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Tekken 8 Move & Ability Guide

Steve Fox 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.

171 ability entries17 Basic Attacks53 Command Moves13 Throws6 Heat1 Rage Art6 Crouching / Rising Attack73 Stance Technique2 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

17
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)
Double Jab
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, 7. Startup: i10, i15. On block: -3. On hit: +3.

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 4F delay * Jails from 1st block with 2F delay * Move can be delayed by 4F * Transition to LWV with 3 (-6/+0) * Transition to RWV with 4 (-6/+0) * Transition to SWY with b+3_4 (-6/+0) * Transition to r20? DCK with f+3_4 (-2/+4) ** r22? DCK FC cancel?
Lightning Combo
Basic Attack
Controls: Universal Tekken notation
How it is used
1,1,2
Read as: left punch β†’ left punch β†’ right punch

Hit level: h, h, h. Damage: 5, 7, 13. Startup: i10, ,i13~14. On block: -7. 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 with 3F delay * Jail from 1st block with 3F delay * Move can be delayed by 3F * Transition to LWV with 3 (-5/+6) * Transition to RWV with 4 (-5/+6) * Transition to SWY with b+3_4 (-5/+6) * Transition to r20? DCK with f+3_4 (-3/+8) ** r22? DCK FC cancel?
Double Jab > Body Blow
Basic Attack
Controls: Universal Tekken notation
How it is used
1,1,d+1
Read as: left punch β†’ left punch β†’ Down + left punch

Hit level: h, h, m. Damage: 5, 7, 15. Startup: i10, ,i25. On block: -6. On hit: +0. Counter hit: +5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r18? FLK with b (+0/+6/+11) ** r18? FLK FC cancel? * Interrupt with i6 from 1st block * Move can be delayed by 3F
Left Right
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, 10. Startup: i10, i10. On block: -3. On hit: +8.

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 * Jail from 1st block * Transition to LWV with 3 (-4/+7) * Transition to RWV with 4 (-4/+7) * Transition to SWY with b+3_4 (-4/+7) * Transition to r20? DCK with f+3_4 (-2/+9) ** r22? DCK FC cancel?
Move 1,2,1
Basic Attack
Controls: Universal Tekken notation
How it is used
1,2,1
Read as: left punch β†’ right punch β†’ left punch

Hit level: h, h, h. Damage: 5, 10, 15. Startup: i10, ,i14. On block: -3. On hit: +3.

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 or 2nd CH * Jail from 1st block * Transition to r19? PAB with f (-2/+4) * Transition to r18? FLK with b (-1/+5) ** r18? PAB/FLK FC cancel?
British Edge Combo
Basic Attack
Controls: Universal Tekken notation
How it is used
1,2,1,2
Read as: left punch β†’ right punch β†’ left punch β†’ right punch

Hit level: h, h, h, m. Damage: 5, 10, 15, 15. Startup: i10, ,i18~19. On block: -10. On hit: +16a (+7).

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 3rd CH * Move cannot be interrupted * Transition to LWV with 3 (-6/+20a (+11)) * Transition to RWV with 4 (-6/+20a (+11)) * Transition to SWY with b+3_4 (-6/+20a (+11)) * Transition to r20? DCK with f+3_4 (-4/+22a (+13)) ** r22? DCK FC cancel?
British Edge Combo 2
Basic Attack
Controls: Universal Tekken notation
How it is used
1,2,1,d+2
Read as: left punch β†’ right punch β†’ left punch β†’ Down + right punch

Hit level: h, h, h, l. Damage: 5, 10, 15, 19. Startup: i10, ,i26~27. On block: -12. On hit: +1c. Counter hit: +14d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r30 FC with d_db * Interrupt with i9 from 1st block * High crush 10~
Jab > Body Blow
Basic Attack
Controls: Universal Tekken notation
How it is used
1,d+1
Read as: left punch β†’ Down + left punch

Hit level: h, m. Damage: 5, 15. Startup: i10, i25. On block: -6. On hit: +0. Counter hit: +5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r18? FLK with b (+0/+6/+11) ** r18? FLK FC cancel? * Interrupt with i7 from 1st block * Move can be delayed by 3F
Move 2
Basic Attack
Controls: Universal Tekken notation
How it is used
2
Read as: right punch

Hit level: h. Damage: 12. Startup: i12. On block: -1. On hit: +5.

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: 12, 14. Startup: i12, i19. 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 * Jail from 1st block * Transition to r15? PAB with f (+2/+13g/+13) * Transition to r14? FLK with b (+3/+14g/+14) ** r14? PAB/FLK FC cancel?
Vanguard Rush
Basic Attack
Controls: Universal Tekken notation
How it is used
2,1,2
Read as: right punch β†’ left punch β†’ right punch

Hit level: h, h, m. Damage: 12, 14, 22. Startup: i12, ,i25. On block: -11. On hit: +13a (+4).

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 3?F delay * Interrupt with i6 from 1st block * Move can be delayed by 10?F
Cromwell Combination
Basic Attack
Controls: Universal Tekken notation
How it is used
2,2
Read as: right punch β†’ right punch

Hit level: h, m. Damage: 12, 17. Startup: i12, i22~24. On block: -14. On hit: +6.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Combo from 1st hit * Interrupt with i2 from 1st block
Ducking Left
Basic Attack
Controls: Universal Tekken notation
How it is used
3
Read as: left kick

Hit level: sp.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Actionable for 21F * Transition to r15 SWY with b+3_4 after 7F with 14F delay * Transition to r1 DCK with f+3_4 after 7F with 14F delay * Transition to r8 RWV with d+3_4 (steps right) after 20F * Can cancel into r1 block when transitioning from attacks that transition to LWV * SWY transition notes: * Transition is t45? r15 cs1~36? and actionable for 21F. * Can transition from SWY into LWV/RWV after 10F with 10F delay? * Can transition from SWY into DCK after 25F * DCK transition notes: * Transition is t60? r15 cs1~35? and actionable for 35F. * Can transition from DCK into LWV/RWV after 25?F * Can transition from DCK into SWY after 35?F
Ducking Right
Basic Attack
Controls: Universal Tekken notation
How it is used
4
Read as: right kick

Hit level: sp.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Actionable for 21F * Transition to r15 SWY with b+3_4 after 7F with 14F delay * Transition to r1 DCK with f+3_4 after 7F with 14F delay * Transition to r8 LWV with u+3_4 (steps left) after 20F * Can cancel into r1 block when transitioning from attacks that transition to RWV * SWY transition notes: * Transition is t45? r15 cs1~36? and actionable for 21F. * Can transition from SWY into LWV/RWV after 10F with 10F delay? * Can transition from SWY into DCK after 25F * DCK transition notes: * Transition is t60? r15 cs1~35? and actionable for 35F. * Can transition from DCK into LWV/RWV after 25?F * Can transition from DCK into SWY after 35?F
Sonic Fang
Basic Attack
Controls: Universal Tekken notation
How it is used
1+2
Read as: left punch + right punch

Hit level: m,m. Damage: 7,21. Startup: i14, i9~10. On block: -12. On hit: +18a (+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 +5, +43d (+35)
Quick Spin
Basic Attack
Controls: Universal Tekken notation
How it is used
3+4
Read as: left kick + right kick

Hit level: sp.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition into ALB * Transition to r10 PAB with F after 20F * Transition into i13 ALB.d_u with d_u after 24F

Command Moves

53
Move f+2
Command Move
Controls: Universal Tekken notation
How it is used
f+2
Read as: Forward + right punch

Hit level: m. Damage: 11. Startup: i21~22. On block: -6. On hit: +5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Ducking Body Blow > Left Hook
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: 11, 12. Startup: i21~22, i15. 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
* Combo from 1st hit with 7F delay * Move cannot be interrupted * Move can be delayed by 16F * Transition to r15? PAB with f (+0/+4) * Transition to r14? FLK with b (+1/+5) ** r14? PAB/FLK FC cancel?
Ducking Psyche-out Body
Command Move
Controls: Universal Tekken notation
How it is used
f+2,1~2
Read as: Forward + right punch β†’ left punch (quick transition) right punch

Hit level: m, m. Damage: 11, 20. Startup: i21~22, i31. On block: -10. On hit: +36d (+28).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Interrupt with i16 from 1st block * Whiffs vs SSR, SWR from 1st block
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: 11, 15. Startup: i21~22, i16~17. On block: -6. On hit: +11g.

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 6F delay * Jail from 1st block with ?F delay * Move can be delayed by 16F * Transition to LNH * Transition to r29? standing with b (-10/+7)
Conqueror Combination
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,m,m. Damage: 11, 15, 5,8,20. Startup: i21~22, ,i18~19, i7~8, i16. On block: -12. On hit: +5c.

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 * Move cannot be interrupted * Spike * Floor Break
Ducking
Command Move
Controls: Universal Tekken notation
How it is used
f+3
Read as: Forward + left kick

Hit level: sp.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to DCK * Actionable for 19F * Input u+3_4 to r25 cs1~25 LWV after 9F with 10F delay * Input d+3_4 to r25 cs1~25 RWV after 9F with 10F delay * Input b+3_4 to r10 SWY after 14F with 5F delay * Input f+3_4 to r6 EXD after 19F * Transition to r15 FC with db after 9F with 10F delay * WV transition notes: * Transition is t45 r25 cs1~25 and actionable for 14F. * Can immediately transition into r15 SWY with 14F delay? * Can immediately transition into r1 DCK with 14F delay? * High crush 1~25
Move f+1+2
Command Move
Controls: Universal Tekken notation
How it is used
f+1+2
Read as: Forward + left punch + right punch

Hit level: m,h. Damage: 10,12. Startup: i15~16, i7~9. On block: -14. On hit: -3.

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
Shotgun Combination
Command Move
Controls: Universal Tekken notation
How it is used
f+1+2,2
Read as: Forward + left punch + right punch β†’ right punch

Hit level: m,h, m. Damage: 10,12, 20. Startup: i15~16, i7~9, i18~19. On block: -13. On hit: +3d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 2nd hit * Move cannot be interrupted
Peekaboo
Command Move
Controls: Universal Tekken notation
How it is used
f+3+4
Read as: Forward + left kick + right kick

Hit level: sp.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to PAB * i21? auto high/mid block * Can move forward with f after 20F * Can transition to r1 FC with db after 20F * Can transition to r1 standing with f+3+4 after 20F * Stance moves and the following transitions can be performed instantly after inputting f+3+4: * Transition to r7? LWV with 3 (laterally evasive) * Transition to r7? RWV with 4 (laterally evasive) * Transition to r1? ALB with 3+4 * Transition to r6 DCK with f+3_4 * Transition to r10 SWY with b+3_4
Left Uppercut
Command Move
Controls: Universal Tekken notation
How it is used
df+1
Read as: Down-Forward + left punch

Hit level: m. Damage: 12. Startup: i13~14. On block: -2. On hit: +5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to LWV with 3 (-7/0) * Transition to RWV with 4 (-7/0) * Transition to SWY with b+3_4 (-7/0) * Transition to r20? DCK with f+3_4 (-5/+2) ** r22? DCK FC cancel?
Uppercut Cross Combo
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: 12, 13. Startup: i13~14, i19. On block: -6. On hit: +3. Counter hit: +5.

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 * Cancel to r16? LWV with 3 (-16/-9) at frame 17 * Cancel to r16? RWV with 4 (-16/-9) at frame 17 * Cancel to r16? SWY with b+3_4 (-16/-9) at frame 17 * Cancel to r14? DCK with f+3_4 (-14/-7) at frame 17 ** r15? DCK FC cancel?
Uppercut Psyche-out Hook
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2~1
Read as: Down-Forward + left punch β†’ right punch (quick transition) left punch

Hit level: m, h. Damage: 12, 20. Startup: i13~14, i30~31. On block: -2. On hit: +2. Counter hit: +61a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r14? FLK with b (+0/+4/+63a) ** r14? FLK FC cancel? * Interrupt with i11 from 1st block * Interrupt with i4 from 1st hit * Whiffs vs SS, SW from 1st block
Uppercut Psyche-out Body
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2~2
Read as: Down-Forward + left punch β†’ right punch (quick transition) right punch

Hit level: m, m. Damage: 12, 12. Startup: i13~14, i37. On block: -10. On hit: +36d (+28).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Interrupt with i18 from 1st block * Interrupt with i11 from 1st hit * Whiffs vs SSR, SWR from 1st block or hit
Uppercut Psyche-out Left Right Combo
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2~f+1+2
Read as: Down-Forward + left punch β†’ right punch (quick transition) Forward + left punch + right punch

Hit level: m, h,h. Damage: 12, 8,12. Startup: i13~14, i34, i9. On block: -3. On hit: +0. Counter hit: +3.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Interrupt with i15 from 1st block * Interrupt with i8 from 1st hit * Whiffs vs SW from 1st block * Transition to r22? LWV with 3 (-4/-1/+2) * Transition to r22? RWV with 4 (-4/-1/+2) * Transition to r22? SWY with b+3_4 (-4/-1/+2) * Transition to r20? DCK with f+3_4 (-2/+1/+4) ** r22? DCK FC cancel?
3rd hit
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2~f+1+2,1
Read as: Down-Forward + left punch β†’ right punch (quick transition) Forward + left punch + right punch β†’ left punch

Hit level: m, h,h, m. Damage: 12, 8,12, 7. Startup: i13~14, ,i17~18. 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
* Combo from 2nd CH
4th hit
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2~f+1+2,1,1
Read as: Down-Forward + left punch β†’ right punch (quick transition) Forward + left punch + right punch β†’ left punch β†’ left punch

Hit level: m, h,h, m, m. Damage: 12, 8,12, 7, 8. Startup: i13~14, ,i23~26. On block: -25. On hit: -17.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 3rd hit
5th hit
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2~f+1+2,1,1,2
Read as: Down-Forward + left punch β†’ right punch (quick transition) Forward + left punch + right punch β†’ left punch β†’ left punch β†’ right punch

Hit level: m, h,h, m, m, m. Damage: 12, 8,12, 7, 8, 8. Startup: i13~14, ,i22~23. On hit: -8.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 4th hit
6th hit
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2~f+1+2,1,1,2,1
Read as: Down-Forward + left punch β†’ right punch (quick transition) Forward + left punch + right punch β†’ left punch β†’ left punch β†’ right punch β†’ left punch

Hit level: m, h,h, m, m, m, h. Damage: 12, 8,12, 7, 8, 8, 8. Startup: i13~14, ,i15~15. On block: -9. On hit: +5.

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

Hit level: m. Damage: 10. Startup: i16~17. On block: -11. On hit: +6. Counter hit: +10c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r22? LWV with 3 (-7/+10/+14c) * Transition to r22? RWV with 4 (-7/+10/+14c) * Transition to r22? SWY with b+3_4 (-7/+10/+14c) * Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c) ** r19? DCK FC cancel?
Knee Blaster
Command Move
Controls: Universal Tekken notation
How it is used
d+1
Read as: Down + left punch

Hit level: l. Damage: 12. Startup: i16. 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~
Move d+2
Command Move
Controls: Universal Tekken notation
How it is used
d+2
Read as: Down + right punch

Hit level: l. Damage: 11. Startup: i17. On block: -18. On hit: -5.

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

Hit level: l, m. Damage: 11, 8. Startup: i17, i14~15. On block: -11. On hit: -5. Counter hit: +0.

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 13F delay * Move cannot be interrupted from 1st block or hit * Move can be delayed by 13F * Transition to r22 LWV with 3 (-6/+0/+5) * Transition to r22 RWV with 4 (-6/+0/+5) * Transition to r22 SWY with b+3_4 (-6/+0/+5) * Transition to r20 DCK with f+3_4 (-4/+2/+7) * r22? DCK FC cancel?
Wildman Combo
Command Move
Controls: Universal Tekken notation
How it is used
d+2,1,2
Read as: Down + right punch β†’ left punch β†’ right punch

Hit level: l, m, h. Damage: 11, 8, 17. Startup: i17, ,i24~25. On block: -2. On hit: +27a (+18). Counter hit: +56a.

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 * Interrupt with i6 from 2nd block
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.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to standing with f * High crush 4~
Knee Clipper
Command Move
Controls: Universal Tekken notation
How it is used
db+2
Read as: Down-Back + right punch

Hit level: l. Damage: 21. Startup: i26~27. On block: -12. On hit: +1c. Counter hit: +14d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r30 FC with d_db * High crush 6~
Move db+3
Command Move
Controls: Universal Tekken notation
How it is used
db+3
Read as: Down-Back + left kick

Hit level: l. Damage: 10. Startup: i16. On block: -13. On hit: +0.

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Foot Stomp Right Hook
Command Move
Controls: Universal Tekken notation
How it is used
db+3,2
Read as: Down-Back + left kick β†’ right punch

Hit level: l, h. Damage: 10, 10. Startup: i16, i15~16. On block: -6. On hit: +8.

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Command details & verification
* Combo from 1st hit * -27 on block after blocking first hit * Transition to LNH * Transition to r34 standing with b (-31/-10/+4)
Stun Gun
Command Move
Controls: Universal Tekken notation
How it is used
db+1+2
Read as: Down-Back + left punch + right punch

Hit level: m. Damage: 21. Startup: i28~29. On block: -13. On hit: +29a (+21).

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Command details & verification
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state * Power crush 7~27
Quick Hook
Command Move
Controls: Universal Tekken notation
How it is used
b+1
Read as: Back + left punch

Hit level: h. Damage: 10. Startup: i13~14. On block: -14. On hit: +2. Counter hit: +61a.

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Command details & verification
* Transition to r16? FLK with B (-1/+10/+69) ** r16? FLK FC cancel?
Quick Draw
Command Move
Controls: Universal Tekken notation
How it is used
b+1,2
Read as: Back + left punch β†’ right punch

Hit level: h, h. Damage: 10, 17. Startup: i13~14, i17~18. On block: +3. On hit: +8.

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Command details & verification
* Homing * Strong Aerial Tailspin * Combo from 1st hit * Interrupt with i1 from 1st block * Transition to LNH * Transition to r34? standing with b (-1/+4)
Swindler
Command Move
Controls: Universal Tekken notation
How it is used
b+1,2~1
Read as: Back + left punch β†’ right punch (quick transition) left punch

Hit level: h, m. Damage: 10, 17. Startup: i13~14, i30~31. On block: -8. On hit: +4. Counter hit: +63a.

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Command details & verification
* Interrupt with i14 from 1st block * Interrupt with i3 from 1st hit
Move b+1,d+2
Command Move
Controls: Universal Tekken notation
How it is used
b+1,d+2
Read as: Back + left punch β†’ Down + right punch

Hit level: h, l. Damage: 10, 10. Startup: i13~14, i27~28. On block: -11. On hit: +0.

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Command details & verification
* Combo from 1st hit * Interrupt with i10 from 1st block * Transition to r25? PAB with f (-9/+2) * r25? PAB FC cancel? * High crush 13~
Frigate Combo
Command Move
Controls: Universal Tekken notation
How it is used
b+1,d+2,1
Read as: Back + left punch β†’ Down + right punch β†’ left punch

Hit level: h, l, m. Damage: 10, 10, 10. Startup: i13~14, ,i25~27. On block: -9. On hit: +35a (+20a).

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Command details & verification
* Tornado * Combo from 2nd CH * Interrupt with i6 from 2nd block
Parry
Command Move
Controls: Universal Tekken notation
How it is used
b+1+3
Read as: Back + left punch + left kick

Hit level: sp.

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Command details & verification
* Parry h and m punches * +7? on successful parry * Press 1 on successful parry for follow-up ** i14,30dmg (-12/+24a (+18)/+26a (+16)) * Parry state 5~12
Body Bomb
Command Move
Controls: Universal Tekken notation
How it is used
b+2
Read as: Back + right punch

Hit level: m. Damage: 20. Startup: i17~18. On block: -13. On hit: +14.

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Command details & verification
* Can evade highs
Swaying
Command Move
Controls: Universal Tekken notation
How it is used
b+3
Read as: Back + left kick

Hit level: sp.

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Command details & verification
* Transition to SWY * Actionable for 15F * Transition to r25 cs1?~25? LWV with u+3_4 after 5F with 10F delay * Transition to r25 cs1?~25? RWV with d+3_4 after 5F with 10F delay * Transition to r6 DCK with f+3_4 after 20F in SWY * WV transition notes: * Transition is t45 r25 cs1~25 and actionable for 14F. * Can immediately transition into r15 SWY with 14F delay? * Can immediately transition into r1 DCK with 14F delay? * High crush 1~25
Fox Fury
Command Move
Controls: Universal Tekken notation
How it is used
b+1+2
Read as: Back + left punch + right punch

Hit level: m,h. Damage: 8,20. Startup: i16, i12. On block: -8. On hit: +19d.

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Command details & verification
* Balcony Break * Jail from 1st attack
Flicker Stance
Command Move
Controls: Universal Tekken notation
How it is used
b+3+4
Read as: Back + left kick + right kick

Hit level: sp.

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Command details & verification
* Transition to FLK * Actionable for 64F * Auto i5? high and mid neutral block high and mid? * Can cancel immediately into FC with db after b+3+4 input (3F iWS) * Can cancel immediately into r6 DCK with f+3_4 * Can cancel immediately into r10 SWY with b+3_4 * Transition to r8 LWV with 3 (steps left) * Transition to r8 RWV with 4 (steps right)
Bounty Hunter
Command Move
Controls: Universal Tekken notation
How it is used
ub+2
Read as: Up-Back + right punch

Hit level: h. Damage: 17. Startup: i17~18. On block: +5. On hit: +14c.

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Command details & verification
* Strong Aerial Tailspin * Homing * 5 chip damage on block * Transition into LNH * Transition to r30 standing with b (+1/+10c)
Swindler
Command Move
Controls: Universal Tekken notation
How it is used
ub+2~1
Read as: Up-Back + right punch (quick transition) left punch

Hit level: m. Damage: 17. Startup: i30~31. On block: -8. On hit: +4. Counter hit: +63a.

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Lion Heart
Command Move
Controls: Universal Tekken notation
How it is used
ub+3
Read as: Up-Back + left kick

Hit level: sp.

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Command details & verification
* Transition to LNH * Actionable for 120F * Transition to LWV with 3 (steps left) * Transition to RWV with 4 (steps right) * Transition to DCK with f+3_4 * Transition to SWY b+3_4
Hellfire
Command Move
Controls: Universal Tekken notation
How it is used
ub+1+2
Read as: Up-Back + left punch + right punch

Hit level: ub(m). Damage: 70. Startup: i66~69. On hit: +12a (+1).

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Command details & verification
* Balcony Break
Dreadnought Uppercut
Command Move
Controls: Universal Tekken notation
How it is used
u+2
Read as: Up + right punch

Hit level: m. Damage: 14. Startup: i17~19. On block: -15. On hit: +34a (+24).

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Command details & verification
* Tornado * Low crush 12~32
Over the Top
Command Move
Controls: Universal Tekken notation
How it is used
uf+1
Read as: Up-Forward + left punch

Hit level: m. Damage: 18. Startup: i19~21. On block: -6. On hit: +5.

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Command details & verification
* Spike * Low crush 9~
Burst Hammer
Command Move
Controls: Universal Tekken notation
How it is used
uf+2
Read as: Up-Forward + right punch

Hit level: m. Damage: 20. Startup: i22~25. On block: -14. On hit: +52a.

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Command details & verification
* Spike * Low crush 9~
Move uf+3
Command Move
Controls: Universal Tekken notation
How it is used
uf+3
Read as: Up-Forward + left kick

Hit level: l. Damage: 20. Startup: i36~37. On block: -12. On hit: +9.

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Command details & verification
* Low crush 9~
Jump-in Foot Stomp Right Hook
Command Move
Controls: Universal Tekken notation
How it is used
uf+3,2
Read as: Up-Forward + left kick β†’ right punch

Hit level: l, h. Damage: 20, 10. Startup: i36~37, i15~16. On block: -6. On hit: +8.

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Command details & verification
* Combo from 1st hit * -27 on block after blocking 1st hit * Transition to r34? standing with b (-31/-10/+4)
Jumping Duck Kick
Command Move
Controls: Universal Tekken notation
How it is used
uf+4
Read as: Up-Forward + right kick

Hit level: m. Damage: 20. Startup: i23~24. On block: -9. On hit: +22a (+5). Counter hit: +36a (+26).

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Command details & verification
* Balcony Break * Low crush 9~
Sliding Low Punch
Command Move
Controls: Universal Tekken notation
How it is used
afters+1
Read as: afters + left punch

Hit level: l. Damage: 23. Startup: i16. On block: -12. On hit: +17d.

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Command details & verification
* High crush 6~
Beat Down
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: 24. Startup: i14~17. On block: -13c. On hit: +12d.

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Command details & verification
* Spike
Rocket Launcher
Command Move
Controls: Universal Tekken notation
How it is used
qcf+1
Read as: Down β†’ Down-Forward β†’ Forward + left punch

Hit level: m. Damage: 21. Startup: i16. On block: -10. On hit: +16a (+7).

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Command details & verification
Heat Engager Heat Dash (+5, +36a (+26) * Balcony Break * Transition to r18? FLK with B (-3/+23a (+14)/+23a (+14)) ** r18? FLK FC cancel?
Low Cross Blaster
Command Move
Controls: Universal Tekken notation
How it is used
qcf+2
Read as: Down β†’ Down-Forward β†’ Forward + right punch

Hit level: l. Damage: 18. Startup: i19. On block: -18. On hit: +2c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r36? PAB with F (-18/+2c) ** r36? FC cancel? * High crush 10~
Eraser
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: 30. Startup: i20~24. On block: +6. On hit: +10d.

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 * 9 chip damage on block * Low crush 9~

Throws

13
Gut Wrencher
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: -6. On hit: +0d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * Throw break 1 or 2 * Opponent left FUFA
Brain Pulverizer
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: -3. On hit: +0d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * Floor Break * Throw break 1 or 2 * Sideswitch * Opponent left FDFT
Schoolyard Bully
Throw
Controls: Universal Tekken notation
How it is used
Back throw
Read as: Back throw

Hit level: t. Damage: 55. On hit: +5d.

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Command details & verification
* Unbreakable * Sideswitch * Opponent left FUFT
Griffin Throw
Throw
Controls: Universal Tekken notation
How it is used
FLK.1+2
Read as: FLK.left punch + right punch

Hit level: th. Damage: 40. Startup: i12~14. On block: -6. On hit: +0d.

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Command details & verification
* 1+2 for throw break
Choke Slam
Throw
Controls: Universal Tekken notation
How it is used
Left throw
Read as: Left throw

Hit level: t. Damage: 40. On block: -3. On hit: +0d.

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Command details & verification
* Throw break 1 * Opponent left FUFR?
Ten Count
Throw
Controls: Universal Tekken notation
How it is used
PAB.1+2
Read as: PAB.left punch + right punch

Hit level: th. Damage: 45. Startup: i11. On block: 0. On hit: +0d.

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Command details & verification
* 1+2 for throw break
Throw Down
Throw
Controls: Universal Tekken notation
How it is used
Right throw
Read as: Right throw

Hit level: t. Damage: 40. On block: -3. On hit: +0d.

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Command details & verification
* Throw break 2 * Opponent left FUFL?
Position Change
Throw
Controls: Universal Tekken notation
How it is used
SWY.1+2
Read as: SWY.left punch + right punch

Hit level: th. Startup: i10~15. On block: -2. On hit: +1 / +10~17wc.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 3 damage on wall crush * +10 when opponent hits the wall, if the throw is successful * Frame advantage on wall crush increases up to +17 the further the opponent is from the wall * Throw break 1+2 * 10F throw break window for NH and CH SWY.1+2
Move SWY.1+2~b
Throw
Controls: Universal Tekken notation
How it is used
SWY.1+2~b
Read as: SWY.left punch + right punch (quick transition) Back

Hit level: th. Startup: i10~15. On block: -2.

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Command details & verification
* 3 damage on wall crush * +13 when opponent hits the wall after being rotated by < 90 degrees * +17 when opponent hits the wall after being rotated by > 90 degrees * +23? when opponent hits the wall after being rotated by 180 degrees? * Frame advantage on wall crush increases up to +23? the further the opponent is from the wall * Throw break 1+2 * 14F? throw break window for NH and CH SWY.1+2
Dominion Rush
Throw
Controls: Universal Tekken notation
How it is used
TFA.1
Read as: TFA.left punch

Hit level: th. Damage: 15. On block: +0. On hit: +14.

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Command details & verification
* Press 1 for throw break * 15F throw break window * 10F throw break window on CH * Consumes 240F of remaining heat time on successful throw * Consumes 120F of Heat time on break
Debutante Ball
Throw
Controls: Universal Tekken notation
How it is used
TFA.2
Read as: TFA.right punch

Hit level: th. Damage: 50 (60). On block: +0. On hit: +0d.

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Command details & verification
* Press 2 for throw break * 15F throw break window * 1F throw break window on CH (bug) * Consumes 480F of remaining heat time on successful throw * Consumes 240F of Heat time on break * 60 damage on wall splat
Spinning Elbow Drop
Throw
Controls: Universal Tekken notation
How it is used
qcb+2+4
Read as: Down β†’ Down-Back β†’ Back + right punch + right kick

Hit level: t. Damage: 40. Startup: i12~14. On block: -2. On hit: +0d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 2 Throw break * Opponent left FUFA
Armlock Throw
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: i12~13. On block: +0. On hit: +0d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 1+2 Throw break * Sideswitch * Opponent left FUFA

Heat

6
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.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
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
Bretwalda
Heat
Controls: Universal Tekken notation
How it is used
H.2+3
Read as: in Heat.right punch + left kick

Hit level: m,th. Damage: 10,4,2,3,3,3,25. Startup: i16~17, i18~19, i23~24, i17~18, i7~8, i10~11, i34. On block: +8 LNH. On hit: +0.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Heat Smash * Floor Break * Spike * Cancel to standing on block with B (-9) * 7 chip damage on block
Two-Faced (TFA)
Heat
Controls: Universal Tekken notation
How it is used
H.EXD.1+3
Read as: in Heat.EXD.left punch + left kick

Hit level: h (th). Startup: i18~19.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * Unbreakable * Transition to TFA * Can buffer TFA.1 or TFA.2 throw breaks from frames 20-35 of TFA recovery
Two-Faced
Heat
Controls: Universal Tekken notation
How it is used
H.LNH.P
Read as: in Heat.LNH.P

Hit level: m,t. Damage: 15.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Parries high and mid punches and kicks? * Active after LNH is actionable * Transition to TFA after successful parry * Throws received are unbreakable * Parry state 25~95?
Move H.df+3+4
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: sp.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r13 EXD * Transition to r25 FC with db * Consumes 150F of remaining heat time * Auto low parry effect * High crush 1~19 * Parry state 1~14
Five Fox Fury
Heat
Controls: Universal Tekken notation
How it is used
H.b+1+2,1+2
Read as: in Heat.Back + left punch + right punch β†’ left punch + right punch

Hit level: m,h,m,h,m. Damage: 8,4,3,3,20. Startup: i16,i12,i12,i12,i19. On block: -4. On hit: +36a (+10).

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 * Transition to FLK r22 with B (+3/+43a (+17)) * Consumes 300F of remaining heat time

Rage Art

1
Dear Land of Hope
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

6
Move WS.1
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
WS.1
Read as: while rising.left punch

Hit level: m. Damage: 12. Startup: i11~12. On block: -3. On hit: +3. Counter hit: +8.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Eagle Jab
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
WS.1,1
Read as: while rising.left punch β†’ left punch

Hit level: m, h. Damage: 12, 7. Startup: i11~12, i15. On block: -3. On hit: +3.

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 * Combo from 1st CH with 11F delay * Move can be delayed by 11F * Jails attack inputs with ?F from 1st block (movement bufferable) * Duckable * Transition to r22? LWV with 3 (-6/+0) * Transition to r22? RWV with 4 (-6/+0) * Transition to r22? SWY with b+3_4 (-6/+0) * Transition to r20? DCK with f+3_4 (-2/+4) * r22? DCK FC cancel?
Wildman
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
WS.1,2
Read as: while rising.left punch β†’ right punch

Hit level: m, m. Damage: 12, 17. Startup: i11~12, i13~14. On block: -13. On hit: +3c. Counter hit: +23d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Spike * Combo from 1st hit with 1F delay * Combo from 1st CH with 11F delay * Jail from 1st block with 3F delay * Move can be delayed by 11F
Move WS.2
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
WS.2
Read as: while rising.right punch

Hit level: m. Damage: 17. Startup: i13~15. On block: -7. On hit: +4.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r22? LWV with 3 (-7/+4) * Transition to r22? RWV with 4 (-7/+4) * Transition to r22? SWY with b+3_4 (-7/+4) * Transition to r20? DCK with f+3_4 (-5/+6) * r22? DCK FC cancel?
Nighthawk Combination
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
WS.2,2
Read as: while rising.right punch β†’ right punch

Hit level: m, m. Damage: 17, 15. Startup: i13~15, i16~17. On block: -6. On hit: +11.

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Command details & verification
* Combo from 1st hit with 5F delay * Jail from 1st block with no delay * Move can be delayed by 5F * Transition to LNH * Input b to cancel LNH at r29? (-10/+7)
Finishing Blow
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.df+2
Read as: fully crouched.Down-Forward + right punch

Hit level: m. Damage: 20. Startup: i16~17. On block: -15. On hit: +34a (+24).

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Command details & verification
Tornado

Stance Technique

73
Cyclone Punch
Stance Technique
Controls: Universal Tekken notation
How it is used
ALB.2
Read as: ALB.right punch

Hit level: m. Damage: 22. Startup: i23~24. On block: -3. On hit: +16a (+7).

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Command details & verification
Heat Engager Heat Dash (+36a (+26)) * Balcony Break
Cyclone Left (Right)
Stance Technique
Controls: Universal Tekken notation
How it is used
ALB.d
Read as: ALB.Down

Hit level: sp. Startup: i13.

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Command details & verification
* Transition to r10 PAB with F after 20F
Double Cyclone Punch
Stance Technique
Controls: Universal Tekken notation
How it is used
ALB.d,1
Read as: ALB.Down β†’ left punch

Hit level: sp, m. Damage: 34. Startup: i13, i12~13. On block: -3. On hit: +16a (+7).

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Command details & verification
* Balcony Break * ALB.d_u takes 37 frames, effective startup is i49~50
Double Cyclone Knee Punch
Stance Technique
Controls: Universal Tekken notation
How it is used
ALB.d,d+1
Read as: ALB.Down β†’ Down + left punch

Hit level: sp, l. Damage: 30. Startup: i13, i22~23. On block: -12. On hit: +14d.

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Command details & verification
* ALB.d_u takes 37 frames, effective startup time is i59~60 * High crush 6~
Cyclone Knee Clip
Stance Technique
Controls: Universal Tekken notation
How it is used
ALB.d+2
Read as: ALB.Down + right punch

Hit level: l. Damage: 17. Startup: i34. On block: -12. On hit: +1c. Counter hit: +14d.

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Command details & verification
* High crush 6~
Fox Hunt
Stance Technique
Controls: Universal Tekken notation
How it is used
DCK.1
Read as: DCK.left punch

Hit level: m. Damage: 17. Startup: i19~20. On block: -7. On hit: +58a (+27). Counter hit: +34a (+24).

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Skyscraper
Stance Technique
Controls: Universal Tekken notation
How it is used
DCK.2
Read as: DCK.right punch

Hit level: m. Damage: 15. Startup: i19~21. On block: -14. On hit: +35a (+25).

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Move DCK.1+2
Stance Technique
Controls: Universal Tekken notation
How it is used
DCK.1+2
Read as: DCK.left punch + right punch

Hit level: m,m. Damage: 3,3. Startup: i16, i7. On block: -9. On hit: +2.

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Move DCK.1+2,1+2
Stance Technique
Controls: Universal Tekken notation
How it is used
DCK.1+2,1+2
Read as: DCK.left punch + right punch β†’ left punch + right punch

Hit level: m,m, m,m. Damage: 3,3, 3,3. Startup: i16, i7, i5, i2. On block: -9. On hit: +2.

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Command details & verification
* Combo from 1st hit * Jail from 1st block?
Move DCK.1+2,1+2,1+2
Stance Technique
Controls: Universal Tekken notation
How it is used
DCK.1+2,1+2,1+2
Read as: DCK.left punch + right punch β†’ left punch + right punch β†’ left punch + right punch

Hit level: m,m, m,m, m,m. Damage: 3,3, 3,3, 2,2. Startup: i16, i7, ,i5, i2. On block: -9. On hit: +2.

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Command details & verification
* Combo from 1st hit * Jail from 1st block?
Gatling Gun
Stance Technique
Controls: Universal Tekken notation
How it is used
DCK.1+2,1+2,1+2,1+2
Read as: DCK.left punch + right punch β†’ left punch + right punch β†’ left punch + right punch β†’ left punch + right punch

Hit level: m,m, m,m, m,m, m,m. Damage: 3,3, 3,3, 2,2, 2,12. Startup: i16, i7, ,i7, i9. On block: -12. On hit: +32a (+22).

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Command details & verification
* Combo from 1st hit * Jail from 1st block?
Punisher
Stance Technique
Controls: Universal Tekken notation
How it is used
DCK.f+2
Read as: DCK.Forward + right punch

Hit level: h. Damage: 21. Startup: i15~16. On block: +5. On hit: +14c. Counter hit: +55a.

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Command details & verification
* Strong Aerial Tailspin * Transition to standing (+1/+10c/+51a) with B * 6 chip damage on block
Swindler
Stance Technique
Controls: Universal Tekken notation
How it is used
DCK.f+2~1
Read as: DCK.Forward + right punch (quick transition) left punch

Hit level: m. Damage: 17. Startup: i28~29. On block: -8. On hit: +4. Counter hit: +63a.

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Ducking In
Stance Technique
Controls: Universal Tekken notation
How it is used
DCK.f+3
Read as: DCK.Forward + left kick

Hit level: sp.

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Command details & verification
* Transition to EXD * Actionable for 19F * Input u+3_4 to r18 cs1~25 LWV after 9F with 10F delay * Input d+3_4 to r18 cs1~25 RWV after 9F with 10F delay * Input b+3_4 to r10 SWY after 14F with 5F delay * Input db to r15 FC with db after 9F with 10F delay * WV transition notes: * Transition is t38 r18 cs1~18 and actionable for 14F. * Can immediately transition into r15 SWY with 14F delay? * Can immediately transition into r1 DCK with 14F delay?
Power Fox Hunt
Stance Technique
Controls: Universal Tekken notation
How it is used
EXD.1
Read as: EXD.left punch

Hit level: m. Damage: 21. Startup: i19~20. On block: -7. On hit: +44d (+36). Counter hit: +41a (+31).

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Command details & verification
* 8 chip damage on block
Power Skyscraper
Stance Technique
Controls: Universal Tekken notation
How it is used
EXD.2
Read as: EXD.right punch

Hit level: m. Damage: 21. Startup: i19~21. On block: -14. On hit: +61a (+51).

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Command details & verification
* 6 chip damage on block
Power Punisher
Stance Technique
Controls: Universal Tekken notation
How it is used
EXD.f+2
Read as: EXD.Forward + right punch

Hit level: h. Damage: 28. Startup: i15~16. On block: +5. On hit: +56a.

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Command details & verification
* Strong Aerial Tailspin * Transition to standing (+1/+52a) with B * 11 chip damage on block
Swindler
Stance Technique
Controls: Universal Tekken notation
How it is used
EXD.f+2~1
Read as: EXD.Forward + right punch (quick transition) left punch

Hit level: m. Damage: 17. Startup: i28~29. On block: -8. On hit: +4. Counter hit: +63a.

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Move FLK.1
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1
Read as: FLK.left punch

Hit level: h. Damage: 14. Startup: i12. On block: -4. On hit: +7.

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Command details & verification
* Transition to r18? FLK with b (-1/+10/+10) * Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28) * r18? FLK FC cancel?
Move FLK.1,1
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1,1
Read as: FLK.left punch β†’ left punch

Hit level: h, h. Damage: 14, 8. Startup: i12, i15. On block: -9. On hit: +0.

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Command details & verification
* Combo from 1st CH with 3F delay * Move can be delayed by 3F * Jail from 1st block with ?F delay * Duckable on block * Transition to r18? FLK with b (-4/+5/+5) * Transition to r1? ALB with 3+4 (+14g/+23g/+23) * r18? FLK FC cancel?
Move FLK.1,1,1
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1,1,1
Read as: FLK.left punch β†’ left punch β†’ left punch

Hit level: h, h, h. Damage: 14, 8, 8. Startup: i12, ,i15. On block: -9. On hit: +0.

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Command details & verification
* Combo from 2nd CH with 1F delay * Jail from 2nd block with 1F delay * Duckable on block * Move can be delayed by 1F * Transition to r18? FLK with b (-4/+5/+5) * Transition to r1? ALB with 3+4 (+14g/+23g/+23)
Spiteful Combination
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1,1,1,2
Read as: FLK.left punch β†’ left punch β†’ left punch β†’ right punch

Hit level: h, h, h, m. Damage: 14, 8, 8, 22. Startup: i12, ,i20~22. On block: -12. On hit: +17a (+0).

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Command details & verification
* Tornado * Combo from 3rd hit * Interrupt with i4 from 3rd block
Move FLK.1,1,2
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1,1,2
Read as: FLK.left punch β†’ left punch β†’ right punch

Hit level: h, h, m. Damage: 14, 8, 22. Startup: i12, ,i20~22. On block: -12. On hit: +17a (+0).

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Command details & verification
* Tornado * Combo from 2nd CH * Same hit as (FLK.1,1,1),2 * Interrupt with i3 from 2nd block
Move FLK.1,1,d+1
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1,1,d+1
Read as: FLK.left punch β†’ left punch β†’ Down + left punch

Hit level: h, h, h. Damage: 14, 8, 23. Startup: i12, ,i15~17. On block: +0. On hit: +18g. Counter hit: +42a.

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Command details & verification
* Balcony Break * Combo from 2nd CH with 9F delay * Jail from 2nd block with no delay * Duckable on block * Move can be delayed by 11F * Same hit as (FLK.1),d+1
Move FLK.1,1,f+1
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1,1,f+1
Read as: FLK.left punch β†’ left punch β†’ Forward + left punch

Hit level: h, h, m. Damage: 14, 8, 17. Startup: i12, ,i15. On block: -5. On hit: +0c. Counter hit: +10d.

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Command details & verification
* Spike * Combo from 2nd CH with 9F delay * Jail from 2nd block with no delay * Move can be delayed by 11F * Same hit as (FLK.1),f+1
Move FLK.1,2
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1,2
Read as: FLK.left punch β†’ right punch

Hit level: h, m. Damage: 14, 22. Startup: i12, i20~22. On block: -12. On hit: +17a (+0).

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Command details & verification
* Tornado * Combo from 1st CH * Same hit as (FLK.1,1,1),2
Power Hook Combo
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1,d+1
Read as: FLK.left punch β†’ Down + left punch

Hit level: h, h. Damage: 14, 23. Startup: i12, i15~17. On block: +0. On hit: +18g. Counter hit: +42a.

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Command details & verification
* Balcony Break * Combo from 1st CH with 14F delay * Jail from 1st block with ?F delay (crouch assist bufferable) * Duckable on block * Move can be delayed by 14F
Tempest Combo
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.1,f+1
Read as: FLK.left punch β†’ Forward + left punch

Hit level: h, m. Damage: 14, 17. Startup: i12, i15. On block: -5. On hit: +0c. Counter hit: +10d.

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Command details & verification
* Spike * Combo from 1st CH with 14F delay * Jail from 1st block with 3F delay * Move can be delayed by 14F
Fly Swatter
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.2
Read as: FLK.right punch

Hit level: m. Damage: 21. Startup: i18~19. On block: -5c. On hit: +7d. Counter hit: +42a.

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Command details & verification
* Spike * 6 chip damage on block
British Lancer
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.b+2
Read as: FLK.Back + right punch

Hit level: h. Damage: 21. Startup: i14~15. On block: -9. On hit: +35d (+27).

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Command details & verification
* Tornado * Balcony Break * +0 frame advantage and 8 chip damage on block after absorbing an attack in power crush state * Power crush 8~13
Dreadnought Uppercut
Stance Technique
Controls: Universal Tekken notation
How it is used
FLK.u+2
Read as: FLK.Up + right punch

Hit level: m. Damage: 14. Startup: i17~19. On block: -15. On hit: +34a (+24).

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Command details & verification
* Tornado * Low crush 12~32
Vigilant Blow
Stance Technique
Controls: Universal Tekken notation
How it is used
LNH.1
Read as: LNH.left punch

Hit level: m. Damage: 21. Startup: i14-15. On block: -9. On hit: +15g.

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Command details & verification
* Balcony Break * Heat Engager * Heat Dash +5, +43d (+35) * Homing * Transition to r18 FLK (-3/+21g) with B
Bloodhound
Stance Technique
Controls: Universal Tekken notation
How it is used
LNH.2
Read as: LNH.right punch

Hit level: m. Damage: 22. Startup: i16-17. On block: -13. On hit: +61a (+51).

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Command details & verification
* Tornado
Swingfire Advance
Stance Technique
Controls: Universal Tekken notation
How it is used
LNH.1+2
Read as: LNH.left punch + right punch

Hit level: h. Damage: 24. Startup: i18-19. On block: +12. On hit: +51a (+31).

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Command details & verification
* Guard Break * Reversal Break * Balcony Break * 9 chip damage on block
Move LWV.1
Stance Technique
Controls: Universal Tekken notation
How it is used
LWV.1
Read as: LWV.left punch

Hit level: m. Damage: 14. Startup: i14. On block: -10. On hit: +1.

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Command details & verification
* Input b to r18? FLK (-3/+8/+8)
Double Stinger
Stance Technique
Controls: Universal Tekken notation
How it is used
LWV.1,1
Read as: LWV.left punch β†’ left punch

Hit level: m, m. Damage: 14, 22. Startup: i14, i24~26. On block: -13. On hit: +28a (+19).

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Command details & verification
* Strong Aerial Tailspin * Balcony Break * Combo from 1st hit with 5F delay * Interrupt with i4 from 1st block * Move can be delayed by 10F
Bee Sting Combo
Stance Technique
Controls: Universal Tekken notation
How it is used
LWV.1,2
Read as: LWV.left punch β†’ right punch

Hit level: m, h. Damage: 14, 14. Startup: i14, i22~23. On block: +3. On hit: +8.

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Command details & verification
* Strong Aerial Tailspin * Homing * Combo from 1st hit with 7F delay * Interrupt with i2 from 1st block * Move can be delayed by 10F * Transition to LNH * Input b to cancel LNH at r34? (-1/+4/+4)
Swindler
Stance Technique
Controls: Universal Tekken notation
How it is used
LWV.1,2~1
Read as: LWV.left punch β†’ right punch (quick transition) left punch

Hit level: m, m. Damage: 14, 17. Startup: i14, i30~31. On block: -8. On hit: +4. Counter hit: +63a.

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Command details & verification
* Input 1 at frame 17 of LWV.1,2 * Interrupt with i15 from 1st block * Interrupt with i4 from 1st hit * Whiffs vs SWL from 1st block (must perform delayed sidewalk by performing SSL -> SWL)
Move LWV.1,f+1
Stance Technique
Controls: Universal Tekken notation
How it is used
LWV.1,f+1
Read as: LWV.left punch β†’ Forward + left punch

Hit level: m, m. Damage: 14, 9. Startup: i14, i17. On block: -3. On hit: +3.

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Command details & verification
* Combo from 1st hit with 10F delay * Jail from 1st block with 1F delay * Move can be delayed by 10F
Centurion Rush
Stance Technique
Controls: Universal Tekken notation
How it is used
LWV.1,f+1,1
Read as: LWV.left punch β†’ Forward + left punch β†’ left punch

Hit level: m, m, h. Damage: 14, 9, 8. Startup: i14, ,i16. On block: +3. On hit: +7. Counter hit: +68a.

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Command details & verification
* Combo from 1st or 2nd hit * Transition to r14? FLK with b (+4/+8/+69a) * r14? FLK FC cancel? * Move cannot be interrupted
Move LWV.2
Stance Technique
Controls: Universal Tekken notation
How it is used
LWV.2
Read as: LWV.right punch

Hit level: m. Damage: 13. Startup: i14~16. On block: -5. On hit: +4.

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Command details & verification
* Shoulder * Transition to r10? PAB with f (-1/+8) * r10? PAB FC cancel?
Right Shoulder Rush > Billy Club
Stance Technique
Controls: Universal Tekken notation
How it is used
LWV.2,1
Read as: LWV.right punch β†’ left punch

Hit level: m, m. Damage: 13, 21. Startup: i14~16, i19. On block: -8. On hit: +4c. Counter hit: +7d.

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Command details & verification
* Spike * Combo from 1st CH with 5F delay * Interrupt with i2 from 1st block * Move can be delayed by 11F
Nemesis Hook
Stance Technique
Controls: Universal Tekken notation
How it is used
LWV.1+2
Read as: LWV.left punch + right punch

Hit level: h. Damage: 20. Startup: i14. On block: -9. On hit: +8. Counter hit: +35d (+27).

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Command details & verification
* Balcony Break
Cheapshot
Stance Technique
Controls: Universal Tekken notation
How it is used
OTG.d+1+2
Read as: OTG.Down + left punch + right punch

Hit level: L. Damage: 16. Startup: i17. On block: -11c. On hit: +2.

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Command details & verification
* Recovers in crouch * +0d (-8) on grounded hit
Move PAB.1
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.1
Read as: PAB.left punch

Hit level: h. Damage: 10. Startup: i12~13. On block: -2. On hit: +9.

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Move PAB.1,2
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.1,2
Read as: PAB.left punch β†’ right punch

Hit level: h, h. Damage: 10, 14. Startup: i12~13, i15~16. On block: +0. On hit: +8.

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Command details & verification
* Combo from 1st hit * Jail from 1st block
Albion Combination
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.1,2,1
Read as: PAB.left punch β†’ right punch β†’ left punch

Hit level: h, h, m. Damage: 10, 14, 21. Startup: i12~13, ,i18~20. On block: -13. On hit: +8c. Counter hit: +44a.

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 8F delay * Jail from 1st block with no delay * Move can be delayed by 10F
Spite Hook
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.2
Read as: PAB.right punch

Hit level: h. Damage: 19. Startup: i14. On block: +5. On hit: +14c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * Transition to standing with B (+1/+10c) * Punch parry ** +0d and 25 damage on a successful parry * 5 chip damage on block * Parry state 7?-13
Swindler
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.2~1
Read as: PAB.right punch (quick transition) left punch

Hit level: m. Damage: 17. Startup: i27~28. On block: -8. On hit: +4. Counter hit: +63a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Move PAB.b+1
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.b+1
Read as: PAB.Back + left punch

Hit level: m. Damage: 15. Startup: i17~18. On block: -19. On hit: -6.

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

Hit level: m, h. Damage: 15, 10. Startup: i17~18, i18~19. On block: -7. On hit: -1.

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 11F delay * Move cannot be interrupted * Move can be delayed by 13F
Move PAB.b+1,1,2
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.b+1,1,2
Read as: PAB.Back + left punch β†’ left punch β†’ right punch

Hit level: m, h, m. Damage: 15, 10, 12. Startup: i17~18, ,i18~20. On block: -11. On hit: -5.

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 * Move cannot be interrupted * Move can be delayed by 10F
Lancaster Combination
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.b+1,1,2,1
Read as: PAB.Back + left punch β†’ left punch β†’ right punch β†’ left punch

Hit level: m, h, m, m. Damage: 15, 10, 12, 21. Startup: i17~18, ,i21. On block: -10. On hit: +16a (+7).

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 3rd hit * Jails attack inputs from 3rd block * Transition to r18? FLK with b (-3/+23a (+14)) ** r18? FLK FC cancel?
Swaying Hook
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.b+2
Read as: PAB.Back + right punch

Hit level: m. Damage: 25. Startup: i28~29. On block: -13. On hit: +11a (+2).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Backswing Blow
Move PAB.df+1
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.df+1
Read as: PAB.Down-Forward + left punch

Hit level: m. Damage: 12. Startup: i15~16. On block: -9. On hit: +2.

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

Hit level: m, m. Damage: 12, 14. Startup: i15~16, i19~20. 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
* Combo from 1st hit with 7F delay * Interrupt with i2 from 1st block * Move can be delayed by 12f
Move PAB.df+1,1,2
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.df+1,1,2
Read as: PAB.Down-Forward + left punch β†’ left punch β†’ right punch

Hit level: m, m, m. Damage: 12, 14, 12. Startup: i15~16, ,i22. On block: -11. On hit: -3.

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 5F delay * Interrupt with i4 from 2nd block * Whiffs vs SSR, SWR from 2nd block * Move can be delayed by 10F
Argos Rush
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.df+1,1,2,1
Read as: PAB.Down-Forward + left punch β†’ left punch β†’ right punch β†’ left punch

Hit level: m, m, m, m. Damage: 12, 14, 12, 20. Startup: i15~16, ,i16. On block: -13. On hit: +17d.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Spike * Combo from 3rd hit with 2F delay * Jail from 3rd block with no delay * Move can be delayed by 2F
Cross Cut
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.df+1,2
Read as: PAB.Down-Forward + left punch β†’ right punch

Hit level: m, h. Damage: 12, 20. Startup: i15~16, i17-18. On block: +3. 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 * Homing * Combo from 1st hit with 8F delay * Transition to LNH * Transition to standing with B (-1/+4)
Swindler
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.df+1,2~1
Read as: PAB.Down-Forward + left punch β†’ right punch (quick transition) left punch

Hit level: m, m. Damage: 12, 17. Startup: i15~16, i30~31. On block: -8. On hit: +4. Counter hit: +63a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Move cannot be interrupted
Cutting Elbow
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.df+2
Read as: PAB.Down-Forward + right punch

Hit level: m. Damage: 16. Startup: i16~17. On block: -10. 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
* Elbow
Patella Smash
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.d+1
Read as: PAB.Down + left punch

Hit level: l. Damage: 11. Startup: i15~16. On block: -12. On hit: +2.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Alternate input: FC df1 * High crush 6~
Knuckle Plow
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.d+2
Read as: PAB.Down + right punch

Hit level: l. Damage: 25. Startup: i28~29. On block: -12. On hit: +7. Counter hit: +32a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Cancel into FC with DB * High crush 6~
Move PAB.f+2
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.f+2
Read as: PAB.Forward + right punch

Hit level: m. Damage: 18. Startup: i18~19. On block: -13. On hit: +31a (+16).

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

Hit level: m, m. Damage: 18, 24. Startup: i18~19, i34~35. On block: +1. On hit: +24a (+14).

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 * Interrupt with i15 from 1st block
Nimrod Combination
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.f+1+2
Read as: PAB.Forward + left punch + right punch

Hit level: h,h. Damage: 12,23. Startup: i12, i15~16. On block: -5. On hit: +24a (+15).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break
Dreadnought Uppercut
Stance Technique
Controls: Universal Tekken notation
How it is used
PAB.uf+2
Read as: PAB.Up-Forward + right punch

Hit level: m. Damage: 23. Startup: i17~19. On block: -15. On hit: +34a (+24).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Low crush 9~
Move RWV.1
Stance Technique
Controls: Universal Tekken notation
How it is used
RWV.1
Read as: RWV.left punch

Hit level: m. Damage: 13. Startup: i14~16. On block: -5~-3. On hit: +4~+6.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Shoulder * Transition to r10? PAB with f (-1~+1/+8~+10) * r10? PAB FC cancel?
Hawk Swoop Combo
Stance Technique
Controls: Universal Tekken notation
How it is used
RWV.1,2
Read as: RWV.left punch β†’ right punch

Hit level: m, h. Damage: 13, 17. Startup: i14~16, i22~23. On block: +3. 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 * Homing * Combo from 1st hit with 2F delay * Interrupt with i5 from 1st block * Move can be delayed by 11F * Transition into LNH * Input b to cancel LNH at r34? (-1/+4/+4)
Swindler
Stance Technique
Controls: Universal Tekken notation
How it is used
RWV.1,2~1
Read as: RWV.left punch β†’ right punch (quick transition) left punch

Hit level: m, m. Damage: 13, 17. Startup: i14~16, i30~31. On block: -8. On hit: +4. Counter hit: +63a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Input 1 at frame 17 of RWV.1,2 * Interrupt with i18 from 1st block * Interrupt with i9 from 1st hit * Whiffs vs SSL, SWL from 1st block
Gut Drill
Stance Technique
Controls: Universal Tekken notation
How it is used
RWV.2
Read as: RWV.right punch

Hit level: m. Damage: 22. Startup: i14~15. On block: -13. On hit: +10a (+1). Counter hit: +31a (+5).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break
Billy Club
Stance Technique
Controls: Universal Tekken notation
How it is used
SWY.1
Read as: SWY.left punch

Hit level: m. Damage: 26. Startup: i16~17. On block: -1c~+0c. On hit: +14c~+15c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Can be +15c at farther ranges * 10 chip damage on block
Snake Charmer
Stance Technique
Controls: Universal Tekken notation
How it is used
SWY.2
Read as: SWY.right punch

Hit level: m. Damage: 30. Startup: i17~18. On block: -18. On hit: +36a.

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

Stance / Utility

2
Taunt
Stance / Utility
Controls: Universal Tekken notation
How it is used
1+2+4
Read as: left punch + right punch + 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.
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.

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 Steve Fox:

  • 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†’