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Lee Chaolan Tekken 8 fighter artwork
Tekken 8 Move & Ability Guide

Lee Chaolan moves, skills and special abilities

Move & Ability Guide

Move reference with controller-independent commands, throws, stances, Heat and Rage entries. Community move data: TekkenDocs / Wavu Wiki, with credit to RBNorway. Check Practice Mode for current-patch values.

156 ability entries28 Basic Attacks70 Command Moves8 Throws4 Heat1 Rage Art23 Crouching / Rising Attack13 Stance Technique9 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

28
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.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Recovers 2f faster on hit or block (t27 r17)
Left Right Combo
Basic Attack
Controls: Universal Tekken notation
How it is used
1,2
Read as: left punch β†’ right punch

Hit level: h, h. Damage: 5, 9. Startup: i10, i12. On block: -3. On hit: +7.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to MS r21 with F (-2/+8) * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay
Move 1,2,2
Basic Attack
Controls: Universal Tekken notation
How it is used
1,2,2
Read as: left punch β†’ right punch β†’ right punch

Hit level: h, h, m. Damage: 5, 9, 14. Startup: i10, ,i20~21. 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
* Combo from 2nd CH with 7F delay * Interrupt with i2 from 1st block * Move can be delayed 5F * Input can be delayed 7F
Left Right Combo > Revolution Zwei
Basic Attack
Controls: Universal Tekken notation
How it is used
1,2,2,3
Read as: left punch β†’ right punch β†’ right punch β†’ left kick

Hit level: h, h, m, h. Damage: 5, 9, 14, 23. Startup: i10, ,i21~23. On block: -3. On hit: +17a (+8).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 2nd CH or 3rd hit with 8F delay * Transition to HMS r37 with 4 (-9/+11a (+2a)) ** Cancel to r14 standing or FC with b_db_d_df (Cannot block i23) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10) * Interrupt with i6 from 3rd block * Whiffs vs SSR from 3rd block * Move can be delayed 13F * Input can be delayed 17F
Left Right Mid Kick
Basic Attack
Controls: Universal Tekken notation
How it is used
1,2,4
Read as: left punch β†’ right punch β†’ right kick

Hit level: h, h, m. Damage: 5, 9, 10. Startup: i10, ,i18. On block: -12. On hit: -1. Counter hit: +58a.

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 2nd hit * Transition to HMS r33 with 3 (-14/-3/+57a) ** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15) * Consumes 60F of remaining Heat time without perfect input
Left Right Mid Kick
Basic Attack
Controls: Universal Tekken notation
How it is used
1,2:4
Read as: left punch β†’ right punch (precise timing) right kick

Hit level: h, h, m. Damage: 5, 9, 12. Startup: i10, ,i18. On block: -12. On hit: +5. Counter hit: +58a.

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 2nd hit with 1f delay * Input 4 during frames 10-13 of 1,2 * Consumes 60F of remaining Heat time without perfect input * 4 chip damage on block * Move cannot be delayed * Transition to HMS r33 with 3 (-14/+3/+57a) ** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15)
Move 1,3
Basic Attack
Controls: Universal Tekken notation
How it is used
1,3
Read as: left punch β†’ left kick

Hit level: h, h. Damage: 5, 5. Startup: i10, i16. On block: -11. On hit: +0.

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 with 2F delay * Combo from 1st hit with 4F delay * Move can be delayed by 4F
Move 1,3:3
Basic Attack
Controls: Universal Tekken notation
How it is used
1,3:3
Read as: left punch β†’ left kick (precise timing) left kick

Hit level: h, h, m. Damage: 5, 5, 4. Startup: i10, ,i9. On block: -11. On hit: +0.

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 * Input 3 during frames 13-16 of previous hit * Bufferable during Heat
[[Acid Rain]]
Basic Attack
Controls: Universal Tekken notation
How it is used
1,3:3:3
Read as: left punch β†’ left kick (precise timing) left kick (precise timing) left kick

Hit level: h, h, m, h. Damage: 5, 5, 4, 14. Startup: i10, ,i21. On block: -17. On hit: +14a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 1st hit * Input 3 during frames 8-9? of previous hit * Interrupt from i1 from 1st block * 20f timestop on hit * Consumes 240F of remaining Heat time without perfect input * 5 chip damage on block * Low crush 10~17 * Floating state 18~20
Right Cross
Basic Attack
Controls: Universal Tekken notation
How it is used
2
Read as: right punch

Hit level: h. Damage: 10. Startup: i10. On block: +1. On hit: +7.

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

Hit level: h, h. Damage: 10, 8. Startup: i10, i15~17. 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
* Jail from 1st block with 4F delay * Combo from 1st hit with 5F delay * Combo from 1st CH with 7F delay * Transition to HMS r22 with 3+4 (-5/+6) ** Cancel to r9 standing or FC with b_db_d_df (Cannot block i14) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df * Move can be delayed by 5F * Input can be delayed by 7F
Combination Drei
Basic Attack
Controls: Universal Tekken notation
How it is used
2,1,1
Read as: right punch β†’ left punch β†’ left punch

Hit level: h, h, m. Damage: 10, 8, 18. Startup: i10, ,i20~21. On block: -12. On hit: +3. Counter hit: +26a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 2nd CH with 4F delay * Interrupt with i6 from 1st block * Recovers 2F faster on hit (t82 r28) * Move cannot be delayed * Input can be delayed by 4F
Combination FΓΌnf
Basic Attack
Controls: Universal Tekken notation
How it is used
2,1,3
Read as: right punch β†’ left punch β†’ left kick

Hit level: h, h, h. Damage: 10, 8, 20. Startup: i10, ,i24~26. On block: -4. On hit: +20a (+11). Counter hit: +65a (+45).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 2nd CH with 2F delay * Interrupt with i8 from 1st block * Move cannot be delayed * Input can be delayed by 2F
Combination Vier
Basic Attack
Controls: Universal Tekken notation
How it is used
2,1,4
Read as: right punch β†’ left punch β†’ right kick

Hit level: h, h, L. Damage: 10, 8, 18. Startup: i10, ,i25~26. On block: -15. On hit: +1. Counter hit: +11.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 2nd CH with 3F delay * Interrupt with i10 from 1st block * Move can be delayed by 8F * Input can be delayed by 11F * High crush 15~56
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: 10, 14. Startup: i10, i20~21. 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
* Combo from 1st CH with 5F delay * Interrupt with i2 from 1st block * Move can be delayed 5F * Input can be delayed 7F
Right Cross > Revolution Zwei
Basic Attack
Controls: Universal Tekken notation
How it is used
2,2,3
Read as: right punch β†’ right punch β†’ left kick

Hit level: h, m, h. Damage: 10, 14, 23. Startup: i10, ,i21~23. On block: -3. On hit: +17a (+8).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 1st CH or 2nd hit with 8F delay * Transition to HMS r37 with 4 (-9/+11a (+2a)) ** Cancel to r14 standing or FC with b_db_d_df (Cannot block i23) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10) * Interrupt with i6 from 2nd block * Whiffs vs SSR from 2nd block * Move can be delayed 13F * Input can be delayed 17F
Mist Kick
Basic Attack
Controls: Universal Tekken notation
How it is used
3
Read as: left kick

Hit level: m. Damage: 16. Startup: i14. On block: -8. On hit: +7.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to HMS r27 with 4 (-8/+7) ** Cancel to r10 standing or FC with b_db_d_df (Cannot block i18) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df
Mist Wolf Combination
Basic Attack
Controls: Universal Tekken notation
How it is used
3,3
Read as: left kick β†’ left kick

Hit level: m, h. Damage: 16, 18. Startup: i14, i17. 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
* Jail from 1st block with 2F delay * Combo from 1st hit with 13F delay
Mist Trap
Basic Attack
Controls: Universal Tekken notation
How it is used
3~3
Read as: left kick (quick transition) left kick

Hit level: h. Damage: 18. Startup: i17 (i30). 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
* i30 effective startup (cancel takes 13F) * Input 3 by frame 13 of 1st hit
Head Kick
Basic Attack
Controls: Universal Tekken notation
How it is used
4
Read as: right kick

Hit level: h. Damage: 14. Startup: i11. On block: -9. On hit: +2. Counter hit: +2s.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Move 4,3
Basic Attack
Controls: Universal Tekken notation
How it is used
4,3
Read as: right kick β†’ left kick

Hit level: h, h. Damage: 14, 14 (9). Startup: i11, i18. On block: -14. On hit: -3. Counter hit: +2.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 1st hit * Airborne combo from 1st CH (+19a (+12)) * Move cannot be interrupted
Spinning Hammer Kick
Basic Attack
Controls: Universal Tekken notation
How it is used
4,3,3
Read as: right kick β†’ left kick β†’ left kick

Hit level: h, h, m. Damage: 14, 14 (9), 20 (10). Startup: i11, ,i19~21. On block: -13. On hit: +8d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Spike * Combo from 2nd CH with 11F delay * Airborne combo from 1st CH (+23a (-12)) * Move cannot be interrupted * Move can be delayed by 10F * Input can be delayed by 11F
Spin Kick Somersault Combo
Basic Attack
Controls: Universal Tekken notation
How it is used
4,3,4
Read as: right kick β†’ left kick β†’ right kick

Hit level: h, h, m. Damage: 14, 14 (9), 25 (12). Startup: i11, ,i30~32. On block: -9. On hit: +42a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Combo from 2nd CH with 5F delay * Airborne combo from 1st CH (+80a (+64)) * Interrupt with i10 from 2nd block * Whiffs vs SSR, SW from 2nd block (SSL inconsistent on big bodies) * Recovers 5F faster on hit (t85 r24) * Move can be delayed by 7F * Low crush 22~40 * Floating state 41~43
Move 4,4
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4
Read as: right kick β†’ right kick

Hit level: h, h. Damage: 14, 5 (3). Startup: i11, i10. 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
* Jail from 1st block * Combo from 1st hit * Airborne combo from 1st CH +20a (+13)
Machinegun Kicks
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4,4
Read as: right kick β†’ right kick β†’ right kick

Hit level: h, h, h. Damage: 14, 5 (3), 5 (2). Startup: i11, ,i10. 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
* Jail from 1st block with 1F delay * Combo from 2nd hit with 1F delay * Airborne combo from 1st CH (+25a (+18)) * Consumes 60F of remaining Heat time * Move cannot be delayed * Input can be delayed by 1F
Machinegun Kicks Cardinal
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4:4
Read as: right kick β†’ right kick (precise timing) right kick

Hit level: h, h, h. Damage: 14, 5 (3), 12 (6). Startup: i11, ,i20~21. On block: -9. On hit: +15a (+6).

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 +43d (+35) * Strong Aerial Tailspin * Balcony Break * Combo from 2nd hit with 1f-5f delay only * Airborne combo from 1st CH (+29a (+22)) * Input 4 during frames 12~16 of previous hit * Interrupt with i2 from 2nd block * Consumes 60F of remaining Heat time without perfect input * 4 chip damage on block
Lee Somersault
Basic Attack
Controls: Universal Tekken notation
How it is used
4,u+3
Read as: right kick β†’ Up + left kick

Hit level: h, m. Damage: 14, 23. Startup: i11, i33~35. On block: -1. On hit: +48a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to MS r26 with F (-9/+40) * Interrupt with i14 from 2nd block * Whiffs vs SSR, SW from 2nd block * Low crush 25~46 * Floating state 47~49
Pirouette Punch
Basic Attack
Controls: Universal Tekken notation
How it is used
1+2
Read as: left punch + right punch

Hit level: m. Damage: 20. Startup: i21~22. On block: -1. On hit: +3. Counter hit: +26a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * Spike * Transition to HMS r25 with 3+4 (+2/+6/+29a) * Cancel to r1 standing or r1 FC with d_db_d_df

Command Moves

70
Move f+2
Command Move
Controls: Universal Tekken notation
How it is used
f+2
Read as: Forward + right punch

Hit level: m. Damage: 12. Startup: i14~15. On block: -9. On hit: +2.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Double Signal
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: 12, 22. Startup: i14~15, i19~20. On block: -10. On hit: +16cg.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 1st hit with 10F delay * Interrupt with i1 from 1st block * 20f timestop on hit * Forces tech back roll on hit * Move can be delayed by 11F * Input can be delayed by 12F
Move f+3
Command Move
Controls: Universal Tekken notation
How it is used
f+3
Read as: Forward + left kick

Hit level: m. Damage: 6. Startup: i15. On block: -18. On hit: -7.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Move f+3,3
Command Move
Controls: Universal Tekken notation
How it is used
f+3,3
Read as: Forward + left kick β†’ left kick

Hit level: m, m. Damage: 6, 3. Startup: i15, i8. On block: -18. On hit: -7.

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
Move f+3,3,3
Command Move
Controls: Universal Tekken notation
How it is used
f+3,3,3
Read as: Forward + left kick β†’ left kick β†’ left kick

Hit level: m, m, h. Damage: 6, 3, 3. Startup: i15, ,i8. On block: -18. On hit: -7.

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 with 1F delay * Combo from 1st hit with 1F delay * Move cannot be delayed * Input can be delayed by 1F
Move f+3,3,3,3
Command Move
Controls: Universal Tekken notation
How it is used
f+3,3,3,3
Read as: Forward + left kick β†’ left kick β†’ left kick β†’ left kick

Hit level: m, m, h, h. Damage: 6, 3, 3, 3. Startup: i15, ,i8~9. On block: -18. On hit: -7.

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 with 1F delay * Combo from 1st hit with 1F delay * Move cannot be delayed * Input can be delayed by 1F
Move f+3,3,3,3,3
Command Move
Controls: Universal Tekken notation
How it is used
f+3,3,3,3,3
Read as: Forward + left kick β†’ left kick β†’ left kick β†’ left kick β†’ left kick

Hit level: m, m, h, h, h. Damage: 6, 3, 3, 3, 3. Startup: i15, ,i8~9. On block: -18. On hit: +13a (+3).

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

Hit level: m, m, h, h, h, h. Damage: 6, 3, 3, 3, 3, 25 (17). Startup: i15, ,i23~24. On block: -9. On hit: +27a (+12).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Combo from 2nd or 3rd hit with 7F delay * Combo from 4th hit with 6F delay * Airborne combo from 5th hit with 11F delay (+70a (+54)) * 4 can be input after the 2nd hit on-wards * Interrupt with i4 from 1st block * Perfect Input not required during Heat * Consumes 60F of remaining Heat Time without perfect input * Move can be delayed by 16F ** Input can be delayed by 17F from 2nd or 3rd * f+3,3,4: t86 * f+3,3,3,4: t95 * f+3,3,3,3,4: t104 * Low crush 20~42 * Floating state 43~45
Acid Storm Cardinal
Command Move
Controls: Universal Tekken notation
How it is used
f+3,3,3,3,3:4
Read as: Forward + left kick β†’ left kick β†’ left kick β†’ left kick β†’ left kick (precise timing) right kick

Hit level: m, m, h, h, h, h. Damage: 6, 3, 3, 3, 3, 26 (18). Startup: i15, ,i23~24. On block: -9. On hit: +27a (+12).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Combo from 2nd to 4th hit * Airborne combo from 5th hit (+70a (+54)) * 4 must be input during frames 7-9 of previous hit * Interrupt with i4 from 1st block * 4 can be input after the 2nd hit on-wards * 10 chip damage on block * Perfect Input not required during Heat * Consumes 60F of remaining Heat Time without perfect input * Move cannot be delayed * Low crush 20~42 * Floating state 43~45
Silver Whip
Command Move
Controls: Universal Tekken notation
How it is used
f+4
Read as: Forward + right kick

Hit level: h. Damage: 13. Startup: i11. On block: -7. On hit: +4.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Deadly Revolution
Command Move
Controls: Universal Tekken notation
How it is used
f+4,1
Read as: Forward + right kick β†’ left punch

Hit level: h, h. Damage: 13, 24. Startup: i11, i24~25. On block: -5. On hit: +20a (+3).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break * Combo from 1st CH with 6F delay * Interrupt with i9 from 1st block * Consumes 60F of remaining Heat time without perfect input * Move can be delayed by 8F * Input can be delayed by 16F
Deadly Arc
Command Move
Controls: Universal Tekken notation
How it is used
f+4,3
Read as: Forward + right kick β†’ left kick

Hit level: h, m. Damage: 13, 18. Startup: i11, i21~23. On block: -8. On hit: +6c. Counter hit: +63a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 1st CH with 9F delay * Interrupt with i6 from 1st block * Transition to HMS r21 with 4 (-4/+6c/+63a) ** Cancel to r10 standing or FC with b_db_d_df (Cannot block i14) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df * Recovers 4F faster on hit (t60 r21) * Move can be delayed 11F * Input can be delayed by 16F
Deadly Revolution Cardinal
Command Move
Controls: Universal Tekken notation
How it is used
f+4:1
Read as: Forward + right kick (precise timing) left punch

Hit level: h, h. Damage: 13, 27. Startup: i11, i24~25. On block: +5. On hit: +20a (+3).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break * Combo from 1st CH with 1F delay * Input 1 on frames 9~12 * Interrupt with i9 from 1st block * 10 chip damage on block * Move cannot be delayed * Input can be delayed by 1F
Aggressive One-Two
Command Move
Controls: Universal Tekken notation
How it is used
f+1+2
Read as: Forward + left punch + right punch

Hit level: h,h. Damage: 12,20. Startup: i13, i14~15. On block: -13. On hit: +18a (+9).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Jails from 1st block * Combo from 1st hit
Feather Landing
Command Move
Controls: Universal Tekken notation
How it is used
f+3+4
Read as: Forward + left kick + right kick

Hit level: M,M. Damage: 10,20. Startup: i30~32, i2~4. On block: +4c. On hit: +8c.

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Command details & verification
* Spike * 9 chip damage on block * Low crush 14~30 * Floating state 31~33
Quick Upper
Command Move
Controls: Universal Tekken notation
How it is used
df+1
Read as: Down-Forward + left punch

Hit level: m. Damage: 10. Startup: i13~14. On block: -1. On hit: +5.

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Command details & verification
Links to 10-hit combo
2nd Hit
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, 5. Startup: i13~14, i20. On block: -10. On hit: +1.

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Command details & verification
* Combo from 1st hit with 2F delay * Move cannot be delayed
3rd Hit
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2,2
Read as: Down-Forward + left punch β†’ right punch β†’ right punch

Hit level: m, h, h. Damage: 10, 5, 6. Startup: i13~14, ,i22. On block: -18. On hit: -7.

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Command details & verification
* Combo from 1st hit
4th Hit
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2,2,1
Read as: Down-Forward + left punch β†’ right punch β†’ right punch β†’ left punch

Hit level: m, h, h, h. Damage: 10, 5, 6, 5. Startup: i13~14, ,i13. On block: -10. On hit: +1.

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Command details & verification
* Combo from 3rd CH
5th Hit
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2,2,1,3
Read as: Down-Forward + left punch β†’ right punch β†’ right punch β†’ left punch β†’ left kick

Hit level: m, h, h, h, h. Damage: 10, 5, 6, 5, 7. Startup: i13~14, ,i22~23. On block: -26~-25. On hit: -15~-14.

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Command details & verification
* Combo from 4th hit
6th Hit
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2,2,1,3,3
Read as: Down-Forward + left punch β†’ right punch β†’ right punch β†’ left punch β†’ left kick β†’ left kick

Hit level: m, h, h, h, h, L. Damage: 10, 5, 6, 5, 7, 6. Startup: i13~14, ,i24. On block: -25. On hit: -14.

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Command details & verification
* Combo from 5th CH
Silver Uppercut
Command Move
Controls: Universal Tekken notation
How it is used
df+2
Read as: Down-Forward + right punch

Hit level: m. Damage: 12. Startup: i15~16. On block: -7. On hit: +34a (+24).

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Command details & verification
* +4s on crouching normal hit * Very slight jab evasion when performed from certain low-profile animations
Lee Left Middle Kick
Command Move
Controls: Universal Tekken notation
How it is used
df+3
Read as: Down-Forward + left kick

Hit level: m. Damage: 13. Startup: i14~15. On block: -8. On hit: +3.

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Move df+3,2
Command Move
Controls: Universal Tekken notation
How it is used
df+3,2
Read as: Down-Forward + left kick β†’ right punch

Hit level: m, h. Damage: 13, 13. Startup: i14~15, i19~20. On block: -10. On hit: +5.

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Command details & verification
* Jail from 1st block with no delay * Combo from 1st hit with 4F delay * Recovers 4F faster on hit (t59 r24)
Mercury Drive
Command Move
Controls: Universal Tekken notation
How it is used
df+3,2,3
Read as: Down-Forward + left kick β†’ right punch β†’ left kick

Hit level: m, h, m. Damage: 13, 13, 20. Startup: i14~15, ,i22~23. On block: -14. On hit: +13cg.

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Command details & verification
* Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st or 2nd CH with 7F delay * Interrupt with i3 from 1st block * Move can be delayed by 10F
Front Kick
Command Move
Controls: Universal Tekken notation
How it is used
df+4
Read as: Down-Forward + right kick

Hit level: m. Damage: 13. Startup: i13~14. On block: -9. On hit: +5.

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Command details & verification
* Transition to HMS r27 with 3 (-9/+5) ** Cancel to r16 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10)
Fabulous Whip
Command Move
Controls: Universal Tekken notation
How it is used
df+4,4
Read as: Down-Forward + right kick β†’ right kick

Hit level: m, h. Damage: 13, 20. Startup: i13~14, i22~23. On block: -9. On hit: +10g.

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Command details & verification
* Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st hit with 7F delay * Interrupt with i3 from 1st block
Gut Polisher
Command Move
Controls: Universal Tekken notation
How it is used
d+2
Read as: Down + right punch

Hit level: m. Damage: 17. Startup: i18~19. On block: -6. On hit: +8. Counter hit: +13.

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Command details & verification
* Jab evasion (frames 6 to 14?) * 6f timestop on CH
Silver Low
Command Move
Controls: Universal Tekken notation
How it is used
d+3
Read as: Down + left kick

Hit level: L. Damage: 17. Startup: i16. On block: -15. On hit: -1. Counter hit: +17a.

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Command details & verification
* Transition to HMS r31 cs1~15 with 4 (-15/-1/+17a) ** Cancel to r1 standing or FC with b_db_d_df (Can block i16 moves) * -1c on crouching opponents * High crush 6~47
Shin
Command Move
Controls: Universal Tekken notation
How it is used
d+4
Read as: Down + right kick

Hit level: l. Damage: 7. Startup: i12. On block: -13. On hit: -14. Counter hit: -2.

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Command details & verification
-14c/-2c on crouching hit/CH
Move d+4,4
Command Move
Controls: Universal Tekken notation
How it is used
d+4,4
Read as: Down + right kick β†’ right kick

Hit level: l, l. Damage: 7, 8. Startup: i12, i20. On block: -15. On hit: -16. Counter hit: -4.

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Command details & verification
* Combo from 1st CH with 10F delay * Move cannot be interrupted from 1st block * Interrupt with i1 from 1st hit * Must hold D to input (d+4,d+4) * -16c/-4c on crouching hit or CH * Low parryable on hit or block * Move can be delayed by 13F
Move d+4,4,4
Command Move
Controls: Universal Tekken notation
How it is used
d+4,4,4
Read as: Down + right kick β†’ right kick β†’ right kick

Hit level: l, l, l. Damage: 7, 8, 5. Startup: i12, ,i20. On block: -15. On hit: -16. Counter hit: -4.

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Command details & verification
* Combo from 2nd CH with 10F delay * Move cannot be interrupted from 2nd block * Interrupt with i1 from 2nd hit * -4c on crouching CH * Low parryable on hit or block
Laser Edge Kick Combo
Command Move
Controls: Universal Tekken notation
How it is used
d+4,4,4,4
Read as: Down + right kick β†’ right kick β†’ right kick β†’ right kick

Hit level: l, l, l, m. Damage: 7, 8, 5, 21. Startup: i12, ,i24~25. On block: -20. On hit: +11a (+2).

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Command details & verification
* Balcony Break * Transition to -11, +20a (+11) HMS with 3 * Combos from 3rd hit CH
Shin > Head Kick
Command Move
Controls: Universal Tekken notation
How it is used
d+4,n,4
Read as: Down + right kick β†’ neutral β†’ right kick

Hit level: l, h. Damage: 7, 16. Startup: i12, i23. On block: -9. On hit: +2. Counter hit: +27a (+17).

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Command details & verification
* Combo from 1st CH with 7f delay * Interrupt with i3 from 1st block * Interrupt with i4 from 1st hit * Whiffs vs SSR from 1st hit (cannot SSR on block) * Links to attacks from 4 (4,4:4, 4,3,4, etc.) * d+4,n,4,4,4: Airborne combo from 2nd CH, 3rd hit whiffs (4th 8dmg +29a (+22)) * Move can be delayed by 11F
Crouch Jab
Command Move
Controls: Universal Tekken notation
How it is used
db+1
Read as: Down-Back + left punch

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

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Command details & verification
* Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~
Move db+2
Command Move
Controls: Universal Tekken notation
How it is used
db+2
Read as: Down-Back + right punch

Hit level: sl. Damage: 8. Startup: i11. On block: -4. On hit: +7.

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Command details & verification
Alternate input FC.2 * High crush
Bump Kick
Command Move
Controls: Universal Tekken notation
How it is used
db+3
Read as: Down-Back + left kick

Hit level: L. Damage: 12. Startup: i20. On block: -12. On hit: -1.

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Move db+4
Command Move
Controls: Universal Tekken notation
How it is used
db+4
Read as: Down-Back + right kick

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

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Command details & verification
Alternate input FC.4 * High crush
Grass Snake
Command Move
Controls: Universal Tekken notation
How it is used
db+3+4
Read as: Down-Back + left kick + right kick

Hit level: L. Damage: 19. Startup: i21~23. On block: -13. On hit: +4. Counter hit: +38a.

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Move b+1
Command Move
Controls: Universal Tekken notation
How it is used
b+1
Read as: Back + left punch

Hit level: h. Damage: 9. Startup: i14. On block: -0. On hit: +6.

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Move b+1,1
Command Move
Controls: Universal Tekken notation
How it is used
b+1,1
Read as: Back + left punch β†’ left punch

Hit level: h, m. Damage: 9, 6. Startup: i14, i20. 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 -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit
Triple Fang
Command Move
Controls: Universal Tekken notation
How it is used
b+1,1,2
Read as: Back + left punch β†’ left punch β†’ right punch

Hit level: h, m, h. Damage: 9, 6, 18. Startup: i14, ,i20. On block: -11. On hit: +1.

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Command details & verification
* Combos from 1st hit
Move b+1:1
Command Move
Controls: Universal Tekken notation
How it is used
b+1:1
Read as: Back + left punch (precise timing) left punch

Hit level: h,m. Damage: 12,6. Startup: i14,i20. On block: -5. On hit: +6.

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Command details & verification
* Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit * Perfect Input not required during Heat * Does not partially consume remaining Heat Time * Heat Time is only consumed after the 2 followup
Triple Fang Cardinal
Command Move
Controls: Universal Tekken notation
How it is used
b+1:1,2
Read as: Back + left punch (precise timing) left punch β†’ right punch

Hit level: h,m, h. Damage: 12,6, 23. Startup: i14,i20, i20~21. On block: -6. On hit: +39d (-19).

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Command details & verification
* Balcony Break * Combos from 1st hit * Perfect Input not required during Heat * Partially consumes remaining Heat Time
Double Fang Cardinal
Command Move
Controls: Universal Tekken notation
How it is used
b+1:1+2
Read as: Back + left punch (precise timing) left punch + right punch

Hit level: h,h. Damage: 12,25. Startup: i14,i21. On block: -6. On hit: +39d (-19).

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Command details & verification
* Balcony Break * Combos from 1st hit * 10 chip damage * Perfect Input not required during Heat * Partially consumes remaining Heat Time
Illusion Edge
Command Move
Controls: Universal Tekken notation
How it is used
b+1+3,4
Read as: Back + left punch + left kick β†’ right kick

Hit level: m. Damage: 35. Startup: i20. On hit: +22a (+13).

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Command details & verification
* Balcony Break * Only available upon successful parry * Guaranteed hit
Rear Cross Punch
Command Move
Controls: Universal Tekken notation
How it is used
b+2
Read as: Back + right punch

Hit level: h. Damage: 9. Startup: i14. On block: -5. On hit: +1.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to -1, +5 MS with F
Move b+2,4
Command Move
Controls: Universal Tekken notation
How it is used
b+2,4
Read as: Back + right punch β†’ right kick

Hit level: h, h. Damage: 9, 16. Startup: i14, i27. On block: -9. On hit: +6.

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Command details & verification
* Balcony Break * Automatically transitions to HMS on hit or block
Super High Combination
Command Move
Controls: Universal Tekken notation
How it is used
b+2,4,3
Read as: Back + right punch β†’ right kick β†’ left kick

Hit level: h, h, h. Damage: 9, 16, 21. Startup: i14, ,i27. On block: -0. On hit: +22a (+13). Counter hit: +51a.

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Command details & verification
* Strong Aerial Tailspin * Balcony Break * Transition to -5, +17a MS with F * Low crush
Move b+3
Command Move
Controls: Universal Tekken notation
How it is used
b+3
Read as: Back + left kick

Hit level: l. Damage: 9. Startup: i15. On block: -14. On hit: -3.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Stinging Rush
Command Move
Controls: Universal Tekken notation
How it is used
b+3,3
Read as: Back + left kick β†’ left kick

Hit level: l, h. Damage: 9, 12. Startup: i15, i19. On block: -12. On hit: -1.

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Command details & verification
* Transition to -7, +4 MS with F * Combos from 1st hit
Silver Heel
Command Move
Controls: Universal Tekken notation
How it is used
b+4
Read as: Back + right kick

Hit level: m. Damage: 20. Startup: i20. On block: -3. On hit: +7c. Counter hit: +64a.

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Command details & verification
* Floor Break * Spike * Transition to -2, +8c, +65a HMS with 3 * +18d on crouching opponent
Silver Revolution
Command Move
Controls: Universal Tekken notation
How it is used
b+3+4
Read as: Back + left kick + right kick

Hit level: h. Damage: 23. Startup: i20. On block: -9. On hit: +15a (+6).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Power crush 7
Wheel of Fate
Command Move
Controls: Universal Tekken notation
How it is used
ub+3
Read as: Up-Back + left kick

Hit level: M. Damage: 20. Startup: i18~22. On block: -13. On hit: +20a (+13). Counter hit: +74a (+58).

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Command details & verification
* Tornado * Instant tornado on CH * Recovers 2F faster on hit (t48 r26) * Floating state 17~34
Silver Cyclone
Command Move
Controls: Universal Tekken notation
How it is used
ub+3+4
Read as: Up-Back + left kick + right kick

Hit level: h!. Damage: 60. Startup: i60. 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
* Balcony Break * Unblockable * Cancel and transition to HMS with 3+4
Move uf+3
Command Move
Controls: Universal Tekken notation
How it is used
uf+3
Read as: Up-Forward + left kick

Hit level: m. Damage: 12. Startup: i25. On block: -9. On hit: +2.

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Command details & verification
* Low crush
Brilliant RosΓ©
Command Move
Controls: Universal Tekken notation
How it is used
uf+3,1
Read as: Up-Forward + left kick β†’ left punch

Hit level: m, m. Damage: 12, 18. Startup: i25, i21. On block: -12. On hit: +3. Counter hit: +26a.

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Command details & verification
Combos from 1st hit
Double Mazurek
Command Move
Controls: Universal Tekken notation
How it is used
uf+3,4
Read as: Up-Forward + left kick β†’ right kick

Hit level: m, h. Damage: 12, 23. Startup: i25, i25. On block: -3. On hit: +25a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Combos from 1st hit
Silver Arrow
Command Move
Controls: Universal Tekken notation
How it is used
uf+4
Read as: Up-Forward + right kick

Hit level: m. Damage: 14. Startup: i15. On block: -13. On hit: +31a (+21).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Knee * Alternate input ub+4, u+4 * Low crush
Silver Bullet
Command Move
Controls: Universal Tekken notation
How it is used
uf+3+4
Read as: Up-Forward + left kick + right kick

Hit level: h. Damage: 30. Startup: i22. On block: +5. On hit: +28d (+20).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Transition to +8, +31d (+23) HMS with 3+4 * 9 chip damage * Low crush
Lee Cutter
Command Move
Controls: Universal Tekken notation
How it is used
b,B+4
Read as: Back β†’ hold Back + right kick

Hit level: h. Damage: 23. Startup: i19. On block: +2. On hit: +25a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Strong Aerial Tailspin * Homing * Transition to +5, +28a HMS with 3 * 6 chip damage
Jostle Wolf
Command Move
Controls: Universal Tekken notation
How it is used
f,F+2
Read as: Forward β†’ hold Forward + right punch

Hit level: h. Damage: 23. Startup: i15. On block: +2. On hit: +18gc. Counter hit: +69a (+53).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break * Transition to +5, +21gc, +72a (+56) MS with F * 6 chip damage
Pulse Blast
Command Move
Controls: Universal Tekken notation
How it is used
f,F+3
Read as: Forward β†’ hold Forward + left kick

Hit level: m. Damage: 23. Startup: i14~15. On block: -9. On hit: +21d (+11).

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 +36a (+26) * Balcony Break * Slight low profile
Deadly Edge
Command Move
Controls: Universal Tekken notation
How it is used
f,F+4
Read as: Forward β†’ hold Forward + right kick

Hit level: h. Damage: 22. Startup: i16. On block: -5. On hit: +29a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* * High crush 5~
Jostle Wolf Cardinal
Command Move
Controls: Universal Tekken notation
How it is used
f:F+2
Read as: Forward (precise timing) hold Forward + right punch

Hit level: h. Damage: 26. Startup: i15. On block: +2. On hit: +18gc. Counter hit: +69a (+53).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break * Transition to +5, +21gc, +72a (+56) MS with F * 11 chip damage Perfect Input not required during Heat Partially consumes remaining Heat Time
Blazing Kick
Command Move
Controls: Universal Tekken notation
How it is used
qcf+4
Read as: Down β†’ Down-Forward β†’ Forward + right kick

Hit level: M. Damage: 24. Startup: i22. On block: -17. On hit: +50a (+40).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado
Delayed Rising Toe Kick
Command Move
Controls: Universal Tekken notation
How it is used
uf,n,4
Read as: Up-Forward β†’ neutral β†’ right kick

Hit level: m. Damage: 20. Startup: i23. On block: -13. On hit: +32a (+22).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Low crush
Move f,f,F+3
Command Move
Controls: Universal Tekken notation
How it is used
f,f,F+3
Read as: Forward β†’ Forward β†’ hold Forward + left kick

Hit level: m. Damage: 14. Startup: i14. On block: -9. On hit: +16a (+9).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Knee * Alternate input wr3 * Low crush
Waxing Crescent
Command Move
Controls: Universal Tekken notation
How it is used
f,f,F+3,4
Read as: Forward β†’ Forward β†’ hold Forward + left kick β†’ right kick

Hit level: m, m. Damage: 14, 26. Startup: i14, i20. On block: +3. On hit: +19d.

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Command details & verification
* Floor Break * Transition to +6, +29d (-6) HMS with 3 * Combos from 1st hit * 7 chip damage * Balcony break on 2nd hit only * Low crush
Wall Jump Backflip
Command Move
Controls: Universal Tekken notation
How it is used
(back to wall).b,b,UB
Read as: (back to wall).Back β†’ Back β†’ hold Up-Back

Hit level: m. Damage: 21. Startup: i35~38. On block: +1. On hit: +34d.

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Command details & verification
* Floating state 5~7 * is8~24 * Floating state 25~33 * Low crush 34~37 * Floating state 38~40

Throws

8
Mist Trap Throw
Throw
Controls: Universal Tekken notation
How it is used
3~3:4
Read as: left kick (quick transition) left kick (precise timing) right kick

Hit level: h, t. Damage: 18, 15,5. Startup: i17 (i30),. On hit: +0d.

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Command details & verification
* Unbreakable * Input 4 on frame 31 from previous hit * Perfect Input not required during Heat * Consumes 240F of remaining Heat Time without perfect input
Scatter Kick
Throw
Controls: Universal Tekken notation
How it is used
HMS.3
Read as: HMS.left kick

Hit level: h,t. Damage: 21,20. Startup: i18~19. On block: -3. On hit: +0d.

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Command details & verification
* Strong Aerial Tailspin * Homing * Shifts to throw on hit from the front * 6 chip damage on block * +1 and 8 chip damage on block after attack absorption * Power crush 8~17
Forearm Drop
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: -3. On hit: -2d.

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Command details & verification
* Homing * Throw break 1 or 2
Axle Throw
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: -6. On hit: -2d.

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Command details & verification
* Homing * Throw break 1 or 2 * Side swap
Face Crusher
Throw
Controls: Universal Tekken notation
How it is used
Back Throw
Read as: Back Throw

Hit level: t. Damage: 50. Startup: i12~14. On block: !. On hit: -5d.

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Command details & verification
Unbreakable
Lee Harassment
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: -3d.

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Command details & verification
Throw break 1
Lee Stunner
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
Floor Break Throw break 2
Knee Drive
Throw
Controls: Universal Tekken notation
How it is used
uf+1+2
Read as: Up-Forward + left punch + right punch

Hit level: t. Damage: 20. Startup: i12~14. On block: -3. On hit: +23d.

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Command details & verification
* Throw break 1+2 * Alternate input HMS.uf+1+2

Heat

4
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
Paradigm Breaker
Heat
Controls: Universal Tekken notation
How it is used
H.2+3
Read as: in Heat.right punch + left kick

Hit level: l(t),M,m. Damage: 15, 7, 20 (40). Startup: i20, i27~28, i25. On block: -14. On hit: +0d.

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Command details & verification
* Heat Smash * Balcony Break * Shift to attack throw on 1st hit (40 (17) damage) * +18a (+8) on 2nd hit * 20f timestop on 2nd hit
Crimson Howl
Heat
Controls: Universal Tekken notation
How it is used
H.df+3+4
Read as: in Heat.Down-Forward + left kick + right kick

Hit level: m. Damage: 30. Startup: i16~17. On block: +2. On hit: +9a (+0).

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Command details & verification
* Balcony Break * 6 chip damage on block * Consumes 300F of remaining Heat Time * Has good left sidestep tracking * Transition to MS r39 with F (+2/+9a (+0)) * 20f timestop on hit
Phantom Rose
Heat
Controls: Universal Tekken notation
How it is used
H.d+1+2
Read as: in Heat.Down + left punch + right punch

Hit level: m. Damage: 25. Startup: i18. On block: +4. On hit: +21a (+11).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * 5 chip damage on block * Consumes 240F of remaining Heat Time * Has good right sidestep tracking * Transition to HMS r32 with 3+4 (+6/+23a (+13)) ** Cancel to r1 standing or r1 FC with b_db_d_df * 20f timestop on hit

Rage Art

1
The Marvelous Rose
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.

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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

23
Move ws1
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1
Read as: wsleft punch

Hit level: m. Damage: 12. Startup: i13~14. On block: -2. On hit: +7.

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Command details & verification
* Transition to HMS
Wonderful Spin Blow
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1,2
Read as: wsleft punch β†’ right punch

Hit level: m, h. Damage: 12, 17. Startup: i13~14, i20. On block: -7. On hit: +2. Counter hit: +7.

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Command details & verification
* Combo from 1st hit with 7F delay * Transition to MS r22 cs10~23 with F (-3/+6/+11) * Move can be delayed by 10F
Wonderful Combo
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1,4
Read as: wsleft punch β†’ right kick

Hit level: m, h. Damage: 12, 20. Startup: i13~14, i20. On block: -5. On hit: +4.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 1st hit * Transition to HMS with 3 (-8/+1) * Move cannot be delayed * Consumes 60F of remaining Heat time
Wonderful Combo Cardinal
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1:4
Read as: wsleft punch (precise timing) right kick

Hit level: m, h. Damage: 12, 23. Startup: i13~14, i20. On block: -5. On hit: +15g.

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Command details & verification
* Balcony Break * Combo from 1st hit * Transition to -8, +12g HMS with 3 * Input 4 during frames 12-14 * Move cannot be delayed * 9 chip damage on block
Move ws2
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws2
Read as: wsright punch

Hit level: m. Damage: 12. Startup: i14. On block: -8. On hit: +3.

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Command details & verification
*
Rocket Heel
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws2,3
Read as: wsright punch β†’ left kick

Hit level: m, m. Damage: 12, 24. Startup: i14, i20. On block: -13. On hit: +32a (+22).

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Command details & verification
* Tornado * Combos from 1st hit
Twister Heel
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws2,4
Read as: wsright punch β†’ right kick

Hit level: m, h. Damage: 12, 23. Startup: i14, i27. On block: -2. On hit: +13g. Counter hit: +37a.

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Command details & verification
* Strong Aerial Tailspin * Balcony Break * Combos from 1st hit
Move ws3
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws3
Read as: wsleft kick

Hit level: M. Damage: 16. Startup: i10. On block: -21. On hit: -10.

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Command details & verification
*
Move ws3,3
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws3,3
Read as: wsleft kick β†’ left kick

Hit level: M, m. Damage: 16, 11. Startup: i10, i15. On block: -15. On hit: -4c.

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Command details & verification
* Transition to -15, -4 HMS with 4 * Combos from 1st hit
Move ws3,3,DF+3
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws3,3,DF+3
Read as: wsleft kick β†’ left kick β†’ hold Down-Forward + left kick

Hit level: M, m, m. Damage: 16, 11, 10. Startup: i10, ,i26. On block: -19. On hit: -8.

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Command details & verification
* Combos from 2nd hit CH
Infinite Kick Chain: Middle
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws3,3,DF+3,3 ...
Read as: wsleft kick β†’ left kick β†’ hold Down-Forward + left kick β†’ left kick ...

Hit level: M, m, m, h. Damage: 16, 11, 10, 10. Startup: i10, ,i26. On block: -16. On hit: -8.

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Command details & verification
* DF+3,3 can be repeated infinately * Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks * Combos from 3rd hit
Move ws3,3,D+3
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws3,3,D+3
Read as: wsleft kick β†’ left kick β†’ hold Down + left kick

Hit level: M, m, l. Damage: 16, 11, 8. Startup: i10, ,i26. On block: -19. On hit: -8.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combos from 2nd hit CH
Infinite Kick Chain: Low
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws3,3,D+3,3 ...
Read as: wsleft kick β†’ left kick β†’ hold Down + left kick β†’ left kick ...

Hit level: M, m, l, h. Damage: 16, 11, 8, 10. Startup: i10, ,i24. On block: -16. On hit: -5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* D+3,3 can be repeated infinitely * Can shift to Infinite Kick Chain: Middle with n,3 after the 4th, 6th, and 8th high attacks * Combos from 3rd hit
Toe Smash
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws4
Read as: wsright kick

Hit level: m. Damage: 16. Startup: i11. On block: -6. On hit: +5.

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Command details & verification
* Transition to -9, +2 HMS with 3
Move FC.1
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.

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Command details & verification
* Alternate input d+1, db+1 * High crush
Move FC.2
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.2
Read as: fully crouched.right punch

Hit level: sl. Damage: 5. Startup: i11. On block: -4. On hit: +7.

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Command details & verification
* Alternate input db+2 * High crush
Move FC.3
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.3
Read as: fully crouched.left kick

Hit level: l. Damage: 10. Startup: i13. On block: -17. On hit: -6.

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Command details & verification
* * High crush
Move FC.4
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.4
Read as: fully crouched.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
* Alternate input db+4 * High crush
Catapult Kick
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.UF+4
Read as: fully crouched.hold Up-Forward + right kick

Hit level: m. Damage: 25. Startup: i18~28. On block: -17. On hit: +28a (+18).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to -17, +28a (+18) HMS with 3 * Alternate input FC.UB+4, FC.U+4 * Low crush
Catapult Drop
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.UF+3+4
Read as: fully crouched.hold Up-Forward + left kick + right kick

Hit level: m,M. Damage: 30. Startup: i46~49. On block: -4. On hit: +18a (+8).

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Command details & verification
* Balcony Break * Can hit cross-up * Alternate input FC.UB+3+4, FC.U+3+4 * Low crush
Friction Spear Cardinal
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.df,d,DF:3
Read as: fully crouched.Down-Forward β†’ Down β†’ hold Down-Forward (precise timing) left kick

Hit level: l. Damage: 26. Startup: i18~24. On block: -15~-9. On hit: +5c. Counter hit: +5d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range. * Perfect Input not required during Heat * Perfect input when DF and 3 are input during the same frame * Partially consumes remaining Heat Time * Is not bufferable from full crouch (regular version gets buffered instead) * Transition to HMS -15 +5c with 4 * High crush * Low crush
Friction Spear
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.df,d,DF+3
Read as: fully crouched.Down-Forward β†’ Down β†’ hold Down-Forward + left kick

Hit level: l. Damage: 20. Startup: i18~24. On block: -15~-9. On hit: +5c. Counter hit: +5d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range. * Bufferable from full crouch * Transition to HMS -15 +5c with 4 * High crush * Low crush
Silver Tail
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.df+4
Read as: fully crouched.Down-Forward + right kick

Hit level: l. Damage: 17. Startup: i16~17. On block: -14. On hit: +3c. Counter hit: +25d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to HMS with 3 (-14/+3c/+25d) * High crush

Stance Technique

13
Freaker Jab
Stance Technique
Controls: Universal Tekken notation
How it is used
HMS.1
Read as: HMS.left punch

Hit level: h. Damage: 7. Startup: i12. On block: +2. On hit: +9.

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Command details & verification
* Cancel to MS r18 with F at frame 10 * Cancel to Scatter Kick (HMS.3) with 3 at frames 1 to 10 (i19 to i28)
Move HMS.1,1
Stance Technique
Controls: Universal Tekken notation
How it is used
HMS.1,1
Read as: HMS.left punch β†’ left punch

Hit level: h, h. Damage: 7, 7. Startup: i12, i14~15. On block: -2. On hit: +8.

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Command details & verification
* Combo from 1st hit * Jail from 1st block * Cancel to MS r20 with F (+1/+8) at frame 12
Amazing Swipe
Stance Technique
Controls: Universal Tekken notation
How it is used
HMS.1,1,1
Read as: HMS.left punch β†’ left punch β†’ left punch

Hit level: h, h, h. Damage: 7, 7, 20. Startup: i12, ,i20. On block: -7. On hit: +18cg.

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 +43d (+35) * Balcony Break * Combo from 1st hit * Interrupt with i1 from 1st block
Excellent Combo
Stance Technique
Controls: Universal Tekken notation
How it is used
HMS.1,4
Read as: HMS.left punch β†’ right kick

Hit level: h, m. Damage: 7, 17. Startup: i12, i15. On block: -8. On hit: +4. Counter hit: +57a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 1st hit with 10F delay * Jail from 1st block with 6F * Transition to HMS r32 with 3 (-8/+4/+58a)
Scatter Blow
Stance Technique
Controls: Universal Tekken notation
How it is used
HMS.2
Read as: HMS.right punch

Hit level: m. Damage: 23. Startup: i19~20. On block: -13. 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
* Tornado * High evasion * Backsway motion * Hits grounded from certain angles
Shin Slicer
Stance Technique
Controls: Universal Tekken notation
How it is used
HMS.4
Read as: HMS.right kick

Hit level: L. Damage: 20. Startup: i22~24. On block: -13. On hit: +4c. Counter hit: +72a (+56).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Instant Tornado on CH * High crush 6~54
Poison Touch
Stance Technique
Controls: Universal Tekken notation
How it is used
HMS.1+2
Read as: HMS.left punch + right punch

Hit level: m,m. Damage: 10,15. Startup: i15~16, i9~10. 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
* Combo from 1st hit * Transition to HMS r23 with 3+4 (-3/+8) * 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
Silver Slash
Stance Technique
Controls: Universal Tekken notation
How it is used
HMS.u+3
Read as: HMS.Up + left kick

Hit level: m. Damage: 32. Startup: i20~22. On block: -9. On hit: +23d (+13).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Transition to FC r30 with D * 20f timestop on hit * 9 chip damage on block * Low crush 9~29 * Floating state 30~32
Silver Circle
Stance Technique
Controls: Universal Tekken notation
How it is used
HMS.u+4
Read as: HMS.Up + right kick

Hit level: M. Damage: 20. Startup: i26~27. On block: +5c. On hit: +8c. Counter hit: +13c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 6 chip damage on block * 4f timestop on CH * Low crush 16~27 * Floating state 28~30
Move MS.3
Stance Technique
Controls: Universal Tekken notation
How it is used
MS.3
Read as: MS.left kick

Hit level: m. Damage: 10. Startup: i15. 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
* * Low crush
Inverted Axle
Stance Technique
Controls: Universal Tekken notation
How it is used
MS.3,4
Read as: MS.left kick β†’ right kick

Hit level: m, m. Damage: 10, 10. Startup: i15, i15. On block: -13. On hit: +32a (+22).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
*
Friction Spear
Stance Technique
Controls: Universal Tekken notation
How it is used
MS.3+4
Read as: MS.left kick + right kick

Hit level: l. Damage: 20. Startup: i25~31. On block: -15~-9. On hit: +5c. Counter hit: +5d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* High crush * Low crush
Axe Sweep
Stance Technique
Controls: Universal Tekken notation
How it is used
MS.b,n,4
Read as: MS.Back β†’ neutral β†’ right kick

Hit level: l. Damage: 20. Startup: i21. On block: -13. On hit: +3. Counter hit: +12.

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

Stance / Utility

9
Taunt
Stance / Utility
Controls: Universal Tekken notation
How it is used
2+3+4
Read as: 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
* Has a hidden Perfect Input by inputting 2 on the 51~53 frames. * Perfect Input is a Just Frame even in Heat
Hitman
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
* Transition to HMS * Stays in stance indefinitely * Cancel to r16 standing or FC with b_db (i16 block) * Cancel to r1 standing or r7 FC with u_d~b_db_d_df (i1 block) * Shift to HMS sidestep r1 t25 with u_d ** Cancel to r7? FC with db (i7? block) * Transition to r7 MS with f,n * Transition to r7 FC with d_db_df
Mist Illusion
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+1+3
Read as: Back + left punch + left kick

On hit: +14BT.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* High and Mid parry * Puts you behind opponent * Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4 * Parry state 5?
Fake
Stance / Utility
Controls: Universal Tekken notation
How it is used
u+3
Read as: Up + 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
* Transition to FC with D * Transition to HMS with 3+4 * Low crush
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.
Mist Step
Stance / Utility
Controls: Universal Tekken notation
How it is used
f,n
Read as: Forward β†’ neutral

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
* Transitions to MS * Alternate input HMS.f,n * Can perform standing actions except for 3 and 3+4? * High crush
Back Handspring > Hitman
Stance / Utility
Controls: Universal Tekken notation
How it is used
ub,b
Read as: Up-Back β†’ Back

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
* Automatically transitions to HMS * Low crush
Slide Step
Stance / Utility
Controls: Universal Tekken notation
How it is used
FC.df,d,DF
Read as: fully crouched.Down-Forward β†’ Down β†’ hold Down-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
* * High crush
Sway
Stance / Utility
Controls: Universal Tekken notation
How it is used
MS.b,n
Read as: MS.Back β†’ neutral

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
*

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 Lee Chaolan:

  • 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†’