43) * Low crush 17~39 * Floating state 40~42 | |
| bob | f,n,d,df+3 | m | 16 | i16~17 | -10 | -5s | * Knee * Low crush 14~27 * Floating state 28~30 | |
| bob | f,n,d,df+3,2 | m, h | 16, 27 (18) | i16~17, i23~24 | +3 | +19a / +24a (-11) | * Balcony Break * Spike (airborne) * Airborne combo from 1st hit (+24d (-11)) * Jails attack inputs from 1st block (crouch assist bufferable) * Transition to FC r30 with D (+3/+19a/+25a (-10)) * Duckable * 5 chip damage on block * Low crush 1~33 * Floating state 34~36 | |
| bob | f,n,d,df+3,4 | m, M | 16, 30 (21) | i16~17, i26 | -11c | +16a (+6) / +21a (+11) | * Balcony Break * Combo from 1st hit * Interrupt with i1 from 1st block * 20f timestop on hit * Low crush 1~25 * Floating state 26~28 | |
| bob | f,n,d,df+1+2 | m | 20 | i15 | -10 | +24a (+14) | * Balcony Break * Can be charged to power up * i28 latest uncharged startup with max charge delay | |
| bob | f,n,d,df+1+2* | m | 33 | i28 | +4 | +39a | * Balcony Break * Charge for 23-28F * 6 chip damage on block | |
| bob | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22a) | * * Low crush 9~30 * Floating state 31~33 | |
| bob | f,f,F+3 | m | 30 | i20~24 | +6 | +10a (+0) | * Balcony Break * 9 chip damage on block * Low crush 3~25 * Floating state 26~28 | |
| bob | f,f,F+3+4 | M | 27 | i26~33 | +0 | +2cg | * Balcony Break * Forces tech back roll on hit * 5 chip damage on block * Low crush 15~35 * Floating state 36~38 | |
| bob | ws1 | m | 11 | i13~15 | -11 | +0 | * Elbow | |
| bob | ws1,2 | m, h | 11, 23 | i13~15, i24~25 | -5 | +8a (-1) | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Elbow * Combo from 1st hit with 6F delay * Interrupt with i4 from 1st block * 20f timestop on hit * 4 chip damage on block * Low crush 23~37 * Floating state 38~40 | |
| bob | ws1,3 | m, M | 11, 25 | i13~15, i25~26 | -13 | +11a (+2) | * Balcony Break * Hip * Combo from 1st hit * Interrupt with i5 from 1st block | |
| bob | ws2 | m | 10 | i14 | -7 | +4 | * | |
| bob | ws2,1 | m, m | 10, 10 | i14, 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 | |
| bob | ws2,2 | m, m | 10, 20 | i14, 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 |
| bob | ws3 | h | 17 | i17~18 | -8~-7 | +17a (+8) | * Balcony Break * Homing | |
| bob | ws3,3+4 | h, M | 17, 28 (19) | i17~18, i33~41 | -4c | +17d | * Spike * Airborne combo from 1st hit (-8d) * Interrupt with i8 from 1st block * Low crush 15~37 * Floating state 38~40 | |
| bob | ws4 | m | 16 | i11~12 | -6 | +5 | * | |
| bob | ws1+2 | m | 20 | i15~17 | -8 | +17a (+10) | +31a (+21) | * |
| bob | SS.1+2 | m | 24 | i15~16 | -5c | +13cg | * Balcony Break * i24~25 effective startup (sidestep takes 9f) * Forces tech back roll on hit | |
| bob | FC.df+2 | m | 14 | i14 | -8 | +3 | * +3c on crouching hit | |
| bob | FC.df+2,1 | m, m | 14, 12 | i14, i21 | -7 | +4 | * Combo from 1st hit * Interrupt with i1 from 1st block * +4c on crouching hit | |
| bob | FC.df+2,1,1+2 | m, m, m | 14, 12, 25 | i14, ,i26 | -13 | +11a (+2) | * Balcony Break * Combo from 2nd CH with 4F delay * Interrupt with i6 from 1st block * Move can be delayed by 9F | |
| bob | FC.df+4 | L | 14 | i19 | -12 | +3 | +29d | * * High crush 1~26 |
| bob | (back to wall).b,b,UB | m | 21 | i35~38 | +1 | +34d | * Floating state 5~7 * is8~24 * Floating state 25~33 * Low crush 34~37 * Floating state 38~40 | |
| bob | BAL.1 | m | 16 | i15~17 | -5 | +5 | * | |
| bob | BAL.1,2 | m, h | 16, 21 | i15~17, i24~25 | +1 | +28a (+18) | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st hit with 8F delay * Move cannot be interrupted (crouch assist bufferable) | |
| bob | H.BAL.1,4 | m, m,m (t) | 16, 11,20 (14) | i15~17, i24~25 | +4 | +0d | * Floor Break * Balcony Break +17a from 3rd hit * Shift to attack throw r86 on front hit * Combo from 1st hit with 8F delay * 25dmg with scaling from 2nd hit * Move cannot be interrupted * +22a (-13) on back hit * Consumes 240F of remaining Heat Time * Low crush 23~58 * Floating state 59~73 | |
| bob | BAL.2 | m | 21 | i23~24 | -8 | +12g | * Balcony Break * Homing * Strong Aerial Tailspin | |
| bob | BAL.3 | m | 25 | i24~25 | +4 | +17a (+0) | * Balcony Break * Tornado * Low crush 21~25 * Floating state 26~43 | |
| bob | BAL.4 | L | 14 | i23~26 | -24 | +27d | +25a | * Transition to FC r32 on CH * Side switch on CH * 4f timestop on CH * High crush 1~55 |
| bob | BAL.3+4 | M | 28 | i29~33 | -13c | +13d | * Floor Break * Hip * Floating state 1~16 * Low crush 17~29 * Floating state 30~32 | |
| bob | BT.d+2 | m | 17 | i15~16 | -9 | +14a (+5) | +59a | * Balcony Break * 4f timestop on CH * Crumple stun +13F on CH |
| bob | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| bob | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| bob | hFC.3 | L | 12 | i16 | -16 | -6 | -2c on crouching hit * High crush 1~ | |
| bob | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| bob | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Opponent recovers FDFT | |
| bob | 2+4 | t | 35 | i12~14 | -3 | +0d | * Floor Break * Throw break 1 or 2 * Swaps sides on successful throw | |
| bob | Back Throw | t | 50 (60) | +0d | * Unbreakable * Can fully wall splat (60 damage) * Opponent recovers FDFA | |||
| bob | FC.db+1+2 | t | 35 | i12,i30 | -3 | +5g | * Throw break: 1+2 | |
| bob | FC.db+1+2:3 | t | 45 | i12,i30 | -3 | +26a (+0) | * Balcony Break * Throw break: 1+2 * Input 3 during frames 26 to 29 of 2nd hit | |
| bob | Left Throw | t | 40 (45) | -3 | +0d | * Throw break: 1 * Can fully wall splat (45 damage) * Opponent recovers FDFA | ||
| bob | Right Throw | t | 40 | -3 | +0d | * Throw break: 1 * Opponent recovers FUFT | ||
| bob | uf+1+2 | t | 40 (45) | i12 | -3 | +0d | * Throw break: 1+2 * Opponent recovers FDFA * 45 damage on wall splat * Swaps sides on throw break | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| bryan | H.2+3 | m,m,t | 20,20,35 | i16, i18~19 | +9 | -1d | * Heat Smash * Reversal Break * Spike * Transition to attack throw on 1st or 2nd hit (55dmg total) * 5 chip damage on block * Low crush 9~36 * Floating state 37~39 | |
| bryan | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| bryan | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| bryan | 1,2 | h, h | 5, 8 | i10, i12 | -3 | +8 | +9 | * Jail from 1st block * Combo from 1st hit |
| bryan | 1,2,1 | h, h, m | 5, 8, 18 | i10, ,i19 | -6 | +6 | +30d | * Combo from 1st CH with no delay * Combo from 2nd CH with 10F delay * Move cannot be interrupted * Move can be delayed by 10F |
| bryan | 1,2,3 | h, h, L | 5, 8, 15 | i10, ,i24 | -12 | +2 | +14a | * Combo from 1st CH with no delay * Combo from 2nd CH with 3F delay * Interrupt with i8 from 1st block * Move cannot be delayed * Input can be delayed by 3F |
| bryan | 1,2,4 | h, h, h | 5, 8, 24 | i10, ,i20 | -5 | +20a (+11) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 1st CH or 2nd CH with 3f delay * Interrupt with i2 from 1st block * Move can be delayed 2F * Input can be delayed by 3F | |
| bryan | 1,4 | h, h | 5, 14 | i10, i15 | -7 | +4 | Jail from 1st attack | |
| bryan | 1,4,2 | h, h, h | 5, 14, 18 | i10, ,i24 | -7 | +4 | +53a | * Combo from 2nd CH with 10f delay * Input can be delayed 18f * Move can be delayed 16f * Interrupt with i8 from 3rd block * Whiffs vs SSR, SWR from 1st block * Crouch assist bufferable from 1st block or hit * Cancel into 1,4,2,1 with f+1 ** Interrupt with i21 from 1st block ** Interrupt with i10 from 1st hit ** Whiffs vs SWR from 1st block ** Whiffs vs SS, SW from 1st hit * Cancel into 1,4,2,4 with f+4 ** Interrupt with i35 from 1st block ** Interrupt with i24 from 1st hit ** Whiffs vs SSR, SW from 1st block ** Whiffs vs SS, SW from 1st hit |
| bryan | 1,4,2,1 | h, h, h, h | 5, 14, 18, 16 | i10, ,i19 | +0 | +55a | * Airborne combo from 3rd CH (+55a, 100% scaling) * Enter SLS +7 +62a r13 with f * Cancel to r9 SS with u_d * Interrupt with i1 from 3rd block * Input can be delayed 8f * Move can be delayed 6f | |
| bryan | 1,4,2,1,2 | h, h, h, h, h | 5, 14, 18, 16, 22 | i10, ,i24 | -9 | +15cg | * Balcony Break * Jail from 4th block with ?F delay * Combo from 4th hit with ?F delay * Forces tech back roll on hit * Input can be delayed 1f | |
| bryan | 1,4,2,1,4 | h, h, h, h, m | 5, 14, 18, 16, 21 | i10, ,i25~26 | -10 | +37a | * Tornado * Strong Aerial Tailspin * Can hit grounded while off-axis * Airborne combo from 4th hit (+73a (+57)) * Interrupt with i2 from 4th block | |
| bryan | 1,4,2,4 | h, h, h, m | 5, 14, 18, 21 | i10, ,i30~31 | -5 | +40a (+14) | * Strong Aerial Tailspin * Balcony Break * Airborne combo from 3rd CH (+38a (+31)) * Whiffs vs SS, SW from 3rd block * Interrupt with i16 from 3rd block * Interrupt with i5 from 3rd hit * Low crush 16~31 * Floating state 32~34 | |
| bryan | 1,4,3 | h, h, m | 5, 14, 15 | i10, ,i21 | -10 | +1 | * Combo from 2nd CH with 5f delay * Interrupt with i1 from 1st block | |
| bryan | 1,4,3,3 | h, h, m, h | 5, 14, 15, 18 | i10, ,i23 | -7 | +7 | +14a | * Combo from 3rd CH * Interrupt with i3 from 3rd block |
| bryan | 1+3+4 | m! | 0 | i28~31 | +16 | * Cancellable with any input on frames 1~31 * Gain SNE * -34 if not cancelled | ||
| bryan | 2 | h | 10 | i10 | +1 | +7 | ||
| bryan | 2,3 | h, m | 10, 14 | i10, i16 | -10 | +6 | +16a (+7) | Balcony Break (CH) * Combo from 1st hit with 1f delay * Jail from 1st block with ?F delay * CH frames also apply to combo from 1st CH |
| bryan | 3 | m | 14 | i16 | -4 | +7 | ||
| bryan | 3,2 | m, m | 14, 11 | i16, i22 | -10 | +1 | * Combo from 1st CH * Interrupt with i2 from 1st block | |
| bryan | 3,2,1 | m, m, m | 14, 11, 10 | i16, ,i20 | -9 | +2 | * Combo from 2nd hit * Combo from 1st CH * Move cannot be interrupted | |
| bryan | 3,2,1,2 | m, m, m, m | 14, 11, 10, 14 | i16, ,i19 | -10 | +19a (+10) | * Balcony Break * Combo from 3rd CH with 2f delay * Interrupt with i1 from 3rd block | |
| bryan | 3,2,1,4 | m, m, m, L | 14, 11, 10, 12 | i16, ,i22 | -11 | +0 | * Combo from 3rd CH with 3f delay * Interrupt with i5 from 3rd block | |
| bryan | 3,3 | m, h | 14, 13 | i16, i23 | -6 | +6 | * Combo from 1st CH * Interrupt with i3 from 1st block | |
| bryan | 3,3,2 | m, h, h | 14, 13, 20 | i16, ,i22~23 | -7 | +43a (+33) | * Tornado * Combo from 2nd CH * Interrupt with i3 from 2nd block | |
| bryan | 3,3,4 | m, h, m | 14, 13, 25 | i16, ,i28 | -12 | +11cg | * Balcony Break * Combo from 2nd CH * Interrupt with i10 from 2nd block * Whiffs vs SS, SW from 2nd block * Forces tech back roll on hit | |
| bryan | 4 | h | 15 | i12 | -7 | +6 | ||
| bryan | 4,1 | h, h | 15, 15 | i12, i23~24 | -1 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * Transition to +8 +0 r15 SWA with B | |
| bryan | 4,3 | h, m | 15, 12 | i12, i24~25 | -10 | +2 | * Combo from 1st hit * Interrupt with i4 from 1st block | |
| bryan | 4,3,4 | h, m, m | 15, 12, 16 | i12, ,i24~25 | -12 | +14a (+5) | +33d (+25) | * Balcony Break * Hold to power up and deal more chip damage on block * Interrupt with i6 from 1st block |
| bryan | 4,3,4* | h, m, m | 15, 12, 25 | i12, ,i40~41 | -6 | +35a (+9) | * Balcony Break * 10 chip damage on block * Whiffs vs SWR from 2nd block * Interrupt with i21 from 2nd block * Interrupt with i10 from 2nd hit | |
| bryan | 4,3,f+4 | h, m, h | 15, 12, 18 | i12, ,i24~25 | -5 | +6 | +31a (+21) | * Combo from 2nd CH * Interrupt with i5 from 2nd block * Whiffs vs SSR from 2nd block |
| bryan | 1+2 | m | 15 | i17~18 | -7 | +6 | Homing | |
| bryan | 1+2,1 | m, h | 15, 15 | i17~18, i23~24 | -1 | +6 | * Combo from 1st hit * Interrupt with i3 from 1st block * Enter SWA +0 +7 r15 with b | |
| bryan | 1+2,2 | m, m | 15, 20 | i17~18, i26~27 | -14 | +51d (+20) | * Combo from 1st hit with delay * Interrupt with i6 from 1st block | |
| bryan | 3+4 | m | 20 | i18 | -13 | +8 | +59a | Balcony Break (airborne) |
| bryan | SNE.3+4,2 | m, m | 20, 20 | i18, i14~15 | -9 | +25a (+20) | * Balcony Break * Weapon? * Combo from 1st hit * Consumes SNE * 8 chip damage on block * Interrupt with i5 from 1st block * Unparryable by traditional parries, Asuka, Nina, etc | |
| bryan | SNE.3+4,2* | m, M | 20, 30 | i18, i55~56 | +9g~+10g | +66a (+50) | * Tornado * Reversal Break * Balcony Break * Consumes SNE * Interrupt with i32 from 1st block * Whiffs vs SS, SW from 1st block * Chip damage on block (12) * Wall splat on block | |
| bryan | f+2 | m | 10 | i15 | -10 | +1 | ||
| bryan | f+2,1 | m, m | 10, 12 | i15, i10 | -10 | +1 | Jail from 1st attack | |
| bryan | f+2,1,4 | m, m, m | 10, 12, 20 | i15, ,i18~19 | -13 | +3a | * Balcony Break (airborne) * Combo from 1st or 2nd hit * Jail from 1st or 2nd block with ?F delay * Gain SNE on hit with 1+2 * SNE gain is r25 | |
| bryan | SNE.f+2,1,2 | m, m, m | 10, 12, 5 | i15, ,i14~15 | -7 | +9c | * Floor Break * Elbow * Combo from 1st hit * Jail from 1st block with ?F delay * Consumes SNE * Consumes 240f of Heat Time * Chip damage on block (1) | |
| bryan | SNE.f+2,1,2,3 | m, m, m, m | 10, 12, 5, 7 | i15, ,i22 | -10 | +18a (+11) | * Knee * Combo from 1st hit * Move cannot be interrupted * Chip damage on block (2) | |
| bryan | SNE.f+2,1,2,3,2 | m, m, m, m, m | 10, 12, 5, 7, 20 (14) | i15, ,i35~36 | -13 | +25a (-1) | * Balcony Break * Airborne combo from 1st hit (+0a (-1)) * Interrupt with i13 from 4th block * Whiffs vs SS, SW from 4th block * Chip damage on block (8) * Unparryable by traditional parries, Asuka, Nina, etc * Consumes 210f of Heat | |
| bryan | f+3 | m | 18 | i16~18 | +0~+2 | +4~+6 | +50a | Knee |
| bryan | f+4 | m | 10 | i18 | -9 | +1 | ||
| bryan | f+4,1 | m, m | 10, 10 | i18, i25~26 | -13c | +40a (+32) | * Spike * Combo from 1st hit with 5f delay * Interrupt with i4 from 1st block * Move can be delayed 4f | |
| bryan | f+1+2 | h | 22 | i20~21 | +1 | +19d | * Balcony Break * Elbow * 6 chip damage on block | |
| bryan | DF+1 | m | 8 | i15 | -5 | +1 | * DF must be held for the extensions | |
| bryan | DF+1,1 | m, m | 8, 2 | i15, i10 | -10 | -4 | * Jail from 1st block with 9F delay * Combo from 1st hit with 14F delay * Move can be delayed 16F | |
| bryan | DF+1,1,1 | m, m, m | 8, 2, 2 | i15, ,i10 | -10 | -4 | * Jail from 1st block with 8?F delay * Combo from 1st hit with 14F delay * Move can be delayed by 25F | |
| bryan | DF+1,1,1,1 | m, m, m, m | 8, 2, 2, 2 | i15, ,i10 | -10 | -4 | * Jail from 1st block with 8?F delay * Combo from 1st hit with 14F delay * Move can be delayed by 25F | |
| bryan | DF+1,2 | m, m | 8, 20 | i15, i23 | -15 | +1 | +14a (+5) | * Balcony Break (airborne) * Combo from any hit * Interrupt with i3 from any block |
| bryan | df+2 | m | 12 | i13 | -6 | +5 | Elbow | |
| bryan | df+2,1 | m, h | 12, 11 | i13, i16 | -4 | +5 | * Combo from 1st hit * Move cannot be interrupted * Enter SWA -1 +8 r15 with b | |
| bryan | df+2,3 | m, m | 12, 20 | i13, i23 | -13 | +8 | +59a | * Combo from 1st CH with 5F delay * Interrupt with i3 from 1st block |
| bryan | df+3 | L | 20 | i29~30 | -26 | +70a (+54) | * Homing * High crush 6~ | |
| bryan | df+4 | m | 23 | i22~24 | -6~-4 | +19a | * Homing * Balcony Break (airborne) | |
| bryan | d+2 | m | 17 | i14~15 | -2 | +8c | * Spike * Elbow * Transition to FC with D | |
| bryan | d+2,3 | m, m | 17, 21 | i14~15, i22 | -10 | +16a (-1) | +32a (+18) | * Balcony Break * Knee * Combo from 1st CH with 10f delay * Jail from 1st block with ?F delay * Move can be delayed 9f |
| bryan | d+3 | l | 10 | i16 | -11 | +0 | ||
| bryan | d+3,2 | l, h | 10, 22 | i16, i21 | -7 | +35a (+9) | * Balcony Break * Combo from 1st CH * Interrupt with i1 from 1st block * Gain SNE on hit with 1+2 | |
| bryan | d+4 | L | 13 | i15 | -11 | +0 | +0c on crouching hit | |
| bryan | d+1+2 | m,m | 10,15 | i17 | -10 | +3 | * Combo from 1st hit * Can be canceled into stances after 24 frames * Enter SLS -3 +10g r13 with f * Enter SWA -5 +8 r15 with b * Opponent is further away on CH * Can be done from Crouch Level 1 | |
| bryan | d+1+2,3 | m,m, l | 10,15, 20 | i17, i27~28 | -13 | +5 | +25a | Interrupt with i7 from 1st block |
| bryan | d+1+2~2 | m | 24 | i30 | +7 | +53a | * Spike * 7 chip damage on block | |
| bryan | d+3+4 | l | 16 | i19 | -12 | -1 | +4 | Can hit grounded on certain ranges |
| bryan | d+3+4,2 | l, m | 16, 25 | i19, i19 | -12 | +14a (-3) | * Tornado * Balcony Break * Combo from 1st CH * Interrupt with i9 from 1st block * Cancel to -23 -12 -7 FC with DB | |
| bryan | db+2 | m | 13 | i15~17 | -6 | +8 | ||
| bryan | db+3 | L | 11 | i16~17 | -12 | -1 | +4 | * High crush 6~ |
| bryan | db+1+2 | m,h | 8,16 | i15 i12 | -9 | +4 | * Heat Engager * Heat Dash +5, +43a (+35) * Balcony Break (airborne) * Jail from 1st attack | |
| bryan | b+1 | m | 21 | i20~21 | +4 | +7c | +78a (+58) | * Spike * Elbow |
| 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 | +6cg | * Balcony Break * Gain SNE on hit * SNE gain is r25 * +14cg if Bryan has SNE already * Forces tech back roll on hit * Chip damage on block | |
| bryan | b+2 | h | 18 | i17 | -7 | +4 | +53a | * Cancel into b+2,1 with f+1 * Cancel into b+2,4 with f+4 |
| bryan | b+2,1 | h, h | 18, 16 | i17, i19 | +0 | +55 | * Airborne combo from 1st CH (+55a, 100% scaling) * Enter SLS +7 +62a r13 with f * Move cannot be interrupted * Cancel to r9 SS with u_d * Input can be delayed 17f * Move can be delayed 16f | |
| bryan | b+2,1,2 | h, h, h | 18, 16, 22 | i17, ,i24 | -9 | +15cg | * Balcony Break * Combo from 1st CH or 2nd hit with ?F delay * Jail from 2nd block with ?F delay * Forces tech back roll on hit | |
| bryan | b+2,1,4 | h, h, m | 18, 16, 20 | i17, ,i25-26 | -10 | +37a | * Tornado * Airborne combo from 2nd hit or 1st CH * Interrupt with i2 from 2nd block * Can hit grounded when off-axis | |
| bryan | b+2,4 | h, m | 18, 21 | i17, i30-31 | -5 | +40a (+14) | * Strong Aerial Tailspin * Balcony Break * Airborne combo from 1st CH (+39a (+32)) * Interrupt with i16 from 1st block * Whiffs vs SS, SW from 1st block * Interrupt with i4 from 1st hit * Low crush 16~31 * Floating state 32~34 | |
| bryan | b+3 | m | 12 | i19 | -7 | +4 | * Enter SLS +1 +12g +12 r18 with f * Links to 10-hit string | |
| bryan | b+3,2 | m, h | 12, 12 | i19, i16 | -4 | +7 | * Combo from 1st CH * Interrupt with i5 from 1st block * Whiffs vs SSR from 1st block | |
| bryan | b+3,2,1 | m, h, m | 12, 12, 10 | i19, ,i20 | -9 | +2 | * Combo from 2nd hit * Combo from 1st CH * Move cannot be interrupted | |
| bryan | b+3,2,1,2 | m, h, m, m | 12, 12, 10, 14 | i19, ,i19 | -10 | +19a (+10) | * Balcony Break * Combo from 2nd CH * Interrupt with i1 from 3rd block | |
| bryan | b+3,2,1,4 | m, h, m, L | 12, 12, 10, 12 | i19, ,i22 | -11 | +0 | * Combo from 2nd CH * Interrupt with i5 from 3rd block | |
| bryan | b+3,4 | m, m | 12, 18 | i19, | ||||
| bryan | b+3,4,1 | m, m, m | 12, 18, 5 | i19, | ||||
| bryan | b+3,4,1,2 | m, m, m, m | 12, 18, 5, 7 | i19, | ||||
| bryan | b+3,4,1,2,1 | m, m, m, m, h | 12, 18, 5, 7, 3 | i19, | ||||
| bryan | b+3,4,1,2,1,4 | m, m, m, m, h, h | 12, 18, 5, 7, 3, 8 | i19, | ||||
| bryan | b+3,4,1,2,1,4,2 | m, m, m, m, h, h, h | 12, 18, 5, 7, 3, 8, 5 | i19, | ||||
| 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 | i19, | ||||
| 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 | i19, | ||||
| 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 | i19, | ||||
| bryan | b+3,1+2 | m, m | 12, 25 | i19, i22 | -6 | +4c | +26d | * Floor Break * Combo from 1st CH with 8f delay * Interrupt with i4 from 1st block * Transition to FC with d * Input can be delayed 12f * Move can be delayed 10f |
| bryan | b+4 | m | 18 | i16 | -10 | +15 | * Knee * Hit vs BT +9a | |
| bryan | b+1+4 | m | 26 | i28 | -9 | +7c | Spike | |
| bryan | b+1+4* | m! | 45 | i53 | +7a | Spike | ||
| bryan | ub+1+2 | m,m | 5,2 | i15 i12 | -16 | -6 | * Combo from 1st hit | |
| bryan | ub+1+2,1 | m,m, m | 5,2, 2 | i15 i12, i12 | -13 | -3 | * Combo from 1st hit 8f delay * Jail from 1st block with ?F delay * Input can be delayed 18f | |
| bryan | ub+1+2,1,2 | m,m, m, m | 5,2, 2, 2 | i15 i12, ,i11 | -16 | -6 | * Combo from 1st hit * Jail from 1st block with ?F delay * 11f input window- | |
| bryan | ub+1+2,1,2,1 | m,m, m, m, m | 5,2, 2, 2, 2 | i15 i12, ,i10 | -13 | -3 | * Combo from 1st hit * Jail from 1st block with ?F delay * 9f input window | |
| bryan | ub+1+2,1,2,1,2 | m,m, m, m, m, m | 5,2, 2, 2, 2, 2 | i15 i12, ,i9 | -16 | -6 | * Combo from 1st hit * Jail from 1st block with ?F delay * 8f input window | |
| bryan | ub+1+2,1,2,1,2,1 | m,m, m, m, m, m, m | 5,2, 2, 2, 2, 2, 2 | i15 i12, ,i8 | -13 | -3 | * Combo from 1st hit * Jail from 1st block with ?F delay * 7f input window | |
| bryan | ub+1+2,1,2,1,2,1,2 | m,m, m, m, m, m, m, m | 5,2, 2, 2, 2, 2, 2, 2 | i15 i12, ,i7 | -16 | -6 | * Combo from 1st hit * Jail from 1st block with ?F delay * 6f input window | |
| bryan | ub+1+2,1,2,1,2,1,2,1 | m,m, m, m, m, m, m, m, m | 5,2, 2, 2, 2, 2, 2, 2, 2 | i15 i12, ,i6 | -13 | -3 | * Combo from 1st hit * Jail from 1st block with ?F delay * 5f input window | |
| bryan | ub+1+2,1,2,1,2,1,2,1,2 | m,m, m, m, m, m, m, m, m, m | 5,2, 2, 2, 2, 2, 2, 2, 2, 2 | i15 i12, ,i5 | -16 | -6 | * Combo from 1st hit * Jail from 1st block with ?F delay * 4f input window | |
| bryan | ub+1+2,1,2,1,2,1,2,1,2,1 | m,m, m, m, m, m, m, m, m, m, m | 5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2 | i15 i12, ,i5 | -26 | -15 | * Combo from 1st hit * Jail from 1st block with ?F delay * 4f input window | |
| bryan | ub+1+2,1,2,1,2,1,2,1,2,1,4 | m,m, m, m, m, m, m, m, m, m, m, m | 5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 14 | i15 i12, ,i10 | -35 | -15a (-24) | * Knee * Balcony Break * Combo from 1st hit * Jail from 1st block with ?F delay | |
| bryan | uf+1 | m | 22 | i20~21 | -13 | +15a | * Balcony Break * Floor Break * Gain SNE on hit (+3a on hit) * -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state * Power crush 7~19 | |
| bryan | uf+2 | m | 6 | i13 | -10 | +1 | ||
| bryan | uf+2,2 | m, m | 6, 4 | i13, i10 | -10 | +1 | * Combo from 1st hit with 7f delay * Jail from 1st block with ?F delay * Move can be delayed 5f | |
| bryan | uf+2,2,2 | m, m, m | 6, 4, 4 | i13, ,i10 | -10 | +1s | * Combo from 1st hit with 5f delay * Jail from 1st block with ?F delay | |
| bryan | uf+2,2,2,3 | m, m, m, m | 6, 4, 4, 20 | i13, ,i22~23 | -15 | +30a (+12) | * Knee * Combo from 3rd hit with 5f delay * Interrupt with i2 from 1st block | |
| bryan | SNE.uf+2,2,2,2 | m, m, m, m | 6, 4, 4, 9 | i13, ,i10 | -12 | -1s | * Combo from 1st hit * Consumes SNE * Chip damage on block (2) | |
| bryan | SNE.uf+2,2,2,2,2 | m, m, m, m, m | 6, 4, 4, 9, 9 | i13, ,i10 | -12 | -2s | * Combo from 1st hit * Jail from 1st block with ?F delay * Chip damage 2 (22%) on block | |
| bryan | SNE.uf+2,2,2,2,2,3 | m, m, m, m, m, m | 6, 4, 4, 9, 9, 23 | i13, ,i22~23 | -15 | +3a | * Knee * Combo from 3rd or 4th or 5th hit ** +35a (+17) from 3rd hit ** +31a (+13) from 4th hit ** +30a (+12) from 5th hit * 9 chip damage (39%) on block * Interrupt with i1 from 5th block | |
| bryan | uf+3 | m | 15 | i27~28 | -2 | +15 | * Low crush 9~28 * Floating state 29~31 | |
| bryan | uf+4 | m | 20 | i24~26 | -5 | +26a | Spike * Low crush 9~32 * Floating state 33~35 | |
| bryan | uf+3+4 | m | 22 | i16~17 | -7 | +8a | * Tornado * Knee * Gain SNE on hit * Low crush 9~26 * Floating state 27~29 | |
| 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 | b,B+4 | M | 24 | i21~33 | -19~-7 | -7a~+5a | Spike * Low crush 18~32 * Floating state 33~ | |
| bryan | b,df+4 | l | 25 | i29 | -13 | +14g | +29a | * Cancel to r26 with B |
| bryan | d,db,b | * Cancel to SS on any frame with u * Minimum 3f needed to enter (one for each directional) * Can perform u moves * High crush 1~10 | ||||||
| bryan | f,F+2 | h | 29 | i13 | -9 | +15cg | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * 8 chip damage on block * Forces tech back roll on hit | |
| bryan | f,F+3 | m | 25 | i24~25 | -13 | +28a (-8) | +39a (-8) | * Balcony Break * Gain SNE on hit with 1+2 * SNE gain is r25 * Chip damage on block (7) * Hitstop 20f on hit |
| bryan | f,F+3* | m | 33 | i34~35 | +8 | +71a | * Balcony Break * Gain SNE on hit with 1+2 * Chip damage on block (9) * Hitstop 20f on hit | |
| bryan | f,F+4 | h | 32 | i16~19 | -9c~-6c | +15a | * Homing * Balcony Break (airborne) * Chip damage on block (9) * Initial side step can evade some attacks | |
| bryan | f,n,b+2 | h | 20 | i14~15 | -7 | +43a (+33) | * Tornado * Can be buffered | |
| bryan | qcf | * Enter FC r25 with no input * Cancel to SS on any frame with u * Cancel to block on frames 1~9 with b from manual transition * Actionable on frame 1~ * Access ws2, ws4, FCdf+2, FCdf+4 with b+2_4_df+2_df+4 from manual transition * Access SNE.FC.df+3 with df+3 from stance transitions, or with b,df,df+3 from manual transition * Can perform u moves * High crush 1~25 | ||||||
| bryan | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | Jump takes 9 frames * Low crush 9~30 * Floating state 31~33 | |
| bryan | f,f,F+3 | m | 30 | i22~25 | +6~+9 | +13a (+3) | * Balcony Break * Chip damage on block (9) * Low crush 3~25 * Floating state 26~28 | |
| bryan | ws1 | m | 20 | i15~16 | -14 | +35a (+25) | ||
| bryan | ws2 | m,t | 10,20 | i19 | -10 | +50a | * Transition to r90 attack throw on front/side standing hit * +31a (+21) on BT hit * Power up with f+2 or b+2 on frames 18~19, additional 5 damage | |
| bryan | ws3 | m | 17 | i12 | -10 | +4 | +33a (+27) | * Knee |
| bryan | ws3,4 | m, m | 17, 21 | i12, i28 | -10 | +4 | +29g | * Knee * Airborne combo from 1st CH with ?F delay (+26a (+19)) * Input can be delayed 10f * Interrupt with i8 from 1st block |
| bryan | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| bryan | SS.1 | h | 23 | i17~18 | -5 | +15c | Balcony Break (airborne) | |
| bryan | SS.2 | M | 15 | i17~18 | -9 | +5 | ||
| bryan | SS.2,1 | M, h | 15, 20 | i17~18, i21~22 | -9 | +17cg | * Heat Engager * Heat Dash +62a (+42) * Balcony Break * Elbow * Combo from 1st hit with 8f delay * Interrupt with i1 from 1st block * Input can be delayed 11f * Move can be delayed 10f * Cancel to r35 with B (-15/-1) * Forces tech back roll on hit | |
| bryan | FC.df+2 | m | 12 | i13 | -9 | +4 | Elbow | |
| bryan | FC.df+2,1 | m, h | 12, 25 | i13, i22~23 | -8 | +34a (+8) | * Balcony Break * Combo from 1st hit with 7f delay * Interrupt with i1 from 1st block * Input can be delayed 11f * Move can be delayed 10f | |
| bryan | FC.df+4 | m | 21 | i15~16 | -10 | +13g | +25d | Balcony Break * High crush 1~14 |
| bryan | (Back to wall).b,b,UB | m | 25 | i29~33 | -1 | +19cg | * Balcony Break * Bryan * Fahkumram * Heihachi * Kazuya * Lars * Law * Forces tech back roll on hit * Floating state 5~13 * is8~13 * Low crush 14~46 * Floating state 47~49 | |
| bryan | SLS.2 | h | 16 | i15~16 | -6 | +2 | ||
| bryan | SLS.2,1 | h, m | 16, 23 | i15~16, i15~16 | -11 | +33a (+18) | * Combo from 1st hit with 4f delay * Jail from 1st block with ?F delay | |
| bryan | SLS.2,2 | h, m | 16, 25 | i15~16, i25 | -7 | +14a | * Balcony Break * Spike * Combo from 1st hit with 4f delay * Interrupt with i7 from 1st block * +9a on BT hit | |
| bryan | SLS.2,4 | h, m | 16, 22 | i15~16, i16~17 | -10 | +5a | * Tornado * Knee * Combo from 1st hit with 4f delay * Jail from 1st block with ?F delay * Gain SNE on hit, -12a * Low crush 9~26 * Floating state 27~29 | |
| bryan | SLS.4 | m | 13 | i18 | -5 | +1 | +3 | |
| bryan | SLS.4,1 | m, h | 13, 13 | i18, i27 | +0 | +55a | * Combo from 1st CH * Interrupt with i2 from 1st block * Cancel to SS -12 -5 -3 r9 with u_d | |
| bryan | SLS.4,1,2 | m, h, h | 13, 13, 22 | i18, ,i24 | -9 | +15cg | * Balcony Break * Combo from 2nd hit * Jail from 2nd block with ?F delay * Forces tech back roll on hit | |
| bryan | SLS.4,1,4 | m, h, M | 13, 13, 20 | i18, ,i25 | -10 | +37a | * Tornado * Combo from 2nd hit * Move cannot be interrupted * Opponent recovers FUFA on hit | |
| bryan | SLS.1+2 | m | 23 | i15~16 | -9 | +23a (+13) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Elbow | |
| bryan | SNE.FC.df+3 | l | 24 | i20 | -13 | +7 | +25a | * Balcony Break * Consumes SNE * Unparryable |
| bryan | SNE.b+1+2 | m,m | 9,15 | i20 i14 | +4 | +33d (+25) | * Balcony Break * Elbow * Consumes SNE * Chip damage on block (6) | |
| bryan | SNE.f,F+1+2 | h | 30 | i13 | -9 | +23a (+18) | * Balcony Break * Consumes SNE * Can not be buffered * Chip damage 10 (30%) on block * Strong parry, parries all mid or high attacks except charge moves, throws and unlockables * On a successful parry, the attack is canceled and Bryan automatically retaliates * Unparryable with traditional parries, Asuka, Nina, etc * Consumes 300f of Heat * Parry state 2~10 | |
| bryan | SNE.f,F+1+2,P | h, m | 30, 20 | i13, i13~14 | 0 | +25a (+20) | * Balcony Break * Chip damage on block (8) * Consumes SNE * Initial attack absorbing animating takes 9 frames (pc1~9), effective startup is i22~23 * Power crush 1~14 | |
| bryan | qcb+1 | h | 22 | i13~14 | +1 | +19cg | +72a (+56) | * Tornado * Balcony Break * 4 chip damage on block * Forces tech back roll on hit |
| bryan | qcb+2 | m | 16 | i15~16 | -9 | +6 | ||
| bryan | qcb+2,4 | m, h | 16, 25 | i15~16, i22~25 | -9c | +15a | * Balcony Break (airborne) * Combo from 1st hit with 10f delay * Interrupt with i3 from 1st block * Move is delayed 3f * Move can be delayed 7f * 7 chip damage on block | |
| bryan | qcb+3 | l | 23 | i19~20 | -13 | +5 | +25a | Balcony Break (airborne) |
| bryan | qcb+4 | M | 23 | i17~18 | -12 | +31a (+21) | * Recovers 2f faster on hit (t48 r30) | |
| bryan | 1+3 | t | 35 | i12~14 | -3 | -2d | * Floor Break * Homing * Throw break 1 or 2 | |
| bryan | 2+4 | t | 35 | i12~14 | -6 | +0d | * Floor Break * Homing * Throw break 1 or 2 * Side switch on hit | |
| bryan | Back throw | t | 60 | -1d | Unbreakable | |||
| bryan | FC.db+1+2 | t | 45 | i11 | -6 | +1d | * Throw break 1+2 | |
| 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 | ||
| bryan | uf+1+2 | t | 40 | i12 | -6 | -5d | * Floor Break * Throw break 1+2 | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| claudio | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| claudio | H.2+3 | L,M | 12,10 (40/45) | i18~19, i32~33 | -14 | +11d | * Heat Smash * Reversal Break * Balcony Break * Transition to attack throw on 1st or 2nd hit (40dmg or 36dmg) * 5 damage on wall splat (45dmg total) * 8 chip damage on block * Pseudo homing low? | |
| claudio | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| claudio | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| claudio | 1,2 | h, h | 5, 12 | i10, i13~14 | -3 | +8 | * Jail from 1st attack with 5f delay * Input can be delayed 5f * Move can be delayed 4f | |
| claudio | 1,3 | h, l | 5, 11 | i10, i22 | -12 | -1 | * Combo from 1st CH with 3f delay * Interrupt with i4 from 1st block * Input can be delayed 5f * Move can be delayed 4f | |
| claudio | 2 | h | 10 | i12 | -3 | +3 | ||
| claudio | 2,1 | h, m | 10, 13 | i12, i20 | -6 | +5 | * Combo from 1st hit with 2f delay * Interrupt with i2 from 1st block | |
| claudio | 2,1,2 | h, m, m | 10, 13, 25 | i12, ,i16~18 | -13 | +12a (+3) | * Heat Engager * Heat Dash +5, +62a (+42) * Strong Aerial Tailspin * Balcony Break * Combo from 2nd CH with 14f delay * Interrupt with i1 from 1st block * Input can be delayed 15f * Move can be delayed 10f * Transition to r65 STB on hit without STB * -10a (-1) upon STB gain on an airborne hit | |
| claudio | 3 | m | 14 | i14~15 | -10 | +1 | * Tracks sidestep right and sidewalk right completely? | |
| claudio | 3,2 | m, h | 14, 22 | i14~15, i22~23 | -6 | +25a (+16) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Transition to r55 STB on hit without STB * -6a (-13) upon STB gain on an airborne hit * Interrupt with i5 from 1st block | |
| claudio | 4 | h | 13 | i12 | -11 | +5 | +9s | * Pseudo homing to sidestep left and sidewalk left? |
| claudio | 4,3 | h, h | 13, 14 | i12, i25~26 | +1 | +15g | * Homing * Balcony Break * Combo from 1st hit with 1f delay * +22a (+15) if the 1st hit counterhits * Interrupt with i6 from 1st block * Low crush 17~30 | |
| claudio | STB.4,2 | h, sm | 13, 32 | i12, i28-36 | -19~-11 | +27a (+1) | * Tornado * Balcony Break * Weapon * Combo from 1st hit with 1f delay * 6 chip damage on block * Consumes STB * Consumes 240F of remaining Heat time | |
| claudio | 1+2 | m | 20 | i17 | -14 | +2c | Floor Break | |
| claudio | 1+2,1+2 | m, t | 20, 10 | i17, i17 | +0 | * Combo from 1st hit * Only comes out on standing hit * Doesn't work at tip range * Doesn't work in the side or back * Not a timed input | ||
| claudio | 1+2,1+2,2 | m, t, t | 20, 10, 18 | i17, ,i17 | -5d or +0d | * Combo from 1st hit * Gain STB on hit * -5d vs FUFT when gaining STB * +0d vs FUFA if already STB * Deals 20 damage with input b,f+2 * Not a timed input * Transition to r101 STB on hit without STB | ||
| claudio | 3+4 | M | 28 | i24~26 | -11c | +4a | * Floor Break * Low crush 13~22 * Floating state 23~25 | |
| claudio | f+2 | h | 9 | i12 | +0 | +6 | * Homing to sidestep left and sidewalk left? | |
| claudio | f+2,1 | h, m | 9, 12 | i12, i15~16 | -10 | +6c | * Floor Break * Combo from 1st hit * Jail from 1st block with ?F delay | |
| claudio | f+2,1,1+2 | h, m, m | 9, 12, 25 | i12, ,i21~22 | -18 | +7a (-2) | * Balcony Break * Shoulder * Combo from 1st CH with 16F delay * Move cannot be interrupted * Input can be delayed 16F * Move can be delayed 12F | |
| claudio | f+2,2 | h, m | 9, 20 | i12, i14 | -26 | +18a (-13) | * Balcony break on airborne hit * Combo from 1st hit * Jail from 1st block with ?F delay * Transition to r67 STB on hit without STB * Tremendous backstep on block | |
| claudio | f+3 | h | 18 | i18 | +1 | +15g | +14 | * Homing * Balcony Break * +22a (+13) on BT hit * Low crush 9~24 |
| claudio | f+4 | m | 23 | i22~23 | +4c | +4c | +28d | |
| claudio | f+1+2 | m | 8 | i16 | -18 | -7 | ||
| claudio | f+1+2,1+2 | m, m | 8, 16 | i16, i18 | -14 | +4a | * Combo from 1st hit with 11f delay * Jail from 1st block with no delay * Input can be delayed 11f * Move can be delayed 10f | |
| claudio | STB.f+1+2,1+2 | m, m | 8, 16 | i16, i18 | -9 | +64a | * Balcony Break * Jail from 1st attack with 1f delay * Combo from 1st hit with 11f delay * Input can be delayed 11f * Move can be delayed 10f * 3 chip damage on block * Consumes STB * Consumes 600F of remaining Heat time | |
| claudio | f+3+4 | h | 18 | i17~18 | -4 | +19a | * Balcony Break (airborne) * 3 chip damage on block * Has good right sidestep tracking | |
| claudio | df+1 | m | 10 | i15~16 | -4 | +7 | * Cannot be sidestepped or sidewalked right? | |
| claudio | df+1,2 | m, m | 10, 15 | i15~16, i23~24 | -15 | +31a (+21) | * Combo from 1st hit with 1f delay * Interrupt with i4 from 1st block | |
| claudio | df+2 | m | 19 | i14 | -13 | +5 | +57a | * Gain STB on counterhit * Completely homing to SSL/SWL? |
| claudio | df+3 | m | 12 | i14 | -7 | +6 | * Completely homing to SSR/SWR? | |
| claudio | df+3,1 | m, m | 12, 18 | i14, i17~19 | -14 | +29a (+14) | * Tornado * Combo from 1st hit with 14f delay * Interrupt with i3 from 1st block * Input can be delayed 14f * Move can be delayed 8f | |
| claudio | df+3,2 | m, h | 12, 10 | i14, i15 | -1 | +5 | * Combo from 1st hit with 14f delay * Move cannot be interrupted * Input can be delayed 14f * Move can be delayed 9f | |
| claudio | df+4 | m | 14 | i13 | -8 | +3 | ||
| claudio | d+1 | m | 14 | i17~18 | -8 | +2 | ||
| claudio | d+1,2 | m, m | 14, 15 | i17~18, i28~29 | -9 | +4 | * Tornado * Combo from 1st CH * Interrupt with i8 from 1st block * Whiffs vs SSL, SWL from 1st block | |
| claudio | STB.d+1,2 | m, M | 14, 23 | i17~18, i28 | +6 | +28a (+13) | * Tornado * Combo from 1st hit * 4 chip damage on block * Interrupt with i8 from 1st block * Whiffs vs SSL, SWL from 1st block * Consumes STB * Consumes 240F of remaining Heat time | |
| claudio | d+2 | L | 6 | i20 | -11 | +0 | * High crush 6~ | |
| claudio | d+2,2 | L, L | 6, 8 | i20, i16~17 | -13 | -1 | * Jail from 1st block * Combo from 1st hit * High crush 1~ | |
| claudio | d+3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 4~ | |
| claudio | d+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| claudio | d+1+2 | m | 28 | i13~14 | -18 | +7a (-2) | * Balcony Break * Shoulder |