mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
jack-8ws2,1m, m10, 17i14, i15-14c+3d+49a
* Combos from 1st hit
jack-8ws2,4m, h10, 26i14, i16+4+21a (+11)
* Balcony Break
* Combos from 1st hit
* Chip damage on block (7)
jack-8ws4m20i11-6+5
*
jack-8ws1+2m14i20-15+26a (+16)
*
jack-8ws1+2,1+2m, m14, 12i20, i17-15+15d
* Floor Break
* Combos from 1st hit
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27-23+6d
* Balcony Break
* Combos from 1st hit
jack-8ss1M23i32+6c+59a
jack-8ss2h20i17+9+35d (+27)
* Balcony Break
* Transition to GMH with D
** (+9 oB, +35d (+27) oH)
* Chip damage on block (6)
jack-8FC.1l10i19-8+3
*
* High crush 1
jack-8FC.1,1l, l10, 14i19, i31-12+5
*
* High crush
jack-8FC.1,2l, m10, 24i19, i32-11+11a (+2)+43a (-4)
* Balcony Break
jack-8FC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
jack-8FC.2,1sl, l8, 6i11, i24-14-3
* Alternate input d+2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8FC.3l12i20-17-6
* Alternate input d+3
* High crush 1
jack-8FC.4l10i16-15-4
* Alternate input d+4
* High crush 1
jack-8FC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* High crush 1
jack-8FC.1+2,1+2l, m21, 23i24, i40-18+42a (+32)
* Combos from 1st hit
jack-8FC.db+1l14i14-11+3
*
* High crush 1
jack-8FC.db+1,1l, m14, 10i14, i24-6+5
* Spike
* High crush
jack-8FC.db+1,1,1l, m, m14, 10, 20i14, ,i20-14+9a
* Balcony Break
* Can be charged to power up
jack-8FC.db+1,1,1*l, m, m14, 10, 30i14, ,i34~35-6+15a (+7)
* Balcony Break
* Gain GMC on hit or block
* 12 chip damage on block
jack-8FC.df+1m5i23-21-11c
*
jack-8FC.df+1,2m, m5, 8i23, i16-21-11c
* Combos from 1st hit
jack-8FC.df+1,2,1m, m, m5, 8, 11i23, ,i16-11+16cs
* Combos from 1st hit
jack-8FC.df+1,2,1,1m, m, m, h5, 8, 11, 30i23, ,i21+15+13BT
* Guard Break
jack-8FC.df+2m12i17-13-2
*
* High crush
jack-8FC.df+2,1m, m12, 10i17, i26-4+7
*
* High crush
jack-8FC.df+2,1,2m, m, m12, 10, 10i17, ,i27-12+29a (+19)
* Combos from 1st hit CH
* High crush
jack-8FC.df+2,d+1m, l12, 8i17, i22-11+0
* Balcony Break
* Combos from 1st hit
* High crush
jack-8FC.df+2,f+1m, h12, 23i17, i19-4+32a
* Balcony Break
* Combos from 1st hit
* High crush
jack-8FC.df+4m10i12-12+4
* Knee
jack-8FC.df+4,2m, M10, 17i12, i20-14+4c+19d
* Elbow
jack-8FC.df+3+4m28i21-9+6g
* Balcony Break
* Shoulder
* Can be charged to power up
jack-8FC.df+3+4*m32i30~35-4+21d (+13d)
* Balcony Break
* Reversal Break
* Shoulder
* Gain GMC on hit or block
* 9 chip damage on block
jack-8FC.df+3+4*,ufm32i30~35, +4+29d (+21d)
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 15
jack-8FC.df+3+4*,uf+1+2m, m32, 20i30~35, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Combo from 1st hit
* Interrupt from 1st block with i10?
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8FC.df+3+4,ufm28i21, -1+14g
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 15
jack-8FC.df+3+4,uf+1+2m, m28, 20i21, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Interrupt with i15 from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8GMC.1m22i22-6+73a (+57)
* Strong Aerial Tailspin
* Homing
* Partially uses remaining Heat time
* Chip damage on block (4)
jack-8GMC.2h42i20 pc1+11+31a (+5)
* Tornado
* Guard Break
* Reversal Break
* Balcony Break
* Partially uses remaining Heat time
* 4 chip damage on block
* Power crush 1
jack-8GMC.3+4sm24i20 pc6-9+14c
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Partially uses remaining Heat time
* Consumes GMC upon use
* 7 chip damage on block
* Gain GMC on Heat activation
* Forces backroll on hit
* Power crush 6
jack-8GMH.1m20i22-9+25d
* Homing
* Balcony Break
jack-8GMH.2h40i20+11g+21d (+11)
* Balcony Break
* Tornado
jack-8GMH.3M28i24+4+9c+22a
* Floor Break
* Transition to FC with D
** (+7 oH, +2 oB)
jack-8GMH.4h30i14~18+4+21d (+11)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* 9 chip damage on block
* Gain GMC on Heat activation
jack-8GMH.3+4SM20i20 pc6-13+40d (-18)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* 6 chip damage on block when absorbing an attack
* Gain GMC on Heat activation
* Power crush 6
jack-8GMH.f
jack-8GMH.f+1M26i20-17+66a (+50)
* Tornado
* Instant Tornado
jack-8GMH.f+2m34i17-13+30a (+4)
* Balcony Break
jack-8GMH.ubjs12
*Recover in crouch
* Low crush 12
jack-8GMH.ufjs12
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-8GMH.uf+1+2m20i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Input can be delayed by 14F
* 4 chip damage on block
* Low crush 15
jack-8SIT.1l10i19-48-37
*
* Floating state
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
jack-8SIT.1+2m21i24-44-12d
*
* Floating state
jack-8SIT.3+4M35i54+13cg+20d
* Can access other SIT moves on recovery.
* Cannot access SIT3+4 on recovery.
* Low crush
jack-8SIT.b
*
* Floating state
jack-8SIT.f
*
* Floating state
jack-8(During Enemy wall stun) 1+3t33i12!+0d
* Wall throw (Unbreakable)
* Alternate input 2+4 or uf+1+2
jack-81+3t35i12+0+1d
* Throw Break 1 or 2
* Swaps positions on break
jack-82+4t35i12-6-3d
* Throw Break 1 or 2
* Swaps positions on break
* Side Switch
jack-8Back Throw 1+3t70i12!+3d
* Unbreakable
* Floor Break
jack-8Back Throw 2+4t70i12!+17d
* Balcony Break
* Unbreakable
* 80 damage on wall splat
jack-8GMH.1+3t30i15!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Alternate input d+1+3
jack-8GMH.2+4t25i15!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
* Gain GMC on Heat activation
jack-8GMH.1+2th45 (57)i16-6+0d
* 57 Damage if opponent hits the wall
* Throw Break 1+2
* Swaps positions on break
jack-8Left Throwt40i12-3+1d
* Throw Break 1
* Balcony Break
jack-8Right Throwt40i12-3+0d
* Throw Break 2
* Side Swap
jack-8db,n,f+1+2t50i11-6-1d
* Throw Break 1+2
* Floor Break
jack-8db+2+3t25i11-2+14c
* Throw Break 2
* Floor Break
jack-8df,DF+2+4t10i14-2+54a
* Throw Break 2
*
jack-8df+2+4t10i11-2+26a
* Throw Break 2
*
jack-8d+1+3t30i12!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Can be done from crouch
* Alternate input GMH.1+3
jack-8d+2+4t25i12!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Can be done from crouch
* Alternate input GMH.2+4
* Gain GMC on Heat activation
jack-8qcb+2t45i11-2+5d
* Throw Break 2
jack-8qcf+1t40i11-2-2d
* Throw Break 1
* Floor Break
jack-8uf+1+2t35i11-6-10d
* Throw Break 1+2
* Floor Break
jack-8uf+1+2,d,df+2t40i11-6+19a (-7)
* Throw Break 1+2
* Balcony Break
* Wallsplats opponent
* If blocked, does 20 chip dmg and is -2 oB
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jin2+3m[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
jinH.db+1+2M0i19~34+4+23g~+38g
* Strong Aerial Tailspin
* Balcony Break
* Transition to DVS r10 on hit or block
* Unparryable by traditional parries, Asuka, Nina, etc
* Partially uses remaining Heat time
* Causes wall splat on hit
* Opponent recovers crouching
* Power crush 6~18
jinH.f,F+1+2m20i25~27+5+24g
* Balcony Break
* Strong Aerial Tailspin
* Transitions to DVS on hit or block
* Cancel transition and recover Standing +18g, -1 with B
* 6 chip damage on block
* Low crush
jinH.2+3m,h,m57i15~16+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw after 1st hit
* Transition to CD automatically on block
* Transition to standing on block with B
* 6 Chip damage on block
* Jail from 1st attack
jinH.2+3,4m,h,m48i15~16+9+32a (-4)
* Heat Smash
* Reversal Break
* Balcony Break
* 7 Chip damage on block
* Jail from 1st attack
jinR.df+1+2m,t55+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~
jin1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
jin1,2h, h5, 12i10, i10-3+6
Jail from 1st attack with 4f delay
jin1,2,1h, h, m5, 12, 20i10, ,i20~22-16+31a (+21)
* Tornado
* Combo from 2nd CH with 7f delay
* Input can be delayed 9f
* Move can be delayed 4f
* Chip damage on block
* Low crush 20~49
* Floating state 50~52
jin1,2,3h, h, m5, 12, 20i10, ,i24~26+0+31d
* Spike
* Interrupt with i10 from 2nd block
* Input can be delayed 9f
* Move can be delayed 4f
jin1,2,4h, h, h5, 12, 26i10, ,i20~22-4+23a (+14)
* Balcony Break
* Combo from 3rd hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 4f
jin1,3h, L5, 9i10, i16~17-12-1
* Combo from 1st hit with 4f delay
* Grounded hit can be inconsistent
jin1,3,4h, L, l5, 9, 17i10, ,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Input can be delayed 12f
jin1+3+4
jin2h9i10+0+9
jin2,1h, m9, 9i10, i16~17-3+6
* Jail from 1st attack with 2f delay
* Same animation as df+1
jin2,1,4h, m, m9, 9, 18i10, ,i18~20-10+3+19c
* Balcony Break on CH
* Combo from 2nd CH with 8f delay
* Input can be delayed 10f
* Forces tech backroll on CH
jin2,1,4~4h, m, l9, 9, 20i10, ,i20~21-12+16a
Interrupt with i16 from 2nd block
jin2,4h, h9, 20i10, i24~27-13+7
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 2f delay
* Enter ZEN -6, +14g r26 with F
jin3h17i14-7+4
jin3,1h, h17, 7i14, i20-1+7
* Combo from 1st hit
* Enter ZEN +4 +12 r15 with F
jin3,1,4h, h, l17, 7, 18i14, ,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Input can be delayed 14f
* Move can be delayed 12f
jin4h15i13~14-9+10g+13c
* Homing
* Balcony Break
jin4~3M27i24~34-11~-2+2a~+12a
* Spike
* Low crush 12~31
* Floating state 32~
jin1+2m,m,m4,4,16i13 i8 i12-14+12a (+3)
* Balcony Break
* Heat Engager
* Heat Dash +43a (+35), +5
jinf+3m12i14-16-5
jinf+3,1m, m12, 17i14, i22-12+4
* Heat Engager
* Heat Dash +36a (+26), +5
* Combo from 1st hit with 8F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
* Balcony break on airborne hit
jinf+3,3m, h12, 14i14, i20-8+8
* Combo from 1st hit with 8F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
* Enter ZEN -7 +9 r26 with F
* Transition to Special Move backdash with B
jinf+4m21i16-17-8+4+42a
* Enter ZEN -1 +11 +49a r26 with F
* Balcony break on airborne hit
jinf+1+2h,h14,24i14 i9~10-6+21a (+11)
* Balcony Break
* Jail from 1st attack
* Chip damage on block
jinf+3+4
* Enter Breaking Step r20 with DF
* Steps forward
* Actionable after 10f
* High crush 10~39
jindf+1m10i13~14-3+4+6
jindf+1,4m, h10, 18i13~14, i18~21-9+10g+17a (+8)
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 10f
* Move can be delayed 9f
jindf+1,4~4m, m10, 24i13~14, i20-12+10a (+1)
* Balcony Break
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* Chip damage on block
jindf+2,4m, m12, 19i16~17, i26~27-12+9
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Chip damage on block
jindf+3m16i12-8+3
jindf+3~3m20i23~i24+6c+13c
* Spike
* Enter Breaking Step +2c +9c r27 with df
jindf+4m22i20~i21+0+8c
* Spike
* Heat Engager
* Heat Dash +67a (+50), +5
jind+1m,t21,10i21-13+0d
* Balcony break on airborne hit
* Transition to attack throw on standing hit
* -9 on block after absorbing an attack and 8 chip damage on block
* Power crush 7~20
jind+2L22i22~23-14+4c
* Balcony break on airborne hit
* High crush 8~55
jind+3l7i15~16-14-3
jind+3,4l, h7, 10i15~16, i20~21-11-3
Combo from 1st CH
jind+3,4,3l, h, m7, 10, 21i15~16, ,i24~25-12+31d (+23)
* Tornado
* Balcony Break
* Combo from 2nd CH with 2f delay
* Input can be delayed 10f
jind+3,4~4l, m7, 24i15~16, i20-12+10a (+1)
* Balcony Break
jind+4L11i16~17-12-1
Flips over on grounded hit
* High crush 6~31
jind+3+4m,m5,15i15 i10~12-19+32a (+22)
* Low crush 16~31
* Floating state 32~34
jindb+2m12i16-10-4
jindb+2,2m, h12, 11i16, i8-12-7+43a
Jail from 1st attack
jindb+2,2,3m, h, m12, 11, 21i16, ,i35~i36-9+20a
* Balcony break on airborne hit
jindb+2,3m, M12, 23i16, i27~i29-8+7a
* Spike
jindb+3h28i19~i21-10~-8+17a
Balcony break on airborne hit
* High crush 4~21
jindb+4l18i20~21-13+3+13g
jindb+1+2M0i19~34-11~+4+17g~+32g
* Balcony Break
* +4a (-5) on BT hit
* Unparryable by traditional parries, Asuka, Nina, etc
* Opponent recovers crouching
* Power up in Heat
jinb+1h11i12-9+2
jinb+1,2h, h11, 20i12, i22~24-10+32a (+17)
* Tornado
* Combo from 1st hit with 8f delay
jinb+1+3
* Strong parry: parries all highs or mids except throws, unblockables and charge moves
* r14 after parrying
* Plus frames after parrying depend on the recovery of the parried move
* Parry state 3~9
jinb+2m12i15~16-11+0
jinb+2,1m, m12, 10i15~16, i14~15-9+2
* Jail from 1st block with ?F delay
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 13f delay
jinb+3m17i16-6+5
* Knee
* Enter ZEN -2 +9 r20 with F
jinb+3,2m, m17, 20i16, i19~20-9+9g +21w
* Wall Crush +21g on hit
* Combo from 1st CH with 9F delay
* Balcony break on airborne hit
jinb+4m21i17~18-7+15a
Balcony Break
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
jinb+3+4
* Can perform all attacks from ZEN Stance
* Enter Breaking Step with DF
* Cancel on any frame with f
* Transition to dash with f
* Steps backward
* Actionable after 5f
* High crush 6~39
jinub+4m15i15~17-13+19a (+9)+33a (+23a)
Balcony Break
* Low crush 9~20
* Floating state 21~23
jinub+1+2m!50i75~i76+9a (+0)
* Balcony Break
* Cancel to r50 with b,b
jinuf+2m18i15~i16-10~-9+6~+7+19a (+10)
* Balcony break on CH
* Evasive, can avoid some attacks due to built-in sidestep
jinuf+3m17i22~23-9+6+59a
* Low crush 9~23
* Floating state 24~26
jinuf+4m13i15~17-13+33a (+23a)
* Low crush 9~20
* Floating state 21~23
jinuf+1+2h40i12+0+0d
* Floor Break
* Throw break 1+2
jin1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
jinb,f+2m15i15~i16-7+4
* Has good left sidestep tracking
jinb,f+2,1m, h15, 14i15~i16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Input can be delayed 12f
jinb,f+2,1,2m, h, m15, 14, 20i15~i16, ,i19~20-5+18a (+9)+50a (+3)
* Balcony Break
* Combo from 2nd CH with 15f
* Input can be delayed 16f
* Move can be delayed 10f
jinb,f+2,1,df+2m, h, M15, 14, 22i15~i16, ,i28~29-14+37a (+27)
* Tornado
* Combo from 2nd CH
* Input can be delayed 16f
* Move can be delayed 10f
jinb,f+2,3m, m15, 17i15~i16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Input can be delayed 9f
* Enter ZEN +2 +17g +71a r20 with F
jinf,F+2m22i14~15-8+15a (+6)
* Heat Engager
* Heat Dash +36a (+26), +5
* Balcony Break
* Cannot be buffered
* 6 chip damage on block
jinf,F+3m20i23~i25-4+24a
* Spike
* Cannot be buffered
jinf,F+3,1m, h20, 5i23~i25, i15+1+7
* Links to 1 jab extensions (e.g. f,F+3,1,2,4)
jinf,F+4m32i17~i18-7+22a (+12)
Balcony Break
jinf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cancel to sidestep with u
* Cancel to block with b
jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Can access uf1+2 by inputting 1+2 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
jinqcb+1+3h40i12-20
* Throw break 1
* Opponent recovers FUFA
jinuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
jinf,f,F+3m30i22~i23+6+13a~+14a (+3~+4)
* Balcony Break
* Transition to +6 +13a ZEN with F
* 9 Chip damage on block
* Low crush 3~25
* Floating state 26~28
jinws1m7i13~i14-6+5
jinws1,2m, m7, 19i13~i14, i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Input can be delayed 13f
* Enter ZEN -9 +2c r27 with F
jinws1,3m, h7, 8i13~i14, i14-6+4
* Jail from 1st attack
* Transition to r25 backdash with B
jinws1,3,2m, h, m7, 8, 4i13~i14, ,i18-11-6
* Combo from 1st hit
* Jail from 1st block
jinws1,3,2,1m, h, m, m7, 8, 4, 3i13~i14, ,i10-11+3
* Combo from 1st hit
* Jail from 1st block
jinws1,3,2,1,4m, h, m, m, l7, 8, 4, 3, 5i13~i14, ,i20~21-31+8
Combo from 1st hit
jinws1,3,2,1,4,2m, h, m, m, l, M7, 8, 4, 3, 5, 10i13~i14, ,i31~32-16-8
* Combo from 1st hit
* Spike
* Low crush 8~28
* Floating state 29~31
jinws1,3~3m, m7, 20i13~i14, i23~i24+6+13c
* Spike
* Enter Breaking Step +2 +9c with DF
* +16a on BT hit
jinws2m14i14~15-12+39a (+29)
jinws3m20i16~18-9+10g+22a
* Homing
* Balcony Break
jinws4m13i11~12-3+8
jinws4,4m, h13, 15i11~12, i19~20-7+4
* Combo from 1st hit with 1f delay
jinFC.df+4L20i21~i22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
jinf,n,d,DF+4l12i20~i21-31+8c
jinf,n,d,DF+4,2l, M12, 28i20~i21, i31~i32-16+21a
* Balcony Break
* Spike
* Combo from 1st hit
* Chip damage on block
* Low crush 8~28
* Floating state 29~31
jinf,n,d,df:1M22i16~i17-13+36a (+26)
* Tornado
* Chip damage on block
jinf,n,d,df:2h25i11~i12+5~+6+76a (+60)
* Balcony Break
* Recovers 3f faster on hit or block (t36 r24)
jinf,n,d,df+1m20i16~i17-13+32a (+22)
* Tornado
* Turns into CD.df#1 while in heat
jinf,n,d,df+2h20i11~12-10+74a (+58)
* Balcony Break
* Turns into EWHF (CD.df#2) while in heat
jinDVS.1m25i20~22-13+72a (+56)
* Tornado
* 9 chip damage on block
* Low crush 22~43
* Floating state 44~46
jinDVS.2sm23i11~12+4+38a (+28)
* 8 chip damage on block
jinDVS.3M25i26~28+2c+22a
* Spike
* 9 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinDVS.4L10i16-12-2c
* 3 chip damage on block
jinDVS.4,4L, m10, 25i16, i25~26-14+3c
* Spike
* 6 chip damage on block
jinDVS.DF+3L24i33~34-23-2a
* 8 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinOTG.d+1+2L24i19~20-13-2 (-10)
* Spike
jinZEN.1m14i16~i17-3+8
jinZEN.1,2m, m14, 21i16~i17, i23~24-14+32a (+6)
* Heat Engager
* Heat Dash +?, +5
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 12f
* Move can be delayed 11f
* Cancel to Breaking Step -11 -12 r40 with DF on frame 20
jinZEN.1,3m, h,t14, 14,14i16~i17, i24~25-9+0d
* Combo from 1st hit
* Transition to attack throw on standing or airborne hit
* +33a (+18) on side hit
* +18a (+11) and balcony break on BT hit
jinZEN.2h20i21~i22-5+17a (+8)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Chip damage on block
* +0 on block after absorbing an attack
* Power crush 6~20
jinZEN.3m20i17~i18-9+10g+22a
* Homing
* Balcony Break
* +17a (+8) on BT hit
jinZEN.4M25i27~i33+2~+8+17d~+23d
* Spike
* Chip damage on block
* Low crush 7~33
* Floating state 34~36
jinZEN.1+2l,t10,20i21, i61-14+4 (+8w)
* Wall Crush +8 on hit
* Transition to attack throw on standing hit from the front
* Transition to +5 CD with DF after throw
* High crush 10~
jinZEN.3+4h25i21~27+9g~+15g+19a (+9)
* Balcony Break
* Enter Breaking Step +8 +18a (+8) r32 with DF on frame 40
* Chip damage on block
* Low crush 10~32
* Floating state 33~35
jinZEN.u+1m20i14~i16-16+31a (+21)
* Tornado
* Chip damage on block
* Low crush 8~43
* Floating state 44~46
jin1+3t35i12~i14+0+2d
* Homing
* Throw break 1 or 2
* Jin recovers BT on break
jin2+4t35i12~i14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
jinBack throwt50+1d
* Unbreakable
* Side switch on hit
jinLeft throwt43-3+0
Throw break 1
jinRight throwt40-3+0d
* Throw break 2
* Side switch on hit
jindf+2+4t40i12-2-4d
* Throw break 2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jun2+3m[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.
* Gain 5 Kazama Essence on Heat Burst activation
* Power crush 7~16
junH.GEN.1,1+2L,M14,35i20~21 i26~41-14+25a (+7)
* Reversal Break
* Balcony Break
* Jail from 1st attack
* Has good left sidestep tracking
* Restores 6 recoverable (3 on block)
* Chip damage (2,7) on block
* Consumes 450f of heat timer
* Gain 5 Kazama Essence on normal hit, airborne hit or block
* High crush 11~21
junH.f+1+2,Ph0i12+40g
* Sabaki, parries mid or high punches or kicks
* Consumes 120F of remaining Heat time
* Parry state 5~
junH.2+3m,m20,30i13 i32~75-6~+37g+21a~+64a (-5~+38)
* Heat Smash
* Balcony Break
* Restores 32 recoverable on hit (16 on block)
* 10 chip damage on block
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junR.df+1+2m,t55+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~
jun1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
jun1,1h, m5, 15i10, i25-1+8+13
* Combo from 1st hit with 1f delay
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
jun1,2h, h5, 8i10, i16-3+6
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 2f delay
* Transition to r16 SS with u_d (+1/-13, +10g/-4?)
** r16 when attacking in SS stance
** r30? when exiting SS stance
jun1,2,2h, h, h5, 8, 12i10, ,i16~17+4+11+20c
* Homing
* Combo from 2nd hit
* Jail from 2nd block with 1f delay
* Restores 2 health on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
jun1,2,4h, h, m5, 8, 16i10, ,i27~28-12+5+15a (+6)
* Balcony Break (airborne)
* Combo from 2nd CH with 3f delay
* Input can be delayed 9f
jun1,3h, L5, 12i10, i23-12+2+6c
* Combo from 1st CH with 2f delay
jun2h7i12-4+7
jun2,1h, m7, 9i12, i21-6+7
* Elbow
* Combo from 1st hit with 9f delay
* Input can be delayed 10f
jun2,1,4h, m, m7, 9, 12i12, ,i10-12-1
* Knee
* Combo from 1st hit
jun2,1,4,1h, m, m, m7, 9, 12, 30i12, ,i30-9+10a (+1)+42a (-5)
* Balcony Break
* Combo from 3rd CH
* Input can be delayed 10f
* Chip damage (9) on block
* Deals 6 damage to self (4 recoverable)
* Unparryable by traditional parries, Asuka, Nina, etc
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
jun2,1,4,3h, m, m, h7, 9, 12, 21i12, ,i25-9+13a (+4)
* Balcony Break
* Combo from 3rd CH with 5f delay
* Input can be delayed 10f
jun2,1,1+2h, m, h7, 9, 21i12, ,i22+2+22c
* Balcony Break
* Elbow
* Combo from 2nd CH with 9f delay
* Forces tech backroll on hit
jun3m20i14~15-13+18a (+1)
Balcony Break
jun4h17i12-9+7+32d
jun1+2m26i13-12+28a
* Balcony Break
* Heat Engager
* Heat Dash +5, +43d (+35)
* Gain 10 Kazama Essence on Heat activation
jun1+4SL,h5,8i14 i17-3-3+4
* Jail from 1st attack
* CH advantage listed is for the 2nd hit
jun1+4,2SL,h, h5,8, 10i14 i17, i19-2+9
Combo from 2nd CH
jun1+4,2,4SL,h, h, m5,8, 10, 23i14 i17, ,i24-15+11a (+2)
Combo from 3rd CH
jun1+4,2,d+4SL,h, h, L5,8, 10, 15i14 i17, ,i24~25-23~-22+27a
Combo from 3rd CH
* High crush 10~38
jun1+4,3SL,h, m5,8, 15i14 i17, i24~25-11~-10+1~+2
Combo from 2nd CH
jun1+4,3,1SL,h, m, m5,8, 15, 20i14 i17, ,i33~34-13~-12+17a (+10)
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
Combo from 3rd CH
jun3+4m,M,M6,18,20i23~24 i30~31 i16-6+26a (+8)
* Spike
* 3rd hit available only as combo from 2nd hit
* Transition to r22 FC with D on whiff or block
* Deals 12 damage to self (8 recoverable)
* Gain 12 Kazama Essence on normal hit and 6 on airborne hit
* Low crush 5~33
* Floating state 34~36
junf+1m15i20+0+9+14
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junf+2M20i17~18-18+33a (+23)
Cancel to r26 FC with D
junf+2,1+2M, M20, 20i17~18, i29~32-9+32a (+17)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Jail from 1st attack
* Chip damage (8) on block
* Deals 18 damage to self (12 recoverable)
* Available only on hit or block
* Gain 16 Kazama Essence on Heat activation
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junf+3m13i16-9+7
* Enter SS -16 +14g r21 with u_d
* r21 when attacking after SS
* r35 when blocking after SS
junf+3,2m, h13, 17i16, i20~21+4+11+20c
* Homing
* Combo from 1st hit with 10F delay
* Move can be delayed by 5F
* Input can be delayed by 10F
* Restores 2 health on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junf+3,4m, M13, 22i16, i20~22-13~-11+28a (+13)
* Tornado
* Combo from 1st hit with 10F delay
* Move can be delayed by 5F
* Input can be delayed by 10F
junf+4h21i19~21+3~+5+13~+15
* Balcony Break (airborne)
* Homing
junf+1+2h0i12+2+26g+23
* Balcony Break (airborne)
* Transition to r20 MIA on hit only
* Deals 6 damage to self (4 recoverable)
* Power up in Heat (ps5~12)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junf+2+3h21i28~29+0+25a
* Balcony Break (airborne)
* Punch sabaki
* Crumple stun launcher (+51a) on parry effect
* Parry state 4~15
junf+3+4
* Cancel to r34 FC with D on frame 16
* Parries low punches or kicks
* Parries throws
* Parry state 1~40
jundf+1m10i13~14-3+8
jundf+1,1m, m10, 17i13~14, i24~25-11+2+13g
* Combo from 1st hit
* Interrupt with i5 from 1st block
jundf+1,2m, h10, 12i13~14, i22~23-4+6+11
* Combo from 1st hit
* Interrupt with i4 from 1st block
jundf+2m14i16~17-12+29a (+19)
Launches crouching opponent
jundf+2,1+2m, M14, 12i16~17, i25~26-9+38a (+28)
* Combo from 1st hit
* Chip damage (4) on block
* Deals 24 damage to self (16 recoverable)
* Available only on hit or block
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
jundf+3m22i17-8+19a (+10)
* Homing
* Balcony Break
jundf+4m22i15-14+48a (+17)+52a
* Tornado
* Balcony Break (airborne)
* Crumple stun launcher (+52a) on CH
jundf+3+4m17i24~25-11+1
jundf+3+4,1m, m17, 20i24~25, i33~34-13+17a (+10)
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
Combo from 1st CH
jund+2m18i20~21-4c+9c+18a
Spike
jund+4L10i15-12-1
jund+4,4L, h10, 20i15, i25~26-9+13a (+4)
* Balcony Break
* Combo from 1st CH
jund+1+2M28i26-9+72a (+56)
* Tornado
* Chip damage (11) on block
* Divine Aura: 12 chip damage on block
* Divine Aura: +4 damage on hit (32)
* Deals 12 damage to self (8 recoverable)
* Unparryable (projectile)
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
* High crush 8~24
jund+3+4l,h5,20i14 i24~27-25+30a (+20)
* Combo from 1st CH
* Jail from 1st attack
* -6 only if 2nd hit is blocked
* Low crush 5~27
* Floating state 28~30
jundb+1m7i15~16-8+1
jundb+1,1m, m7, 8i15~16, i21-11+0
Combo from 1st hit
jundb+1,1,1+2m, m, m,m,m7, 8, 5,5,20i15~16, ,i17 i26 i49-15+21a (+11)
* Balcony Break
* Combo from any hit
* Restores 4 health and 4 recoverable
* Unparryable
* Gain 10 Kazama Essence on normal hit and 7 on airborne hit
jundb+2L15i23~24-12+2+14g
* High crush 15~
jundb+3L14i18-12+2+6c
jundb+4L14i22~24-11~-9+0~+2+3~+5
Transition to r28 FC with D
* High crush 6~41
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Transition to r28 FC with D
* High crush 1~49
jundb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7~-5+4~+6+35a
* Transition to r28 FC with D
* High crush 1~49
jundb+4,1+4L, sl,h14, 5,8i22~24, i22 i17-3-3+4
* Combo from 1st hit
* Links to 1+4 extensions
* Alternate inputs:
** db+4,4,1+2
** db+4,4,4,1+2
* CH advantage listed is for the last hit
junb+1L19i29~30-10~-9+6~+7+0d
* Cancel to r39 FC with D on frame 25
* Transition to attack throw on CH, +22 damage, total 44
* Opponent recovers FDFA on CH
* High crush 6~
junb+1+3
* Parries mid or high punches or kicks
* Parry state 5~12
junb+2m10i14~15-9+2
junb+2,1m, h10, 7i14~15, i15~16-9+2
* Elbow
* Combo from 1st hit with 5f? delay
* Enter GEN +0 +11g r18 with F
* Enter MIA +0 +11g r18 with B
junb+2,1,1m, h, m10, 7, 20i14~15, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Input can be delayed 14f
junb+2,1,2m, h, M10, 7, 20i14~15, ,i23-9+30a (+15)+69a (+53)
* Tornado
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junb+2,1,4m, h, h10, 7, 24i14~15, ,i23~25-8~-7+16c
* Balcony Break
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
* Forces tech backroll on hit
junb+2,2m, m10, 10i14~15, i16~17-9+3
Combo from 1st hit with 5f? delay
junb+3m20i16~17-19~-18+22a (+12)
* Low crush 10~37
* Floating state 38~40
junb+3,2m, M20, 22i16~17, i20-9+30a (+15)+69a (+53)
* Tornado
* Combo from 1st hit
* Chip damage (8) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit
* Links to db+4 extensions
* Transition in r28 FC with D
* High crush 1~42
junb+4m14i13~14-7+5
Knee
junb+4,2m, M14, 17i13~14, i22~23-13+5+28a (+18)
Combo from 1st hit with 8f delay
junb+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
junb+3+4m25i28~29-12+9a (+0)
* Balcony Break
* -8 on block after absorbing an attack
* Power crush 7~27
junub+1+2m!50i57~58+6a
Balcony Break
junu+2h17i23~24+4+11+20c
* Homing
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junu+4m21i22~23-3~-2+22a
* Balcony Break (airborne)
* Low crush 8~28
* Floating state 29~31
junuf+1h,h6,30i10 i26-14+12a (+3)
* Balcony Break
* Jail from 1st attack
* Deals 12 damage to self (8 recoverable)
* 2nd hit available only on hit or block
* Recovery listed is for the 1st hit
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
junuf+2M24i19-9+30a (+15)+69a (+53)
* Tornado
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junuf+3m17i20~21-6+5+30a
Balcony Break (airborne)
* Low crush 11~27
* Floating state 28~30
junuf+4m10i16~18-20-9
* Low crush 10~40
* Floating state 41~43
junuf+4,3m, m,M10, 8,20i16~18, i29 i18-12+84a (+68)
* Tornado
* Combo from 1st hit
* Transition to MIA on hit only
* 3rd hit available only as combo from 2nd hit
* 3rd hit deals 12 damage to self (8 recoverable)
* Gain 5 Kazama Essence on normal hit or airborne hit
* Low crush 1~20
* Floating state 21~23
junuf+3+4m,M5,21i20~23 i2~6-8~-4+18a
* Spike
* Low crush 9~30
jun1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
junUB,b
Can perform wr3 with input 3
* Low crush 10~41
* Floating state 42~44
junf,F+2m16i16~17-12+3
* Enter GEN +1 +16g r18 wiith F
* Enter MIA +1 +16g r18 wiith B
* Stance transitions can be delayed by up to 10F (+1~-9/+16g~+6g)
junf,F+2,2m, m16, 22i16~17, i21-13+8a+53a
* Tornado
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
junf,F+2,3m, h16, 22i16~17, i20~21-8~-7+29a (+14)
Combo from 1st hit with 8f delay
junf,F+3m23i18~19-9+2
* Homing
* Balcony Break (airborne)
junf,F+3,3+4m, m,m23, 12,15i18~19, i35~36 i41~42+3+14a
* Spike
* 7 chip damage on block
* Interrupt with i11 from 1st block
* +14d on BT hit
* Floating state 25~39
junf,F+1+2m32i22+6+23a (+13)
* Balcony Break
* 6 chip damage on block
* Transition to +9, +26a (+16) GEN with F
* Transition to +9, +26a (+16) MIA with B
* Deals 6 damage to self (4 recoverable)
* Non-limb attack, unparryable by Asuka, Nina, etc
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junf,f,F+3m28i24~28+3~+7+14a (+5)+46d (-1)
* Balcony Break
* 8 chip damage on block
* Low crush 3~30
* Low crush 31~33
junws1h14i12~13-6+5
junws1,1h, h14, 7i12~13, i15~16-9+2
* Elbow
* Combo from 1st hit
* Enter GEN +0 +11g r18 with F
* Enter MIA +0 +11g r18 with B
junws1,1,1h, h, m14, 7, 20i12~13, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Input can be delayed 14f
junws1,1,2h, h, M14, 7, 22i12~13, ,i23-9+30a (+15)+69a (+53)
* Tornado
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
* Chip damage on block
* Deals recoverable self-damage when not in Heat
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junws1,1,4h, h, h14, 7, 24i12~13, ,i23~25-8+16c
* Balcony Break
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
* +13d on BT hit
* Forces tech backroll on hit
junws1,4h, m14, 16i12~13, i22~23-11+0c
* Spike
* Combo from 1st hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 8f
junws1,4,2h, m, L14, 16, 17i12~13, ,i23~24-16+0c+13a
* Spike
* Combo from 2nd CH
* High crush 17~
junws1,4,1+2h, m, m14, 16, 28i12~13, ,i25~26-20+16a (+11)
* Balcony Break
* Elbow
* Combo from 2nd CH
junws2m12i13~14-8+5+32a
Hits grounded up-close only
junws2,1m, m12, 20i13~14, i22~23-12+19a (10)
* Balcony Break
* Combo from 1st hit
junws3M16i14~15-13+25a (+5)
* Low crush 17~33
* Floating state 34~36
junws4m21i11~12-12+18a (+11)
junws1+2m20i21-2+5+14 +63a
* Elbow
* Cancel to r39 FC with D on frame 20
junws3+4m23i18~19-21+38a (+28)
Tornado
* Floating state 15~36
junSS.2m27i16-9+14a (+5)+34d (+26)
* Balcony Break
* Tornado
* Restores 3 health and 3 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junSS.4m20i18~20+6+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Gain 10 Kazama Essence on Heat activation
junSS.1+2h,h,m7,9,18i16 i17 i15~16-4+7c
* Homing
* Spike
* Jail from 1st attack
* Combo from 1st or 2nd hit
junFC.3+4m,m10,10i21~22 i23~24-6+5c
* Transition to r24 FC with D
* Low crush 5~19
* Floating state 20~22
junFC.3+4,3m,m, m,m10,10, 10,10i21~22 i23~24, i31~32 i40~41+0~+1+15a
* Transition to r24 FC with D
* Low crush ~21~31
* Floating state 32~40
junFC.df+1sl,m6,30i10 i25~26-19+26a (+11)
* Deals 18 damage to self (12 recoverable)
* 2nd hit available only on hit or block
* Recovery listed is for the 1st hit, t74 both hits
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
* High crush 1~
junFC.df+2L12i16~17-11+0+18
Only i14 or faster attacks guaranteed on CH
* High crush 1~
junFC.df+3L12i21-19+0c
* Clean hit +10a, 15 damage
* Opponent recovers FDFA on CL
* High crush 1~47
jun(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
junGEN.1L22i20~21-12+3c+26a
* Has good left sidestep tracking
* High crush 11~
junGEN.2m,t16,32i16~17-13~-12+0d
* Transition to attack throw on front standing or airborne hit
* Deals 12 damage to self (8 recoverable)
* Frame advantage is -9 if an attack is absorbed
* Chip damage on block if an attack is absorbed
* +10a (+1) and Balcony Break on BT hit
* Gain 8 Kazama Essence on normal hit or airborne hit
* Power crush 8~15
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
junGEN.3,2M, M14, 16i17~20, i24-9+33a (+18)
* Combo from 1st hit with 8f delay
* Input can be delayed 10f
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junGEN.4h24i26~28+4~+6+26a (+17)
* Homing
* Balcony Break
* Low crush 16~33
* Floating state 34~36
junIZU.1h7i13~14-7+4
Enter GEN -6, +5 r18 with F
Enter MIA -6, +5 r18 with B
junIZU.1,1h, h7, 26i13~14, i23~24-4+30a (+20)
* Balcony Break
* Tornado
* Combo from 1st hit with 6f delay
* Restores 1 health on hit
* Restores 1 additional recoverable on hit
* Non-limb attack, unparryable by Asuka, Nina, etc
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junIZU.1,2h, m7, 20i13~14, i24-13+6a+15a
* Spike
* Combo from 1st hit with 5f delay
* Input can be delayed 6f
junIZU.2M24i23~25-13~-11+34a (+24)
* Tornado
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 6~20
junIZU.3m,h10,16i16~15 i14~15-6+12a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Jail from 1st attack
* Gain 10 Kazama Essence on Heat activation
* Low crush 20~53
* Floating state 54~56
junIZU.4L10i19-37-1c+23a
* High crush 13~
junIZU.4,1L, M10, 21i19, i19~20-14~-13+14a (+3)
* Balcony Break
* 2nd hit only available as combo from 1st hit
* DA: +9 damage on hit (30)
* Deals 18 damage to self (12 recoverable)
* Unparryable
* Gain 20 Kazama Essence on normal or airborne hit
* Low crush 22~38
* Floating state 39~41
junIZU.1+2M24i21~22-12+19a
* Balcony Break
* Spike
* Frame advantage is -6c if an attack is absorbed
* Power crush 8~20
junIZU.f+1+2m21i16~17-6+5+25
* Homing
* Balcony Break (airborne)
* Only i15 or faster attacks guaranteed on CH
* Jab evasion
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junMIA.1M30i24~25-9+72a (+56)
* Tornado
* 12 Chip damage on block
* Deals 9 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junMIA.2sm28i16-20+26a (+0)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* DA: Range increases to 4.0
* Deals 8 (DA:11) chip damage on block
* Deals 6 damage to self (4 recoverable)
* Unparryable
* Gain 16 Kazama Essence on Heat activation
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junMIA.1+2m17i20~21+4+11g
* Homing
* Strong Aerial Tailspin
* Balcony Break on airborne hit
* Transitions to IZU on hit or block
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush
junMIA.F
* Cancel to r34 FC with D on frame 16
* Parries low punches or kicks
* Parries throws
* Parry state 1~40
jun1+3t35i12~14+0+0d
* Homing
* Throw break 1 or 2
jun2+4t35i12~14+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
junBack throwt50+7d
* Unbreakable
* Side switch
junFC.db+1+2t15,15,15i14~15-6+56a (+28)
* Throw break 1+2
* Opponent can tech roll to reduce the landing damage
junGEN.P (Low)t20+0d
* Restores 14 health and 14 recoverable
* Opponent recovers FDFA
* Gain 20 Kazama Essence
junGEN.P (Throw)t40+0d
* Restores 8 health and 8 recoverable
* Opponent recovers FUFA (sideways)
* Gain 20 Kazama Essence
junIZU.1+3t35i14-6+0d
* Throw break 1+2
* Restores 8 life and 12 recoverable
* Gain 8 Kazama Essence on hit
junLeft throwt40-3+0d
* Throw break 1
junRight throwt40-3+0d
* Throw break 2
* Side switch on hit
junb+1+3,Pt25-4d
* Opponent recovers FDFT
jundf+2+3t40i12-6-6d
* Throw break 2
* Floor Break
junuf+1+2t40i12-6+0d
Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
kazuya2+3m[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
kazuyaH.2+3L,m,th9,14 (20),17 (34)i18, i27-14+0d
* Heat Smash
* Balcony Break
* 8 chip damage
kazuyaR.df+1+2m,t55+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~
kazuya1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
kazuya1,1h, h5, 6i10, i15-1+6
* Jail from 1st attack with 3f delay
kazuya1,1,2h, h, m5, 6, 14i10, ,i13-17+20a (+15)
* Balcony Break (airborne)
* Combo from 1st hit
* Combo form 2nd hit with 11f delay
* Move can be delayed 11f
kazuyaDVK.1,1,2,Fh, h, m, t5, 6, 14, 8i10, ,i30?,i5?,i5?,i5?+5d BT
* Consumes 120F? of remaining Heat time
* Opponent recovers FDFT
* Available only on 3rd standing/crouching hit
kazuya1,2h, h5, 8i10, i10-3+8
* Jail from 1st attack with 4f delay
* Move can be delayed 4f
kazuya1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit
* Combo from 2nd hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
kazuya1,2,2~3h, h, m5, 8, 23i10, ,i23-9+6
Interrupt with i21 from 2nd block
kazuya1,2,4h, h, L5, 8, 18i10, ,i23~24-14c-3+0c
* Combo from 2nd CH with 7f delay
* Move can be delayed 7f
kazuya1,2,4,3h, h, L, m5, 8, 18, 25i10, ,i32-2+24a (+15)+69a
* Balcony Break
* Combo from 3rd CH
* Move can be delayed 11f
kazuya2h12i12-3+8
kazuya2,2h, m12, 24i12, i24~25-8+7+50a
* Balcony Break (airborne)
* Combo from 1st CH
kazuya3h12i14-8+4
kazuya3,1h, h12, 10i14, i19-1+7
* Combo from 1st hit
* Enter CD +2 +10 with df
kazuya3,1,4h, h, m12, 10, 17i14, ,i21~22-6+8+40d (+32)
* Knee
* Combo from 2nd CH with 6f delay
* Move can be delayed 14f
kazuya4h18i12-9+2+27d
Balcony Break (CH)
kazuya4~3m,M18,17i31~33 i2~4-11a-1a
* Floor Break
* +21a on hit if the 1st hit whiffs
* Low crush 10~37
* Floating state 38~40
kazuya1+2m,m5,20i12 i15-13+13a
Balcony Break
kazuyaf+2m23i20-12+13a(+4)
* Tornado
* Balcony Break
* Reversal break and -8 on block if an attack is absorbed
* 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
kazuyaf+3m22i17-13+5+54a(+23)
Balcony Break on air hit
kazuyaf+4m20i19~20+4c+7c+31d
Spike
kazuyaf+1+2m20i25-9+11a(+2)
* Balcony Break
* Parries high and mid punches
* 25 damage, +38d (+17) on successful parry
* Parry state 3?~10?
kazuyadf+1m11i15~16-7+9
kazuyadf+1,2m, h11, 20i15~16, i15+0c+9g
* Heat Engager
* Heat Dash +67a (+50a) on hit, +5 on block
* 6 chip damage on block
* Combo from 1st hit with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
kazuyadf+1,4m, h11, 20i15~16, i16-11+42a
* Balcony Break
* Combo from 1st hit with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
kazuyadf+1,df+2m, m11, 22i15~16, i22-8+18c+32a(+22)
* Tornado
* Balcony Break
* Combo from 1st hit with 5F delay
* Move can be delayed by 2F
* Input can be delayed by 5F
kazuyadf+2m22i14-12+5+59a
* Homing
* Balcony Break on air hit
* Crumple stun +13F after CH
kazuyadf+3m13i18-7+9
Knee
kazuyadf+3,1m, h13, 17i18, -7+15g+13c
* Elbow
* Combo from 1st hit with 8F delay
kazuyadf+3,2m, m13, 15i18, -11+5
* Combo from 1st hit with 10F delay
kazuyadf+3,2,1m, m, m13, 15, 21i18, -14+8(-1)+25
* Tornado
* Balcony Break
* Combo from 2nd CH
* Can be delayed 16F
kazuyadf+3,2,1*m, m, m13, 15, 25i18, i46+11g+10(+1)
* Tornado
* Balcony Break
* Chip damage when guarded
kazuyadf+4m10i13~14-9+2
kazuyadf+4,4m, m10, 16i13~14, i15~16-15+0c
* Spike
* Combo from 1st hit with 11?f delay
* Move can be delayed 10?f
kazuyadf+3+4m,h7,9i18-8+0
kazuyadf+3+4,1m,h, m7,9, 15i18, i11-11+1
kazuyadf+3+4,1,2m,h, m, M,M7,9, 15, 14,25i18, ,i20-19+7 (-10)
* Balcony Break
* Recovers 60F of remaining Heat time on normal hit during Heat
* 7 chip damage on block
kazuyad+1sl5i10-5+6
* Returns to standing when input F
* High crush 4~
kazuyad+2sl8i11-4+7
* High crush 4~
kazuyad+3L10i16-17-6
* High crush 4~
kazuyad+4l6i12-15-4
* High crush 4~
<Showing 2401-2800 of 6205 moves>