Homeβ€ΊGamesβ€ΊTekken 8β€ΊClive Rosfield
Clive Rosfield Tekken 8 fighter artwork
Tekken 8 Move & Ability Guide

Clive Rosfield moves, skills and special abilities

Move & Ability Guide

Tekken 8 downloadable guest fighter.

122 ability entries19 Basic Attacks44 Command Moves10 Throws14 Heat1 Rage Art7 Crouching / Rising Attack20 Stance Technique7 Stance / Utility
Tekken inputs: Forward means toward the opponent; Back means away. Reverse horizontal directions when facing left. A comma or β†’ separates steps; + means press together. Use your assigned buttons if controls were remapped. 1 = left punch (PS Square / Xbox X); 2 = right punch (Triangle / Y); 3 = left kick (Cross / A); 4 = right kick (Circle / B). f/b/u/d = Forward/Back/Up/Down; df/db/uf/ub are diagonals; uppercase directions are held. n = neutral. qcf/qcb = quarter-circle forward/back; hcf/hcb = half-circle forward/back. WR = while running; WS = while rising; FC = full crouch; BT = back turned; H. = Heat; R. = Rage. ~ = quick transition; : = precise just-frame timing. Named stance prefixes require that stance; read the command details below.

Basic Attacks

19
Jab
Basic Attack
Controls: Universal Tekken notation
How it is used
1
Read as: left punch

Hit level: h. Damage: 5. Startup: i10. On block: +1. On hit: +8.

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Command details & verification
Recovers 2f faster on hit or block (t27 r17)
Double Blow
Basic Attack
Controls: Universal Tekken notation
How it is used
1,1
Read as: left punch β†’ left punch

Hit level: h, h. Damage: 5, 13. Startup: i10, i18~19. On block: -3. On hit: +6.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Jail from 1st block * Combo from 1st hit * Enter PHX -3 +6 r23 with F or 4 on hit or block at frame 25
Finishing Steel
Basic Attack
Controls: Universal Tekken notation
How it is used
1,2
Read as: left punch β†’ right punch

Hit level: h, M. Damage: 5, 20. Startup: i10, i21~22. On block: -14. On hit: +22a (+17).

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Command details & verification
* Floor Break * Weapon * Combo from 1st hit with 2f delay * Increases ZAN gauge by 0.40 on hit * Increases ZAN gauge by 0.14 on block * Only deals recoverable damage * +11d on BT hit * +14c on side hit; forces tech backroll
Rapid Assault
Basic Attack
Controls: Universal Tekken notation
How it is used
1,f+2
Read as: left punch β†’ Forward + right punch

Hit level: h, h. Damage: 5, 22. Startup: i10, i25~26. On block: +1. On hit: +13g.

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Command details & verification
* Balcony Break * Weapon * Combo from 1st CH * Input can be delayed 2f * 6 chip damage on block * +20a (+11) on BT hit
Move 2
Basic Attack
Controls: Universal Tekken notation
How it is used
2
Read as: right punch

Hit level: h. Damage: 11. Startup: i12. On block: +0. On hit: +7.

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Command details & verification
Weapon
Magic Burst
Basic Attack
Controls: Universal Tekken notation
How it is used
2,1
Read as: right punch β†’ left punch

Hit level: h, h. Damage: 11, 20. Startup: i12, i17~18. On block: -13. On hit: +8a (-1).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * Jail from 1st block * Combo from 1st hit * Input 1 during the 1st hit animation on frames 10~12 to add +3 damage
Move 2,2
Basic Attack
Controls: Universal Tekken notation
How it is used
2,2
Read as: right punch β†’ right punch

Hit level: h, m. Damage: 11, 9. Startup: i12, i23. On block: -8. On hit: -1.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break (airborne) * Weapon * Combo from 1st hit * Jail from 1st block * Enter PHX -1 +6 r25 with F or 4 on hit or block
Assault Burst
Basic Attack
Controls: Universal Tekken notation
How it is used
2,2,1
Read as: right punch β†’ right punch β†’ left punch

Hit level: h, m, m. Damage: 11, 9, 18. Startup: i12, ,i17~18. On block: -13. On hit: +8a (-1). Counter hit: +28d(+20d).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * Combo from 1st CH * Combo from 2nd CH with 10f? delay * Jail from 1st block with 1F delay * Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
Gleipnir-Cutter
Basic Attack
Controls: Universal Tekken notation
How it is used
2,2,2
Read as: right punch β†’ right punch β†’ right punch

Hit level: h, m, M,m. Damage: 11, 9, 15,20 (24). Startup: i12, ,i27~28 i31~32. On block: -11. On hit: +21a (+4).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break * Weapon * Power up in Heat (24 damage) * Input can be delayed 6f * Move cannot be delayed * Transition to PHX on hit only * Cancel PHX transition with B
Gungnir Dance
Basic Attack
Controls: Universal Tekken notation
How it is used
2,2,1+2
Read as: right punch β†’ right punch β†’ left punch + right punch

Hit level: h, m, m,M. Damage: 11, 9, 10,18. Startup: i12, ,i27 i23~24. On block: -9c. On hit: +1a.

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Command details & verification
* Balcony Break * Spike * Weapon * Increases ZAN gauge by 0.70 on hit (0.30 + 0.40) * Increases ZAN gauge by 0.24 on block (0.10 + 0.14) * Increases ZAN gauge by 0.40 on hit if only the final hit connects * Increases ZAN gauge by 0.14 on block if only the final hit connects * Only deals recoverable damage * Hit vs BT -4d * Input can be delayed 8f * Move cannot be delayed * Low crush 41~54 * Floating state 55~57
Move 3
Basic Attack
Controls: Universal Tekken notation
How it is used
3
Read as: left kick

Hit level: m. Damage: 16. Startup: i16. On block: -13. On hit: -2.

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Fine Hound
Basic Attack
Controls: Universal Tekken notation
How it is used
3,2
Read as: left kick β†’ right punch

Hit level: m, m,m. Damage: 16, 15,15 (20). Startup: i16, i23~24 i29~41. On block: -12~+0. On hit: +22a (+12).

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Command details & verification
* Balcony Break * Weapon * Combo from 1st CH * Jail from 2nd block * 3rd hit never combos on standing hit * 3rd hit available only on hit or block * Interrupt with i4 from 1st block * +23a (+13) on BT hit * Power up in Heat (15,20dmg)
Bright Wing
Basic Attack
Controls: Universal Tekken notation
How it is used
3,3
Read as: left kick β†’ left kick

Hit level: m, M. Damage: 16, 20. Startup: i16, i30~32. On block: -18~-16. On hit: +12a (-5). Counter hit: +36a (+26).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break * Input can be delayed 1f * Floating state 31~
Move 4
Basic Attack
Controls: Universal Tekken notation
How it is used
4
Read as: right kick

Hit level: m. Damage: 8. Startup: i12. On block: -10. On hit: +1.

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Mercenary Cut
Basic Attack
Controls: Universal Tekken notation
How it is used
4,2
Read as: right kick β†’ right punch

Hit level: m, M. Damage: 8, 17. Startup: i12, i20~21. On block: -11. On hit: +3.

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Command details & verification
* Weapon * Combo from 1st hit * Input can be delayed 3f
Roundabout
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4
Read as: right kick β†’ right kick

Hit level: m, h. Damage: 8, 13. Startup: i12, i25. On block: -8. On hit: +0.

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Command details & verification
* Combo from 1st hit * Input can be delayed 3f * Enter PHX +6 +14 r21 with F or 4 on hit or block
Flame Bash
Basic Attack
Controls: Universal Tekken notation
How it is used
1+2
Read as: left punch + right punch

Hit level: m. Damage: 21. Startup: i13. On block: -9. On hit: +2.

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Command details & verification
* Heat Engager * Heat Dash +5, +43d (+35d) * Balcony Break (airborne) * Weapon * On hit regain 5 additional recoverable health
Arm of Darkness (ZAN1) / Zantetsuken (ZAN2-4) / Ultimate Zantetsuken (ZAN5)
Basic Attack
Controls: Universal Tekken notation
How it is used
1+4
Read as: left punch + right kick

Hit level: m. Damage: 10-75. Startup: i22. On block: -15. On hit: +9a (ZAN1).

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Command details & verification
* Removes Recoverable Health (ZAN5 only) * Weapon * Increases ZAN gauge by 0.20 on ZAN1 hit * Increases ZAN gauge by 0.10 on ZAN1 block * Transitions to attack throw on hit with ZAN2-5 * Resets ZAN gauge on hit with ZAN2-5 * Damage increases with ZAN gauge level: * ZAN1: 10 * ZAN2: 45 * ZAN3: 48 * ZAN4: 58 * ZAN5: 75
Radiant Counter
Basic Attack
Controls: Universal Tekken notation
How it is used
3+4,P
Read as: left kick + right kick β†’ P

Hit level: M. Damage: 20. Startup: ,i27~28. On hit: +61a (+45).

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Command details & verification
* Tornado * is1~27 * Floating state 28~70

Command Moves

44
Move f+2
Command Move
Controls: Universal Tekken notation
How it is used
f+2
Read as: Forward + right punch

Hit level: m. Damage: 10. Startup: i15. On block: -12. On hit: -4.

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Command details & verification
* Weapon
Firewheel
Command Move
Controls: Universal Tekken notation
How it is used
f+2,1
Read as: Forward + right punch β†’ left punch

Hit level: m, h. Damage: 10, 13. Startup: i15, i21~22. On block: +1. On hit: +20g.

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Command details & verification
* Balcony Break * Combo from 1st hit
Move f+2,2
Command Move
Controls: Universal Tekken notation
How it is used
f+2,2
Read as: Forward + right punch β†’ right punch

Hit level: m, m. Damage: 10, 7. Startup: i15, i17~18. On block: -8. On hit: +3.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Combo from 1st CH * Jail from 1st block * Enter PHX -5 +6 r30 with F or 4 on hit or block
Burning Chain
Command Move
Controls: Universal Tekken notation
How it is used
f+2,2,2
Read as: Forward + right punch β†’ right punch β†’ right punch

Hit level: m, m, M. Damage: 10, 7, 20. Startup: i15, ,i27~28. On block: -13. On hit: +9a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Heat Engager * Heat Dash +5, +67a {+50) * Balcony Break * Spike * Weapon * Combo from 1st CH * Combo from 2nd hit * Interrupt with i8 from 2nd block * Input can be delayed by 8F * Move cannot be delayed
Sanngetall
Command Move
Controls: Universal Tekken notation
How it is used
f+2,2,1+2
Read as: Forward + right punch β†’ right punch β†’ left punch + right punch

Hit level: m, m, M. Damage: 10, 7, 18. Startup: i15, ,i27~28. On block: -13c. On hit: +9a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Spike * Weapon * Combo from 1st CH * Combo from 2nd hit * Interrupt with i8 from 2nd block * Increases ZAN gauge by 0.70 on hit * Increases ZAN gauge by 0.30 on block * Only deals recoverable damage * Input can be delayed by 8F * Move cannot be delayed
Knight's Gambit
Command Move
Controls: Universal Tekken notation
How it is used
f+3
Read as: Forward + left kick

Hit level: M. Damage: 15. Startup: i20~21. On block: -14. On hit: +37a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Spike * 3 chip damage on block * Low crush 9~24 * Floating state 25~27
Prominence
Command Move
Controls: Universal Tekken notation
How it is used
f+1+2
Read as: Forward + left punch + right punch

Hit level: m,m. Damage: 10,18. Startup: i16~17 i19. On block: -12. On hit: +20a (+10).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * 5 chip damage on block
Mid Check
Command Move
Controls: Universal Tekken notation
How it is used
df+1
Read as: Down-Forward + left punch

Hit level: m. Damage: 10. Startup: i14~15. On block: -3. On hit: +4.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Move df+1,2
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2
Read as: Down-Forward + left punch β†’ right punch

Hit level: m, h. Damage: 10, 13. Startup: i14~15, i23. On block: -16. On hit: -8.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Strong Aerial Tailspin * Weapon * Combo from 1st hit * Enter PHX +6 +14 r21 with F or 4 on hit or block
Outlaw Burst
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2,1
Read as: Down-Forward + left punch β†’ right punch β†’ left punch

Hit level: m, h, m. Damage: 10, 13, 15. Startup: i14~15, ,i26~27. On block: -15. On hit: +32a (+11).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * Combo from 1st hit * Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
Move df+1,4
Command Move
Controls: Universal Tekken notation
How it is used
df+1,4
Read as: Down-Forward + left punch β†’ right kick

Hit level: m, m. Damage: 10, 12. Startup: i14~15, i20~21. On block: -10. On hit: +1.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Knee * Combo from 1st hit
Outlaw Wing
Command Move
Controls: Universal Tekken notation
How it is used
df+1,4,3
Read as: Down-Forward + left punch β†’ right kick β†’ left kick

Hit level: m, m, M. Damage: 10, 12, 20. Startup: i14~15, ,i27~28. On block: -18~-16. On hit: +12a (-5). Counter hit: +36a (+26).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break * Move can be delayed by 9f * Floating state 28~
Wyrm Killer
Command Move
Controls: Universal Tekken notation
How it is used
df+2
Read as: Down-Forward + right punch

Hit level: m,m. Damage: 5,10. Startup: i15~16 i26~27. On block: -13. On hit: +30a (+20).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * 2nd hit available only on hit or block
Move df+2,2
Command Move
Controls: Universal Tekken notation
How it is used
df+2,2
Read as: Down-Forward + right punch β†’ right punch

Hit level: m,m, m. Damage: 5,10, 20. Startup: i15~16 i26~27, i18~19. On hit: +5a (-2).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Available only as combo from 2nd hit * Available on standing hit only * Low crush 9~
Aerial Combination
Command Move
Controls: Universal Tekken notation
How it is used
df+2,2,2
Read as: Down-Forward + right punch β†’ right punch β†’ right punch

Hit level: m,m, m, m,M. Damage: 5,10, 20, 6,25. Startup: i15~16 i26~27, ,i26~27 i3~4. On hit: +60a (+44).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Weapon * Available only as combo from 3rd hit * Available on standing hit only
Move df+3
Command Move
Controls: Universal Tekken notation
How it is used
df+3
Read as: Down-Forward + left kick

Hit level: L. Damage: 20. Startup: i29~30. On block: -26. On hit: +3c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * High crush 6~65
Hydro Blast
Command Move
Controls: Universal Tekken notation
How it is used
df+3,1
Read as: Down-Forward + left kick β†’ left punch

Hit level: L, M,M. Damage: 20, 18,20. Startup: i29~30, i27~29 i3~10. On hit: +3c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Available only as combo from 1st hit * 38 damage in total for the full string with scaling * Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
Door Knocker
Command Move
Controls: Universal Tekken notation
How it is used
df+4
Read as: Down-Forward + right kick

Hit level: m. Damage: 13. Startup: i14. On block: -9. On hit: +5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Scorching Sweep
Command Move
Controls: Universal Tekken notation
How it is used
d+1
Read as: Down + left punch

Hit level: L. Damage: 14. Startup: i18~19. On block: -13. On hit: +2.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* High crush 6~
Crouch Straight
Command Move
Controls: Universal Tekken notation
How it is used
d+2
Read as: Down + right punch

Hit level: sl. Damage: 8. Startup: i11. On block: -6. On hit: +5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
+5c on crouching hit * High crush 4~
Crouch Spin Kick
Command Move
Controls: Universal Tekken notation
How it is used
d+3
Read as: Down + left kick

Hit level: L. Damage: 10. Startup: i16. On block: -17. On hit: -6.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* -6c on crouching hit * High crush 4~
Crouch Shin Kick
Command Move
Controls: Universal Tekken notation
How it is used
d+4
Read as: Down + right kick

Hit level: l. Damage: 6. Startup: i12. On block: -15. On hit: -4.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* -4c on crouching hit * High crush 4~
Pile Driver
Command Move
Controls: Universal Tekken notation
How it is used
d+1+2
Read as: Down + left punch + right punch

Hit level: M. Damage: 23. Startup: i22~23. On block: -6. On hit: +9a (-8). Counter hit: +63a (+47).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break * Weapon * 6 chip damage on block
Move db+1
Command Move
Controls: Universal Tekken notation
How it is used
db+1
Read as: Down-Back + left punch

Hit level: h. Damage: 10. Startup: i17~18. On block: +0. On hit: +4. Counter hit: +12a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * 5 chip damage on block
Tidal Surge
Command Move
Controls: Universal Tekken notation
How it is used
db+1,1
Read as: Down-Back + left punch β†’ left punch

Hit level: h, m,m. Damage: 10, 7,20. Startup: i17~18, i21~22 i18~19. On hit: +31d (+10d).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Homing * Balcony Break * Available only as combo from 1st hit * Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
Move db+2
Command Move
Controls: Universal Tekken notation
How it is used
db+2
Read as: Down-Back + right punch

Hit level: m. Damage: 10. Startup: i17~18. On block: -12. On hit: -1.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon
Ice Spikes
Command Move
Controls: Universal Tekken notation
How it is used
db+2,1
Read as: Down-Back + right punch β†’ left punch

Hit level: m, M. Damage: 10, 23. Startup: i17~18, i25~26. On block: -13. On hit: +27a (+12a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Weapon * Combo from 1st hit
Ice Spikes (Hold)
Command Move
Controls: Universal Tekken notation
How it is used
db+2,1*

Hit level: m, M. Damage: 10, 27. Startup: i17~18, i40~41. On block: -3. On hit: +27a (+12a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Weapon * 10 chip damage on block
Cold Cyclone
Command Move
Controls: Universal Tekken notation
How it is used
db+4
Read as: Down-Back + right kick

Hit level: L. Damage: 20. Startup: i19~20. On block: -18. On hit: +4c. Counter hit: +67a (+51a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Effectively homing?
Move db+1+2
Command Move
Controls: Universal Tekken notation
How it is used
db+1+2
Read as: Down-Back + left punch + right punch

Hit level: M,m. Damage: 12,10. Startup: i17~18 i23. On block: -11. On hit: -2c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * 6 chip damage on block
Gouge
Command Move
Controls: Universal Tekken notation
How it is used
db+1+2,1
Read as: Down-Back + left punch + right punch β†’ left punch

Hit level: M,m, M. Damage: 12,10, 20. Startup: i17~18 i23, i22~i23. On block: -13. On hit: +24a (+9a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break (BT) * Weapon * Combo from 2nd CH * Transition to +41a (+23) GAR on airborne hit * Cancel GAR transition with B * 6 chip damage on block
Blue Bolt
Command Move
Controls: Universal Tekken notation
How it is used
b+1
Read as: Back + left punch

Hit level: m. Damage: 18. Startup: i17~18. On block: -13. On hit: +10g. Counter hit: +57a.

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Command details & verification
* Homing * Balcony Break * Weapon
Executioner
Command Move
Controls: Universal Tekken notation
How it is used
b+2
Read as: Back + right punch

Hit level: h. Damage: 20. Startup: i20~21. On block: -6. On hit: +9.

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Command details & verification
* Strong Aerial Tailspin * Balcony Break * Weapon * Enter PHX +4 +23 r24 with F or 4 on block or hit * Hit vs BT +15a (+6) * Effectively homing?
Precision Counter
Command Move
Controls: Universal Tekken notation
How it is used
b+3,P,2
Read as: Back + left kick β†’ P β†’ right punch

Hit level: m. Damage: 35. Startup: i20~21. On block: +3. On hit: +16a (+6a).

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Command details & verification
* Reversal Break * Balcony Break * Weapon * Move can be delayed by 20F * is1~9 * Floating state 10~20
Mercenary Kick
Command Move
Controls: Universal Tekken notation
How it is used
b+4
Read as: Back + right kick

Hit level: M. Damage: 20. Startup: i18~19. On block: -9. On hit: +16cg. Counter hit: +25a (+19a).

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Command details & verification
* Balcony Break * Steel pedal, opponent recovers in FUFT * Opponent recovers crouching on standing hit
Windup / Windup Counter
Command Move
Controls: Universal Tekken notation
How it is used
b+1+2
Read as: Back + left punch + right punch

Hit level: m. Damage: 25. Startup: i24~25. On block: -14. On hit: +14a (+4a).

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Command details & verification
* Balcony Break * Weapon * Reversal Break (after attack absorb) * 34 in total damage after absorbing an attack in power crush state * Damage taken during power crush state is recoverable * -7 frame advantage and 12 chip damage on block after absorbing an attack in power crush state * Power crush 7~23
Move uf+2
Command Move
Controls: Universal Tekken notation
How it is used
uf+2
Read as: Up-Forward + right punch

Hit level: m,m,m. Damage: 10,12 (8),12 (6). Startup: i20, i4, i3. On block: -17. On hit: +14a (+7).

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Command details & verification
* 3 chip damage on block * 24 damage in total with scaling * Low crush 20~45 * Floating state 46~48
Wicked Wheel
Command Move
Controls: Universal Tekken notation
How it is used
uf+2,2
Read as: Up-Forward + right punch β†’ right punch

Hit level: m,m,m, h. Damage: 10,12 (8),12 (6), 30 (12). Startup: i20, i4, i3, i16. On block: +0. On hit: +24a (-14) / +11a (+1).

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Command details & verification
* Balcony Break * Combo from 1st hit with 14F delay * Move cannot be delayed * +11a (+1) from 4th hit * 3 chip damage on block * 36 damage in total with scaling * Last hit available on hit or block only * Low crush 1~43 * Floating state 44~46
Pulverize
Command Move
Controls: Universal Tekken notation
How it is used
b,B+1+4
Read as: Back β†’ hold Back + left punch + right kick

Hit level: m!. Damage: 40. Startup: i80~81. On hit: +56a.

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Command details & verification
* Hitstop on frame 80 for 20f
Soul Cleave
Command Move
Controls: Universal Tekken notation
How it is used
f,F+2
Read as: Forward β†’ hold Forward + right punch

Hit level: m. Damage: 21. Startup: i19~20. On block: -7. On hit: +13a. Counter hit: +38a.

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Command details & verification
* Balcony Break * Spike * Weapon * Increases ZAN gauge by 0.50 on hit * Increases ZAN gauge by 0.14 on block * Only deals recoverable damage
Staff of Judgment
Command Move
Controls: Universal Tekken notation
How it is used
f,F+1+2
Read as: Forward β†’ hold Forward + left punch + right punch

Hit level: m. Damage: 22. Startup: i20. On block: +3. On hit: +9c.

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Command details & verification
* Spike * Weapon * 2 chip damage on block
Deadly Embrace
Command Move
Controls: Universal Tekken notation
How it is used
qcf+1
Read as: Down β†’ Down-Forward β†’ Forward + left punch

Hit level: h. Damage: 5. Startup: i20-31. On block: -12~-10. On hit: +8cg~+10cg.

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Command details & verification
* Balcony Break * Weapon * Hold to power up * 1 chip damage on block * Cancel to r15 PHX with 4 or F from frames 10-16 * Transitions to unbreakable throw from i23-31 5,10 +3 * Throw deals recoverable damage only * Forces tech backroll on hit
Deadly Embrace (hold)
Command Move
Controls: Universal Tekken notation
How it is used
qcf+1*

Hit level: h. Damage: 10. Startup: i30-41. On block: -5~-3. On hit: +16a~+18a (+6~+8).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * 2 chip damage on block * Cancel to r25 PHX with 4 or F from frames 10-16 * Transitions to unbreakable throw from i33-41 10,15 +3 * Throw deals recoverable damage only
Lunge
Command Move
Controls: Universal Tekken notation
How it is used
f,f,F+2
Read as: Forward β†’ Forward β†’ hold Forward + right punch

Hit level: m. Damage: 20. Startup: i24~26. On block: -4. On hit: +31d (+10).

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Command details & verification
* Balcony Break * Weapon * Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block * 4 chip damage on block

Throws

10
Dash of Steel
Throw
Controls: Universal Tekken notation
How it is used
b+3,P,1+2
Read as: Back + left kick β†’ P β†’ left punch + right punch

Hit level: m,t. Damage: 35. Startup: i20~21. On block: -13. On hit: +5d.

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Command details & verification
* Reversal Break * Weapon * Increases ZAN gauge by 0.72 on hit * Increases ZAN gauge by 0.10 on block * Move can be delayed by 20F * Transition to attack throw on hit * Side switch on hit * is1~20
Heatwave
Throw
Controls: Universal Tekken notation
How it is used
PHX.1
Read as: PHX.left punch

Hit level: M,m,t. Damage: 16,15,10. Startup: i21. On block: -14. On hit: +0d.

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Command details & verification
* Weapon * Transition to attack throw on front standing hit * -9 frame advantage and 6 chip damage on block after absorbing an attack in power crush state * On 1st hit regain 5 additional recoverable health * +4d on side or BT hit * Power crush 7~20
Steel Slash
Throw
Controls: Universal Tekken notation
How it is used
PHX.2,2
Read as: PHX.right punch β†’ right punch

Hit level: m, m,t. Damage: 12, 8,18. Startup: i15, i20. On block: -13. On hit: +5d / +5a (-4).

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Command details & verification
* Balcony Break * Weapon * Combo from 1st hit with 6F delay * Interrupt with i4 from 1st block * Transition to attack throw on hit * Cancel throw transition with B * Increases ZAN gauge by 0.72 on hit * Increases ZAN gauge by 0.40 on hit without throw * Increases ZAN gauge by 0.10 on block * Side switch on hit * Move cannot be delayed * Input can be delayed by 6F
Impulse / Follow Up Flare
Throw
Controls: Universal Tekken notation
How it is used
WOL.2
Read as: WOL.right punch

Hit level: sm,t. Damage: 30,70. Startup: i25~40. On block: -38~-23. On hit: -12cg~+3cg.

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Command details & verification
* Weapon * Transition to attack throw on airborne hit * 56 damage in total with attack throw and scaling * Forces tech backroll on hit * Floating state 1~46
Fangs of Ruin
Throw
Controls: Universal Tekken notation
How it is used
1+3
Read as: left punch + left kick

Hit level: t. Damage: 35. Startup: i12~14. On block: -5. On hit: +0d.

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Command details & verification
* Homing * Throw break 1 or 2 * Can be done from FC * Opponent recovers in FUFA state
Punisher
Throw
Controls: Universal Tekken notation
How it is used
2+4
Read as: right punch + right kick

Hit level: t. Damage: 35. Startup: i12~14. On block: -5. On hit: +0d.

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Command details & verification
* Homing * Throw break 1 or 2 * Can be done from FC * Side switch on hit and on throw break * Opponent recovers in FUFT
Judgment Bolt
Throw
Controls: Universal Tekken notation
How it is used
Back throw
Read as: Back throw

Hit level: t. Damage: 50. On hit: +0d.

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Command details & verification
* Unbreakable * Opponent recovers in FUFA
Fangs of Ruin
Throw
Controls: Universal Tekken notation
How it is used
Left throw
Read as: Left throw

Hit level: t. Damage: 40. Startup: i12~14. On block: -3. On hit: +0d.

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Command details & verification
* Throw break 1 * Opponent recovers in FUFA
Punisher
Throw
Controls: Universal Tekken notation
How it is used
Right throw
Read as: Right throw

Hit level: t. Damage: 40. Startup: i12~14. On block: -3. On hit: +0d.

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Command details & verification
* Throw break 2 * Side switch on hit * Opponent recovers in FUFT
Gigaflare
Throw
Controls: Universal Tekken notation
How it is used
uf+1+2
Read as: Up-Forward + left punch + right punch

Hit level: t. Damage: 40. Startup: i12~14. On block: -5. On hit: +0d.

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Command details & verification
* Throw break 1+2 * PHX.uf+1+2: i15~17 startup * Can be done from FC * Opponent recovers in FDFA

Heat

14
Heat Burst
Heat
Controls: Universal Tekken notation
How it is used
2+3
Read as: right punch + left kick

Hit level: m. Damage: [12;12]. Startup: i16. On block: +1. On hit: +2c.

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Command details & verification
* 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
Infernal Flames of Rebirth
Heat
Controls: Universal Tekken notation
How it is used
H.2+3
Read as: in Heat.right punch + left kick

Hit level: m,t,m,m,m,m,m,m. Damage: 55. Startup: i18. On block: +5. On hit: -10.

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Command details & verification
* Heat Smash * Balcony Break * Transition to attack throw on 1st hit * 45 damage Balcony Break on 1st whiff * Recover 27-45 recoverable health on hit: * Regain 18?-19? additional recoverable health on hit * Recover 19 recoverable health on 1st whiff and 2nd hit: * Regain 12? additional recoverable health on 1st whiff and 2nd hit * 10 chip damage on block * Low crush 23~117 * Floating state 118~120
Dancing Steel
Heat
Controls: Universal Tekken notation
How it is used
H.PHX.2+3
Read as: in Heat.PHX.right punch + left kick

Hit level: m. Damage: 42. Startup: i15~16. On block: +8. On hit: +0.

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Command details & verification
* Heat Smash * Floor Break * Weapon * Increases ZAN gauge by 1.16 on hit * Increases ZAN gauge by 0.66 on block * Transition to throw on hit * Opponent recovers in FDFA state * Only deals recoverable damage * (32) damage balcony break on 1st whiff * 6 chip damage on block
Move H.u+1+2
Heat
Controls: Universal Tekken notation
How it is used
H.u+1+2
Read as: in Heat.Up + left punch + right punch

Hit level: M,m. Damage: 18,21. Startup: i19~20,i20~21. On block: -12. On hit: +3c.

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Command details & verification
* Weapon 2nd hit * Consumes 150F of remaining Heat time * Transition to r15 PHX with F or 4 on hit or block (-1/+14c) * 7 chip damage on block
Blazing Rush
Heat
Controls: Universal Tekken notation
How it is used
H.u+1+2,1
Read as: in Heat.Up + left punch + right punch β†’ left punch

Hit level: M,m, m,m. Damage: 18,21, 17,22. Startup: i19~20,i20~21, i25~26,i20~21. On block: -12. On hit: +14a(+4a).

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Command details & verification
* Balcony Break * Weapon 2nd hit * Move cannot be delayed * Input can be delayed by 25F * Interrupt with i3 from 2nd block * 7 chip damage on block * Same move as (df+1,H.1),1
Move H.u+1+2,2
Heat
Controls: Universal Tekken notation
How it is used
H.u+1+2,2
Read as: in Heat.Up + left punch + right punch β†’ right punch

Hit level: M,m, h,h. Damage: 18,21, 10,12. Startup: i19~20,i20~21, i23~24,i12~13. On block: -9. On hit: +8.

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Command details & verification
* Weapon 1st hit * Jail from 2nd normal hit * 4 chip damage on block * Transition to r15 PHX with F or 4 on hit or block (-3/+14) * Same move as (df+1,H.1),2
Blazing Eruption
Heat
Controls: Universal Tekken notation
How it is used
H.u+1+2,2,1
Read as: in Heat.Up + left punch + right punch β†’ right punch β†’ left punch

Hit level: M,m, h,h, M,M. Damage: 18,21, 10,12, 10,16. Startup: i19~20,i20~21, ,i20~21,i11~12. On block: -12. On hit: +15a(-2a).

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Command details & verification
* Tornado * Balcony Break * Weapon 2nd hit * Combo from 4th hit with 17F delay * Move cannot be delayed * Input can be delayed by 17F * 5 chip damage on block * Same move as (df+1,H.1,2),1 * Tornado launching steel pedal
Lethal Ignition
Heat
Controls: Universal Tekken notation
How it is used
H.f+2,2,1
Read as: in Heat.Forward + right punch β†’ right punch β†’ left punch

Hit level: m, m, m. Damage: 10, 7, 25. Startup: i15, ,i26~27. On block: -9. On hit: +14c.

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Command details & verification
* Balcony Break * Combo from 1st hit with 8F delay * Interrupt with i7 * Move cannot be delayed * Input can be delayed by 8F * Consumes 150F of remaining Heat time * Forces tech backroll on hit * 5 chip damage on block
Lethal Ignition (Hold)
Heat
Controls: Universal Tekken notation
How it is used
H.f+2,2,1*

Hit level: m, m, m. Damage: 10, 7, 30. Startup: i15, ,i42~43. On block: +11. On hit: +52a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Guard Break * Consumes 150F of remaining Heat time * Interrupt with i23 from 2nd block * Interrupt with i12 from 2nd hit * Whiffs vs SSL, SW from 2nd block * Whiffs vs SSR, SWR from 2nd hit * 12 chip damage on block
Move H.df+1,1
Heat
Controls: Universal Tekken notation
How it is used
H.df+1,1
Read as: in Heat.Down-Forward + left punch β†’ left punch

Hit level: m, M,m. Damage: 10, 13,15. Startup: i14~15, i22~23,i20~21. On block: -12. On hit: +3c.

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Command details & verification
* Weapon 2nd hit * Combo from 1st hit with 1F delay * Input can be delayed by 1F * Move cannot be delayed by 2F * Move is delayed by 2F * Interrupt with i4 from 1st block * Consumes 150F of remaining Heat time * Transition to r15 PHX with F or 4 on hit or block (-1/+14c) * 5 chip damage on block
Crimson Rush
Heat
Controls: Universal Tekken notation
How it is used
H.df+1,1,1
Read as: in Heat.Down-Forward + left punch β†’ left punch β†’ left punch

Hit level: m, M,m, m,m. Damage: 10, 13,15, 17,22. Startup: i14~15, ,i25~26,i20~21. On block: -12. On hit: +14a(+4a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon 2nd hit * Move cannot be delayed * Input can be delayed by 25F * Interrupt with i3 from 3rd block * 7 chip damage on block
Move H.df+1,1,2
Heat
Controls: Universal Tekken notation
How it is used
H.df+1,1,2
Read as: in Heat.Down-Forward + left punch β†’ left punch β†’ right punch

Hit level: m, M,m, h,h. Damage: 10, 13,15, 10,12. Startup: i14~15, ,i23~24,i12~13. On block: -9. On hit: +8.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon 1st hit * Jail from 3rd normal hit * Interrupt with i1 * Transition to r15 PHX with F or 4 on hit or block (-3/+14) * 4 chip damage on block
Crimson Eruption
Heat
Controls: Universal Tekken notation
How it is used
H.df+1,1,2,1
Read as: in Heat.Down-Forward + left punch β†’ left punch β†’ right punch β†’ left punch

Hit level: m, M,m, h,h, M,M. Damage: 10, 13,15, 10,12, 10,16. Startup: i14~15, ,i20~21,i11~12. On block: -12. On hit: +15a(-2a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break * Weapon 2nd hit * Combo from 5th hit with 17F delay * Move cannot be interrupted * Move cannot be delayed * Input can be delayed by 17F * 5 chip damage on block * Tornado launching steel pedal
Twin Flames
Heat
Controls: Universal Tekken notation
How it is used
H.PHX.2,1+2
Read as: in Heat.PHX.right punch β†’ left punch + right punch

Hit level: m, m. Damage: 12, 32. Startup: i15, i23~24. On block: +4. On hit: +25a(-1a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * Combo from 1st hit * Interrupt with i7 from 1st block * 6 chip damage on block * Consumes 150F of remaining Heat time

Rage Art

1
Hellfire
Rage Art
Controls: Universal Tekken notation
How it is used
R.df+1+2
Read as: in Rage.Down-Forward + left punch + right punch

Hit level: m,t. Damage: 55+. Startup: i20. On block: -18. On hit: +0d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 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~

Crouching / Rising Attack

7
Move ws1
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1
Read as: wsleft punch

Hit level: m. Damage: 11. Startup: i13~14. On block: -4. On hit: +3. Counter hit: +8.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Elbow * Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
Wild Steel
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1,2
Read as: wsleft punch β†’ right punch

Hit level: m, m. Damage: 11, 19. Startup: i13~14, i26~27. On block: -12. On hit: +9. Counter hit: +21a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * Combo from 1st hit with 3f delay * Combo from 1st CH with 8f delay * Interrupt with i3 from 1st block * Input can be delayed 8f * Increases ZAN gauge by 0.50 on hit * Increases ZAN gauge by 0.14 on block
Echo Breaker
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws2
Read as: wsright punch

Hit level: m. Damage: 15. Startup: i15~16. On block: -14~-13. On hit: +53a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon
Fame Wolf
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws3
Read as: wsleft kick

Hit level: m,m. Damage: 20,15(20). Startup: i20~21, i28~41. On block: -8. On hit: +21a (+11a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * Balcony Break * Power up in Heat: 20 damage and +20a(+10a) on hit * Jail from 1st block
Sabaton Smash
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws4
Read as: wsright kick

Hit level: m. Damage: 14. Startup: i11~12. On block: -5. On hit: +6.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Enter PHX -5 +6 r23 with F or 4 on hit or block
Crouch Jab
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.1
Read as: fully crouched.left punch

Hit level: sl. Damage: 5. Startup: i10. On block: -5. On hit: +6.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r24 with f * +6c on crouching hit * High crush 1~
Swift Edge
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.df+2
Read as: fully crouched.Down-Forward + right punch

Hit level: L. Damage: 18. Startup: i19~20. On block: -13. On hit: +3c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * High crush 1~20

Stance Technique

20
Move SS.2
Stance Technique
Controls: Universal Tekken notation
How it is used
SS.2
Read as: SS.right punch

Hit level: M. Damage: 12. Startup: i17~18. On block: -9. On hit: -2.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Side step takes 9f, effective startup i26
Slash Burst
Stance Technique
Controls: Universal Tekken notation
How it is used
SS.2,1
Read as: SS.right punch β†’ left punch

Hit level: M, m. Damage: 12, 23. Startup: i17~18, i22~23. On block: -15. On hit: +9cg.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Heat Engager * Heat Dash +5, +45a (+35a) * Balcony Break * Weapon * Input 1 during the 1st hit animation on frames 16~18 to add +3 damage * Combo from 1st hit with 11f delay * Jail from 1st block with 5F delay * Input can be delayed 11f * Move can be delayed 10f * Force tech backroll on hit
Stone Smite
Stance Technique
Controls: Universal Tekken notation
How it is used
SS.1+2
Read as: SS.left punch + right punch

Hit level: M. Damage: 21. Startup: i25~26. On block: +2. On hit: +49a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Spike * Weapon * 6 chip damage on block * Transition to FC with D * Side step takes 9f, effective startup i34~35
Judgment Bolt
Stance Technique
Controls: Universal Tekken notation
How it is used
CH.f,F+1+2
Read as: CH.Forward β†’ hold Forward + left punch + right punch

Hit level: m. Damage: 50. Startup: i20. Counter hit: +0d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Throw from front hit * Opponent recovers FUFA
Griffin Hunter
Stance Technique
Controls: Universal Tekken notation
How it is used
GAR.1
Read as: GAR.left punch

Hit level: m. Damage: 18. Startup: i15~17. On block: -5~-3. On hit: +17a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Spike * 21 damage with delayed input * Jump takes 17f, effective minimum startup i32~34 * 3 (4) chip damage on block * -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1 * Low crush 1~23 * Floating state 24~26
Move GAR.2
Stance Technique
Controls: Universal Tekken notation
How it is used
GAR.2
Read as: GAR.right punch

Hit level: m. Damage: 20. Startup: i18~19. On block: -15. On hit: -13.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * 24 damage with delayed input * -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2 * Jump takes 17f, effective minimum startup i35~36 * js1~48 with u+2 * Low crush 1~49
Burning Rain
Stance Technique
Controls: Universal Tekken notation
How it is used
GAR.2,2
Read as: GAR.right punch β†’ right punch

Hit level: m, m,M. Damage: 20, 6,25. Startup: i18~19, i26~27 i3~4. On block: -17. On hit: +13d (-4d).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Weapon * Combo from 1st hit * Low crush 1~26 * Floating state 27~29
Lift Kick
Stance Technique
Controls: Universal Tekken notation
How it is used
GAR.3
Read as: GAR.left kick

Hit level: h. Damage: 12. Startup: i12. On block: -3. On hit: +21a (-4a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * 15 damage with delayed input * +6 on hit with ub+3 * Jump takes 17f, effective minimum startup i29 * Low crush 1~29 * Floating state 30~32
Sky Kick
Stance Technique
Controls: Universal Tekken notation
How it is used
GAR.4
Read as: GAR.right kick

Hit level: h. Damage: 10. Startup: i10. On block: -4. On hit: +2.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * 13 damage with delayed input * 8 damage, 11 delayed input damage with ub+4 * Jump takes 17f, effective minimum startup i27 * js1~27 fs28~30 with ub+4 and u+4 * Low crush 1~31 * Floating state 32~34
Shift Strike
Stance Technique
Controls: Universal Tekken notation
How it is used
PHX.2
Read as: PHX.right punch

Hit level: m. Damage: 12. Startup: i15. On block: -9. On hit: +4c. Counter hit: +35d (+27).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break on CH * Weapon * 3 chip damage on block
Rising Flame
Stance Technique
Controls: Universal Tekken notation
How it is used
PHX.2,1
Read as: PHX.right punch β†’ left punch

Hit level: m, M. Damage: 12, 23. Startup: i15, i25~26. On block: -12. On hit: +24a (+9).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Weapon * On hit regain 5 additional recoverable health * Combo from 1st hit with 9f delay * Airborne combo from 1st CH with 12F delay ** Grounded combo with more than 12F delay * Interrupt with i9 from 1st block * Input can be delayed 16f * Move can be delayed 10f
Move PHX.3
Stance Technique
Controls: Universal Tekken notation
How it is used
PHX.3
Read as: PHX.left kick

Hit level: L. Damage: 8. Startup: i21. On block: -26. On hit: -3c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Stagger on block
Vanagandr
Stance Technique
Controls: Universal Tekken notation
How it is used
PHX.3,2
Read as: PHX.left kick β†’ right punch

Hit level: L, m,m. Damage: 8, 18 (12),20/36 (10/18). Startup: i21, i30 i29~34. On hit: +39a (+29).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Power up in Heat * Available only as combo from 1st hit * 30 (38 in heat) damage in total for the full string with scaling * 20f timestop on hit during Heat * -20 on 2nd block (impossible?)
Dark Surge
Stance Technique
Controls: Universal Tekken notation
How it is used
PHX.3,1+2
Read as: PHX.left kick β†’ left punch + right punch

Hit level: L, m,M. Damage: 8, 12 (8),20 (10). Startup: i21, i27~28 i23~24. On hit: +6d (-29).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Spike * Available only as combo from 1st hit * Increases ZAN gauge by 0.70 on hit (0.30 + 0.40) * Increases ZAN gauge by 0.24 on block (0.10 + 0.14) * 30 damage in total for the full string with scaling * Only deals recoverable damage * -13c on 2nd block (impossible?) * Low crush 41~54 * Floating state 55~57
Firestarter
Stance Technique
Controls: Universal Tekken notation
How it is used
PHX.4
Read as: PHX.right kick

Hit level: L. Damage: 15. Startup: i15~16. On block: -13. On hit: -1c. Counter hit: +13c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* High crush 6~47
Scarlet Cyclone
Stance Technique
Controls: Universal Tekken notation
How it is used
PHX.1+2
Read as: PHX.left punch + right punch

Hit level: m,m. Damage: 10,23. Startup: i23~24, i19~20. On block: -7. On hit: +9a (+0).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * 6 chip damage on block * On hit regain 3 additional recoverable health
Move PHX.1+4
Stance Technique
Controls: Universal Tekken notation
How it is used
PHX.1+4
Read as: PHX.left punch + right kick

Damage: 8-63.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Increases ZAN gauge by 0.20 on ZAN1 hit * Increases ZAN gauge by 0.10 on ZAN1 block * Transitions to attack throw on hit with ZAN2-5 * Resets ZAN gauge on hit with ZAN2-5 * Damage increases with ZAN gauge level: * ZAN1: 8 * ZAN2: 33 * ZAN3: 38 * ZAN4: 48 * ZAN5: 63
Bolt Boot
Stance Technique
Controls: Universal Tekken notation
How it is used
PHX.3+4
Read as: PHX.left kick + right kick

Hit level: m. Damage: 20. Startup: i28~29. On block: +7. On hit: +18a (+8).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * Balcony Break * 6 chip damage on block * Low crush 18~39 * Floating state 40~42
Dia
Stance Technique
Controls: Universal Tekken notation
How it is used
WOL.1
Read as: WOL.left punch

Hit level: sm. Damage: 23. Startup: i18~27. On block: -20~-11. On hit: +8~+17.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Transition to PHX r15 on hit * Floating state 1~60
Radiant Backflip
Stance Technique
Controls: Universal Tekken notation
How it is used
WOL.3
Read as: WOL.left kick

Hit level: M. Damage: 20. Startup: i27~28. On block: -15~-14. On hit: +61a (+45).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Instant tornado * Low crush 1~52 * Floating state 53~55

Stance / Utility

7
Wings of Light
Stance / Utility
Controls: Universal Tekken notation
How it is used
3+4
Read as: left kick + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Strong low parry effect (active while moving) * Move backward/forward with b_f * Cancel to r53 with db_d_df * Floating state 5~ * Parry state 9~
Phoenix Shift
Stance / Utility
Controls: Universal Tekken notation
How it is used
f+4
Read as: Forward + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Actionable after 15f * Stance moves can be delayed by 9F * Block at frame 35 (i35 standing guard)
Precision Dodge
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+3
Read as: Back + left kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves * Parry state 5~13
Move b+3,P
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+3,P
Read as: Back + left kick β†’ P

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 13f timestop * Earliest cancel to parry attacks r23 (r36?) * is1~16
Ki Charge
Stance / Utility
Controls: Universal Tekken notation
How it is used
1+2+3+4
Read as: left punch + right punch + left kick + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 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
Updraft
Stance / Utility
Controls: Universal Tekken notation
How it is used
uf
Read as: Up-Forward

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Low crush 9~43
Phoenix Shift
Stance / Utility
Controls: Universal Tekken notation
How it is used
WOL.4
Read as: WOL.right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Actionable after 15f * Stance moves can be delayed by 9F * Block at frame 35 (i35 standing guard)

Practise the move in a usable situation

A move-list entry describes one action; it is not automatically a guaranteed combo route.

GetCheatBeacon's practical checklist for Clive Rosfield:

  • Read the notation and confirm the facing direction.
  • Practise the move alone before connecting it to another action.
  • Use the training display to check whether a follow-up is actually guaranteed.
  • Check any stance, Heat or counter-hit requirement before expecting the same result in a match.

Read the related game guide β†’