Bread n' butter
LaunchersDamage: 61
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| for dmg | |
| wall carry | |
| wall break | |
| floor break | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: 61
Damage: +18
Damage: +16
Damage: +24
Damage: +16
Damage: +24
Damage: +18
Deep dash needed to connect.
Damage: +17
Damage: +18
Damage: +24
Damage: +24
Damage: +18
Damage: +16
Damage: +18
Damage: +17
Damage: +23
Damage: +35
Damage: +18
Damage: +14
Damage: +24
Damage: +18
Damage: +18
Damage: +58
Damage: +54
Most combos that uses LIB.4,1,2 as a torando can be replaced with LIB.4,1 into f,F+3. This has better wall carry but requires a deep dash.
Damage: +60
Damage: +54
Damage: +60
Damage: +52
Damage: +60
LIB 1+2: Due to the reduction of frame activation in f+3, you must delay your f+3,4 slightly to hit during this launch.
Damage: +57
LIB 1+2: Due to the reduction of frame activation in f+3, you must delay your f+3,4 slightly to hit during this launch.
Damage: +58
Damage: +53
Damage: +60
f+3,4 is body size dependent for the combo. Smaller body sized characters may whiff. Made sightly more consistent in S3.
Damage: +58
Damage: +58
Damage: +47
Damage: +39
Damage: +33
Damage: +49
If you do not feel comfortable doing the dash into d+2,3, you can open up the combo with SSR and complete the rest.
Damage: +44
Damage: +60
Damage: +58
Damage: +60
Damage: +58
Damage: +60
Damage: +58
Damage: +48
Damage: +43
Damage: +47
You delay LIB.3,1 by holding forward to walk in LIB in order for both hits to connect.
Damage: +45
Damage: +58
Damage: +53
Damage: +29
Damage: +28
Damage: +38
Damage: +37
Damage: +38
Damage: +37
Damage: +XX
Damage: +43
Damage: +36
Damage: +41
Damage: +39
149 moves
Damage: [12;12] · m
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.
Damage: 15,9,29 · m,m,t
Heat smash; Reversal break; Balcony break; 7 chip damage on block; Transition to attack throw on hit; Enter LIB +6 automatically on block/whiff; +15a if only the last hit connects; +30a (+20) if only the last two hits connect; 2nd hit damage 9 > 15 if 1st hit whiffs; 3rd hit damage 29 > 30 if 1st hit whiffs; Hit level becomes m,h,m on block/whiff; Spike on the last hit if the first two whiff; Jab evasion (frames 7 to 10?)
Damage: 0 · h!
Parries all high or low attacks; Consumes 120F of remaining Heat time; Cancel to r20 with DB
Strong aerial tailspin; Consumes 210F of remaining Heat time; 70% scaling on combo; 6 chip damage on block
Strong aerial tailspin; Homing; 70% scaling on combo; Consumes 210f of remaining Heat time; 7 Chip damage on block
Damage: 25 · m
Restores 5 recoverable health on successful parry; Opponent recovers FUFA
Damage: 20 · m
Tornado; Restores 5 recoverable health on successful parry
Strong aerial tailspin; Consumes 210F of remaining Heat time; 70% scaling on combo; 6 chip damage on block
Damage: 27 · M
Tornado; Consumes 210F of remaining Heat time; Transition to FC with D
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,15 · h,m
Combo from 1st hit with 1f delay; Transition to LIB on standing hit only; Interrupt with i5 from 1st block; Move can be delayed 8f
Damage: 5,23 · h,h
Balcony break; Combo from 1st hit with 4f delay; Interrupt with i1 from 1st block; Transition to BT with B
Damage: 9 · h
Damage: 9,11 · h,m
Combo from 1st hit with 4f delay; Jail from 1st attack with 2f delay
Damage: 9,11,21 · h,m,h
Tornado; Balcony break; Combo from 2nd CH with 5f delay; Interrupt with i4 from 1st block; Move can be delayed 10f
Damage: 13 · m
Damage: 13,20 · m,m
Combo from 1st hit with 7f delay; Interrupt with i3 from 1st block; Move can be delayed 10f; Cancel to LIB r37 ps35~ at frame 18 (-18/-7)
Damage: 13,23 · m,h
Heat engager; Heat dash +43d (+35); Balcony break; Combo from 1st hit with 6f delay; Interrupt with i4 from 1st block; Forces tech back roll on hit
Damage: 15 · h
Has good left sidestep tracking
Damage: 15,14 · h,h
Combo from 1st hit; Interrupt with i2 from 1st block; Unparryable by traditional punch parries (bug?)
Damage: 15,20 · h,M
Balcony break; Combo from 1st CH with 8f delay; Interrupt with i7 from 1st block; Whiffs vs SSR, SWR from 1st block; Move can be delayed 12f
Damage: 17 · h
Balcony break
Damage: 14 · h
Damage: 14,17 · h,m
Combo from 1st hit with 7f delay; Interrupt with i3 from 1st block; Move can be delayed 8f
Damage: 14,17,23 · h,m,m
Balcony break; Combo from 2nd CH with 10f delay; Interrupt with i4 from 2nd block
Damage: 15 · m
Has good right sidestep tracking
Damage: 15,20 · m,h
Balcony break; Combo from 1st hit with 8f delay; Move cannot be interrupted
Damage: 15,21 · m,m
Combo from 1st hit with 6f delay; Interrupt with i3 from 1st block; Input can be delayed for 8f; Move can be delayed for 7f
Damage: 16 · m
Homing
Damage: 16,21 · m,h
Heat engager; Heat dash +5, +43d (+35); Balcony break; Combo from 1st hit; Interrupt with i3 from 1st block; Cancel 2nd hit into BT -19 -10 r39 with B at frame 19
Damage: 16,23 · m,h
6 chip damage on block; Input can be delayed by 18F; Move cannot be delayed; i42~43 effective startup (Cancel takes 19f); Interrupt with i21 from 1st block; Whiffs vs SS, SW from 1st block; Interrupt with i11 from 1st hit; Whiffs vs SSR, SWR from 1st hit
Damage: 16,24 · m,m
Balcony break; Tornado on CH; Interrupt with i19 from 1st block; Interrupt with i10 from 1st hit; i40~41 effective startup (Cancel takes 19f); Whiffs vs SSR, SW from 1st block; Whiffs vs SWL from 1st hit; Input can be delayed by 18F; Move cannot be delayed
Damage: 25 · h
Balcony break; +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
Damage: 11 · m
Damage: 11,13 · m,h
Jail from 1st block; Combo from 1st hit; Enter BT -5 +6 r23 with B
Damage: 11,13,20 · m,h,h
Balcony break; Combo from 2nd CH with 7f delay; Move can be delayed 8f delay; Interrupt with i3 from 1st block; Whiffs vs SSR from 1st block; Cancel to LIB r35 with F at frame 15 (-17/-6); Forces tech back roll on hit
Damage: 11,13,23 · m,h,M
Spike; Interrupt with i14 from 1st block
Damage: 12 · m
Launches crouching opponent
Damage: 17 · m
Damage: 15 · m
Damage: 15,23 · m,h
Tornado; Balcony break; Combo from 1st hit with 6f delay; Move can be delayed 10f; Interrupt with i2 from 1st block
Damage: 20 · m
Spike
Damage: 15 · m
Damage: 15,20 · m,h
Strong aerial tailspin; Balcony break; Combo from 1st hit with 7f delay; Interrupt with i3 from 1st block
Damage: 10 · L
Damage: 10,14 · L,m
Combo from 1st CH with 7f delay; Move can be delayed 10f; Interrupt with i3 from 1st block
Damage: 10,14,21 · L,m,m
Tornado; Balcony break; Combo from 2nd CH with 10f delay; Interrupt with i3 from 1st block
Damage: 13 · L
Damage: 13,5 · L,h
Combo from 1st CH with 2f delay; Move can be delayed 10f; Interrupt with i8 from 1st block; Whiffs vs SS, SW from 1st block; Cancel to LIB -20 -9 r38 with F at frame 20
Damage: 13,20 · L,m
Strong aerial tailspin; Balcony break; Interrupt with i17 from 1st block; Interrupt with i7 from 1st hit
Damage: 5 · sl
Can recover standing with F
Damage: 8 · sl
Damage: 14 · L
Damage: 14,20 · L,h
Tornado; Balcony break; Jails from first hit; Combo from 1st CH; Interrupt with i5 from 1st block
Damage: 13 · L
Damage: 23 · M
Steel pedal
Damage: 30 · m
Balcony break; Backswing blow
Damage: 10 · h
Damage: 10,14 · h,h
Combo from 1st CH hit with 6f delay; Jail from 1st block with 1f delay; 4 chip damage on block
Damage: 10,14,20 · h,h,h
Balcony break; Combo from 1st CH; Combo from 2nd CH with 6f delay; Input can be delayed 9f; Move can be delayed 7f; Interrupt with i6 from 1st block; 6 chip damage on block; Cancel to BT -21 -10 r18 with B
Damage: 21 · h
Balcony break; Homing; 6 chip damage on block
Damage: 21 · m
Heat engager; Heat dash +5, +67a (+50); Spike; 6 chip damage on block
Damage: 10 · m
Damage: 10,10 · m,m
Combo from 1st hit with 6f delay; Interrupt with i4 from 1st block
Damage: 10,10,16 · m,m,m
Combo from 2nd CH with 10f delay; Interrupt with i2 from 2nd block
Damage: 10,10,16,23 · m,m,m,h
Balcony break; Combo from 2nd CH with 6f delay; Combo from 3rd hit with 2f delay; Interrupt with i5 from 3rd block; Whiffs vs SSR, SWR from 3rd block; Forces tech back roll on hit; Move can be delayed 6f
Damage: 18 · h
+15g on hit; Balcony break on airborne hit; Punch Sabaki, parries high or mid punches
Damage: 18,25 · h,t
Opponent recovers FUFA
Damage: 20 · h
Strong aerial tailspin; Guaranteed 14f or faster follow-up mid on hit; 70% scaling on combo; Sidesteps to the right
Damage: 20 · h
Damage: 20,17 · h,m
Strong aerial tailspin; Balcony break; Combo from 1st hit with 11f delay; Interrupt with i5 from 1st block
Damage: 22 · M
Spike; 20 damage when u+4 or ub+4 input is used
Damage: 10,18 · m,M
Spike; Transition to BT r33 with B; 8 chip damage on block
Damage: 20 · M
Tornado
Damage: 25 · M
Spike; Guaranteed 13f or faster mid on hit; 70% scaling on combo; 7 chip damage on block
Damage: 10 · m
Damage: 10,20 · m,h
Balcony break; Jail from 1st attack; 8 chip damage on block; Available only as combo from 1st hit; Transition to LIB r37 with F on frame 22 (+3/+28a (+2))
Damage: 5 · sl
Can recover standing with F
Damage: 8 · sl
Damage: 10 · L
Damage: 6 · l
Damage: 17 · L
Damage: 23 · L
Transition to r33 LIB on hit only
Damage: 17 · m
Only hits grounded up-close and off-axis
Damage: 14 · m
Damage: 23 · m
Balcony break; 6 chip damage on block; Opponent recovers crouching
Damage: 13 · m
Damage: 13,10 · m,h
Combo from 1st hit with 6f delay; Interrupt with i2 from 1st block; Enter LIB +0 +8 r21 with F
Damage: 13,10,28 · m,h,m
Balcony break; Combo from 2nd CH with 7f delay; Move can be delayed 10f; Move cannot be interrupted; Cancel to BT -16 -8 r20 with B
Completely evades all high/low attacks; Stays indefinitely in stance; Cancel to r20 with DB
Restores 120F, 150F and 240F of remaining Heat time; Heat meter won't disappear, even if it fully depletes
Damage: 0
Restores recoverable health; Frame advantage depends on the move that gets parried
Damage: 15,20 · m,m
Restores recoverable health; Will cause a juggle on lows with float properties
Damage: 14 · h
4 chip damage on block
Damage: 14,20 · h,h
Balcony break; Combo from 1st hit with 6f delay; Input can be delayed 9f; Move can be delayed 7f; Move cannot be interrupted; 6 chip damage on block; Cancel to BT -15 -10 r40 with B at frame 20
Damage: 22 · m
Heat engager; Heat dash +5, +43d (+35); Balcony break
Damage: 15 · L
Damage: 15,20 · L,m
Spike; Combo from 1st CH with 7f delay; Move can be delayed 8f; Interrupt with i3 from 1st block; On block only regular i10 punishers are guaranteed, even though she is backturned
Damage: 14 · m
Damage: 14,10 · m,h
Combo from 1st hit with 9f delay; Launches from first counter hit; Interrupt with i1 from 1st block
Damage: 14,10,23 · m,h,m
Tornado; Balcony break; Combo from 2nd CH with 1f delay; Move can be delayed 10f; Interrupt with i9 from 2nd block; Whiffs vs SS, SW from 2nd block
Damage: 14,21 · m,M
Balcony break; Spike; Combo from 1st hit with 5f delay; Interrupt with i3 from 1st block; Will not wall splat when the first hit is a counter hit due to float state
Damage: 23 · M
Tornado; Cancel to r20 BT with B
Damage: 25 · h
Strong aerial tailspin; Homing; Balcony break; 7 chip damage on block; +3 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
Damage: 25 · m
Balcony break; Floor break on airborne hit
Damage: 14 · L
Damage: 14,27 · L,h
Balcony break; Combo from 1st hit
Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1
Completely evades high or low attacks
Completely evades high or low attacks
Completely evades high or low attacks
Regenerates heat
Damage: 9 · h
Damage: 9,23 · h,h
Balcony break; Combo from 1st hit with 2f delay; Combo from 1st CH with 4f delay; Interrupt with i1 from 1st block; Move can be delayed 10f; 6 chip damage on block; Cancel to LIB -19 -13 r37 with F at frame 17
Damage: 9,21 · h,m
Combo from 1st hit; Combo from 1st CH with 2f delay; Interrupt with i3 from 1st block; Move can be delayed 10f; Will not combo if the kick impacts on i25
Damage: 15 · m
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
Damage: 15,23 · m,t
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
Damage: 23 · L
Strong aerial tailspin; Balcony break on airborne hit; Transition to LIB on hit
Damage: 15 · m
Damage: 15,21 · m,m
Tornado; Balcony break; Combo from 1st hit with 6f delay; Interrupt with i2 from 1st block; Move can be delayed 10f; Only hits grounded when up-close and off-axis
Damage: 17 · m
Damage: 23 · M
Spike; 6 chip damage on block; Evasive, can evade mids and some highs
Parries all mids
Damage: 55+ · m,t
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
Regenerates heat; Heat meter won't disappear, even if it fully depletes
Damage: 0 · h!
Can't block for 5 seconds; CH state on your next attack for 5 seconds (Tekken 7 and prior games); 10% damage increase on the next attack for 5 seconds (Tekken 8 season 2 patch onward); Attacks taken will be CH for 5 seconds
Damage: 54 · m!
Base damage is 45
Damage: 18 · L
Sidestep adds 9f, effective startup i29
sp
Transition to r28 LIB with F (js17~36, fs37~39, cs47~63)
Damage: 25 · m
Balcony break
Damage: 35 · t
Homing; Throw break 1 or 2
Damage: 35 · t
Homing; Throw break 1 or 2; Side switch on hit and break
Damage: 40 · t
Throw break 1
Damage: 40 · t
Throw break 2
Damage: 50 · t
Unbreakable; Side switch
Damage: 40 · t
Throw break 1+2; side switch on hit
Damage: [21;21] · l
Transition to throw on front standing hit only; 18 damage to Azucena when hitting crouching opponent (block); Damage on hit and block is recoverable health; Cannot KO Azucena when blocked; r41 FC on whiff
Damage: 0 · t
Throw break 1+2 in a 6f window, frames 1~6; Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25; Works on standing and crouching opponent; Can be done from Crouch Level 1
Damage: ,5,5,5,15 · ,t
Throw break 1 for right punches; Throw break 2 for left punches; Only 1st and 4th hits can be blocked; Inputs are reversed for tackle from behind; Can cancel the last punch to Arm Breaker with 1+2
Damage: ,25 · ,t
Throw break 1+2
Damage: 35 · t(m)
Heat engager; Crouch throw; Unbreakable; Can't Heat Dash cancel