Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| ( | N/A | |
| N/A | ||
| N/A | ||
| FLY | N/A | |
| ( | N/A | |
| N/A | ||
| ( | N/A |
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| ( | N/A | |
| N/A | ||
| N/A | ||
| FLY | N/A | |
| ( | N/A | |
| N/A | ||
| ( | N/A |
| wall carry | |
| wall break | |
| floor break | MCR |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +22
Damage: +16
Damage: +10
Damage: +20
Damage: +19
Damage: +16
Damage: +36
Damage: +19
Damage: +20
Damage: +16
Damage: +18
Damage: +26
Damage: +20
Damage: +16
Damage: +54
Damage: +47
Damage: +53
Damage: +47
Damage: +55
Damage: +50
Damage: +58
Damage: +56
Damage: +45
Damage: +36
Damage: +29
Damage: +28
Damage: +44
Damage: +44
Damage: +37
Damage: +40
Damage: +37
Damage: +47
Damage: +44
Damage: +54
Damage: +52
Damage: +54
Damage: +43
Damage: +50
Damage: +31
Damage: +41
Execution-sensitive. Just-frame input.
Execution-sensitive.
141 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: 20,22,10 · m,h,t
Heat smash; Balcony break; Jail from 1st attack; Transition to attack throw on hit; Transition to MCR r29 on block only; -14 on an empty MCR transition; Cancel to r37 on block with B (+2~+12); 5 chip damage on block; +48? (+8?) on wall hit
Damage: 12,27 · h!,t
Transition to attack throw on standing or airborne hit; Consumes 600F of the heat timer
Damage: 21,15 · M,SM
Tornado; Weapon; Balcony break; Projectile (unparryable); Forces tech back roll on hit; +58a (+42) from previous hit; Jail from 1st block; 3 chip damage on block; Consumes 210F of remaining heat time; +1d on BT hit
Damage: 8,20,20 · m,m,t
Weapon; Projectile (unparryable); 4 chip damage on block; Available only on hit or block; Unavailable on whiff; Jail from 1st block; Shift to r96 attack throw on front-facing hit; Combo from 1st hit with 13F delay; Move cannot be delayed; Input can be delayed by 13F; Consumes 240F of remaining heat time; -21a (-31) on BT hit
Damage: 12,12,21,15 · m,m,M,SM
Balcony break; Tornado; Weapon; Projectile (unparryable); Forces tech back roll on hit; +59a(+43) from previous hit; Jail from 3rd block; 3 chip damage on block; Consumes 210F of remaining heat time; +1d on BT hit
Damage: 7,26 (18) · L,SM
Tornado; Available only on hit; 18 damage with combo scaling from 1st; Consumes 600F of remaining Heat timer on hit or block or whiff; +70a (+54) FUFA on BT hit
Damage: 25,20 · m,SM
Tornado; Weapon; Projectile (unparryable); +60a(+44) from previous hit; Jail from 1st block; 4 chip damage on block; Consumes 600F of remaining heat time; No pushback on 1st CH; Forces tech back roll on hit; +1d on BT hit
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,6 · h,h
Jail from 1st attack with 3F delay; Combo from 1st hit with 3F delay
Damage: 5,6,14 · h,h,m
Balcony break on airborne hit; Jail from 1st block with 5F delay; Combo from 1st hit with 11F delay; +41? (+3?) on wall hit; +7a (-2) on BT hit
Damage: 5,8 · h,h
Jail from 1st hit with 4F delay; Combo from 1st hit with 4F delay
Damage: 5,8,12 · h,h,h
Combo from 1st hit with 11F delay; Jail from 2nd hit with 2F delay; Move can be delayed 9F; Input can be delayed 11F
Damage: 5,8,25 · h,h,m
Floor break; Input can be delayed 1f; Move cannot be delayed; Interrupt with i10 from 2nd block; Whiffs vs SS, SW from 2nd block
Damage: 5,8,25,30 · h,h,m,m
Floor break; Interrupt with i7 from 3rd block; Whiffs vs SSL, SWL from 3rd block
Damage: 5,8,10 · h,h,m
Jail from 1st block; Combo from 1st hit; Move is delayed 6F; Input cannot be delayed
Damage: 9 · h
Damage: 9,20 · h,h
Jail from 1st attack with 2f delay; Move cannot be delayed
Damage: 16 · m
Damage: 16,11 · m,h
Combo from 1st hit; Interrupt with i3 from 1st block; Move cancels 2nd and 3rd active frames of 3
Damage: 16,11,20 · m,h,M
Tornado; Interrupt with i9 from 2nd block; Whiffs vs SSR from 2nd block; Move can be delayed 4F; Input can be delayed 12F
Damage: 16,11,20 · m,h,m
Balcony break on normal hit; Interrupt with i7 from 2nd block; Whiffs vs SSR, SWR from 2nd block; Move can be delayed 4F; Input can be delayed 12F
Damage: 24 · h
Homing; Balcony break; 7 chip damage on block; +17a (+8) on BT hit
Damage: 21 · M
Floor break; Parryable by traditional kick parries; Effective startup i30
Damage: 12,25 · m,m
Homing; Balcony break; Interrupt with i1 from 1st block; 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit); +14a (+5) on BT hit
Damage: 5,5 · SL,h
-17 from 1st block
Damage: 5,5,20 · SL,h,m
Tornado; Combo from 2nd CH; Interrupt with i4 from 2nd block; 6 chip damage on block
Damage: 14 · m
Floor break
Damage: 14,17 · m,m
Jail from 1st block with 3F delay; Combo from 1st hit with 14F delay; Move can be delayed 13F; Input can be delayed by 14F
Damage: 10 · m
Damage: 10,15 · m,m
Tornado; Combo on 1st CH with 3F delay; Interrupt with i7 from 1st block; Whiffs vs SSR, SWR from 1st block; Move can be delayed by 15F; Enter FLY +36a (+26) with ub_u_uf on hit
Damage: 11 · m
Damage: 11,20 · m,h
Balcony break; Combo on 1st hit with 6F delay; Combo on 1st CH with 10F delay; Interrupt with i3 from 1st block; Move can be delayed by 4F; Input can be delayed by 10F
Damage: 11,23 · m,m
Balcony break; Combo on 1st CH with 10F delay; Interrupt with i5 from 1st block; Transition to MCR r33 with F on hit or CH (+16cg/+31d (+23d)); -9 on an empty MCR transition on hit; +11d on BT hit; Move can be delayed by 5F; Input can be delayed by 10F
Damage: 17 · m
Transition to MCR r25 with F on hit or CH (+14/+17); -11/-8 on an empty MCR transition; Has good right sidestep tracking
Damage: 12 · m
+2c on hit against crouching opponents
Damage: 12,10 · m,m
Combo from 1st hit; Move cannot be interrupted
Damage: 12,10,20 · m,m,m
Tornado; Combo from 2nd CH with 4f delay; Interrupt with i1 from 1st block; Jail from 2nd hit with 4F delay; Enter FLY +36a (+26) with ub_u_uf on hit; Move can be delayed 16f
Damage: 10 · m
Damage: 10,16 · m,m
Floor break; Jail from 1st block with 3F delay; Combo from 1st hit with 10F delay; Move can be delayed 10F
Damage: 25 · m
Balcony break; Damage taken during power crush state is recoverable.; Reversal break and -9 on block if an attack is absorbed; 10 chip damage on block after absorbing an attack in power crush state
Damage: 8 · sl
+7c on crouching hit
Damage: 12 · L
Pseudo homing
Damage: 6 · l
-4c on crouching hit
Damage: 5,20 · m,m
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 15 · L
4 chip damage on block
Damage: 10 · L
-6c on crouching hit
Damage: 15 · m
Cancel to r27 MCR with F (js27~) at frame 5 onwards; Balcony break on air hit
Damage: 25 · m
Balcony break on CH or air hit; Cancel to r27 MCR with F (js27~); 10 chip damage on block
Damage: 42 · m
Balcony break; Cancel to r27 MCR with F (js27~); 16 chip damage on block; +11d on BT hit
Damage: 40 · h!
Balcony break; -22cg~-19cg on average; Forces tech back roll on hit; -25d~-22d on average on BT hit (-33d~-2d)
Damage: 10 · h
Tracks SSR/SWR completely
Damage: 10,20 · h,m
Balcony break; Combo from 1st hit with 7f delay; Interrupt with i8 from 1st block; Whiffs vs SSL, SSR, SWL, SWR after 1st block; Input can be delayed by 15f; Move can be delayed by 10f; Cancel to r32 with B on frame 17 (-18/-7)
Damage: 11 · h
Damage: 11,21 · h,m
Tornado; Interrupt with i13 from 1st block; Can evade some jab interrupts; Move cannot be delayed; Input can be delayed by 1F
Damage: 11,23 · h,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Combo from 1st hit; Interrupt with i7 from 1st block; Move cannot be delayed; +8d on side or BT hit
Damage: 24 · M
Heat engager; Heat dash +5, +43d (+35); Balcony break; 6 chip damage on heat dash; Backswing blow; Max distance from opponent when performed at tip range: ~3.82-3.83 (frames 16-19?); +5d~8d on BT hit
Damage: 20 · M
Opponent recovers FDFA on grounded hit
Damage: 21 · m
Spike; Opponent recovers FDFA on CH; 4 chip damage on block
Damage: 60 · m!
Damage: 22 · m
Tornado; May evade some highs during frames 5-9; Might evade some mids during frames 7-9; Increased evasion when performed from crouching state; Enter FLY +35a (+25) with ub_u_uf on hit
Damage: 27 · h
Hits airborne opponents only
Damage: 10 · h
Strong aerial tailspin; Weapon; Balcony break on airborne hit; Projectile (unparryable); Transition to MCR r29 on hit or block only; -14/-9 on an "empty" transition; r47 opponent hitstun; 2 chip damage on block
Damage: 25 · h
Homing; Balcony break on airborne hit
Damage: 21 · m
Floor break; +24d on BT hit
Damage: 21 · m
Heat engager; Heat dash +62a (+42); Balcony break; +18a (+9) on BT hit
Damage: 8,20 · m,m
Balcony break; Forces tech back roll on hit; Pseudo homing to SSL/SWL side; +4d on BT hit
Damage: 24 · m
Heat engager; Heat dash +36a (+26); Balcony break; 7 chip damage on block; Active frame 1 range: 2.73
Damage: 22 · m
Balcony break on normal hit; Active frame 1 range: 3.70; +11a (+2) on BT hit
Damage: 12 · m
Input bufferable; -1c on hit against crouching opponents
Damage: 12,12 · m,m
Jail from 1st block with 6f delay; Combo from 1st hit with 13f delay; Move can be delayed by 7f; Input can be delayed by 13f
Damage: 12,12,24 · m,m,m
Balcony break; Combo on 2nd CH with 7f delay; Interrupt with i8 from 1st block; Whiffs vs SSR, SWR from 1st block (SSL & SWL inconsistent with less evasive sidesteps); Input can be delayed 20f; Move can be delayed 15f; 7 chip damage on block
Damage: 12,12,20 · m,m,m
Tornado; Balcony Break on grounded hit only; Combo on 2nd CH with 11f delay; Interrupt with i5 from 1st block; Whiffs vs SSR, SWR from 1st block; Input can be delayed 20f; Move can be delayed 14f; Opponent recovers FDFA on hit
Damage: 12,12,21 · m,m,M
Floor break; Interrupt with i13 from 1st block; Whiffs vs SS, SW from 1st block; Move can be delayed by 14f; Input can be delayed by 20f
Damage: 12,21 · m,h
Balcony break; Combo from 1st hit with 6F delay; Interrupt with i4 from 1st block; Opponent recovers crouching on hit; Transition to MCR r35 with F on hit (+14); -11 on an empty MCR transition; Move cannot be delayed; Input can be delayed by 6F; +11d (+9d MCR) on BT hit
Damage: 6,6,6,6,6,6 · m
Weapon; Projectile (unparryable); 17 damage on hit with scaling; 6 chip damage on block
Damage: 6,6,6,6,6,6,30 (9) · m,M
Balcony break on standing hit only; Combo from 1st hit with 7F delay; 9 damage with scaling from 1st; Move cannot be delayed; Input can be delayed by 7F
Damage: 30 · m
Balcony break; 9 chip damage on block; Active frame 1 range: 2.90; Active frame 2 range: 3.53; Active frame 3 range: 3.62
Damage: 12 · m
Damage: 12,10 · m,h
Strong aerial tailspin; Balcony break On air hit; Weapon; Projectile (unparryable); Combo from 1st CH with 1F delay; Interrupt with i12 from 1st block; Whiffs vs SSR, SWR from 1st block; Transition to MCR r29 on block or hit only; -14/-9 on an empty MCR transition; 2 chip damage on block; Move cannot be delayed; Input can be delayed by 1F
Damage: 12,15 · m,m
Combo from 1st hit with 7F delay; Combo from 1st CH with 10F delay; Interrupt with i4 from 1st block; Transition to MCR r25 with F on hit or CH (+14/+17); -11/-8 on an empty MCR transition; Move can be delayed 9F; Input can be delayed 10F
Damage: 12,21 · m,h
Balcony break; Combo from 1st hit with 4f delay; Interrupt with i6 from 1st block; Whiffs vs SSR from 1st block; Input can be delayed 4f; Move can be delayed 3f
Damage: 20 · m
Tornado; First active frame range: 2.50; 6 chip damage on block; Slight jab evasion properties
Damage: 16 · m
Transition to MCR r25 with F on hit or CH (+14/+23); -12/-3 on an empty MCR transition; Alternate input: hold 3 then input f,n,d,df+4 or f,n,d,df+3+4; Jab evasion from frame 1? to 9?
Damage: 10 · m
Damage: 10,20 · m,M
Spike; Combo from 1st hit with 1F delay; Interrupt with i8 from 1st block; Input can be delayed by 1F; Move cannot be delayed
Cannot be buffered; Stance moves can be buffered out of heat engager or heat dash; Recovers in FC at frame 20; Cancel to sidestep with u; Cancel to block with b from frames 1 to 6; Cancel to t1~t3 hFC with b from frames 7 to 9
Can access wr3 by inputting 3 on frames 1~2; Unable to act from frames 3~26
Damage: 30 · m
Active frame 1 range: 2.36; Active frame 2 range: 2.52
Damage: 30,10 · m,t
Floor break; Transition to attack throw on hit; Available only on hit; Opponent recovers FDFA on hit
Damage: 20 · h
Turns into EWGF (f,n,d,df#2) while in heat; Consumes 70F of remaining heat time while in heat; 4 chip damage on block while in heat
Damage: 23 · h
4 chip damage on block; Can also be performed with f,n,df#2 (i13+) The colon marks a just-frame input.
Damage: 25 · M
Floor break; 7 chip damage on block; Active frame 1 range: 3.62; Active frame 2 range: 3.63?
Damage: 24 · L
Opponent recovers FDFA on hit; Active frame 1 range: 3.89; Hold df for at least 13F after inputting f,n,d,df+3
Damage: 7 · L
Damage: 7,28 · L,m
Spike; Combo from 1st hit
Damage: 7,14 (9) · L,SM
Tornado; Available only on hit; Opponent recovers FUFA on hit; 9 damage with scaling from previous hit
Damage: 25 · m
Homing; Balcony break; 7 chip damage on block; Opponent recovers FUFA on CH; +12d on BT hit
Damage: 20 · h
Strong aerial tailspin; Balcony break; +22a (+13) on BT hit
Damage: 20,20 · h!,t
Floor break; Transition to attack throw on front standing or airborne hit; +1a (-8) on BT hit
Damage: 30 · M
Balcony break; Spike; Forces tech back roll on hit; Opponent recovers in FC?; +5d on BT hit
Damage: 10 · M
Damage: 10,20 · M,h
Strong aerial tailspin; Balcony break; Interrupt with i19 from 1st block; Whiffs vs SW from 1st block; +40a (+33) on neutral guard hit from 1st hit; +26a (+17) on BT hit
Damage: 10,20 (14) · M,m
Airborne combo from 1st hit (+52a (+7)); Interrupt with i1 from 1st block
Damage: 10,20 (14),20 (14/10) · M,m,m
Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9)); Interrupt with i24 from 2nd block; Whiffs vs SS, SW from 2nd block; Move cannot be delayed; Input is delayed by 24F; Effective startup i45~47
Damage: 10,20 (14),20 (14/10),14 (10/7/6) · M,m,m,t
Floor break; Airborne combo from 1st hit; Transition to attack throw on hit; Available only on hit; Opponent recovers FDFA on hit
Damage: 10,20 (14),14 (10/7), 20 (10/8) · M,m,m!,M!
Available only as airborne combo from 2nd hit
Damage: 30 · M!
Balcony break; -72c~-56c on average; Forces tech back roll on hit; -75d~-25d on BT hit
Damage: 30 · M!
Balcony break; -52c~-50c on average?; Forces tech back roll on hit; Recovers front-facing when done from BT FLY; -68d~-25d on BT hit
Stance moves can be delayed by 10f
Damage: 20 · m
Spike; Opponent recovers FDFA on hit; 6 chip damage on block
Damage: 12 · m
Homing
Damage: 12,20 · m,M
Heat engager; Heat dash +5, +43d (+35); Floor break; Combo from 1st hit with 2F delay; Opponent recovers FDFA on hit; Interrupt with i3; Input can be delayed by 2F; Move cannot be delayed
Damage: 26 · SM
Tornado; 7 chip damage on block; Projectile (unparryable)
Damage: 10 · M
Damage: 10,20 · M,h
Strong aerial tailspin; Balcony break; Interrupt with i19 from 1st block; Whiffs vs SW from 1st block; +40a (+33) on neutral guard hit from 1st hit; +26a (+17) on BT hit
Damage: 10,20 (14) · M,m
Airborne combo from 1st hit (+52a (+7)); Interrupt with i1 from 1st block
Damage: 10,20 (14),20 (14/10) · M,m,m
Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9)); Interrupt with i24 from 2nd block; Whiffs vs SS, SW from 2nd block; Move cannot be delayed; Input is delayed by 24F; Effective startup i45~47
Damage: 10,20 (14),20 (14/10),14 (10/7/6) · M,m,m,t
Floor break; Airborne combo from 1st hit; Transition to attack throw on hit; Available only on hit; Opponent recovers FDFA on hit
Damage: 10,20 (14),14 (10/7), 20 (10/8) · M,m,m!,M!
Available only as airborne combo from 2nd hit
Damage: 12 · h!
Damage: 10-15,3-5,42-60 · 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; Opponent recovers FDFA on hit
Damage: 25 · m
Transition to Hell's Gate on hit with U; Sidestep adds 9f, effective move startup: i26
Damage: 25,35 (24), 40 (20) · m,m!,M!
Only available as combo from 1st hit; 44 damage with scaling
Damage: 30 · m
Balcony break; 50% damage reduction when absorbing attacks; Devil Jin automatically retaliates on successful power crush; Reversal break, -8 on block and 12 chip damage on block after attack absorption; r34 on hit
FUFA shift to Fly leaves attacker in backturn
Damage: 25 · L
Weapon; Projectile (unparryable); Balcony break on CH; Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a); Can be done from Crouch Level 1
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: 21 · m
Damage: 35 · t
Homing; Throw break: 1 or 2; Can be done from FC; Transition to BT on break
Damage: 35 · t
Homing; Throw break 1 or 2; Side switch on hit; Opponent recovers FUFA on hit; Can be done from FC
Damage: 43 · t
Throw break 1; Opponent recovers FUFA on hit
Damage: 40 · t
Throw break 2; Side switch on hit; Opponent recovers FDFA on hit
Damage: 50 · t
Unbreakable; Side switch on hit
Damage: 40 · t
Floor break; Throw break 2; Can be done from FC
Damage: 35 · t
Balcony break; Throw break 1+2; Side switch on throw break; Can be done from FC
Damage: 40 · t
Throw break 1; Opponent recovers FUFA on hit; Can be done from FC
Damage: 45 · t
Throw break 1+2; Side switch on hit when done on opponent's front and left sides from P1 side; Sideswap on hit when done on opponent's left side from P2 side; Can be done from FC