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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
hwoarangRFF.2,3h, h6, 24i10, i19~20-9+20g
* Balcony Break
* Tornado
* Forces crouch on hit
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 13~
hwoarangRFF.2,4h, h6, 9i10, i12-8+3g+3
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i14 RFS? guaranteed on CH
hwoarangRFF.2,4,3h, h, M6, 9, 20i10, ,i25~31-14c+14d
* Combo from 2nd CH with 2F delay
* Move can be delayed by 10F
* Remains in RFF
hwoarangRFF.2,4,4h, h, h6, 9, 23i10, ,i18~19-5+41a
* Balcony Break
* Jail from 2nd block with no delay
** Does not jail from 2nd hit
* Combo from 2nd CH with 9F delay
* Move can be delayed by 10F
hwoarangRFF.3m13i16-4+7
hwoarangRFF.3,4m, h13, 16i16, i27~28+10g~+11g+21g~+22g+11~+12
* Combo from 1st hit
* Transition to RFS
* Cancel and transition to r8? RFS with F (-12/-1)
hwoarangRFF.3~4h27i27~30+4~+7+46a~+49
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Clean hit, 35dmg
* Input 4 on frames 1~4
* 10 chip damage on block
* Power crush 8~26
hwoarangRFF.4h9i12-8+3
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i13 RFS followups guaranteed on CH?
hwoarangRFF.4,3h, M9, 20i12, i25~31-14c+14d
* Remains in RFF
* Combo from 1st CH with 2F delay
* Move can be delayed by 10F
hwoarangRFF.4,4h, h9, 23i12, i18~19-5+41a
* Balcony Break
* Jail from 1st block with no delay
* Combo from 1st CH with 9F delay
* Move can be delayed by 10F
hwoarangRFF.3+4
* Transition to LFF
hwoarangRFF.b+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
hwoarangRFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
hwoarangRFF.b+3h17i13~14-10+1+50a
* Sidesteps to the right
hwoarangRFF.b+4h21i18~19-9+12g+13c
* Balcony Break
* High crush 6~17
hwoarangRFF.df+3m21i22~24+1+6
* Homing
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
* Low crush 9~
hwoarangRFF.df+4m12i13-7+1g+1
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+13g/+13)
hwoarangRFF.df+2+3m12i22~23-14-4
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power crush 7~
hwoarangRFF.df+2+3,4m, m12, 20i22~23, i24~25-14+7
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
hwoarangRFF.d+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
hwoarangRFF.d+3,4L, h10, 13i18, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit
* Transition to RFS
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
hwoarangRFF.f,F+3M22i22~25-7+19d
* Low crush 3~
hwoarangRFF.f+1h5i10+1+8
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
hwoarangRFF.f+3h21i14~17+12~+15+23~+26
* Transition to LFS
* Transition to r44? BT with B (-11~-8/+0~+3)
hwoarangRFF.f+4
* Transition to RFS
hwoarangRFF.f+4~4M20i18~20-13+41a (+31)
* Tornado
* Remains in RFF
hwoarangRFS.1m15i16-2+9
* Links to 10-hit string
hwoarangRFS.2h6i13+5+7
* Transition to RFF
* Links to RFF.2 extensions
hwoarangRFS.3h24i14~16+4+27a (+18)
* Balcony Break
* Transition to LFS
* Sidesteps to the left
* 7 chip damage on block in heat
* Low crush 8~26
* Floating state 27~29
hwoarangRFS.3~4m,m11,21i16,i7-3+42a (+16)
* Balcony Break
* Jail from 1st block
* 9 chip damage on block in heat
* Input 4 on frames 1 to 7
* Input 4 on frame 1 to power up
** 37dmg on hit, +1 on block
** 14 chip damage on block in heat
* +26a (+16) on 2nd hit
* Low crush 10~26
* Floating state 27~29
hwoarangRFS.4m17i14-9+3
* Transition to RFF
* 5 chip damage on block in heat
hwoarangRFS.4,3m, m17, 21i14, i23~24+4+25a (+16)
* Tornado
* Balcony Break
* Transition to LFS
* Combo from 1st CH with 1F delay
* Combo from 1st hit during heat
** Does not combo when 3 is input on frame 14 or 15 (bug)
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 1F
* 4 chip damage on block in heat
* Consumes 180F of remaining Heat time
hwoarangRFS.3+4
* Transition to LFS
* r24 LFS when canceling to movement in LFS
hwoarangRFS.b+3m21i16~17-9+7
* Heat Engager
* Heat Dash +42a (+27)
* 6 chip damage on block in heat
* Recovers 6F faster on hit (t42 r25)
hwoarangRFS.b+4m23i20~22-12+14g
* Balcony Break
* -8 block advantage and 9 chip damage on block after attack absorption
* 6 chip damage on block in heat
* Recovers 5F slower on block (t54 r32)
* Power crush 8~19
hwoarangRFS.df+4m17i17~19+1+8c+26a
* 4 chip damage on block in heat
hwoarangRFS.d+3L13i15-13-5+2
* Transition to RFF
* 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25
hwoarangRFS.d+3,3L, h13, 28i15, i25~27-2+34a (+8)
* Balcony Break
* Combo from 1st CH with 4F delay
* Opponent can buffer crouch assist on 1st normal hit (Input moves with df_d_db inputs)
* Interrupt with i9 from 1st block
* Whiffs vs SSR from 1st block
* Move cannot be delayed
* Input can be delayed by 4F
* 11 chip damage on block
* 14 chip damage on block in heat
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
* Stagger low
* 4 chip damage on block during Heat
hwoarangRFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Combo from 1st hit
* Airborne combo from 1st CH or 1st normal hit during Heat (+20a (+13))
* 3 chip damage on block during Heat
hwoarangRFS.d+4,3,4L, h, h15, 12 (8), 20 (10)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Combo from 2nd CH
* Airborne combo from 1st CH (+10a (+9))
* Interrupt with i4 from 2nd block
* Power up in Heat: 25dmg and 7 chip damage on block
* Low crush 22~34
* Floating state 35~37
hwoarangH.RFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Consumes 600F of remaining Heat time
* Airborne combo from 1st hit in heat (+20a (+13))
* 3 chip damage on block in heat
hwoarangH.RFS.d+4,3,4L, h, h15, 12 (8), 25 (12)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st hit (+10a (+9))
* 9 chip damage on block in heat
* Low crush 22~34
* Floating state 35~37
hwoarangH.RFS.d+4,3,4L, h, h15, 12 (8), 25 (12)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st hit (+10a (+9))
* Interrupt with i4 from 2nd block
* 9 chip damage on block in heat
* Low crush 22~34
* Floating state 35~37
hwoarangRFS.f+3m18i20~21-10+5+15a (+6)
* Homing
* 5 chip damage on block in heat
hwoarangRFS.f+4h,h8,8i8, i10+0+2+5
* Jail from 1st block
* +6 on 2nd CH
* Remains in RFS
* Power up during Heat (Loses CH launch property)
* t40 r22 when canceling to movement in RFS
hwoarangRFS.f+4,4h,h, h8,8, 9i8, i10, i23-6+75a (+59)
* Tornado
* Combo from 1st or 2nd CH
* +39a on hit during heat
* Interrupt with i3 from 1st block
* Transition to RFF
* 2 chip damage on block during Heat
hwoarangRFS.uf+3M22i24~27-7+19d
* 6 chip damage on block in heat
* Low crush 9~25
hwoarangRFS.uf+4m20i17~18-13+30a (+20)
* Tornado
* Transition to RFF
* 6 chip damage on block in heat
* Low crush 11~33
* Floating state 34~36
hwoarangRFS.u+4h17i25~26-2+8
* Homing
* Transition to RFF
* Link to LFF.(4,4,4),4 extension
* 5 chip damage on block in heat
* Low crush 19~23
* Floating state 24~26
hwoarangRFS.u+4,4h, h17, 20i25~26, i31~32+0+10cg
* Balcony Break
* Tornado
* Combo from 3rd hit with 3F delay
* Input can be delayed by 3F
* Move cannot be delayed
* 6 chip damage on block
* Forces tech back roll on hit
* Alternate input:(RFS.u+4),4
* Low crush 20~
hwoaranghFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
hwoaranghFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
hwoarang1+3th(h)35i12~14-3-5d
* Homing
* Break: 1 or 2
* Opponent recovery on hit: FDFT
* Sideswap on break
hwoarang2+4th(h)25i12~14-6-2d
* Floor Break
* Homing
* Break: 1 or 2
* Opponent recovery on hit: FDFT off-axis to the left, sideswap
hwoarang2+4,Bth(h)40i12~14-2-6d
* Homing
* Break: 2
* Opponent recovery on hit: FUFA, sideswap
* Transition to BT on hit
hwoarangAIR.ub+3+4th(m)26i15~16+10d
* Break: none
* Opponent recovery on hit: FUFA, sideswap
* Also possible during RFF
hwoarangBack throwth(h)60i12~14+1d
* Break: none
* Opponent recovery on hit: FUFA
* Also possible during RFF
hwoarangLeft throwth(h)45i12~14-3-1d
* Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during RFF
hwoarangRFF.1+3th(h)45i12-6-5d
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
hwoarangRight throwth(h)44i12~14-3+8d
* Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during RFF
hwoarangf+2+3th(h)35i12+0+1d
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
* Sideswap on break
* Possible in RFF, LFS and RFS
hwoarangqcb+3th(h)45i11-2-5d
* Floor Break
* Break: 1
* Opponent recovery on hit: FUFA, sideswap
hwoaranguf+1+2th(h)40i12-6-5d
* Break: 1+2
* Opponent recovery on hit: FUFA
* Also possible during RFF
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jack-82+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
jack-8H.f+3+4m30i22~23+0+9c
* Head
* Transition to GMH with D
** (+8 oB, +17c oH)
* Partially uses remaining heat time
* 6 chip damage on block
jack-8H.uf+3L[16]i19-12+8c
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Automatically transitions to GMH on hit
* Partially uses remaining heat time
* 3 chip damage on block
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8H.2+3h,m,t50i10-9-2d (-12)
* Heat Smash
* Balcony Break
* 10 chip damage on block
jack-8R.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~
jack-81h10i12-2+6+9
jack-81,1h, m10, 22i12, i15~16-14c+4c+19d
* Elbow
* Combo from 1st hit with 9F delay
* Interrupt with i4 from 1st block
* Transition to GMH with D
* (+4 oB, +8c oH, +23d cH)
* Input can be delayed by 9F
* Move cannot be delayed
jack-81,2h, h10, 24i12, i19-2+30a
* Balcony Break
* Combo from 1st hit CH with 9F delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed by 9F
* Move cannot be delayed
jack-82h10i11+1+9
* Recovers 2f faster on hit or block (t29 r18)
jack-82,1h, m10, 12i11, i16-3+2
* Elbow
* Combo from 1st hit
* Jail from 1st block
jack-82,1,2h, m, m10, 12, 20i11, ,i33-34-12+29a (+19)
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
jack-82,1,1+2h, m, h,h,h,h,h10, 12, 10,6,6,6,20i11, ,i33~36, i8~14, i3~6, i7~13, i5~6-4+13d
* Interrupt with i7 from 1st block
* Jails from 3rd block
* Duckable
* Chip damage on block (10)
jack-82,1,ufh, m10, 12i11, ,+1+6
* Recover in crouch
* Move can be delayed by 4F
* Input can be delayed by 14F
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-82,1,uf+1+2h, m, m10, 12, 20i11, ,i21~22+5 GMH+17c GMH
* Strong Aerial Tailspin
* Transition to GMH on hit or block
* Interrupt with i13 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SS, SWR from 1st block
* Whiffs vs SSR from 1st hit
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 12
jack-82,3h, m10, 18i11, i19-13+5+30d (+22)
* Knee
* Balcony Break on airborne hit or CH
* Combo from 1st hit
* Move cannot be interrupted
jack-83m18i15~16-9+5
* Knee
* Transition to GMH with D
** (+2 oB, +16g oH, +16 ch)
* Alternate input f+3 or ws3
jack-83,2m, h18, 20i15~16, i23-9+18cg
* Balcony Break
* Combos from 1st hit
* Interrupt with i2 from 1st block
* Forces tech back roll on hit
* Alternate input f+3,2 or ws3,2
jack-83,1+2m, m18, 22i15~16, i25~26-11c+2d+48a
* Combos from 1st hit CH
* Interrupt with i4 from 1st block
* Alternate input f+3,1+2 or ws3,1+2
jack-84h18i16-4+7+32a (+22)
Balcony Break on CH
jack-81+2m,m8,14i15~16-13+67a (+51)
* Tornado
* Homing
* Instant Tornado
* High evasion from frames 4? to 12?
jack-81+4i22~
* Alternate input hcf
* Can be held for up to 5 spins
jack-81+4*,1m35/45/55/199i17(68/93/118~)!+70d
* Balcony Break
* Unblockable
jack-81+4,1m25i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input hcf,1 to power up
* Chip damage on block (7)
jack-81+4,df+1M21i22~, i20~23-17+52a (+42)
* Tornado
* Non just frame version of 1+4:df+1
* Alternate input hcf,df+1 to power up
jack-81+4:df+1M30i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of 1+4,df+1
* Alternate input hcf:df+1 to power up
jack-83+4
* When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH
* Recover recoverable health when absorbing an attack
* GMC is always in effect during Heat
* Alternate input: ws3+4
* Power crush 7~22
jack-8f+1m13i14~15-6+5
* Effectively homing?
jack-8f+1,1m, h13, 25i14~15, i25-7+8d (-1)+40d (-7)
* Combos from 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
jack-8f+1,2m, h13, 12i14~15, i22~23-6+5
* Balcony Break
* Combos from 1st hit
* Interrupt with i3 from 1st block
jack-8f+1,2,1m, h, m13, 12, 20i14~15, ,i26~27-12+65a (+49)
* Tornado
* Instant Tornado
* Interrupt with i7 from 1st block
jack-8f+1,2,2m, h, m13, 12, 22i14~15, ,i33~34+3+3a
* Can be charged to power up
* Interrupt with i14 from 2nd block
* Interrupt with i3 from 1st hit
jack-8f+1,2,2*m, h, m13, 12, 40i14~15, ,i61-10+13d (-13)
* Balcony Break
* Wall Crush +0g on block; 3 additional chip damage
* Gain GMC on hit or block
* Interrupt with i42 from 2nd block
* Interrupt with i30 from 2nd hit
* Whiffs vs SS, SW from 2nd block or hit
* 16 chip damage on block
jack-8f+2h22i10-12+5+32a (+24)
jack-8f+4h20i17-4+7+32a (+22)
* Balcony Break on CH
jack-8f+4~1h80i65!+5
Unblockable
jack-8f+4~1,2M30i15 (66~)+8+0d
* Elbow
* Floor Break
jack-8f+1+2m,m12,20i27~28, i2~3-12+32d (+6)
* Balcony Break
* -6 and 12 chip damage on block after attack absorption
*
* Power crush 7~26
jack-8f+3+4m24i22~23-11+9c
* Head
* Transition to GMH with D
** (-3 oB, +15c oH)
jack-8df+1m12i14-4+3+5
jack-8df+1,1m, m12, 20i14, i29-11+21cg+72a (+56)
* Tornado
* Balcony Break
* Combos from 1st hit CH
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Delayable
jack-8df+1,2m, h12, 10i14, i29-12-1
* Combos from 1st hit CH
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Delayable
jack-8df+1,2,1m, h, h12, 10, 2i14, ,i15-10-2
* Jail from 2nd block with ?F delay
* On air hit +22a (+15)
* Combos from 2nd hit
* Combos from 1st hit CH
jack-8df+1,2,1,2m, h, h, h12, 10, 2, 20i14, ,i9-18+35d (-23)
* Balcony Break
* Jail from 2nd block with ?F delay
* On air hit +12 (+5)
* Combos from 2nd hit
* Combos from 1st hit CH
jack-8df+1+3SM20i30~49-18c~+1c+0a~+19a
* Transition to 25dmg +3d high attack throw on close range standing hit
* -12c~-10c on block on average
* Low crush 15~?
jack-8df+2m13i15-14+31a (+21)
jack-8df+2,1m, h13, 16 (24)i15, i21-32+40a (+22)
* Transition to GMH with D
** (+45a (+27) oH)
* 16 damage with scaling from 1st hit
* Can be charged to power up
jack-8df+2,1*m, h13, 22 (32)i15, i35-46+69a (+53)
* Tornado
* Transition to GMH with D
* Gain GMC on hit
** (+70a (+54) oH))
* 28 damage with scaling from 1st hit
jack-8df+3m16i16-9+2
jack-8df+3,2m, h16, 20i16, i20-7+25d
* Balcony Break
* Elbow
* Move cannot be interrupted
jack-8df+4m17i15-9+5+14c
jack-8df+1+4L23i34-37+18d
* Homing
* Alternate input b,db,d,df+1 to power up
** 28dmg
** i29~30
* Alternate input is completely bufferable
* High crush 6~89
jack-8df+2+3m26i22-9+31d (-5)
* Balcony Break
* Alternate input b,db,d,df+2 to power up
** 31dmg
* Alternate input is completely bufferable
jack-8df+3+4m28i13-23+10a (+1)
* Balcony Break
* Shoulder
jack-8d+1sl5i10-5+6
*
* High crush 4
jack-8d+2sl8i11-4+7
* Alternate input FC.2
* High crush 4
jack-8d+2,1sl, l8, 6i11, i24-14-3
* Alternate input FC.2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8d+3l12i20-17-6
* Alternate input FC.d+3
* High crush 4
jack-8d+4l10i16-15-4
* Alternate input FC.d+4
* High crush 4
jack-8d+1+2m28i27-18+42a (+32)
*
* High crush 6
jack-8d+3+4
* Transitions to SIT (Sit Down)
jack-8db+1l13i12-12+1
*
jack-8db+1,1l, l13, 5i12, i16-12-1
* Combos from 1st hit
* Jails from 1st block with ?F delay
jack-8db+1,1,1l, l, l13, 5, 5i12, ,i16-12-1
* Combo from 1st hit (even on 2nd whiff) or 2nd hit with ?F delay
* Whiffs from 1st or 2nd block (-28)
* May whiff from 1st hit (-31)
jack-8db+1,1,1,2l, l, l, m13, 5, 5, 21i12, ,i19-11+43a (-4)
* Balcony Break
* Interrupt with i16 from 2nd block
* Interrupt with i19 from 1st hit
* Whiffs vs SSR, SWR from 2nd block or 1st hit
jack-8db+2l24i22-18+3c+33d
* Can be charged to power up
* High crush 6
jack-8db+2*l30i35~36-33+17d
* Gain GMC on hit or block
* 9 chip damage on block
jack-8db+3l15i21-20-9
*
jack-8db+3, ... 1+2l, h15, 21i21, i34+14g+17cg
* Balcony Break
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
* Forces tech backroll on hit
jack-8db+3, ... d+1+2l, m (th)15, 4,5,5,5,5,21i21, i340
* Crouch throw (Unbreakable)
* Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
jack-8db+3,4l, l15, 12i21, i27-16-9
* Interrupt with i7 from 1st block
jack-8db+3,4,3l, l, l15, 12, 12i21, ,i27-19-8
* Interrupt with i7 from 2nd block
jack-8db+3,4,3,4l, l, l, l15, 12, 12, 12i21, ,i27-16-5
* Interrupt with i7 from 3rd block
jack-8db+3,4,3,4,3l, l, l, l, l15, 12, 12, 12, 12i21, ,i27-19-8
* Interrupt with i7 from 4th block
jack-8db+3,4,3,4,3,4l, l, l, l, l, l15, 12, 12, 12, 12, 12i21, ,i27-16-5
* Interrupt with i7 from 5th block
jack-8db+4l14i16-13-2
*
* High crush 6
jack-8db+1+2l,l8,21i18-70-5d
* Floor Break
jack-8b+1m17i20-11+8
*
jack-8b+1,2m, m17, 17i20, i26-14c+15d+47a
* Elbow
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 11F delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR from 1st block
* Move can be delayed by 7F
* Input can be delayed by 11F
jack-8b+2m27i19+2+2a
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Gain GMC on Heat activation
* Can be charged to power up
jack-8b+2*m40i35-2+17a (+9)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Wall Crush +5g on block and 3 chip damage
* Gain GMC on hit or block
* 16 chip damage on block
* Gain GMC on Heat activation
jack-8b+3m14i16-9+2
*
jack-8b+3,2m, h14, 13i16, i22-4+1
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Whiffs vs SSR from 1st block
* Transition to GMH with D
** (+0 oB, +5 oH)
jack-8b+3,2,2m, h, h14, 13, 20i16, ,i25-9+18cg
* Balcony Break
* Interrupt with i5 from 2nd block
* Whiffs vs SSR from 1st block
* Can be charged to power up
* Forces tech back roll on hit
jack-8b+3,2,2*m, h, m14, 13, 40i16, ,i67-7+13d (+5)
* Balcony Break
* Wall Crush +3 on block
* Gain GMC on hit or block
* Interrupt with i47 from 2nd block
* Interrupt with i42 from 2nd hit
* Whiffs vs SS, SW from 2nd hit or block
* 16 chip damage on block
jack-8b+4m16i13-13-2-2s
* Knee
jack-8b+4,4m, M16, 21i13, i30-4c+3d
* Combo from 1st CH
* When comboing from 1st CH:
** Floor Break
** -8d on hit
* Interrupt with i10 from 1st block
jack-8b+1+2m28i14-19-1d (-10)
* Heat Engager
* Heat Dash +5, +43d(+35)
* Balcony Break
* Gain GMC on Heat activation
jack-8b+3+4m24i25+4c+12c
*
Head
jack-8ub+1+2h30i20-9+23d
* Balcony Break
* Homing
* -2 and 12 chip damage on block after attack absorption
* Power crush 7
jack-8u+4m25i25-16+15a (+5)
* Balcony Break
* Alternate input ub+4, uf+4
* Low crush
jack-8u+1+2h23i19-13+49a (+39)
*
jack-8u+3+4m40i94~100!+17d
* Unblockable
* Can input additional 3+4 (up to 4 times) to fly farther and deal more damage
* Alternate input ub+3+4
* Low crush
jack-8uf+1h10i17+71a (+55)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+75a (+59))
* Can be charged to power up
* Alternate input ub+1, u+1
jack-8uf+1*h32i35+69a (+53)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+70a (+54))
* Gain GMC on hit
* Alternate input ub+1*, u+1*
jack-8uf+2m25i24~25+4c+13c+11d
* Elbow
* Low crush 9
jack-8uf+3L[8]i23-12+8c GMH
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Only spikes when hit up close
* Automatically transitions to GMH on hit
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8uf+3+4M23i34 js8+13cg+20d
* Spike
* Automatically transitions to SIT on hit or block
* Low crush 8
jack-81+2+3+4
jack-8HCFi22~
* Alternate input 1+4
* Can be looped together in 360 motions for up to 5 spins
jack-8HCF,1m30i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input 1+4,1
* Chip damage on block (9)
jack-8HCF,df+1M25i22~, i20~23-17+52a (+42)
* Tornado
* Non blue spark version, for a just frame version search "EMGF"
* Alternate input 1+4,df+1
jack-8HCF:df+1M36i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of hcf,df+1, for a normal version search "one"
* Alternate input 1+4:df+1
jack-8b,db,d,df+1l28i29-37+18d
* Homing
* Alternate input df+1+4
jack-8b,db,d,df+2m31i22-9+31d (-5)
* Balcony Break
* Alternate input df+2+3
jack-8f,F+1m22i15~16-6+8c+23d
* Elbow
* Transition to GMH with D
* (+4 oB, +8c oH, +23d cH)
jack-8f,F+2m23i18-16+53a (+43)
* Strong Aerial Tailspin?
* Can be charged to power up
jack-8f,F+2*m3534-15+61a
* Tornado
* Gain GMC on hit or block
* 14 chip damage on block
jack-8f,F+3M22i26+4+9c+22a
* Transition to FC with D
jack-8f,F+4m32i16-10+15d (+5)
* Tornado
* Balcony Break
* Chip damage on block (12)
jack-8f,F+1+2m20i15-15+22cs
*
Homing
jack-8f,F+1+2,2m, m20, 24i15, i32-9+11a (+2)
*
Balcony Break
* Airborne Combos from 1st hit
* Interrupt with i13 from 1st block
* Whiffs vs SSR, SWR from 1st block
jack-8f,F+1+2,1+2m, l20, 21i15, i28-19+13d
* Airborne combo from 1st hit
* Interrupt with i9 from 1st block
* High crush
jack-8f,F+1+4M (L)25i21~30 (i31~40)-82~-73-88~-79
* i31~40 Low attack on landing
** (-110~-101 oB, -65~-56 oH)
* Low crush
jack-8uf,n,2m28i32-1c+10c
*
* Low crush
jack-8f,f,F+2m25i22+6+10
* Chip damage on block (7)
* Guarantees i10 moves on hit
* Unparryable (running attack)
* Alternate input wr2
jack-8f,f,F+1+2m34i20~23+4+7a (-2)
* Balcony Break
* Shoulder
* Chip damage on block (10)
* Alternate input wr1+2
jack-8ws1m14i15-13+34a (+24)
*
jack-8ws2m10i14-7+4
* Elbow
jack-8ws2,1m, m10, 17i14, i15-14c+3d+49a
* Combos from 1st hit
* Interrupt with i2 from 1st block
jack-8ws2,4m, h10, 26i14, i16+4+21a (+11)
* Balcony Break
* Combos from 1st hit
* Interrupt with i3 from 1st block
* 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
* Move cannot be interrupted
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27~28-23+6d
* Balcony Break
* Combos from 1st hit
* Interrupt with i9 from 2nd block
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.df+1m5i23-21-11c
*
jack-8FC.df+1,2m, m5, 8i23, i16-21-11c
* Combos from 1st hit
* Jail from 1st block with ?F delay
jack-8FC.df+1,2,1m, m, m5, 8, 11i23, ,i16-11+16cs
* Combos from 1st hit
* Jail from 1st block with ?F delay
jack-8FC.df+1,2,1,1m, m, m, h5, 8, 11, 30i23, ,i21+15+13BT
* Guard Break
* Interrupt with i9 from 1st block
jack-8FC.df+2m12i17-13-2
*
* High crush
jack-8FC.df+2,1m, m12, 10i17, i26-4+7
* Combos from 1st hit with ?F delay
* Interrupt with i9 from 1st block
* High crush
jack-8FC.df+2,1,2m, m, m12, 10, 10i17, ,i27-12+29a (+19)
* Combos from 1st hit CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* High crush
jack-8FC.df+2,d+1m, l12, 8i17, i22-11+0
* Balcony Break
* Combos from 1st hit
* Interrupt with i5 from 1st block
* High crush
jack-8FC.df+2,f+1m, h12, 23i17, i19-4+32a
* Balcony Break
* Combos from 1st hit
* Interrupt with i2 from 1st block
* High crush
jack-8FC.df+4m10i12-12+4
* Knee
jack-8FC.df+4,2m, M10, 17i12, i20-14+4c+19d
* Elbow
* Combo from 1st hit with ?F delay
* Move cannot be interrupted
jack-8FC.df+3+4m28i21-9+6cg
* 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 with i10 from 1st block
* WHiffs vs SSR from 1st block
* 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
* Whiffs vs SS, SW from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8FUFT.d+1+2m18i28+18g+39d
* Recovers in SIT, then stands up
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, +43d (+35)
* Balcony Break
* 9 chip damage on block
* Gain GMC on Heat activation
jack-8GMH.3+4SM20i20 pc6-13+14c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on block when absorbing an attack
* Gain GMC on Heat activation
* Forces tech backroll on hit
* 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
* Interrupt with i1 from 1st block
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 2nd block
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 3rd block
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
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-8hFC.1L10i19~21-8+3
* Can be done from Crouch Level 1
* +3c on crouching hit
* High crush 1~46
jack-8hFC.1,1L, L10, 14i19~21, i31~33-12~-10+4~+6
* Interrupt with i14 from 1st block
* Interrupt with i4 from 1st hit
* Move cannot be delayed
* Input can be delayed by 2F
* High crush 1~62
jack-8hFC.1,2L, m10, 24i19~21, i32-11+11a (+2)+43a (-4)
* Balcony Break
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SS, SW from 1st block
jack-8hFC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
jack-8hFC.2,1sl, l8, 6i11, i24-14-3
* Alternate input d+2,1
* Combos from 1st hit
* First two hits of 10 hit combo
* Interrupt with i4 from 1st block
jack-8hFC.3l12i20-17-6
* Alternate input d+3
* High crush 1
jack-8hFC.4l10i16-15-4
* Alternate input d+4
* High crush 1
jack-8hFC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.1+2,1+2l, m21, 23i24, i40-18+42a (+32)
* Combos from 1st hit
* Interrupt with i22 from 1st block
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.db+1,1l, m14, 10i14, i24-6+5
* Spike
* Interrupt with i5 from 1st block
* High crush
jack-8hFC.db+1,1,1l, m, m14, 10, 20i14, ,i20-14+9a
* Balcony Break
* Interrupt with i4 from 2nd block
* Can be charged to power up
jack-8hFC.db+1,1,1*l, m, m14, 10, 30i14, ,i34~35-6+15a (+7)
* Balcony Break
* Gain GMC on hit or block
* Interrupt with i18 from 2nd block
* Interrupt with i7 from 2nd hit
* Whiffs vs SS, SW from 2nd block
* Whiffs vs SSR, SWR from 2nd hit
* 12 chip damage on block
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
* Homing
* Throw Break 1 or 2
* Swaps positions on break
** Transition to BT on break
jack-82+4t35i12-6-3d
* Homing
* 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, i61-6+19a (-7)
* Throw Break 1+2
* Balcony Break
* Wallsplats opponent
* Opponent can block followup with B on frame 60
* 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
* Weapon?
* Transition to DVS r34 on hit or block
** Stance moves can be delayed by 9F
** Transition to r44 FC with no input
* Unparryable by traditional parries, Asuka, Nina, etc
* Consumes 300F of remaining Heat time
* Opponent recovers crouching
* Power crush 6~18
jinH.f,F+1+2m20i21~23+5+24cg
* Balcony Break
* Strong Aerial Tailspin
* Transition to DVS r32 on hit or block
** Stance moves can be delayed by 9F
** Transition to r42 FC with no input
* Consumes 240f of Heat time
* Cancel transition and recover Standing with B (-1/+18cg)
* 4 chip damage on block
* Low crush 11~48
* Floating state 49~51
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,m50i15~16+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
* Interrupt with i6 from 1st block
* Input can be delayed 9f
* Move can be delayed 4f
* 6 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 1st block
* Whiffs vs SSR, SWR from 1st 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
* Interrupt with i6 from 1st block
* 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
* Cannot low parry on 2nd hit
* Interrupt with i3 from 2nd block
* Input can be delayed 12f
jin1+3+4
jin2h9i10+0+9
jin2,1h, m9, 9i10, i16~17-3+6
* Jail from 1st block with 2f delay
* Combo from 1st hit with 2f delay
* Same animation as df+1
jin2,1,4h, m, m9, 9, 18i10, ,i18~20-10+3+16a (+7)
* Balcony Break on CH
* Combo from 2nd CH with 8f delay
* Move cannot be interrupted
* Input can be delayed 10f
* Forces tech backroll on CH
jin2,1,4~4h, m, l9, 9, 20i10, ,i20~21-12+4c+14d
* Interrupt with i16 from 2nd block
* Whiffs vs
jin2,4h, h9, 20i10, i24~27-13+7
* Balcony Break
* Combo from 1st hit with 2f delay
* Interrupt with i4 from 1st block
* Whiffs vs SSR from 1st block
* Enter ZEN -6, +14g r26 with F
jin3h17i14-7+4
jin3,1h, h17, 7i14, i20-1+7
* Combo from 1st hit
* Move cannot be interrupted
* 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
* Move cannot be interrupted
* 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 +5, +43d (+35)
jinf+3m12i14-16-5
jinf+3,1m, m12, 17i14, i22-12+4
* Heat Engager
* Heat Dash +43d (+35)
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* 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
* Interrupt with i1 from 1st block
* 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
* 7 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
* Interrupt with i1 from 1st block
* Input can be delayed 10f
* Move can be delayed 9f
jindf+1,4~4m, m10, 24i13~14, i20-12+10a (+1)
* Balcony Break
* Interrupt with i17 from 1st block
* Interrupt with i10 from 1st hit
* Whiffs vs SSR, SW from 1st block
* Whiffs vs SS, SW from 1st hit
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* 3 chip damage on block
jindf+2,4m, m12, 19i16~17, i26~27-12+9
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 1F delay
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* 3 chip damage on block
* Low crush 17~39
* Floating state 40~42
jinH.df+2,1+2m, m12, 25i16~17, i24~25+2+30a (+4)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Consumes 240F of remaining Heat time
* 5 chip damage on block
jindf+3m16i12-8+3
jindf+3~3m20i23~24 (i32~33)+6c+13c
* Spike
* Enter Breaking Step +2c +9c r27 with df
* i32~33 effective startup (cancel takes 9f)
jindf+4m22i20~21+0+8c
* Spike
* Heat Engager
* Heat Dash +67a (+50)
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+25d
* 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
* Interrupt with i1 from 1st block
jind+3,4,3l, h, m7, 10, 21i15~16, ,i24~25-12+31d (+23)
* Tornado
* Balcony Break
* Combo from 2nd CH with 2f delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
jind+3,4~4l, m7, 24i15~16, i20-12+10a (+1)
* Balcony Break
* Interrupt with i19 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SSR, SW from 1st block
* Whiffs vs SS, SW from 1st hit
jind+4L11i16~17-12-1
Flips over on grounded hit
* High crush 6~31
jind+3+4m,m5,15i15 i10~12-19+32a (+22)
Can be performed in reverse during backturn (Fox Step)
* Low crush 16~31
* Floating state 32~34
jindb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
jindb+2m12i16-10-4
jindb+2,2m, h12, 11i16, i8-12-7
* Jail from 1st block
* Combo from 1st hit
* +43a from 1st CH
jindb+2,2,3m, h, m12, 11, 21i16, ,i35~36-9+20a
* Airborne combo from 1st CH (+22a (+15))
* Balcony break on airborne hit
* Interrupt with i9 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSL, SWL from 1st block
jindb+2,3m, M12, 23i16, i27~29-8+7a
* Spike
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent?)
jindb+3h28i19~21-10~-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
* Interrupt with i2 from 1st block
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 5F delay
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 13f delay
jinb+3m17i16 (i15~16)-6+5
* Knee
* i15~16 when performing b+3,2 or transitioning into ZEN
* Enter ZEN -2 +9 r20 with F
jinb+3,2m, m17, 20i16 (i15~16), i19~20-9+9g +21w
* Wall Crush +21g on hit
* Combo from 1st CH with 9F delay
* Move cannot be interrupted
* 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!50i75~76+9a (+0)
* Balcony Break
* Cancel to r50 with b,b
jinuf+2m18i15~16-10~-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
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+2m15i15~16-7+4
* Has good left sidestep tracking
jinb,f+2,1m, h15, 14i15~16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12f
jinb,f+2,1,2m, h, m15, 14, 20i15~16, ,i19~20-5+18a (+9)+50a (+3)
* Balcony Break
* Combo from 2nd CH with 15f
* Interrupt with i4 from 1st block
* Input can be delayed 16f
* Move can be delayed 10f
jinb,f+2,1,df+2m, h, M15, 14, 22i15~16, ,i28~29-14+37a (+27)
* Tornado
* Combo from 2nd CH
* Interrupt with i13 from 2nd block
* Whiffs vs SSR, SWL from 2nd block
* Input can be delayed 16f
* Move can be delayed 10f
jinb,f+2,3m, m15, 17i15~16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Interrupt with i6 from 1st block
* 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)
* Balcony Break
* 6 chip damage on block
jinf,F+3m20i23~25-4+24a
* Spike
jinf,F+3,1m, h20, 5i23~25, i15+1+7
* Airborne combo from 1st hit (+33a (+26))
* Links to 1 jab extensions (e.g. f,F+3,1,2,4)
* Jails attack inputs (crouch assist bufferable)
* Duckable
jinf,F+4m32i17~18-7+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
jinuf,n,4m20i23~25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
jinf,f,F+3m30i22~23+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
jinws1m7i13~14-6+5
jinws1,2m, m7, 19i13~14, i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Move cannot be interrupted
* Input can be delayed 13f
* Enter ZEN -9 +2c r27 with F
jinws1,3m, h7, 8i13~14, i14-6+4
* Jail from 1st block
* Transition to r26 backdash with B
jinws1,3,2m, h, m7, 8, 4i13~14, ,i18-11-6
* Combo from 1st hit
* Jail from 1st block
jinws1,3,2,1m, h, m, m7, 8, 4, 3i13~14, ,i10-11+3
* Combo from 1st hit
* Jail from 1st block
jinws1,3,2,1,4m, h, m, m, l7, 8, 4, 3, 5i13~14, ,i20~21-31+8
* Combo from 1st hit
* Interrupt with i3 from 1st block
jinws1,3,2,1,4,2m, h, m, m, l, M7, 8, 4, 3, 5, 10i13~14, ,i31~32-16+15a
* Balcony Break
* Spike
* Airborne combo from 1st hit (-8d)
* 4 chip damage on block
* Low crush 8~28
* Floating state 29~31
jinws1,3~3m, m7, 20i13~14, i23~24+6+13c
* Spike
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSL, SW from 1st block
* 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
* Interrupt with i1 from 1st block
* Move cannot be delayed
jinFC.df+4L20i21~22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
jinf,n,d,DF+4l12i20~21-31+8c
jinf,n,d,DF+4,2l, M12, 28i20~21, i31~32-16+21a
* Balcony Break
* Spike
* Airborne combo from 1st hit (-2d)
* 8 chip damage on block
* Low crush 8~28
* Floating state 29~31
jinf,n,d,df:1M22i16~17-13+36a (+26)
* Tornado
* 4 chip damage on block
* Jab evasion
* Recovers 4F faster on hit (t44 r27)
jinf,n,d,df:2h25i11~12+5~+6+76a (+60)
* Balcony Break
* Recovers 3f faster on hit or block (t36 r24)
* 5 chip damage on block
jinf,n,d,df+1m20i16~17-13+32a (+22)
* Tornado
* Turns into CD.df#1 while in heat
* Jab evasion
jinf,n,d,df+2h20i11~12-10+76a (+60)
* Balcony Break
* Turns into EWHF (CD.df#2) while in heat
* Recovers 4F faster on hit (t36 r24)
jinDVS.1m25i20~22-9+36d
* Tornado
* Jab evasion
* 7 chip damage on block
* Low crush 22~43
* Floating state 44~46
jinDVS.2sm23i11~12+4+38a (+28)
* 6 chip damage on block
jinDVS.3M25i26~28+2c+22a
* Spike
* 7 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
* Jail from 1st block
* 5 chip damage on block
jinDVS.DF+3L24i33~34-23-2a
* 7 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinOTG.d+1+2L24i19~20-13-2 (-10)
* Spike
jinZEN.1m14i16~17-3+8
jinZEN.1,2m, m14, 21i16~17, i23~24-14+32a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i5 from 1st block
* Input can be delayed 12f
* Move can be delayed 11f
* Cancel to Breaking Step -22 -11 r40 with DF on frame 20
jinZEN.1,3m, h,t14, 14,14i16~17, i24~25-9+0d
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Transition to attack throw on standing or airborne hit
* +33a (+18) on side hit
* +18a (+11) and balcony break on BT hit
jinZEN.2h20i18~19-5+17a (+8)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* +0 on block and 8 chip damage after absorbing an attack
* Power crush 6~20
jinZEN.3m20i17~18-9+10g+22a
* Homing
* Balcony Break
* +17a (+8) on BT hit
jinZEN.4M25i27~33+2~+8+17d~+23d
* Spike
* 7 chip damage on block
* Low crush 7~33
* Floating state 34~36
jinZEN.1+2L,t10,20i21, i61-14+4
* 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 8~21
jinZEN.3+4h25i21~27+9g~+15g+19a (+9)
* Balcony Break
* Enter Breaking Step +8 +18a (+8) r32 with DF on frame 40
* 10 chip damage on block
* Low crush 10~32
* Floating state 33~35
jinZEN.u+1m20i14~16-16+31a (+21)
* Tornado
* 6 chip damage on block
* Low crush 8~43
* Floating state 44~46
jin1+3t35i12~14+0+2d
* Homing
* Throw break 1 or 2
* Jin recovers BT on break
jin2+4t35i12~14-3+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
jinqcb+1+3t40i12-20
* Throw break 1
* Opponent recovers FUFA
jinuf+1+2t40i12+0+0d
* Floor Break
* Throw break 1+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,M14,26 (18)i20~21 i26~41-14+25a (+7)
* Reversal Break
* Balcony Break
* Jail from 1st block
* Airborne combo from 1st hit
* Has good left sidestep tracking
* Restores 6 recoverable (3 on block)
* 5 chip damage on block
* Consumes 600F of remaining Heat time
* 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 240F 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
<Showing 2401-2800 of 6584 moves>