Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| BALL | N/A |

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| BALL | N/A |
| wall break | |
cd | |
| floor break |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +50
Just Frame b+4:3 for 1 more damage
Damage: +16
Damage: +19
Damage: +23
Heat Engager
Damage: +25
Damage: +16
Damage: +16
Damage: +16
Damage: +16
Damage: +19
Damage: +52
Damage: +56
Damage: +63
(Heat Engager. First hit is a high.)
(On hit transition to +12g BAL with F )
()
161 moves
Damage: 14,20 (50) · m,t
Heat smash; Reversal break; Balcony break; Transition to attack throw on hit (50dmg); +10a (-7) on 2nd hit; Just frame input (H.2+3:3:4) for 5-10 total damage; Input 3 during frames 53~55, input 4 during frames 94~96
Damage: 10,10,10 · h,m,m
Combo from 1st hit with 5F delay; Jail from 1st block with 1F delay; Consumes 270F of remaining Heat Time; Move can be delayed by 4F; Input can be delayed by 5F
Damage: 10,10,10,20 (14) · h,m,m,M
Floor break; Combo from 1st hit; Jail from 3rd block; 14dmg with scaling from prev hit; 20F timestop on hit; +13d from 4th hit (impossible?)
Damage: 20 · L
Transition to BAL r29 on hit; FC r52 transition with no input (Cannot block i16 moves); Consumes 300F of remaining Heat Time
Damage: 10,16,24 · m,m,m
Balcony break; Combo from 1st hit; Interrupt with i8 from 2nd block; Whiffs vs SSL, SWL from 2nd block; Consumes 300F of remaining Heat Time; 20F timestop on hit; Input cannot be delayed
Damage: 16,11,20 (14) · m,m,m (t)
Floor break; Balcony break +17a from 3rd hit; Shift to attack throw r86 on front hit; Combo from 1st hit with 8F delay; 25dmg with scaling from 2nd hit; Move cannot be interrupted; +22a (-13) on back hit; Consumes 240F of remaining Heat Time
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,7 · h,h
Jails from 1st block with 1F delay; Combo from 1st hit with 3F delay
Damage: 5,7,12 · h,h,h
Jails from 1st block; Combo from 1st hit
Damage: 5,10 · h,h
Jail from 1st block with 3F delay; Combo from 1st hit with 3F delay
Damage: 5,10,20 · h,h,m
Heat engager; Heat dash +43d (+35); Balcony break; Combo from 1st CH with 3F delay; Interrupt with i1 from 1st block; Move can be delayed by 2F; Input can be delayed by 3F
Damage: 5,15 · h,h
Jails from 1st block with 2F delay; Combo from 1st hit with 3F delay
Damage: 5,13 · h,l
Combo from 1st hit with 3F delay; Interrupt with i3 from 1st block; -1c on crouching hit
Damage: 8 · h
Damage: 8,10 · h,m
Combo from 1st hit with 2F delay; Interrupt with i3 from 1st block; Move can be delayed by 7F
Damage: 8,10,20 · h,m,m
Spike; Combo from 2nd CH; Interrupt with i8 from 2nd block; Whiffs vs SSR, SWR from 2nd block
Damage: 14 · m
Damage: 14,11 · m,h
Combo from 1st hit; Move cannot be interrupted
Damage: 14,11,20 · m,h,m
Spike; Combo from 2nd CH with 10F delay; Move cannot be interrupted; Move can be delayed by 9F; Input can be delayed by 10F
Damage: 14,20 · m,h
Balcony break; Tornado; Combo from 1st hit with no delay; Combo from 1st CH with 7F delay; Interrupt with i3 from 1st block; Instant Tornado on CH; Move can be delayed by 9F
Damage: 14,18 · m,m
Balcony break; Combo from 1st CH; Interrupt with i6 from 1st block
Damage: 15 · h
Damage: 15,15 · h,h
Combo from 1st hit with 2F delay; Airborne combo from 1st CH with 2F delay (+21a (+14)); Interrupt with i1 from 1st block; Move cannot be delayed; Input can be delayed by 2F
Damage: 15,15,20 · h,h,M
Spike; Combo from 2nd CH with 6F delay; Airborne combo from 1st CH (-7d); Interrupt with i6 from 1st block
Damage: 15,22 · h,M
Spike; Airborne combo from 1st CH with 2F delay (-7d); Interrupt with i14 from 1st block; Whiffs vs SS, SW from 1st block
Damage: 18 · m
Spike; Transition to BAL r23 with F on hit or block (+1/+14c); FC r46 transition with no input (cannot block i22 moves after transition on block)
Damage: 18,20 · m,m
Balcony break; Combo from 1st hit with 5F delay; Move cannot be interrupted; Move can be delayed by 16F; Input can be delayed by 20F
Damage: 14, 14 · M,M
Damage: 14, 14,14 · M,M,m
Spike; Interrupt with i8 from 1st block; Whiffs vs SS, SW from 1st block; Move cannot be delayed; Input can be delayed by 1F
Damage: 14, 14,14,25 · M,M,m,m
Balcony break; Spike combo from 2nd hit (-4a (-16)); Move cannot be interrupted; 20f timestop on hit
Damage: 10 · h
Damage: 10,22 · h,M
Balcony break; Jails from 1st block with 6F delay; Combo from 1st hit with 10F delay; Move can be delayed by 5F; Input can be delayed by 10F; Recovers 3F faster on hit (t64 r32)
Damage: 18 · m
Spike
Damage: 18,23 · m,m
Balcony break; Combo from 1st CH with 6F delay; Interrupt with i11 from 1st block; Interrupt with i5 from 1st hit; Whiffs vs SS, SW from 1st block; Whiffs vs SSR from 1st hit; 4f timestop on CH; Move cannot be delayed; Input can be delayed by 6F
Damage: 20 (38) · h
Homing; Shift to 14dmg throw on CH from the front
Damage: 23 · m
Balcony break; Body slam; 9 chip damage and -9 on block after attack absorption; Recovers 1F faster on hit (t49 r32)
sp
Transition to BAL; Transition to FC r48 with no input; Stance moves can be delayed by 18F; Cannot block in stance
Damage: 13 · m
Damage: 13,15 · m,m
Jail from 1st block with 1F delay; Combo from 1st hit with 3F delay; Combo from 1st CH with 8F delay; Move can be delayed by 10F; Input can be delayed by 11F
Damage: 13,20 · m,M
Spike; Combo from 1st CH with 1F delay; Interrupt with i6 from 1st block; Recovers 4F faster on hit (t72 r32); Move can be delayed by 7F; Input can be delayed by 8F
Damage: 14 · m
Slight jab evasion (frames 8 to 10?)
Damage: 19 · m
Balcony break; Tornado; Instant Tornado on CH; Recovers 2F faster on hit (t50 r30)
Damage: 12 · h
Damage: 12,23 · h,h
Combo from 1st hit with 3F delay; Interrupt with i2 from 1st block; Transition to BAL r20 with F (+12g/+0); FC r37 transition with no input (Cannot block i17 moves when transitioning on block); Move can be delayed by 2F; Input can be delayed by 3F
Damage: 12,24 · h,m
Heat engager; Heat dash +43d (+35); Balcony break; Combo from 1st hit with 3F delay; Interrupt with i7 from 1st block; Whiffs vs SSR from 1st block (inconsistent; more consistent when using sidestep stance moves); Move can be delayed by 2F; Input can be delayed by 3F
Damage: 18 · M
Spike; Recovers 4F faster on hit or block (t46 r27)
Damage: 12 · m
Damage: 12,11 · m,m
Jail from 1st block with 2F delay; Combo from 1st hit with 2F delay; Move can be delayed by 1F; Input can be delayed by 2F
Damage: 12,11,18 · m,m,m
Interrupt with i3 from 1st block; Move can be delayed by 10F
Damage: 12,11,18,21 · m,m,m,m
Balcony break; Combo from 3rd hit with 4F delay; Interrupt with i6 from 3rd block; Whiffs vs SSL, SWL from 3rd block; 20f timestop on hit; Move can be delayed by 10F
Damage: 12,21 · m,m
Interrupt with i21 from 1st block; Interrupt with i10 from 1st hit; Whiffs vs SS, SW from 1st block; 4f timestop on CH; Crumple stun on CH; Move can be delayed by 2F
Damage: 12,21 · m,m
Balcony break; Jail from 1st block with 2F delay; Combo from 1st hit with 2F delay
Damage: 12 · L
-7c on crouching hit
Damage: 12,15 · L,h
Balcony break; Combo from 1st CH with 4F delay
Damage: 11 · l
-1c on crouching hit
Damage: 11,12 · l,h
Combo from 1st CH; Interrupt with i3 from 1st block
Damage: 11,12,15 · l,h,m
Balcony break; Combo from 1st CH or 2nd hit; Move cannot be interrupted
Damage: 6,6 · h,h
Damage: 6,6,6 · h,h,m
Jail from 1st block; Combo from 1st hit
Damage: 6,6,6,20 · h,h,m,h
Jail from 1st block; Combo from 4th hit with 9F delay; Transition to Ki Charge r53 with U on hit (-1d); Move cannot be delayed; Input can be delayed by 9F
Damage: 12,14 · M,m
Slight jab evasion especially at range (frames 6 to 9?); +3~+5 on second hit
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 17 · m
Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?)
Damage: 17 · L
Damage: 15 · L
-1c on crouching hit
Damage: 15,14 · L,m
Spike; Combo from 1st CH; Interrupt with i6 from 1st block; Whiffs vs SSR, SWR from 1st block
Damage: 15,14,12 · L,m,h
Jails from 2nd block; Combo from 2nd CH with 6F delay; Duckable; Move cannot be delayed; Input can be delayed by 6F
Damage: 15,14,12,18 · L,m,h,M
Spike; Combo from 3rd CH; Interrupt with i10 from 3rd block
Damage: 16 · m
Strong jab evasion (frames 5 to 13?)
Damage: 10 · L
Stagger low
Damage: 10,18 · L,l
Spike; Combo from 1st hit; -9c if only the second hit connects
Damage: 15 · m
Spike
Damage: 15,16 · m,m
Combo from 1st hit; Jails attack inputs from 1st block (cannot CH)
Damage: 12 · m
Damage: 12,23 · m,m
Spike; Combo from 1st hit with 1F delay; Transition to BAL r27 with F on hit (+12g); FC r50 transition with no input (Cannot block i11 moves); Interrupt with i5 from 1st block; Move cannot be delayed; Input can be delayed by 1F
Damage: 12,12 · m,h
Combo from 1st hit with 4F delay; Move cannot be interrupted; Move can be delayed by 3F; Input can be delayed by 4F
Damage: 12,12,13 · m,h,m
Combos from 2nd CH with 8F delay; Interrupt with i2 from 2nd block; Move can be delayed by 10F
Damage: 12,12,13,20 · m,h,m,h
Balcony break; Combo from 2nd CH or 3rd hit with 3F delay; Interrupt with i3 from 3rd block
Damage: 20 · M
Recovers 3F faster on hit (t50 r32)
Damage: 13 · m
Damage: 13,16,20 (24) · m,m,h
Balcony break; Tornado; Combo from 1st CH; Interrupt with i12 from 1st block; Whiffs vs SSR, SWR from 1st block; Transition to BAL r24 with F (-1/+25a (+8)); FC r47 transition with no input (Cannot block i24 moves on block transition); Input 3 during frames 30~33 to power up (+4 damage)
Damage: 13,20 · m,h
Balcony break; Combo from 1st hit; Interrupt with i3 from 1st block; 4 chip damage on block
Damage: 20 · m
Spike
Damage: 20,10 · m,m
Combo from 1st CH with 8F delay; Interrupt with i5 from 1st block; Move can be delayed by 9F
Damage: 20,10,20 · m,m,h
Balcony break; Jail from 2nd block with 9F delay; Combo from 1st CH or 2nd hit with 20F delay; 20F timestop on hit; Move can be delayed by 12F; Input can be delayed by 20F
Damage: 26 · m
Balcony break; Hip; 20F timestop on hit; 5 chip damage on block
Damage: 25 · m
Balcony break; Backswing blow; Recovers 6F faster on hit (t56 r30)
Transition to BAL r51 with F at frame 38
Damage: 25 · m
Balcony break; i28~30 effective startup (ub+4 takes 17 frames); 20f timestop on hit
Damage: 6,6 · m,m
Slight jab evasion especially from crouching (frames 3 to 12?)
Damage: 6,6,23 (16) · m,m,m
Balcony break; Airborne combo from 1st hit (+21a (+14)); Interrupt with i6 from 1st block
Damage: 20 · M
Spike; Transition to BAL r23 with F (+7/+12g/+16c); FC r49 transition with no input (Cannot block i16 and i11 moves after block and hit transitions respectively)
Damage: 15 · m
Slight jab evasion?; Transition to BAL r23 on hit or block with F (+0/+8); FC r46 transition with no input (Cannot block i23 and i15 moves on block or hit transitions respectively)
Damage: 15,20 · m,h
Tornado; Combo from 1st hit with 13F delay; Interrupt with i7 from 1st block; Move cannot be delayed; Input can be delayed by 13F
Damage: 15,25 · m,m
Balcony break; Body slam; Combo from 1st hit with 13F delay; Interrupt with i7 from 1st block; Move can be delayed by 14F; Input can be delayed by 27F
Damage: 20 · M
Spike; 4 chip damage on block
Damage: 10 · m
Has good right sidestep tracking
Damage: 10,16 · m,m
Combo from 1st hit with 6F delay; Interrupt with i1 from 1st block; Move can be delayed by 5F; Input can be delayed by 6F
Damage: 20 · m
Recovers 2F faster on hit (t51 r31)
Damage: 20 · m
Spike
Damage: 10,12 · L,h
Damage: 10,12,20 · L,h,h
Balcony break; Strong aerial tailspin; Combo from 2nd CH; Jails attack inputs from 2nd block; Move cannot be interrupted from 1st hit; Duckable
Damage: 20 · m
Damage: 21 · m
Heat engager; Heat dash +5, +36a (+26); Balcony break
Damage: 18 · h
Balcony break; Strong aerial tailspin; Transition to CD r26 with DF (+2/+40a); Has good left sidestep tracking
Damage: 12 · m
Homing; +2c on crouching hit
Damage: 12,20 · m,m
Balcony break; Combo from 1st hit; Available on hit or block only; Input cannot be delayed
Damage: 60 · m!
Spike; 20f timestop on hit; Cancel to r47 FC with DB at frame 42
Damage: 25 · m
Balcony break; Spike; i57~58 actual startup; Input 2 at frame 42
Damage: 25 · h!
Strong aerial tailspin
Damage: 30 · m
Balcony break; 9 chip damage on block
Damage: 27 · M
Balcony break; Forces tech back roll on hit; 5 chip damage on block
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 8 · sl
+7c on crouching hit
Damage: 12 · L
-2c on crouching hit
Damage: 6 · l
-4c on crouching hit
Damage: 14 · m
+3c on crouching hit
Damage: 14,12 · m,m
Combo from 1st hit; Interrupt with i1 from 1st block; +4c on crouching hit
Damage: 14,12,25 · m,m,m
Balcony break; Combo from 2nd CH with 4F delay; Interrupt with i6 from 1st block; Move can be delayed by 9F
Damage: 14 · L
Damage: 11 · m
Damage: 11,23 · m,h
Heat engager; Heat dash +43d (+35); Balcony break; Combo from 1st hit with 6F delay; Interrupt with i4 from 1st block; 20f timestop on hit; 4 chip damage on block
Damage: 11,25 · m,M
Balcony break; Hip; Combo from 1st hit; Interrupt with i5 from 1st block
Damage: 10 · m
Damage: 10,10 · m,m
Tornado; Combo from 1st hit with 2F delay; Interrupt with i8 from 1st block; Whiffs vs SSL, SWL from 1st block
Damage: 10,20 · m,m
Combo from 1st hit with 7F delay; Interrupt with i7 from 1st block; Move can be delayed by 10F; Input can be delayed by 14F
Damage: 17 · h
Balcony break; Homing
Damage: 17,28 (19) · h,M
Spike; Airborne combo from 1st hit (-8d); Interrupt with i8 from 1st block
Damage: 16 · m
Damage: 20 · m
Cannot be buffered; Stance moves can be buffered out of heat dash; Recovers in FC at frame 20; Cancel to SS with u; Cancel to standing block with b from frames 1 to 9
Damage: 21 · h
Balcony break; Instant Tornado on hit; Can also be performed with f,n,df#1 (i15+); 4 chip damage on block; Recovers 2F faster on hit or block (t36 r22)
Damage: 24 · M
Tornado; Parryable; Recovers 5F faster on hit (t60 r43)
Damage: 16 · m
Damage: 16,27 (18) · m,h
Balcony break; Spike (airborne); Airborne combo from 1st hit (+24d (-11)); Jails attack inputs from 1st block (crouch assist bufferable); Transition to FC r30 with D (+3/+19a/+25a (-10)); Duckable; 5 chip damage on block
Damage: 16,30 (21) · m,M
Balcony break; Combo from 1st hit; Interrupt with i1 from 1st block; 20f timestop on hit
Damage: 16 · L
Stagger low
Damage: 16,25 (17) · L,m
Balcony break; Airborne combo from 1st hit (+7a (+6))
Damage: 20 · m
Balcony break; Can be charged to power up; i28 latest uncharged startup with max charge delay
Damage: 33 · m
Balcony break; Charge for 23-28F; 6 chip damage on block
Damage: 16 · m
Damage: 16,21 · m,h
Heat engager; Heat dash +43d (+35); Balcony break; Combo from 1st hit with 8F delay; Move cannot be interrupted (crouch assist bufferable)
Damage: 21 · m
Balcony break; Homing; Strong aerial tailspin
Damage: 25 · m
Balcony break; Tornado
Damage: 14 · L
Transition to FC r32 on CH; Side switch on CH; 4f timestop on CH
Damage: 28 · M
Floor break; Hip
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
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
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: (10),20 (25) · sp
Balcony break (Perfect); Parries high and mid punches; On successful parry, shift to Steak and Fries (FC.db+1+2); Input 3 during frames 26 to 29 of 2nd hit to power up
Damage: 24 · m
Balcony break; i24~25 effective startup (sidestep takes 9f); Forces tech back roll on hit
Damage: 17 · m
Balcony break; 4f timestop on CH; Crumple stun +13F on CH
Damage: 21 · m
Damage: 35 · t
Homing; Throw break 1 or 2; Opponent recovers FDFT
Damage: 35 · t
Floor break; Throw break 1 or 2; Swaps sides on successful throw
Damage: 40 (45) · t
Throw break: 1; Can fully wall splat (45 damage); Opponent recovers FDFA
Damage: 40 · t
Throw break: 1; Opponent recovers FUFT
Damage: 50 (60) · t
Unbreakable; Can fully wall splat (60 damage); Opponent recovers FDFA
Damage: 40 (45) · t
Throw break: 1+2; Opponent recovers FDFA; 45 damage on wall splat; Swaps sides on throw break
Damage: 35 · t
Throw break: 1+2
Damage: 45 · t
Balcony break; Throw break: 1+2; Input 3 during frames 26 to 29 of 2nd hit