Mini-combos
LaunchersDamage: 49
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| 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: 49
Damage: +19
Damage: +19
Damage: +47
Damage: +20
Must crouch cancel into qcf+2
Damage: +20
Damage: +20
Damage: +19
Damage: 50
Damage: +20
Damage: +20
Damage: 70+
Must be at the wall.
Damage: ?
CH d+3,4,3: Opponent grounded and at the wall.
Damage: ?
CH d+3,4,3: Opponent grounded and at the wall.
Damage: +27
Damage: +15
Damage: ?
Damage: +20
Damage: 50
Must be at the wall.
Damage: +25
CH f,F+4: Must tech roll.
Damage: +20
CH f,F+4: Must tech roll.
Damage: +65
Damage: +65
f+2,1,3 whiffs off-axis left.
Damage: 88
Damage: 86
Damage: +65
uf+3 whiffs against Ling without a microdash. Can be replaced with df+1 or CD.1. f+2,1,3 whiffs off-axis left.
Damage: +65
Must be off-axis right for iws1s to hit.
Damage: +60
Damage: +57
Damage: +65
Damage: +63
Damage: 78
Damage: 76
Damage: 80
Sidestep must be to the right.
Damage: 69
Damage: 78
Damage: 78
Damage: +47
Damage: +66
Must be off-axis right for iws1s to hit.
Damage: +63
Damage: +63
Damage: +61
Damage: 92
Damage: 91
f+2,1,3 whiffs off-axis left.
Damage: +60
Damage: +58
Damage: 77
Sidestep must be to the right.
Damage: 67
Damage: +55
Damage: 58
Damage: 49
191 moves
Damage: 20,9, 12 (8), 14 (7), 14 (5), 30 (52) · m,h,h,h,h,m
Heat smash; Spike; Transition to attack throw on hit (52 damage); Transition to CD r30 with F on block (+7); +11 FC from 2nd block; Last hit is available only on 1st block or hit; t151 r32 standing on block; +40a (+7) from 2nd or 3rd or 4th hit; +15a (+6) from 5th hit; First received bullet is always 9dmg on hit; 10f timestop on block; 10 chip damage on block; Jails; Strong jab evasion (frames 7 to 11?)
Damage: 5,10,17,6,6,6,[5],[5] · h,h,h,h,h,h,h,h
Balcony break; Weapon; Jail from 3rd attack; Combo from 2nd CH with 4F? delay; 13 chip damage on block; Consumes 180F of remaining Heat time; Move cannot be delayed; Input can be delayed by 4F
Damage: 5,10,17,6,6,6,[5],[5] · h,h,h,h,h,h,h,h
Balcony break; Weapon; Jail from 3rd attack; Combo from 2nd CH with 4F? delay; 13 chip damage on block; Consumes 180F of remaining Heat time; Move cannot be delayed; Input can be delayed by 4F
Damage: 12,12,12,5,5 · m,sm,sm,sm,sm
Balcony break; Combo from 1st CH with 5F delay; Available only from 1st hit or block; 12 chip damage on block; Consumes 180F of remaining Heat time; Move can be delayed by 4F; Input can be delayed by 5F
Damage: 5,20,2,2,3,3 · m,m,h,h,h,h
Balcony break; Weapon; Combo from 1st hit only if the second hit connects on i8; 2nd hit available only as combo from 1st; If the second hit connects on i9~10, frame advantage on hit will be -16~-15; Transition to FC on hit; Jails; Consumes 240F of remaining Heat time; 15 chip damage on block
Damage: 16,6,6,6,[5],[5] · h,h,h,h,h,h
Balcony break; Weapon; Combo from 1st hit with 8F delay; Jails from 2nd hit; 13 chip damage on block; Consumes 180F of remaining Heat time; Move can be delayed by 7F; Input can be delayed by 8F
Damage: 17,6,6,6,[5],[5] · m,h,h,h,h,h
Balcony break; Weapon; Combo from 1st hit; Jails from 2nd hit; 13 chip damage on block; Consumes 180F of remaining Heat time
Damage: 15,24,6 (4),6 (3),6 (2),[5] ([1]),[5] ([1]) · m,h,h,h,h,h,h
Balcony break; Weapon; Aerial combo from 2nd hit (+13a (+12)); Jails from 3rd hit; 13 chip damage on block; Consumes 180F of remaining Heat time
Damage: 15,23,6 (4),6 (3),6 (2),[5] ([1]),[5] ([1]) · h,h,h,h,h
Balcony break; Weapon; Aerial combo from 2nd hit (+13a (+12)); Jails from 3rd hit; 13 chip damage on block; Consumes 180F of remaining Heat time
Damage: 22,8,8,[5],[5] · m,sm,sm,sm,sm
Balcony break; Weapon; Combo from 1st hit; Jails from 1st block; 10 chip damage on block; Consumes 180F of remaining Heat time
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,10 · h,h
Jail from 1st attack with 8f delay; Enter SS +0 +11 t15 r9 with D_U
Damage: 5,10,17 · h,h,h
Combo from 2nd CH with 4f delay; Interrupt with i6 from 1st block; Input can be delayed 6f
Damage: 5,10,17,6,6,6 · h,h,h,h,h,h
Balcony break; Weapon; Jail from 3rd block; Combo from 2nd CH with 4F? delay; 12 chip damage on block; Power up in Heat; Forces tech backroll on hit; Move cannot be delayed; Input can be delayed by 4F
Damage: 5,10,22 · h,h,h
Balcony break; Combo from 2nd CH with 8f delay; Interrupt with i2 from 1st block; Input can be delayed 10f
Damage: 5,10,22 · h,h,m
Balcony break; Combo from 2nd CH with 7f delay; Input can be delayed 10f; Interrupt with i3 from 2nd block; Recovers 6F faster on hit (r28 t71)
Damage: 5,17 · h,h
Combo from 1st hit; Move cannot be interrupted; Move can be delayed 2f
Damage: 5,17,21 · h,h,m
Balcony break; Interrupt with i1 from 2nd block
Damage: 10 · h
Damage: 10,15 · h,m
Combo from 1st CH with 7f delay; Input can be delayed 12f; Move cannot be interrupted; Transition to Triple Slaps throw automatically on standing front hit; Throw is unbreakable, rest of the chain throw is breakable
Damage: 14 · h
Damage: 14,4 · h,h
Jail from 1st attack
Damage: 14,4,6 · h,h,h
Jail from 1st block; Duckable
Damage: 14,4,6,20 · h,h,h,h
Balcony break; Combo from 3rd CH with 6f delay; Interrupt with i4 from 1st block; Input can be delayed 10f
Damage: 14,22 · h,m
Balcony break; Side roll takes 34 frames, effective startup i53; Interrupt with i33 from 1st block; Whiffs vs SS, SW from 1st normal hit (whiffs vs delayed SS/SW from 1st block); 6 chip damage on block; Cancel to r38 FC with D
Damage: 14,20 · h,h
Balcony break; Combo from 1st hit with 8f delay; Interrupt with i2 from 1st block; Input can be delayed 10f
Damage: 15 · h
Damage: 15,22 · h,m
Balcony break; Side roll takes 35 frames, effective startup i54; Interrupt with i34 from 1st block; Interrupt with i23 from 1st hit; Whiffs vs SW from 1st normal hit (whiffs vs delayed SS/SW from 1st block); 6 chip damage on block; Cancel to r38 FC with D
Damage: 15,20 · h,m
Spike; Interrupt with i13 from 1st block; Whiffs vs SSR from 1st block
Damage: 15,21 · h,h
Balcony break on airborne hit; Combo from 1st CH; Interrupt with i8 from 1st block
Damage: 15,21,20 · h,h,L
Balcony break on airborne hit; Combo from 2nd CH; Interrupt with i5 from 2nd block
Damage: 15,21,8,21 · h,h,M,M
Spike; Combo from 2nd CH; Interrupt with i10 from 2nd block; Whiffs vs delayed SWL from 2nd block (Must perform SSL->SWL)
Damage: 19 · m
Homing
Damage: 20 · m
Balcony break; Homing; Enter CD -6 +15g t34 r15 with F
Damage: 4,20 · m,m
Spike; Transition to CD with F (-2/+7c/+10c); Second hit is +7c on CH if the first hit whiffs
Damage: 12 · h
Damage: 12,12 · h,m
Combo from 1st CH with 9f delay; Jail from 1st block with ?F delay
Damage: 12,12,20 · h,m,M
Tornado; Aerial combo from 1st CH with 2f delay (+63a (+47)); Interrupt with i5 from 1st block; Input can be delayed 19f; Move can be delayed 18f
Damage: 12,12,22 · h,m,h
Balcony break; Aerial combo from 1st CH with 4f delay (+24a (+17)); Interrupt with i3 from 1st block; Input can be delayed 19f; Move can be delayed 18f
Damage: 10,20 · h,h
Balcony break; Does not jail; 2nd hit is homing
Damage: 15 · m
Enter SS +2 +12 with D_U
Damage: 15,22 · m,h
Heat engager; Heat dash +5, +36a (+26); Balcony break; Combo from 1st hit with 14f delay; Move cannot be interrupted; Input can be delayed 15f; Move can be delayed 9f; Forces tech backroll on hit
Damage: 24 · m
Balcony break; Frame advantage is -8 if an attack is absorbed; Deals chip damage if an attack is absorbed
Damage: 12 · m
Damage: 12,22 · m,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Combo from 1st hit with 4F delay; Move can be delayed by 3F; Input can be delayed by 4F; Interrupt with i4 from 1st block
Damage: 12,12,12 · m,sm,sm
Balcony break; Combo from 1st CH with 5F delay; Available only as combo from 1st hit; 4 chip damage on block; Forces tech backroll on hit; Move can be delayed by 4F; Input can be delayed by 5F; Interrupt with i7 from 1st block
Damage: 10 · m
Damage: 10,10 · m,h
Jail from 1st block; Combo from 1st hit; Enter SS -1 +6 +13 with D_U; Enter CD +0 +7 +14 with F; Links to 1 jab extensions
Damage: 5,10,17 · h,h,h
Interrupt with i7 from 1st block; Whiffs vs SSL from 1st block; Move cannot be delayed
Damage: 5,10,17,6,6,6 · h,h,h,h,h,h
Balcony break; Weapon; Jail from 3rd block; Combo from 2nd CH with 4F? delay; 12 chip damage on block; Power up in Heat; Forces tech backroll on hit; Move cannot be delayed; Input can be delayed by 4F
Damage: 5,10,22 · h,h,h
Balcony break; Move can be delayed by 10F; Interrupt with i3 from 2nd block
Damage: 5,10,22 · h,h,m
Balcony break; Move can be delayed by 10F; Interrupt with i4 from 2nd block; Recovers 6F faster on hit (r28 t81)
Damage: 12 · m
+4s on hit against crouching opponent; Does not launch crouching opponent
Damage: 13 · m
Damage: 13,10 · m,h
Combo from 1st CH; Interrupt with i11 from 1st block; Whiffs vs SSR, SWR from 1st block; Must delay SSR or perform SSR to delayed SWR; Move can be delayed by 10f; Cancel to SS -19 -8 -7 with D_U
Damage: 13,10,20 · m,h,M
Balcony break; Spike; Combo from 1st CH or 2nd hit; Interrupt with i5 from 2nd block; Opponent is FDFA on NH; Opponent is FUFT on CH, can combo
Damage: 13,12 · m,h
Combo from 1st hit with 10f delay; Move cannot be interrupted; Enter SS 0 +4 +11 with D or U; Enter CD -1 +3 +10 t29 r10 with F; Enter SWA +8 +12 +19 with B
Damage: 13,12,6 · m,h,h
Combo from 2nd CH with 9f delay; Jail from 2nd block with 3f delay; Links to 10-hit combo
Damage: 13,12,6,6 · m,h,h,h
Jail from 3rd block with 2f delay; Combo from 3th CH with 9f delay; Move can be delayed by 11f
Damage: 13,12,6,6,22 · m,h,h,h,m
Balcony break; Combo from 4th CH with 7f delay; Interrupt with i3 from 4th block; Move can be delayed 10f
Damage: 12 · m,h,h,L
Combo from 3rd CH with 2f delay; Interrupt with i4 from 3rd block; -2c vs crouching opponents; Move can be delayed by 11f
Damage: 13,12,21 · m,h,m
Tornado; Combo from 2nd CH with 10f delay; Interrupt with i8 from 2nd block
Damage: 13,12,22 · m,h,h
Balcony break; Combo from 2nd CH with 8f delay; Interrupt with i2 from 2nd block; Move can be delayed by 9f
Damage: 13,14 · m,m
Spike; Combo from 1st hit with 2f delay; Interrupt with i9 from 1st block; Whiffs vs SSR and SW from 1st block; Move can be delayed 10f
Damage: 15 · m
Damage: 20 · L
i20~24 startup with input d,DF+4
Damage: 5 · sl
Transition to standing r24 with f
Damage: 5,10 · sl,m
Combo from 1st CH; Jail from 1st block with ?F delay
Damage: 13 · L
Transition to -8, +2, +7 CD with F
Damage: 13,20 · L,M
Tornado; Balcony break; Combo from 1st CH; Interrupt with i8 from 1st block
Damage: 10 · L
Damage: 10,18 · L,m
Combo from 1st CH; Interrupt with i5 from 1st block
Damage: 10,14 · L,h
Combo from 1st CH; Move cannot be interrupted
Damage: 10,14,20 · L,h,m
Balcony break; Spike; Combo from 2nd hit; Combo from 1st CH; Interrupt with i5 from 2nd block
Damage: 6 · l
Damage: 6,10 · l,h
Combo from 1st CH with 6f delay; Interrupt with i4 from 1st block; Input can be delayed 9f; Cancel to SS with D_U (-13/-2); Cannot block up to i21 on block?
Damage: 20 · m
Strong aerial tailspin; Homing; Crumple stun +11F on CH
Damage: 17 · L
Damage: 5 · L
Damage: 5,21 · L,m
Tornado; Combo from 1st CH with 1f delay; Interrupt with i8 from 1st block; Whiffs vs SSR, SWR from 1st block
Damage: 5,22 · h,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Jail from 1st attack
Damage: 21 · m
Tornado
Damage: 10 · h
Damage: 10,22 · h,M
Tornado; Combo from 1st hit with 1f delay; Interrupt with i9 from 1st block; Whiffs vs SSR from 1st block; Can hit grounded when off-axis
Damage: 12 · h
Homing; Female characters can slap back with 2 on hit
Damage: 12,12 · h,h
Combo from 1st hit with 1?f delay; Jail from 1st block with 1?f delay; Move can be delayed 1?f
Damage: 12,12,20 · h,h,h
Balcony break; Combo from 1st CH; Combo from 2nd CH with 5f delay; Interrupt with i5 from 2nd block; Cancel to SS -10 +1 with D_U; If Nina uses a SS attack after the cancel, interrupt with i22 on block, i11 on hit; Cannot block i25 moves on block or i14 on hit; Input can be delayed 13f
Damage: 10 · m
Spike
Damage: 10,17 · m,h
Combo from 1st hit with 16f delay; Interrupt with i2 from 1st block; Move can be delayed by 10F; Input can be delayed by 17F
Damage: 15 · h
Damage: 5,20 · m,m
Balcony break on airborne hit; Combo from 1st hit only if the second hit connects on i8; 2nd hit available only as combo from 1st; If the second hit connects on i9~10, frame advantage on hit will be -16; Powered up in heat
Damage: 16 · h
Has good left sidestep tracking
Damage: 16,20 · h,M
Tornado; Interrupt with i1 from 1st block
Damage: 16,6,6,6 · h,h,h,h
Balcony break; Weapon; Combo from 1st hit with 8F delay; Interrupt with i1 from 1st block; 12 chip damage on block; Powered up in heat; Move can be delayed by 7F; Input can be delayed by 8F; Forces tech backroll on hit
Damage: 4,14 · m,m
Tornado
Damage: 15 · m
Sidesteps to the left
Damage: 15 · m
Damage: 20 · m
Balcony break
Damage: 21 · M
Spike; Opponent recovers crouching on hit
Damage: 20 · m
Spike
Damage: 10 · m
Damage: 10,10 · m,m
Spike; Combo from 1st hit with 9f delay; Interrupt with i3 from 1st block; Move can be delayed 7f
Damage: 20 · m
Balcony break
Damage: 23 · h
Damage: 23,10 · h,L
Combo from 1st CH; Move cannot be interrupted
Damage: 23,10,14 · h,L,h
Combo from 2nd hit; Move cannot be interrupted; Enter SS -5 +6 with D_U
Damage: 20,13 · m,t
Balcony break on meaty hit; Transition to Heel Hold (HHD) chain throw on hit (+2d) if the move connects on i23; +9a (-1) on meaty hit; Unbreakable
Damage: 15 · L
Damage: 10,18 · L,m
Combo from 1st CH; Interrupt with i5 from 1st block
Damage: 10,14 · L,h
Combo from 1st CH; Move cannot be interrupted
Damage: 10,14,20 · L,h,m
Balcony break; Spike; Combo from 2nd hit; Combo from 1st CH; Interrupt with i5 from 2nd block
Damage: 20 · h
Balcony break; Cannot be buffered; Transition to +6, +42d CD with F; 4 chip damage on block
Damage: 24 · M
Cannot be buffered
Damage: 20 · M
Spike; Tech roll to r32 FC on frames 29~34; 5 recoverable self-damage on whiff without tech roll; Clean hit on block +16g~+20g, 30 damage; Opponent recovers crouching; Cannot be buffered
Damage: 26 · M
Balcony break; Chip damage on block; Cannot be buffered
Damage: 32 · M
Balcony break; Chip damage on block; Cannot be buffered
Damage: 10 · m
Damage: 10,20 · m,M
Spike; Combo from 1st hit; Interrupt with i8 from 1st block; Whiffs vs SSR, SWR from 1st block; 6 chip damage on block
Damage: 10,21 · m,m
Tornado; Combo from 1st hit; Move cannot be interrupted
Damage: 30 · m
Heat engager; Heat dash +5, +36a (+26); Balcony break; CDf+1+2: i22~23; 9 chip damage on block
Damage: 20 · L
Faster version of df+3+4
Damage: [10;10] · h!
Damage: 50 · m!
Cancel to r25 with b,b
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 5,10 · sl,m
Combo from 1st CH
Damage: 8 · sl
+7c on crouching hit
Damage: 10 · L
-6c on crouching hit
Damage: 6 · l
-4c on crouching hit
Damage: 30 · m
Damage: 17 · m
Damage: 17,20 · m,m
Spike; Interrupt with i18 from 1st block; Interrupt with i7 from 1st block; Whiffs vs SWL from 1st block; Whiffs vs SSR, SWR from 1st hit; Move can be delayed 3f; Cancel to SS with D_U (-13/-2)
Damage: 17,6,6,6 · m,h,h,h
Balcony break; Weapon; Jail from 2nd block; Combo from 1st hit; Interrupt with i9 from 1st block; 12 chip damage on block; Powered up in heat; Forces tech backroll on hit
Damage: 15 · m
Damage: 15 · m,t
Transition to Triple Slaps chain throw automatically on standing front hit; Throw is unbreakable, rest of the chain throw is breakable
Damage: 15 · m
Damage: 15,22 · m,m
Balcony break; Side roll takes 34 frames, effective startup i53; Chip damage on block; Interrupt with i34 from 1st block; Interrupt with i23 from 1st hit; Whiffs vs SSR, SW from 1st hit (Whiffs vs delayed SS/SW from 1st block); Cancel to r38 FC with D
Damage: 15,24 · m,h
Balcony break; Combo from 1st CH; Interrupt with i6 from 1st block; Whiffs vs SSR, SWR from 1st block
Damage: 15,24,6 (4),6 (3),6 (2) · m,h,h,h,h
Balcony break; Jail from 3rd block; Aerial combo from 2nd hit (+24a (-9)); Interrupt with i2 from 1st block; 12 chip damage on block; Powered up in heat; Forces tech backroll on hit
Damage: 21 · m
Tornado
Damage: 15 · m
Enter CD +10g +23g with F; Enter SWA +10g +23g with B
Damage: 15,15 · m,m
Jail from 1st block
Damage: 15 · m
Damage: 14 · L
Sidestep adds minimum 9f, effective startup i29
Damage: 14,22 · L,h
Tornado; Balcony break; Combo from 1st CH; Interrupt with i3 from 1st block; Forces tech back roll on hit; 6 chip damage on block
Damage: 22 · m
Balcony break; Sidestep adds minimum 9f, effective startup i28; 6 chip damage on block
Damage: 22,8,8 · m,sm,sm
Balcony break; Weapon; Only occurs on 1st hit hit or block; Combos from 1st hit; Jails from 1st block; 6 chip damage on block
Perform WS moves with qcf,n; Transition to r6? hFC with alternate input d,DF; Cannot access stance moves
Damage: 21 · h
5 chip damage on block,; bufferable
Damage: 25 · M
Heat engager; Heat dash +5, +42a (+27); Balcony break
Damage: 17 · L
Damage: 15 · m
Damage: 15,23 · m,h
Balcony break; Combo from 1st hit with 4f delay; Move cannot be interrupted; Move can be delayed 3f
Damage: 6,6,6 · h,h,h
Balcony break; Weapon; Aerial combo from 1st hit (+24a (-9)); Interrupt with i2 from 2nd block; 12 chip damage on block; Powered up in heat; Forces tech backroll on hit
Damage: [10;10] · h!
Opponent can recover in crouch on hit with D
Cancel to SS with u; Buffer to r10 SS with d; Recovers in FC for 5 frames (21~25)
Damage: 20 · M
Tornado
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: 15 · h
Links to 1 jab extensions
Damage: 30 · L
Spike
Damage: 21 · m
Damage: 35 · t
Homing; Throw break 1 or 2; Opponent recovers FUFA
Damage: 35 · t
Homing; Throw break 1 or 2; Side switch; Nina recovers BT
Damage: 25 · t
Unbreakable; Side switch
Damage: 30 · t
Unbreakable; Side switch; Powered up input: STB.2,1,3
Damage: 40 · t
Throw break 1; Can side switch on hit
Damage: 38 · t
Throw break 2
Damage: 60 · t
Unbreakable; Can side switch on hit
Damage: 37 · t
Throw break 1
Damage: 37 · t
Throw break 2; Side switch on hit
Damage: 30,10 · t
* Throw break 1+2; 45 damage on wall splat; Opponent can tech roll to reduce damage to 30
Damage: 43 · t
Floor break; Throw break 1+2
Damage is 25 + 50% of the opponent's attack; Parries mid or high punches or kicks
Damage: 15 · t
Throw break 2; Alternate input: qcf+2+4
Damage: 8 · t
Throw break 1; Powered up input: BHS.1,3,1; Alternate input: BTR.1
Damage: 15 · t
Throw break 1; Powered up input: ABK.3,1,1+2
Damage: 15 · t
Throw break 2; Powered up input: ABK.2,1,3,4,1+2
Damage: 9,6 · t
Throw break 2; Powered up input: BHS.2,3,4,2; Listed in previous games as Triple Slaps
Damage: 15 · t
Throw break 1; Powered up input: TSS.1,1,2,1+2
Damage: 20 · t
Throw break 2; Powered up input: TSS.1,2,4,3,1+3
Damage: 10,10 · t
Throw break 1+2; Can side switch on hit; Powered up input: BHS.3,4,3,1+2
Damage: 15 · t
Throw break 1; Alternate input: qcf+1+3
Damage: 25 · t
Throw break 1; Powered up input: CHD.3,4,1+2
Damage: 8 · t
Throw break 2; Powered up input: CHD.4,2,1+2
Damage: 20 · t
Throw break 1; Powered up input: HHD.3,4,2+4; Alternate name: Double Snap
Damage: 25 · t
Throw break 2; Powered up input: HHD.1,3,2+4,1+2
Damage: 15 · t
Unbreakable; qcb,B+2+4
Damage: 13 · t
Throw break 1; Powered up input: BTR.1,3,1
Damage: 10 · t
Throw break 2; Powered up input: BTR.2,1,1+2
Damage: 15 · t
Throw break 1; Powered up input: NTM.1,1,2,1+2
Damage: 25 · t
Throw break 2; Powered up input: NTM.1,2,4,3,1+3