Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| DELAY | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| DELAY | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| for dmg | (GEN) |
| wall carry | |
| wall break | |
| floor break | SideStep |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +28
Damage: +24
Damage: +25
Damage: +22
Damage: +18
Damage: +20
Damage: 21
Damage: +25
Damage: +22
Damage: +18
Damage: +55
The Genjitsu 2 (GEN.2) ender is rarely worth using unless in heat, because of the self-damage and damage scaling. Use f,F+2,3 instead.
Damage: +54
Damage: +57
Damage: +55
Damage: +58
Damage: +48
Damage: +75
Damage: +61
Damage: +55
Damage: +51
Damage: +32
Damage: +38
Damage: +54
Damage: +62
Damage: +57
Damage: +49
Damage: +73
Damage: +60
Damage: +47
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.; Gain 5 Kazama Essence on Heat Burst activation
Damage: 20,30 · m,m
Heat smash; Balcony break; Restores 32 recoverable on hit (16 on block); 10 chip damage on block; Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
Damage: 0 · h
Sabaki, parries mid or high punches or kicks; Consumes 240F of remaining Heat time
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,15 · h,m
Move can be delayed by 1f; Input can be delayed by 2f; Interrupt with i7; Transition to standing with B (t64 r28); Restores 2 health and 2 recoverable on hit; Gain 6 Kazama Essence on normal hit and 5 on airborne hit
Damage: 5,8 · h,h
Jail from 1st attack with 2f delay; Combo from 1st hit with 2f delay; Transition to r16 SS with u_d (+1/-13, +10g/-4?); r16 when attacking in SS stance; r30? when exiting SS stance
Damage: 5,8,12 · h,h,h
Homing; Combo from 2nd hit with 9F delay; Move cannot be interrupted (Jails attack inputs with 1F delay); Opponent can buffer FC actions on 2nd block; Restores 2 health on hit; Gain 6 Kazama Essence on normal hit and 5 on airborne hit
Damage: 5,8,16 · h,h,m
+17g on hit and 3 chip damage; Not a true combo on 2nd hit or CH (bug? breaks neutral guard); Interrupt with i5; Input can be delayed 9f
Damage: 5,12 · h,L
Combo from 1st CH with 2f delay; Interrupt with i5 from 1st block
Damage: 7 · h
Damage: 7,9 · h,m
Combo from 1st hit with 9f delay; Interrupt with i1; Input can be delayed 10f
Damage: 7,9,12 · h,m,m
Jail from 2nd block; Combo from 1st hit
Damage: 7,9,12,30 · h,m,m,m
Balcony break; Weapon (Projectile); Combo from 3rd CH; Move can be delayed 10f; Interrupt with i10; Whiffs vs SWL from 1st block; 9 chip damage on block; Deals 6 damage to self (4 recoverable); Unparryable by traditional parries, Asuka, Nina, etc; Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
Damage: 7,9,12,21 · h,m,m,h
Balcony break; Combo from 3rd CH with 5F delay; Interrupt with i5; Input can be delayed 10f
Damage: 7,9,21 · h,m,h
Balcony break; Combo from 2nd CH with 9f delay; Interrupt with i6 from 2nd block; Forces tech backroll on hit
Damage: 14 · m
Balcony break
Damage: 14,20 · m,h
Tornado; Balcony break; Combo from 1st hit with 9F delay; Interrupt with i4; Forces tech back roll on hit; Move can be delayed by 6F; Input can be delayed by 9F; Gain 6 Kazama essence on normal hit and 5 on airborne hit
Damage: 17 · h
Damage: 26 · m
Balcony break; Heat engager; Heat dash +5, +43d (+35); Gain 10 Kazama Essence on Heat activation
Damage: 6,18,20 · m,M,M
Spike; 3rd hit available only as combo from 2nd hit; Transition to r22 FC with D on whiff or block; Deals 12 damage to self (8 recoverable); Gain 12 Kazama Essence on normal hit and 6 on airborne hit
Damage: 5,8 · SL,h
Jail from 1st attack; CH advantage listed is for the 2nd hit
Damage: 5,8,10 · SL,h,h
Combo from 2nd CH
Damage: 5,8,10,23 · SL,h,h,m
Combo from 3rd CH
Damage: 5,8,10,15 · SL,h,h,L
Combo from 3rd CH
Damage: 5,8,15 · SL,h,m
Combo from 2nd CH
Damage: 5,8,15,20 · SL,h,m,m
Damage: 5,8,15,17 · SL,h,m,L
Combo from 3rd CH
Damage: 15 · m
Restores 2 health and 2 recoverable on hit; Recover to standing with B (t48 r28); Gain 6 Kazama Essence on normal hit and 5 on airborne hit
Damage: 20 · M
Cancel to r26 FC with D; Increased tracking when f2,1+2's input is buffered late
Damage: 20,20 · M,M
Heat engager; Heat dash +5, +42a (+27); Balcony break; Jail from 1st attack; Chip damage (8) on block; Deals 18 damage to self (12 recoverable); Available only on hit or block; Gain 16 Kazama Essence on Heat activation; Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
Damage: 13 · m
Enter SS -16 +14g r21 with u_d; r21 when attacking after SS; r35 when blocking after SS
Damage: 13,17 · m,h
Homing; Combo from 1st hit with 10F delay; Move can be delayed by 5F; Input can be delayed by 10F; Interrupt with i5; Restores 2 health on hit; Gain 6 Kazama Essence on normal hit and 5 on airborne hit
Damage: 13,22 · m,M
Tornado; Combo from 1st hit with 10F delay; Interrupt with i5; Move can be delayed by 5F; Input can be delayed by 10F
Damage: 21 · h
Homing
Damage: (5) · h
Transition to r20 MIA on hit only; Deals 5 recoverable damage; Cannot cause a K.O.; Deals 6 damage to self (4 recoverable); Power up in Heat (ps5~12); Unparryable; Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
Damage: 21 · h
Punch sabaki; Crumple stun launcher (+51a) on parry effect
Damage: 10 · m
Damage: 10,17 · m,m
Combo from 1st hit; Interrupt with i5 from 1st block
Damage: 10,12 · m,h
Combo from 1st hit; Interrupt with i4 from 1st block
Damage: 14 · m
Launches crouching opponent; Increased tracking when f2,1+2's input is buffered late
Damage: 14,12 · m,M
Combo from 1st hit; Chip damage (4) on block; First hit does 8dmg, 20dmg total; Deals 24 damage to self (16 recoverable); Available only on hit or block; Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
Damage: 22 · m
Homing; Balcony break
Damage: 22 · m
Tornado; Crumple stun launcher (+52a) on CH
Damage: 17 · m
Damage: 17,20 · m,m
Damage: 17,17 · m,L
Combo from 1st CH
Damage: 18 · m
Spike
Damage: 10 · L
Damage: 10,20 · L,h
Balcony break; Combo from 1st CH
Damage: 28 · M
Tornado; Chip damage (11) on block; Divine Aura: 12 chip damage on block; Divine Aura: +4 damage on hit (32); Deals 12 damage to self (8 recoverable); Unparryable (projectile); Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
Damage: 5,15 · l,h
Combo from 1st CH; Jail from 1st attack; -6 only if 2nd hit is blocked
Damage: 7 · m
Damage: 7,8 · m,m
Combo from 1st hit
Damage: 7,8,5,5,20 · m,m,m,m,m
Balcony break; Combo from any hit; Restores 4 health and 4 recoverable; Unparryable; Gain 10 Kazama Essence on normal hit and 7 on airborne hit
Damage: 17 · L
Damage: 14 · L
Damage: 14 · L
Transition to r28 FC with D
Damage: 14,15 · L,L
Combo from 1st CH; Transition to r28 FC with D
Damage: 14,15,16 · L,L,L
Transition to r28 FC with D
Damage: 14,5,8 · L,sl,h
Combo from 1st hit; Links to 1+4 extensions; Alternate inputs:; db+4,4,1+2; db+4,4,4,1+2; CH advantage listed is for the last hit
Damage: 19 · L
Cancel to r39 FC with D on frame 25; Transition to attack throw on CH, +22 damage, total 44; Opponent recovers FDFA on CH
Damage: 10 · m
Damage: 10,7 · m,h
Combo from 1st hit with 15f delay; Enter GEN +0 +11g r18 with F; Enter MIA +0 +11g r18 with B; Move can be delayed by 5F; Input can be delayed by 15F
Damage: 10,7,20 · m,h,m
Balcony break; Combo from 2nd CH with 4f delay; Input can be delayed 14f
Damage: 10,7,22 · m,h,M
Tornado; Combo from 2nd CH with 6f delay; Input can be delayed 14f; Chip damage (9) on block; Deals 12 damage to self (8 recoverable); Unparryable; Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
Damage: 10,7,24 · m,h,h
Balcony break; Combo from 2nd CH with 6f delay; Input can be delayed 14f; Forces tech backroll on hit
Damage: 10,10 · m,m
Combo from 1st hit with 5f? delay
Damage: 20 · m
Damage: 20,22 · m,M
Tornado; Combo from 1st hit; Chip damage (8) on block; Deals 12 damage to self (8 recoverable); Unparryable; Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
Damage: 20,14 · m,L
Combo from 1st hit; Links to db+4 extensions; Transition in r28 FC with D
Damage: 14 · m
Damage: 14,17 · m,M
Combo from 1st hit with 8f delay
Damage: 25 · m
Balcony break; -8 on block after absorbing an attack
Damage: 21 · m
Damage: 6,30 · h,h
Balcony break; Jail from 1st attack; Deals 12 damage to self (8 recoverable); 2nd hit available only on hit or block; Recovery listed is for the 1st hit; Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
Damage: 24 · M
Tornado; 9 chip damage on block; Deals 12 damage to self (8 recoverable); Unparryable; Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
Damage: 17 · m
Damage: 10 · m
Damage: 10,8,20 · m,m,M
Tornado; Combo from 1st hit; Transition to MIA on hit only; 3rd hit available only as combo from 2nd hit; 3rd hit deals 12 damage to self (8 recoverable); Gain 5 Kazama Essence on normal hit or airborne hit
Damage: 50 · m!
Balcony break
Damage: 5,21 · m,M
Spike
Damage: 16 · m
Transition to GEN +1 +16g r18 with F on frame 21 with 10F delay; Transition to MIA +1 +16g r18 with B on frame 21 with 10F delay
Damage: 16,22 · m,m
Tornado; Balcony break; Combo from 1st hit with 8f delay; Interrupt with i1; +7F crumple stun on CH
Damage: 16,22 · m,h
Combo from 1st hit with 8f delay
Damage: 23 · m
Homing
Damage: 23,12,15 · m,m,m
Spike; 7 chip damage on block; Interrupt with i11 from 1st block; Interrupt with i5 from 1st hit; Whiffs vs SSR from 1st block; +14d on BT hit
Damage: 32 · m
Balcony break; Transition to +9, +26a (+16) GEN with F; Transition to +9, +26a (+16) MIA with B; 20?f hitstop on hit; 6 chip damage on block; Deals 6 damage to self (4 recoverable); Non-limb attack, unparryable by Asuka, Nina, etc; Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
Damage: 28 · m
Balcony break; 8 chip damage on block
Damage: 10,10 · m,m
Transition to r24 FC with D; Can be done from Crouch Level 1
Damage: 10,10,10,10 · m,m,m,m
Transition to r24 FC with D; Interrupt with i11 from 1st block; Whiffs vs SS from 1st block
Damage: 6,30 · sl,m
Deals 18 damage to self (12 recoverable); 2nd hit available only on hit or block; Recovery listed is for the 1st hit, t74 both hits; Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
Damage: 12 · L
Damage: 12 · L
Clean hit +10a, 15 damage; Opponent recovers FDFA on CL
Damage: 14 · h
Damage: 14,7 · h,h
Combo from 1st hit with 4F delay; Enter GEN +0 +11g r18 with F; Enter MIA +0 +11g r18 with B; Move cannot be delayed; Input can be delayed by 4F
Damage: 14,7,20 · h,h,m
Balcony break; Combo from 2nd CH with 4f delay; Interrupt with i6; Move can be delayed by 14f
Damage: 14,7,22 · h,h,M
Tornado; Combo from 2nd CH with 6f delay; Input can be delayed 14f; Chip damage on block; Deals recoverable self-damage when not in Heat; Unparryable; Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
Damage: 14,7,24 · h,h,h
Balcony break; Combo from 2nd CH with 6f delay; Input can be delayed 14f; +13d on BT hit; Forces tech backroll on hit
Damage: 14,16 · h,m
Spike; Combo from 1st hit with 5f delay; Input can be delayed 10f; Move can be delayed 8f
Damage: 14,16,17 · h,m,L
Spike; Combo from 2nd CH
Damage: 14,16,28 · h,m,m
Balcony break; Combo from 2nd CH
Damage: 12 · m
Hits grounded up-close only
Damage: 12,20 · m,m
Balcony break; Combo from 1st hit
Damage: 16 · M
Damage: 21 · m
Damage: 20 · m
Cancel to r39 FC with D on frame 20
Damage: 23 · m
Tornado
Damage: 27 · m
Balcony break; Tornado; Restores 3 health and 3 recoverable on hit; Gain 6 Kazama Essence on normal hit and 5 on airborne hit
Damage: 20 · m
Heat engager; Heat dash +5, +67a (+50); Spike; Gain 10 Kazama Essence on Heat activation
Damage: 7,9,18 · h,h,m
Homing; Spike; Jail from 1st attack; Combo from 1st or 2nd hit
Damage: 17 · h
Homing; Restores 2 health and 2 recoverable on hit; Gain 6 Kazama Essence on normal hit and 5 on airborne hit; Stance moves can be delayed by 15F
Damage: 7 · h
Enter GEN -6, +5 r18 with F; Enter MIA -6, +5 r18 with B
Damage: 7,26 · h,h
Balcony break; Tornado; Combo from 1st hit with 6f delay; Restores 1 health on hit; Restores 1 additional recoverable on hit; Non-limb attack, unparryable by Asuka, Nina, etc; Gain 6 Kazama Essence on normal hit and 5 on airborne hit
Damage: 7,20 · h,m
Spike; Combo from 1st hit with 5f delay; Input can be delayed 6f
Damage: 24 · M
Tornado; Chip damage (9) on block; Deals 12 damage to self (8 recoverable); Unparryable; Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
Damage: 10,16 · m,h
Heat engager; Heat dash +5, +36a (+26); Balcony break; Jail from 1st attack; Gain 10 Kazama Essence on Heat activation
Damage: 10 · L
Damage: 10,21 · L,M
Balcony break; 2nd hit only available as combo from 1st hit; DA: +9 damage on hit (30); Deals 18 damage to self (12 recoverable); Unparryable; Gain 20 Kazama Essence on normal or airborne hit
Damage: 24 · M
Balcony break; Spike; Frame advantage is -6c if an attack is absorbed
Damage: 21 · m
Homing; Only i15 or faster attacks guaranteed on CH; Jab evasion; Gain 6 Kazama Essence on normal hit and 5 on airborne hit
Cancel to r34 FC with D on frame 16; Stance moves can be delayed by 24F; Parries low punches or kicks; Parries throws
Damage: 22 · L
Has good left sidestep tracking
Damage: 16,32 · m,t
Transition to attack throw on front standing or airborne hit; Deals 12 damage to self (8 recoverable); Frame advantage is -9 if an attack is absorbed; Chip damage on block if an attack is absorbed; +10a (+1) and Balcony Break on BT hit; Gain 8 Kazama Essence on normal hit or airborne hit
Damage: 14 · M
Spike
Damage: 14,16 · M,M
Combo from 1st hit with 8f delay; Input can be delayed 10f; Deals 12 damage to self (8 recoverable); Unparryable; Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
Damage: 24 · h
Homing; Balcony break
Damage: 20 · t
Restores 14 health and 14 recoverable; Opponent recovers FDFA; Gain 20 Kazama Essence
Damage: 40 · t
Restores 8 health and 8 recoverable; Opponent recovers FUFA (sideways); Gain 20 Kazama Essence
Damage: 14,35 · L,M
Reversal break; Balcony break; Jail from 1st attack; Has good left sidestep tracking; Restores 6 recoverable (3 on block); 9 chip damage on block; Consumes 450f of heat timer; Gain 5 Kazama Essence on normal hit, airborne hit or block
Enter SS r16 with u_d; r30 when blocking after SS; Cancel to r15 with DB; Stays in stance indefinitely; Restores 3 recoverable health and gain Kazama Essence with each pulse
Damage: 30 · M
Tornado; 12 Chip damage on block; Deals 9 damage to self (8 recoverable); Unparryable; Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
Damage: 28 · sm
Heat engager; Heat dash +5, +43d (+35); Balcony break; DA: Range increases to 4.0; Deals 8 (DA:11) chip damage on block; Deals 6 damage to self (4 recoverable); Unparryable; Gain 16 Kazama Essence on Heat activation; Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
Damage: 17 · m
Homing; Strong aerial tailspin; Balcony break on airborne hit; Transitions to IZU on hit or block; Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
Cancel to r34 FC with D on frame 16; Stance moves can be delayed by 24F; Parries low punches or kicks; Parries throws
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
Parries mid or high punches or kicks
Damage: 25 · t
Opponent recovers FDFT
sp
Damage: 21 · m
Damage: 35 · t
Homing; Throw break 1 or 2
Damage: 35 · t
Homing; Throw break 1 or 2; Side switch on hit
Damage: 40 · t
Throw break 1
Damage: 40 · t
Throw break 2; Side switch on hit
Damage: 50 · t
Unbreakable; Side switch
Damage: 40 · t
Throw break 2; Floor break
Damage: 40 · t
Throw break 1+2
Damage: 15,15,15 · t
Throw break 1+2; Opponent can tech roll to reduce the landing damage
Damage: 35 · t
Throw break 1+2; Restores 8 life and 12 recoverable; Gain 8 Kazama Essence on hit