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

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| BHT | N/A | |
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| wall carry | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +62-82
f+3: These combos also work for SS.1+2 (+21), df+2 and ws2 (+15). Zantetsuken combo. Damage listed is the damage at ZTK level 2 and 5 respectively. Do not use at lower than 2 bars.
Damage: +54-74
f+3: These combos also work for SS.1+2 (+21), df+2 and ws2 (+15).
Damage: +59
Builds 0.72 Zantetsuken meter.
Damage: +62-82
Damage: +60
Builds 0.72 Zantetsuken meter.
Damage: +59
Builds 0.72 Zantetsuken meter.
Damage: +44
Damage: +40
Builds 0.70 Zantetsuken meter.
Damage: +27
Damage: +24
Builds 0.70 Zantetsuken meter.
Damage: +21
Damage: +46
Builds 0.72 Zantetsuken meter.
122 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: 55 · m,t,m,m,m,m,m,m
Heat smash; Balcony break; Transition to attack throw on 1st hit; 45 damage Balcony Break on 1st whiff; Recover 27-45 recoverable health on hit:; Regain 18?-19? additional recoverable health on hit; Recover 19 recoverable health on 1st whiff and 2nd hit:; Regain 12? additional recoverable health on 1st whiff and 2nd hit; 10 chip damage on block
Damage: 42 · m
Heat smash; Floor break; Weapon; Increases ZAN gauge by 1.16 on hit; Increases ZAN gauge by 0.66 on block; Transition to throw on hit; Opponent recovers in FDFA state; Only deals recoverable damage; (32) damage balcony break on 1st whiff; 6 chip damage on block
Damage: 10,7,25 · m,m,m
Balcony break; Combo from 1st hit with 8F delay; Interrupt with i7; Move cannot be delayed; Input can be delayed by 8F; Consumes 150F of remaining Heat time; Forces tech backroll on hit; 5 chip damage on block
Damage: 10,7,30 · m,m,m
Consumes 150F of remaining Heat time; Interrupt with i23 from 2nd block; Interrupt with i12 from 2nd hit; Whiffs vs SSL, SW from 2nd block; Whiffs vs SSR, SWR from 2nd hit; 12 chip damage on block
Damage: 10,13,15 · m,M,m
Weapon 2nd hit; Combo from 1st hit with 1F delay; Input can be delayed by 1F; Move cannot be delayed by 2F; Move is delayed by 2F; Interrupt with i4 from 1st block; Consumes 150F of remaining Heat time; Transition to r15 PHX with F or 4 on hit or block (-1/+14c); 5 chip damage on block
Damage: 10,13,15,17,22 · m,M,m,m,m
Balcony break; Weapon 2nd hit; Move cannot be delayed; Input can be delayed by 25F; Interrupt with i3 from 3rd block; 7 chip damage on block
Damage: 10,13,15,10,12 · m,M,m,h,h
Weapon 1st hit; Jail from 3rd normal hit; Interrupt with i1; Transition to r15 PHX with F or 4 on hit or block (-3/+14); 4 chip damage on block
Damage: 10,13,15,10,12,10,16 · m,M,m,h,h,M,M
Tornado; Balcony break; Weapon 2nd hit; Combo from 5th hit with 17F delay; Move cannot be interrupted; Move cannot be delayed; Input can be delayed by 17F; 5 chip damage on block; Tornado launching steel pedal
Damage: 18,21 · M,m
Weapon 2nd hit; Consumes 150F of remaining Heat time; Transition to r15 PHX with F or 4 on hit or block (-1/+14c); 7 chip damage on block
Damage: 18,21,17,22 · M,m,m,m
Balcony break; Weapon 2nd hit; Move cannot be delayed; Input can be delayed by 25F; Interrupt with i3 from 2nd block; 7 chip damage on block; Same move as (df+1,H.1),1
Damage: 18,21,10,12 · M,m,h,h
Weapon 1st hit; Jail from 2nd normal hit; 4 chip damage on block; Transition to r15 PHX with F or 4 on hit or block (-3/+14); Same move as (df+1,H.1),2
Damage: 18,21,10,12,10,16 · M,m,h,h,M,M
Tornado; Balcony break; Weapon 2nd hit; Combo from 4th hit with 17F delay; Move cannot be delayed; Input can be delayed by 17F; 5 chip damage on block; Same move as (df+1,H.1,2),1; Tornado launching steel pedal
Damage: 12,32 · m,m
Balcony break; Weapon; Combo from 1st hit; Interrupt with i7 from 1st block; 6 chip damage on block; Consumes 150F of remaining Heat time
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,13 · h,h
Jail from 1st block; Combo from 1st hit; Enter PHX -3 +6 r23 with F or 4 on hit or block at frame 25
Damage: 5,20 · h,M
Floor break; Weapon; Combo from 1st hit with 2f delay; Increases ZAN gauge by 0.40 on hit; Increases ZAN gauge by 0.14 on block; Only deals recoverable damage; +11d on BT hit; +14c on side hit; forces tech backroll
Damage: 5,22 · h,h
Balcony break; Weapon; Combo from 1st CH; Input can be delayed 2f; 6 chip damage on block; +20a (+11) on BT hit
Damage: 11 · h
Weapon
Damage: 11,20 · h,h
Balcony break; Weapon; Jail from 1st block; Combo from 1st hit; Input 1 during the 1st hit animation on frames 10~12 to add +3 damage
Damage: 11,9 · h,m
Weapon; Combo from 1st hit; Jail from 1st block; Enter PHX -1 +6 r25 with F or 4 on hit or block
Damage: 11,9,18 · h,m,m
Balcony break; Weapon; Combo from 1st CH; Combo from 2nd CH with 10f? delay; Jail from 1st block with 1F delay; Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
Damage: 11,9,15,20 (24) · h,m,M,m
Tornado; Balcony break; Weapon; Power up in Heat (24 damage); Input can be delayed 6f; Move cannot be delayed; Transition to PHX on hit only; Cancel PHX transition with B
Damage: 11,9,10,18 · h,m,m,M
Balcony break; Spike; Weapon; Increases ZAN gauge by 0.70 on hit (0.30 + 0.40); Increases ZAN gauge by 0.24 on block (0.10 + 0.14); Increases ZAN gauge by 0.40 on hit if only the final hit connects; Increases ZAN gauge by 0.14 on block if only the final hit connects; Only deals recoverable damage; Hit vs BT -4d; Input can be delayed 8f; Move cannot be delayed
Damage: 16 · m
Damage: 16,15,15 (20) · m,m,m
Balcony break; Weapon; Combo from 1st CH; Jail from 2nd block; 3rd hit never combos on standing hit; 3rd hit available only on hit or block; Interrupt with i4 from 1st block; +23a (+13) on BT hit; Power up in Heat (15,20dmg)
Damage: 16,20 · m,M
Tornado; Balcony break; Input can be delayed 1f
Damage: 8 · m
Damage: 8,17 · m,M
Weapon; Combo from 1st hit; Input can be delayed 3f
Damage: 8,13 · m,h
Combo from 1st hit; Input can be delayed 3f; Enter PHX +6 +14 r21 with F or 4 on hit or block
Damage: 21 · m
Heat engager; Heat dash +5, +43d (+35d); Weapon; On hit regain 5 additional recoverable health
Damage: 10 · m
Weapon
Damage: 10,13 · m,h
Balcony break; Combo from 1st hit
Damage: 10,7 · m,m
Weapon; Combo from 1st CH; Jail from 1st block; Enter PHX -5 +6 r30 with F or 4 on hit or block
Damage: 10,7,18 · m,m,M
Balcony break; Spike; Weapon; Combo from 1st CH; Combo from 2nd hit; Interrupt with i8 from 2nd block; Increases ZAN gauge by 0.70 on hit; Increases ZAN gauge by 0.30 on block; Only deals recoverable damage; Input can be delayed by 8F; Move cannot be delayed
Damage: 10,7,20 · m,m,M
Damage: 15 · M
Spike; 3 chip damage on block
Damage: 10,18 · m,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Weapon; 5 chip damage on block
Damage: 10 · m
Damage: 10,13 · m,h
Strong aerial tailspin; Weapon; Combo from 1st hit; Enter PHX +6 +14 r21 with F or 4 on hit or block
Damage: 10,13,15 · m,h,m
Balcony break; Weapon; Combo from 1st hit; Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
Damage: 10,12 · m,m
Combo from 1st hit
Damage: 10,12,20 · m,m,M
Tornado; Balcony break; Move can be delayed by 9f
Damage: 5,10 · m,m
Weapon; 2nd hit available only on hit or block
Damage: 5,10,20 · m,m,m
Weapon; Available only as combo from 2nd hit; Available on standing hit only
Damage: 5,10,20,6,25 · m,m,m,m,M
Tornado; Weapon; Available only as combo from 3rd hit; Available on standing hit only
Damage: 20 · L
Homing
Damage: 20,18,20 · L,M,M
Available only as combo from 1st hit; 38 damage in total for the full string with scaling; Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
Damage: 13 · m
Damage: 14 · L
Damage: 8 · sl
+5c on crouching hit
Damage: 10 · L
-6c on crouching hit
Damage: 6 · l
-4c on crouching hit
Damage: 23 · M
Tornado; Balcony break; Weapon; 6 chip damage on block
Damage: 10 · h
Homing; 5 chip damage on block
Damage: 10,7,20 · h,m,m
Tornado; Homing; Balcony break; Available only as combo from 1st hit; Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
Damage: 10 · m
Weapon
Damage: 10,23 · m,M
Tornado; Weapon; Combo from 1st hit
Damage: 10,27 · m,M
Tornado; Weapon; 10 chip damage on block
Damage: 20 · L
Effectively homing?
Damage: 12,10 · M,m
Weapon; 6 chip damage on block
Damage: 12,10,20 · M,m,M
Weapon; Combo from 2nd CH; Transition to +41a (+23) GAR on airborne hit; Cancel GAR transition with B; 6 chip damage on block
Damage: 18 · m
Homing; Balcony break; Weapon
Damage: 20 · h
Strong aerial tailspin; Balcony break; Weapon; Enter PHX +4 +23 r24 with F or 4 on block or hit; Hit vs BT +15a (+6); Effectively homing?
Damage: 20 · M
Balcony break; Steel pedal, opponent recovers in FUFT; Opponent recovers crouching on standing hit
Damage: 25 · m
Balcony break; Weapon; 34 in total damage after absorbing an attack in power crush state; Damage taken during power crush state is recoverable; -7 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
Damage: 10,12 (8),12 (6) · m,m,m
3 chip damage on block; 24 damage in total with scaling
Damage: 10,12 (8),12 (6),30 (12) · m,m,m,h
Balcony break; Combo from 1st hit with 14F delay; Move cannot be delayed; +11a (+1) from 4th hit; 3 chip damage on block; 36 damage in total with scaling; Last hit available on hit or block only
Damage: 18 · m
Balcony break; Spike; 21 damage with delayed input; Jump takes 17f, effective minimum startup i32~34; 3 (4) chip damage on block; -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
Damage: 20 · m
Weapon; 24 damage with delayed input; -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2; Jump takes 17f, effective minimum startup i35~36; js1~48 with u+2
Damage: 20,6,25 · m,m,M
Tornado; Weapon; Combo from 1st hit
Damage: 12 · h
Balcony break; 15 damage with delayed input; +6 on hit with ub+3; Jump takes 17f, effective minimum startup i29
Damage: 10 · h
Balcony break; 13 damage with delayed input; 8 damage, 11 delayed input damage with ub+4; Jump takes 17f, effective minimum startup i27; js1~27 fs28~30 with ub+4 and u+4
Damage: 21 · m
Balcony break; Spike; Weapon; Increases ZAN gauge by 0.50 on hit; Increases ZAN gauge by 0.14 on block; Only deals recoverable damage
Damage: 22 · m
Spike; Weapon; 2 chip damage on block
Damage: 50 · m
Weapon; Throw from front hit; Opponent recovers FUFA
Damage: 40 · m!
Hitstop on frame 80 for 20f
Damage: 20 · m
Balcony break; Weapon; Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block; 4 chip damage on block
Damage: 5 · h
Balcony break; Weapon; Hold to power up; 1 chip damage on block; Cancel to r15 PHX with 4 or F from frames 10-16; Transitions to unbreakable throw from i23-31 5,10 +3; Throw deals recoverable damage only; Forces tech backroll on hit
Damage: 10 · h
Balcony break; Weapon; 2 chip damage on block; Cancel to r25 PHX with 4 or F from frames 10-16; Transitions to unbreakable throw from i33-41 10,15 +3; Throw deals recoverable damage only
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 18 · L
Weapon
Damage: 11 · m
Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
Damage: 11,19 · m,m
Balcony break; Weapon; Combo from 1st hit with 3f delay; Combo from 1st CH with 8f delay; Interrupt with i3 from 1st block; Input can be delayed 8f; Increases ZAN gauge by 0.50 on hit; Increases ZAN gauge by 0.14 on block
Damage: 15 · m
Weapon
Damage: 20,15(20) · m,m
Homing; Balcony break; Power up in Heat: 20 damage and +20a(+10a) on hit; Jail from 1st block
Damage: 14 · m
Enter PHX -5 +6 r23 with F or 4 on hit or block
Actionable after 15f; Stance moves can be delayed by 9F; Block at frame 35 (i35 standing guard)
Damage: 16,15,10 · M,m,t
Weapon; Transition to attack throw on front standing hit; -9 frame advantage and 6 chip damage on block after absorbing an attack in power crush state; On 1st hit regain 5 additional recoverable health; +4d on side or BT hit
Damage: 12 · m
Balcony break on CH; Weapon; 3 chip damage on block
Damage: 12,23 · m,M
Tornado; Weapon; On hit regain 5 additional recoverable health; Combo from 1st hit with 9f delay; Airborne combo from 1st CH with 12F delay; Grounded combo with more than 12F delay; Interrupt with i9 from 1st block; Input can be delayed 16f; Move can be delayed 10f
Damage: 12,8,18 · m,m,t
Balcony break; Weapon; Combo from 1st hit with 6F delay; Interrupt with i4 from 1st block; Transition to attack throw on hit; Cancel throw transition with B; Increases ZAN gauge by 0.72 on hit; Increases ZAN gauge by 0.40 on hit without throw; Increases ZAN gauge by 0.10 on block; Side switch on hit; Move cannot be delayed; Input can be delayed by 6F
Damage: 8 · L
Stagger on block
Damage: 8,18 (12),20/36 (10/18) · L,m,m
Balcony break; Power up in Heat; Available only as combo from 1st hit; 30 (38 in heat) damage in total for the full string with scaling; 20f timestop on hit during Heat; -20 on 2nd block (impossible?)
Damage: 8,12 (8),20 (10) · L,m,M
Spike; Available only as combo from 1st hit; Increases ZAN gauge by 0.70 on hit (0.30 + 0.40); Increases ZAN gauge by 0.24 on block (0.10 + 0.14); 30 damage in total for the full string with scaling; Only deals recoverable damage; -13c on 2nd block (impossible?)
Damage: 15 · L
Damage: 10,23 · m,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Weapon; 6 chip damage on block; On hit regain 3 additional recoverable health
Damage: 20 · m
Homing; Balcony break; 6 chip damage on block
Damage: 8-63 · m
Increases ZAN gauge by 0.20 on ZAN1 hit; Increases ZAN gauge by 0.10 on ZAN1 block; Transitions to attack throw on hit with ZAN2-5; Resets ZAN gauge on hit with ZAN2-5; Damage increases with ZAN gauge level:; ZAN1: 8; ZAN2: 33; ZAN3: 38; ZAN4: 48; ZAN5: 63
Strong low parry effect (active while moving); Move backward/forward with b_f; Cancel to r53 with db_d_df
Damage: ,20 · ,M
Tornado
Damage: 23 · sm
Weapon; Transition to PHX r15 on hit
Damage: 30,70 · sm,t
Weapon; Transition to attack throw on airborne hit; 56 damage in total with attack throw and scaling; Forces tech backroll on hit
Damage: 20 · M
Tornado; Instant tornado
Actionable after 15f; Stance moves can be delayed by 9F; Block at frame 35 (i35 standing guard)
Damage: 10-75 · m
Weapon; Increases ZAN gauge by 0.20 on ZAN1 hit; Increases ZAN gauge by 0.10 on ZAN1 block; Transitions to attack throw on hit with ZAN2-5; Resets ZAN gauge on hit with ZAN2-5; Damage increases with ZAN gauge level:; ZAN1: 10; ZAN2: 45; ZAN3: 48; ZAN4: 58; ZAN5: 75
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
Damage: 12 · M
Weapon; Side step takes 9f, effective startup i26
Damage: 12,23 · M,m
Heat engager; Heat dash +5, +45a (+35a); Balcony break; Weapon; Input 1 during the 1st hit animation on frames 16~18 to add +3 damage; Combo from 1st hit with 11f delay; Jail from 1st block with 5F delay; Input can be delayed 11f; Move can be delayed 10f; Force tech backroll on hit
Damage: 21 · M
Spike; Weapon; 6 chip damage on block; Transition to FC with D; Side step takes 9f, effective startup i34~35
Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves
13f timestop; Earliest cancel to parry attacks r23 (r36?)
Damage: 35 · m
Reversal break; Balcony break; Weapon; Move can be delayed by 20F
Damage: 35 · m,t
Reversal break; Weapon; Increases ZAN gauge by 0.72 on hit; Increases ZAN gauge by 0.10 on block; Move can be delayed by 20F; Transition to attack throw on hit; Side switch on hit
Damage: 35 · t
Homing; Throw break 1 or 2; Can be done from FC; Opponent recovers in FUFA state
Damage: 35 · t
Homing; Throw break 1 or 2; Can be done from FC; Side switch on hit and on throw break; Opponent recovers in FUFT
Damage: 40 · t
Throw break 1; Opponent recovers in FUFA
Damage: 40 · t
Throw break 2; Side switch on hit; Opponent recovers in FUFT
Damage: 50 · t
Unbreakable; Opponent recovers in FUFA
Damage: 40 · t
Throw break 1+2; PHX.uf+1+2: i15~17 startup; Can be done from FC; Opponent recovers in FDFA