
Tekken 5 / Dark Resurrection · Tekken 5 · Dark Resurrection archive
Ling Xiaoyu
Throws, moves and combos, in familiar notation.
Shared commands appear once. Differences show Tekken 5 above DR. Edition labels identify documented coverage; only “DR only” means exclusive.
Damage includes the full starter. Earlier hits in a launcher string may not be guaranteed; CH requires a counter hit. PS2 routes are not automatically confirmed for arcade 5.1 or DR.
Main Combos
- Phoenix into Wave CrestVersion unverified
+


- Juggle follow-upTekken 5
- Launcher (choose one)

- HYP,

AOP
+
FC
Guide damage: 23
- Juggle follow-upTekken 5
- Launcher (choose one)

- HYP,

+
,
+
RDS
+

+
Guide damage: 30–37 (varies by launcher)
- Juggle follow-up
- Launcher
+
~
Tekken 5
+

,
+
,
Guide damage: 39
DR
+
,

+
Guide damage: 38
- Juggle follow-upTekken 5
- Launcher (choose one)
+
~


+
HYP,
+
,
+
RDS
,
RDS
Guide damage: 46–50 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher (choose one)
+



+

Guide damage: 34–37 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher (choose one)
+



+
+
RDS
,

,
+
,
Guide damage: 58–61 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher (choose one)
+
,
+
+
,
+
AOP
,

+
Guide damage: 39–43 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher
+
,
+
AOP
+



RDS
,

,
+
,
Guide damage: 58
- Juggle follow-upTekken 5
- Launcher
+
,
+
AOP
+
Guide damage: 29
- Juggle follow-upTekken 5
- Launcher
,
+

Guide damage: 29
- Juggle follow-upTekken 5
- Launcher
,
+
+
Guide damage: 43
- Juggle follow-upTekken 5
- Launcher
+
+
,
Guide damage: 35
- Juggle follow-upTekken 5
- Launcher
+
+
RDS
RDS
,

,
+
,
Guide damage: 62
- Juggle follow-upTekken 5
- Launcher (choose one)
+
,
+

~
,
+

+
,
+

+
,
+
AOP
FC
Guide damage: 30–39 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher
+
,
+
AOP
+

,
+
,

,
+
,
Guide damage: 70
- Juggle follow-upTekken 5
- Launcher (choose one)
- RDS

- RDS
,
,
- FC
,
,
,
- AOP


- AOP

,
,
- RDS
+
- AOP

+
~
- AOP



,
+
,

+
Guide damage: 32–53 (varies by launcher)
- RDS
- Juggle follow-upTekken 5
- Launcher (choose one)
- RDS

- RDS
,
,
- FC
,
,
,
- AOP


- AOP

,
,
+
RDS
,
,
,
RDS
+
,
Guide damage: 58–77 (varies by launcher)
- RDS
- Juggle follow-up
- Launcher
- RDS
+
,
Tekken 5RDS
+
,
RDS
Guide damage: 50
DRRDS
RDS
RDS
RDS
,
Guide damage: 52
- RDS
- Juggle follow-upTekken 5
- Launcher
- RDS
+
,
RDS~
,

,
+
,

,
+
,
Guide damage: 74
- RDS
- Juggle follow-upTekken 5
- Launcher
- RDS
+
+
RDS
,
,
RDS
Guide damage: 58
- RDS
- Juggle follow-upTekken 5
- Launcher (choose one)
- AOP

+
~
+
,
+
RDS
,

,
+
,
Guide damage: 48–50 (varies by launcher)
- AOP
- Juggle follow-upTekken 5
- Launcher (choose one)
- AOP
+
HYP,
+
Guide damage: 41–42 (varies by launcher)
- AOP
- Juggle follow-upTekken 5
- Launcher
- AOP
+
~



RDS
,
RDS
+
Guide damage: 70
- AOP
- Juggle follow-upTekken 5
- Launcher
- AOP

+
,
+
AOP
,

,
+
,
Guide damage: 64
- AOP
- Juggle follow-upTekken 5
- Launcher
- AOP
+
+
,
,

+
Guide damage: 41
- AOP
- Juggle follow-upTekken 5
- Launcher
- AOP
+
+
,
+
RDS
,

,
+
,
Guide damage: 49
- AOP
- Juggle follow-upTekken 5
- Launcher
- AOP
,
+
,
+
AOP
Guide damage: 37
- AOP
- Juggle follow-upTekken 5
- Launcher
- AOP
,
+
,
+
AOP
+

,
+
RDS
,
RDS
+
Guide damage: 75
- AOP
- Juggle follow-upTekken 5
- Launcher (choose one)
- AOP
,
,
- AOP~
,
,



+
Guide damage: 34
- AOP
- Juggle follow-upTekken 5
- Launcher (choose one)
- AOP
,
,
- AOP~
,
,

+


RDS
RDS
,

,
+
,
Guide damage: 58
- AOP
- Juggle follow-upTekken 5
- Launcher (choose one)
- HYP,


+
+
Guide damage: 22–33 (varies by launcher)
- HYP,
- Juggle follow-upTekken 5
- Launcher
- HYP,

,
+
RDS
Guide damage: 46
- HYP,
- Juggle follow-upTekken 5
- Launcher
,

+
Guide damage: 36
- Juggle follow-upTekken 5
- Launcher
,
+
Guide damage: 41
- Juggle follow-upTekken 5
- Launcher

~
FC
,
RDS
,

+
Guide damage: 55
- Juggle follow-upTekken 5
- Launcher

~
FC
+
,
RDS
RDS
,

,
+
,
Guide damage: 68
- Juggle follow-upTekken 5
- Launcher (choose one)

~
,
+

+
,
+

+
,
+
AOP



RDS
,
RDS
Guide damage: 52–58 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher

+
,
+
RDS
,
,
RDS
+
Guide damage: 48
- Juggle follow-upTekken 5
- Launcher (choose one)

+

+
+
~
Guide damage: 35–36 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher (choose one)

+

+
,
+
RDS
RDS
,

,
+
,
Guide damage: 64–65 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher

,
+
,RDS
+
Guide damage: 45
- Juggle follow-upTekken 5
- Launcher

,
+
,RDS
,
+
,
Guide damage: 49
- Juggle follow-upTekken 5
- Launcher
AOP
+
+
Guide damage: 45
- Juggle follow-upTekken 5
- Launcher
HYP,
+

+
,
+
RDS
RDS
Guide damage: 47
- Juggle follow-upTekken 5
- Launcher
RDS
+
RDS
+

+
Guide damage: 21
- Juggle follow-upTekken 5
- Launcher

+


Guide damage: 31
- Juggle follow-upTekken 5
- LauncherRDS
+



RDS
RDS
+
Guide damage: 44
- Juggle follow-upTekken 5
- LauncherRDS
,
,
,
,
RDS
+
,
Guide damage: 53
- Juggle follow-upTekken 5
- Launcher


,
+
RDS
RDS
,

,
+
,
Guide damage: 59
- Juggle follow-upTekken 5
- Launcher (choose one)


+
HYP,
+
Guide damage: 34
- Juggle follow-upDR
- Launcher
+
~
+
,
+

+
Guide damage: 43
- Juggle follow-upDR
- Launcher
+
+
,
+
,
,
,
,
,
+
- Juggle follow-upDR
- Launcher
+

,
,
,
,
,
,
+
- Juggle follow-upDR
- Launcher (choose one)
+

(charge level 1)


~

+
(parry success)
+
(instant while standing)
,
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 42/48.
- Juggle follow-upDR
- Launcher (choose one)
+

+
(parry success)
+
(instant while standing)
,
,
,
,
,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 40.
- Juggle follow-upDR
- Launcher (choose one)
+

+
(parry success)
+
(instant while standing)
,
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 39.
- Juggle follow-upDR
- Launcher
+
,
+
AOP
+
,
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 40/46.
- Juggle follow-upDR
- Launcher
+
,
+
AOP
+
,
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 37.
- Juggle follow-upDR
- Launcher
+
,
+
AOP
+
,
,
,
,
,

,
+
,
Spikes opponent into ground for better oki. BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 37.
- Juggle follow-upDR
- Launcher (choose one)
- (FC
,
,
),
- (

,
,)


- AOP


+
(delay)
+
,
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Can also use b+3 instead df+1 in BT.4 routes for higher damage, but must be directly on axis, or else it will whiff (df+1 is more reliable). Parenthesized hits must miss. Follow-up damage: 44/50.
- (FC
- Juggle follow-upDR
- Launcher (choose one)
- (FC
,
,
),
- (

,
,)


- AOP


+
(delay)
+
,
,
,
,
,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Can also use b+3 instead df+1 in BT.4 routes for higher damage, but must be directly on axis, or else it will whiff (df+1 is more reliable). Parenthesized hits must miss. Follow-up damage: 42.
- (FC
- Juggle follow-upDR
- Launcher (choose one)
- (FC
,
,
),
- (

,
,)


- AOP


+
(delay)
+
,
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Can also use b+3 instead df+1 in BT.4 routes for higher damage, but must be directly on axis, or else it will whiff (df+1 is more reliable). Parenthesized hits must miss. Follow-up damage: 41.
- (FC
- Juggle follow-upDR
- Launcher (choose one)

(charge level 1)
+
~




+
~
(delay)
,
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 41/47.
- Juggle follow-upDR
- Launcher (choose one)

(charge level 1)
+
~



(delay)
,
,
,
,
,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 39.
- Juggle follow-upDR
- Launcher (choose one)

(charge level 1)
+
~



(delay)
,
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 38.
- Juggle follow-upDR
- Launcher (choose one)

(charge level 1)


~
+
,
,
,
,
,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 41.
- Juggle follow-upDR
- Launcher (choose one)

(charge level 1)


~
+
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 40.
- Juggle follow-upDR
- Launcher
- AOP
+
~
,
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Can also use iws2 instead of [4~3, ws2] at beginning of combos for more consistency. Routes then instead begin as iws2, BT.2, etc. Follow-up damage: 52/58.
- AOP
- Juggle follow-upDR
- Launcher
- AOP
+
~
,
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Can also use iws2 instead of [4~3, ws2] at beginning of combos for more consistency. Routes then instead begin as iws2, BT.2, etc. Follow-up damage: 49.
- AOP
- Juggle follow-upDR
- Launcher
- AOP
+
~
,
,
,
,
,

,
+
,
Spikes opponent into ground for better oki. BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Can also use iws2 instead of [4~3, ws2] at beginning of combos for more consistency. Routes then instead begin as iws2, BT.2, etc. Follow-up damage: 49.
- AOP
- Juggle follow-upDR
- Launcher
- AOP
+
,
,

,
+
,
,
+
,
Follow-up damage: 22.
- AOP
- Juggle follow-upDR
- Launcher
- AOP
+
,
,

,
+
,
Follow-up damage: 16.
- AOP
- Juggle follow-upDR
- Launcher (choose one)
- AOP
,(delay)

~

+
~

,
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 42/48.
- AOP
- Juggle follow-upDR
- Launcher (choose one)
- AOP
,(delay)

~

+
~

,
,
,
,
,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 40.
- AOP
- Juggle follow-upDR
- Launcher (choose one)
- AOP
,(delay)

~

+
~

,
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 39.
- AOP
- Juggle follow-upDR
- Launcher (choose one)
- HYP


+


+
~



,
+
,
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 43/49.
- HYP
- Juggle follow-upDR
- Launcher (choose one)
- HYP


+


+
~



,
+
,
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 40.
- HYP
- Juggle follow-upDR
- Launcher (choose one)
- HYP


+


+
~



,
+
,
,
,
,
,

,
+
,
Spikes opponent into ground for better oki. BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 40.
- HYP
- Juggle follow-upDR
- Launcher

+
~
,
+
,
,
+
,
,
,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 49.
- Juggle follow-upDR
- Launcher

+
~

,
,
+
,
,
,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 43.
- Juggle follow-upDR
- Launcher
+
,
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Can also use iws2 instead of b+3 at beginning of combos, as b+3 can be inconsistent when off-axis. Follow-up damage: 48/54.
- Juggle follow-upDR
- Launcher
+
,
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Can also use iws2 instead of b+3 at beginning of combos, as b+3 can be inconsistent when off-axis. Follow-up damage: 45.
- Juggle follow-upDR
- Launcher
+
,
,
,
,
,

,
+
,
Spikes opponent into ground for better oki. BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Can also use iws2 instead of b+3 at beginning of combos, as b+3 can be inconsistent when off-axis. Follow-up damage: 45.
- Juggle follow-upDR
- Launcher

,
+
AOP
+
,
,
,
,
,
,
+
Alignment for combos changes depending on which direction SS.3 is executed in. For SSL.3, more traditional BNBs can be used (top half of routes). For SSR.3, routes are more limited (bottom half). Can also cancel out of AOP into FC with u,d (routing into ws2) for more traditional routes as well. BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 40/46.
- Juggle follow-upDR
- Launcher

,
+
AOP
+
,
,
,
,
,

,
+
,
Alignment for combos changes depending on which direction SS.3 is executed in. For SSL.3, more traditional BNBs can be used (top half of routes). For SSR.3, routes are more limited (bottom half). Can also cancel out of AOP into FC with u,d (routing into ws2) for more traditional routes as well. BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 37.
- Juggle follow-upDR
- Launcher

,
+
AOP
+
,
,
,
,
,

,
+
,
Spikes opponent into ground for better oki. Alignment for combos changes depending on which direction SS.3 is executed in. For SSL.3, more traditional BNBs can be used (top half of routes). For SSR.3, routes are more limited (bottom half). Can also cancel out of AOP into FC with u,d (routing into ws2) for more traditional routes as well. BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 37.
- Juggle follow-upDR
- Launcher
,

,
+
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 36/42.
- Juggle follow-upDR
- Launcher
,

,
+
,
,
,
,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 34.
- Juggle follow-upDR
- Launcher
,

,
+
,
,
,
,

,
+
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 33.
- Juggle follow-upDR
- Launcher

,
+

,
+
,
,
CH f,F+3 puts opponent into side profile, allows for free BT.4 launch if close enough. Follow-up damage: 39.
- Juggle follow-upDR
- Launcher

,
+

,
,
+
,
,
,
,
,
Sets up FUFA oki. CH f,F+3 puts opponent into side profile, allows for free BT.4 launch if close enough. Follow-up damage: 36.
- Juggle follow-upDR
- Launcher
(
,
+
),
,
(instant while standing)
,
,
,
,
,
,
+
Parenthesized hits must miss. Follow-up damage: 42/48.
- Juggle follow-upDR
- Launcher
(
,
+
),
,
(instant while standing)
,
,
,
,
,
+
,
Parenthesized hits must miss. Follow-up damage: 40.
- Juggle follow-upDR
- Launcher
(
,
+
),
,
(instant while standing)
,
,
,
,
,

,
+
,
Parenthesized hits must miss. Follow-up damage: 39.
- Juggle follow-upDR
- Launcher (choose one)

,
+
HYP
(instant while standing)
,
,
,
,
,
,
+
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. iws2 routes can be inconsistent depending on alignment to opponent, BT.2's may drop. Follow-up damage: 42/48.
- Juggle follow-upDR
- Launcher (choose one)

,
+
HYP
(instant while standing)
,
,
,
,
,
+
~
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. iws2 routes can be inconsistent depending on alignment to opponent, BT.2's may drop. Follow-up damage: 38/43.
- Juggle follow-upDR
- Launcher (choose one)

,
+
HYP
(instant while standing)
,
,
,
,
,
BT.f,F+3 and BT.d+3 are guaranteed after BT.2,2 spike. When using BT.d+3, use d transition to exit BT for normal stance oki (if wanting to stay in BT for BT oki, use BT.f,F+3 for more damage). Damage changes depending on if/how opponent tech rolls. iws2 routes can be inconsistent depending on alignment to opponent, BT.2's may drop. Follow-up damage: 37.
Standing Punishers
- i8Startup
- i10Startup
- i14Startup
- i15Startup
- i16Startup
- i17Startup
- i18Startup
- i20Startup
- i22Startup
- i23Startup
While Rising / Crouching Punishers
- i10Startup
- i11Startup
- i13Startup
- i14Startup
- i16Startup
- i22Startup
- i23Startup
Check range and recovery position. Frame-derived string entries show only the opening hit; follow-ups are in the move list. Motion launchers need additional command-entry time.
Wall Combos
- Wall follow-upDR
+
,
+
~
Regular combo (scaled) Follow-up damage: 33.
- Wall follow-upDR
+
,
+
~
Regular combo (scaled) Follow-up damage: 31.
- Wall follow-upDR
+
~
,
,
+
Regular combo (scaled) Damage changes depending on if/how opponent tech rolls. Follow-up damage: 30/36.
- Wall follow-upDR
- AOP
+
,
Regular combo (scaled) Follow-up damage: 29.
- Wall follow-upDR
~
Low wall hit (near ground, after wall carry etc.) Follow-up damage: 17.
- Wall follow-upDR

Low wall hit (near ground, after wall carry etc.) Follow-up damage: 16.
- Wall follow-upDR
+
~
Low wall hit (near ground, after wall carry etc.) Follow-up damage: 14.
- Wall follow-upDR


Low wall hit (near ground, after wall carry etc.) Follow-up damage: 14.
Throws
- Jade
Or
+
Damage: 12,23
Throw break:
DRDamage: 35 · Throw
- On hit
- KND / (FUFL)
Throw break 1 Alternate input: f+1+3 (Lead throw)
- Ruby
Or
+
Damage: 35
Throw break:
DRThrow
- On hit
- KND / (FUFL)
Throw break 2. Alternate input: f+2+4 (Lead throw)
- Cradle Throw
- AOP
Version unverifiedDRDamage: 35 · Throw
- On hit
- KND / (FUFR)
Roll to opponent's left side first, will trigger normal side/back throws if roll orients itself. Alternate input with 2+4
- Dragon Fall
+
Damage: 30
Throw break:
DRThrow
- On hit
- KND / (FUFA)
Throw break 2 Side switch
- Dislocator
- Tekken 5


+
Damage: 35
Throw break:
DR
+
Damage: 40 · Throw
- On hit
- KND / (FUFA)
Throw break:

Throw break 1+2 Side switch
- Human Hurdle
+
~
Damage: 15
Throw break:

- Hop 'n Throw
- (any throw)RDS
,
+
Or(any throw)RDS
,
+
- Roll 'n Throw
- (any throw)AOP
Or(any throw)AOP
- Arm Flip
- (left throw)
Or(left throw)
Damage: 45
Throw break:

- Dump the Bucket
- (right throw)
Or(right throw)
Damage: 38
Throw break:

- Crank Up
- (back throw)
Or(back throw)
Damage: 50
Unbreakable
- Back LayoutDR

,
+
Damage: 23 · Mid
- On hit
- KND / (FDFT)
Side switch
- Reverse ThrowDR

,
+
Damage: 35 · Throw
- On hit
- KND / (FUFR)
Alternate input with BT.f,F+2+4
- So Shoe MeDR
+
~
Damage: 15 · Throw
Throw break 1+2 Side switch
Recovery Setups
- Guaranteed follow-upDR
- Launcher (choose one)
- (
,
+
),

(
),
+
,
- (
+
),
- (
,
+
),
~
Damage changes depending on if/how opponent tech rolls. Parenthesized hits must miss. Follow-up damage: 17/25.
- (
- Guaranteed follow-upDR
- Launcher (choose one)
- (
,
+
),

(
),
+
,
,

,
+
Damage changes depending on if/how opponent tech rolls. Parenthesized hits must miss. Follow-up damage: 9/13.
- (
- Guaranteed follow-upDR
- Launcher
~
Follow-up damage: 25.
- Guaranteed follow-upDR
- Launcher


Damage changes depending on if/how opponent tech rolls. Follow-up damage: 14/21.
- Guaranteed follow-upDR
- Launcher (choose one)
+
+

(opponent crouching)
+


+
~
~
Damage changes depending on if/how opponent tech rolls. Follow-up damage: 17/25.
- Guaranteed follow-upDR
- Launcher
+
,

,
+
Follow-up damage: 13.
- Guaranteed follow-upDR
- Launcher
- (
+
),
,

,
+
Parenthesized hits must miss. Follow-up damage: 13.
- (
- Guaranteed follow-upDR
- Launcher
- (
,
+
),


Damage changes depending on if/how opponent tech rolls. Parenthesized hits must miss. Follow-up damage: 11/16.
- (
- Guaranteed follow-upDR
- Launcher
+
,

,
+
Damage changes depending on if/how opponent tech rolls. Follow-up damage: 9/13.
- Guaranteed follow-upDR
- Launcher
+
,
+
AOP
Follow-up damage: 15.
- Guaranteed follow-upDR
- Launcher (choose one)
+
,
+
- AOP
+
,

+
,
+
AOP
,
Follow-up damage: 13.
- Guaranteed follow-upDR
- Launcher (choose one)

(opponent crouching)
+


+
~
,
+
Follow-up damage: 13.
- Guaranteed follow-upDR
- Launcher
- AOP
~
(Face up feet towards)
Follow-up damage: 4/7.
- AOP
- Guaranteed follow-upDR
- Launcher (choose one)
- AOP
+
,

+
,
+
AOP
Damage changes depending on if/how opponent tech rolls. Follow-up damage: 10/15.
- AOP
- Guaranteed follow-upDR
- Launcher

~
,
+
AOP
+
,
Follow-up damage: 22.
- Guaranteed follow-upDR
- Launcher

~
,
+
AOP
+
,
Transitions to AOP. Follow-up damage: 22.
- Guaranteed follow-upDR
- Launcher


+

,
+
Follow-up damage: 20.
- Guaranteed follow-upDR
- Launcher


+

+
Follow-up damage: 10.
Preset Strings
- 10 Hit Combo 1Version unverified
+
,
,
,
,
,
,
,
,
,
Use the string’s rhythm; these ten attacks are not all guaranteed on hit.
- 4 Hit Combo to PhoenixTekken 5
+
,
,
,
- 6 Hit Combo to Rain DancerTekken 5
+
,
,
,
,
,
- 7 Hit Combo to PhoenixTekken 5
+
,
,
,
,
,
,
Unblockable Attacks
- Phoenix Strike
+
,
Damage: 40
Follow-up can be delayed.
Tekken 5- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Cancel
+
,
,
,
Follow-up can be delayed.
Move List
- Art Of Phoenix
+
DRSpecial
Transition to AOP. Can transition to BT with AOP.b+3+4. Can transition to FC with AOP.f+3+4. Cancel transition with d. Move forward/backward with f/df and b/db. Dash with f,f or b,b. Greater evasion with d. Able to access jumping moves with ub/u/uf. Alternate input with BT.d+1+2, FC.d+1+2
- Rain Dance Stance
+
OrFC
+
OrAOP
+
DRSpecial
Transition to BT. Can be canceled out of with b/db. Shifts to opponent's right side. Can transition to AOP with d+1+2. Alternate input with AOP.b+3+4 Transition to BT FC Transition to BT. Can be canceled out of with b/db. Shifts to opponent's right side. Can transition to AOP with d+1+2. Alternate input with AOP.b+3+4. Also written as Backturn
- Hypnotist Walk
+
DRSpecial
Transition to HYP. Can be canceled out of with f/b/u/d, blocking or getting hit. Shifts toward opponent's left side. Some moves gain different properties based on how many steps Xiaoyu takes beforehand (1-3 steps)
- Thunder Strike
- HYP
Version unverifiedDRDamage: 40 · Unblockable mid
- Startup
- 81f
- On block
- !
- On hit
- KND
Accessed from 1 step (default) Able to be canceled to BT FC with b,b (can be done from all variations)
- X Marks the Spot
,
+
,
Damage: 12,21 · Mid / Mid
Tekken 5- Startup
- 14f
- On block
- -2 / -5
- On hit
- +5 / -3
- Counter hit
- +5 / KD
DRFollow-up only
- On block
- -5
- On hit
- -3c
- Jab

Damage: 4 · High
DR- Startup
- 8f
- On block
- +1
- On hit
- +7
- Forward Jab
+
Damage: 5 · High
- Crouch Jab
- FC

Damage: 3 · Special mid
DRDamage: 5
- Startup
- 10f
- On block
- -5
- On hit
- +7
- Straight

Damage: 8 · High
DR- Startup
- 10f
- On block
- -2
- On hit
- +6
- Counter hit
- +7
- Forward Straight
+
Damage: 8 · High
- Down Straight
+
Damage: 5 · Special mid
DRDamage: 8
- Startup
- 11f
- On block
- -4
- On hit
- +7
- Crouch Straigt
- FC

Damage: 8 · Special mid
Tekken 5DRCrouch Straight
- Startup
- 11f
- On block
- -4
- On hit
- +7
- Cloud Kick

Damage: 18 · High
DR- Startup
- 15f
- On block
- -6
- On hit
- KND / (FUFA)
- Forward Cloud Kick
+
Damage: 25 · High
DR- Startup
- 15f
- On block
- -15
- On hit
- KND / (FUFA)
- Crouch Spin Kick
- FC

Damage: 8 · Low (grounded)
DRLow
- Startup
- 15f
- On block
- -15
- On hit
- -4
- Roudhouse

Damage: 15 · High
Launches on counter hit.
Tekken 5DRRoundhouse
- Startup
- 10f
- On block
- -4
- On hit
- +7
- Forward Roundhouse
+
Damage: 18 · High
Launches on counter hit.
Tekken 5DRLift Kick
Damage: 15
- Shin Kick
+
Damage: 7 · Low
DR- Startup
- 12f
- Crouch Shin Kick
- FC

Damage: 10 · Low
DR- Startup
- 12f
- On block
- -15
- On hit
- -4
- Bayonet
,
,
Damage: 4,7,17 · High / High / Mid
Follow-up can be delayed.
Tekken 5- Startup
- 8f
- On block
- +1 / 0 / -10
- On hit
- +7 / +6 / KD
- Counter hit
- +7 / +6 / KD
DRFollow-up only
- On block
- -7
- On hit
- KND
- Bayonet Mc Twist
,
+
Damage: 4,10 · High / Mid
Tekken 5- Startup
- 8f
DRFollow-up only
- On block
- -2 / BT
- On hit
- +9 / BT
Can cancel transition at -3, +8 with f/b/u/d
- Birds Flock
,
+
,
Damage: 4,10,24 · High / Mid / Mid
Tekken 5Follow-up only
- On block
- -12
- On hit
- KD
- Counter hit
- KD
DRFollow-up only
- On block
- -12
- Counter hit
- KND
CH knockdown can be teched with f or b
- Poison Flower
- Tekken 5
,
+
~
Damage: 15,18 · Mid / High
- Startup
- 15f
- On block
- -11 / -4
- On hit
- 0 / KD
- Counter hit
- 0 / KD
DR
,
+
Damage: 15 · Mid
- Startup
- 15f
- On block
- -11
- On hit
- +0c
- Belly Chop
+
Damage: 15 · Mid
Tekken 5- Startup
- 14f
DR- Startup
- 14f
- On block
- -1 / BT
- On hit
- +10 / BT
Can cancel transition at -3, +8 with DF
- Flappng Wings
+
Damage: 7,7,7 · Mid / Mid (grounded) / Mid (grounded)
Tekken 5- Startup
- 17f
DRMid / Mid / Mid
- Startup
- 17f
- On block
- -3~-9c
- On hit
- +3~+9c
Transition to AOP with D
- Storming Flower
+
Damage: 25 · Mid
Tekken 5- Startup
- 18f
- On block
- -6
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 18f
- On block
- -6
- On hit
- KND
Clean hit adds 12 damage
- Great Wall
+
Or
+
Damage: 10 · Mid
DR- Startup
- 6~12f
- On block
- -8~-14
- On hit
- -3~+3
Can cancel transition with B Punch parry sabaki
- Single Fan
+
Damage: 5 · Mid
Tekken 5- Startup
- 16f
- Quick Upper


Damage: 12 · Mid
DR- Startup
- 10f
- On block
- -4
- On hit
- +7
- Birds Flock

Damage: 24 · Mid
Tekken 5- Startup
- 20f
- On block
- -5
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 20f
- On block
- -5
- Counter hit
- KND
CH knockdown can be teched with f or b
- Cartwheel Dodge
+
DRSpecial
Cartwheel to opponent's left
- Double Fan
+
Damage: 5,8 · Mid / Mid
Tekken 5- Startup
- 16f
- On block
- -2
- On hit
- -7
- Counter hit
- 0
DR- Startup
- 16f
- On block
- -1c~-2c
- On hit
- -6c~-7c
- Counter hit
- +0c~+1c
Can cancel transition at --5~-6, +4~+5 with 3+4
- Hydrangea
+
,
Damage: 5,8,12 · Mid / Mid / Mid
Tekken 5Follow-up only
- On block
- -4
- On hit
- +5
- Counter hit
- +5
DRFollow-up only
- On block
- -4
- On hit
- +5
- Counter hit
- KND
Only CH KND if first two hits connect
- Fortune Cookie
+
,
,
Damage: 5,8,12,21 · Mid / Mid / Mid / Mid
Follow-up can be delayed.
Tekken 5Follow-up only
- On block
- -10
- On hit
- KD
- Counter hit
- KD
DRFollow-up only
- On block
- -10
- On hit
- KND
- Ginger Snap
+
,
Tekken 5Follow-up only
- On block
- -6
- On hit
- +4
- Counter hit
- KD
- Fortune Cookie
,
+
,
Damage: 12,21 · Mid / Mid
Follow-up can be delayed.
Tekken 5- Startup
- 15f
- On block
- -5 / -10
- On hit
- +6 / KD
- Counter hit
- +6 / KD
DRFollow-up only
- On block
- -10
- On hit
- KND
- Butter the Bread
+
Damage: 15 · Mid
Tekken 5- Startup
- 15f
- On block
- -6
- On hit
- +5
- Counter hit
- +5
DR- Startup
- 15f
- On block
- -6
- On hit
- +5
- Cross Lifting Palms
+
~
Damage: 8,12 · Mid / Mid
Tekken 5- Startup
- 15f
- On block
- -14
- On hit
- KD
- Counter hit
- KD
Flip-over launch.
DR- Startup
- 15f
- On block
- -15~-16
Standard upright launch; combo timing differs.
- Sun Flower


Damage: 12 · Mid
Launches on counter hit.
Tekken 5- Startup
- 13f
- Counter hit
- KD
DR- Startup
- 13f
- On block
- -3 / BT
- On hit
- +7 / BT
Can cancel transition at -5, +5 with f
- Shady Lotus
- FC~
+
Damage: 10 · Special mid
Tekken 5- Startup
- 19f
- On block
- -4
- On hit
- +7
- Counter hit
- +7
DR- Startup
- 19f
- On block
- -4
- On hit
- +7
- Lotus Twist
- FC
+
,
Damage: 10,15 · Special mid / Low
Tekken 5- Startup
- 19f
DRSpecial mid / Special mid
Follow-up only
- On block
- -10
- On hit
- +5
Follow-up can be delayed.
- Raccoon Swing
,
+
Damage: 13 · Mid
Tekken 5- Startup
- 14f
- On block
- -5
- On hit
- +6
- Counter hit
- +7
DR- Startup
- 14f
- On block
- -5
- On hit
- +6
- Counter hit
- +7
- Punt Kick
+
Damage: 17 · Mid
Tekken 5- Startup
- 14f
- On block
- -10
- On hit
- +6
- Counter hit
- +6
DR- Startup
- 14f
- On block
- -10
- On hit
- +6(+22)
- Spin Sweep - Hook Kick
+
,
Damage: 8,18 · Low (grounded) / High
Tekken 5- Startup
- 21f
- On block
- -14 / -12
- On hit
- +5 / KD
- Counter hit
- +5 / KD
DRSpin Sweep Kick
Low / High
Follow-up only
- On block
- -12
- On hit
- KND / (FUFA)
- Fire Dance
- FC
,
,
,
Damage: 8,6,6,12 · Low (grounded) / High / High / Mid
Launches on hit.
Tekken 5- Startup
- 15f
- On block
- -15 / 0 / 0 / -18
- On hit
- -4 / +7 / +5 / KD
- Counter hit
- -4 / +7 / +9 / KD
DRLow / High / High / Mid
Follow-up only
- On block
- -18
- Guard Breaker
+
Unblockable
Tekken 5- Startup
- 15f
- On block
- +3
- On hit
- +3
- Counter hit
- +3
DRDamage: 0 · Low
- Startup
- 15f
- On block
- +3
- On hit
- +3
- Peacock Kick
+
Damage: 21 · High
Tekken 5- Startup
- 18f
- On block
- -4
- On hit
- +7
- Counter hit
- +7
DR- Startup
- 16f
- On block
- -4
- On hit
- +7
- Pirouette Kick
+
Damage: 25 · Mid
Tekken 5- Startup
- 24f
DR- Startup
- 24f
- On block
- -10~-12
- On hit
- KND / (FUFA)
Transition at -12~-14, KND AOP with d+1+2
- Rise Spin Kick
- FC
+
Damage: 26 · High
Tekken 5- Startup
- 14f
- On block
- -4
- On hit
- -2
- Counter hit
- KD
- Lotus Axe Kick


Damage: 22 · Mid
Tekken 5- Startup
- 22f
- On block
- +1
- On hit
- +6
- Counter hit
- +6
DR- Startup
- 22f
- On block
- +1
- On hit
- +6c(KND / FDFA)
- Phoenix Tail
+
Damage: 21 · Low (grounded)
Launches on hit.
Tekken 5- Startup
- 27f
- On block
- -22
- On hit
- KD
- Counter hit
- KD
- Spinner Dodge
Or
+
OrRDS
OrRDS
+
OrRDS
+
DRSpecial
Spin to opponent's left. Can also be performed in BT. BT.u+3+4 to remain in BT Spin to opponent's right. Can also be performed in BT
- Dive Roll
+
DRSpecial
Dive to opponent's right
- Front Layout
,
+
Damage: 25 · Mid (grounded)
DRMid
- Startup
- 42~48f
- On block
- -2~+4
- On hit
- +14~+20
- Shooting Star
+
Damage: 8,10,12 · Mid / Mid / Mid
Tekken 5- Startup
- 16f
- On block
- -3
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 16f
- On block
- -3
- On hit
- KND
Knockdown can be teched with f or b
- Phoenix Flip
+
Damage: 21 · Mid
Launches on hit.
Tekken 5- Startup
- 20f
DR- Startup
- 22f
- On block
- -19
Transition at -19, +?a AOP with d+1+2
- Scissor Kick
~
Damage: 25 · Mid (grounded)
Tekken 5- Startup
- 23f
Launches on counter hit.
DRMid
- Startup
- 23f
- On block
- -1
- On hit
- +3
- Counter hit
- KND
Launches on hit. Transition at -1, +3, KND CH AOP with d+1+2
- Step Kick
,
+
Damage: 25 · Mid
Tekken 5- Startup
- 24f
- On block
- +1
- On hit
- KD
- Counter hit
- +7
DR- Startup
- 24f
- On block
- +0
- On hit
- KND
- Counter hit
- +7
- Run Up Back Flip
,
+
,
Tekken 5Follow-up only
- On hit
- KD
- Counter hit
- KD
DRDamage: 25,0 · Mid / Mid
Follow-up only
- On block
- -4
Only comes out if 1st hit of string is blocked Transition at -35 AOP with D
- Toe Kick
+
Damage: 11 · Mid
DR- Startup
- 12f
- On block
- -4
- On hit
- +7
- Nut Cracker
+
Damage: 10 · Low (grounded)
Tekken 5- Startup
- 18f
- On block
- -12
- On hit
- +7
- Counter hit
- KD
DRLow
- Startup
- 18f
- On block
- -12c
- On hit
- +7c
- Counter hit
- KND / (FDFA)
- Twin Phoenix
+
Damage: 13,15 · High / High
Tekken 5- Startup
- 14f
DRDamage: 13,17
- Startup
- 14f
- On block
- -10~-11 / BT
- On hit
- +0~+1 / BT
Can cancel transition at -15~-16, +5~+6 with B
- Cyanide
+
Damage: 21 · Mid
Launches on counter hit.
Tekken 5- Startup
- 25f
DR- Startup
- 25f
- On block
- -1
- On hit
- +10c
- Counter hit
- KND
Transition at -6, +5c FC with d. Transition at -12, -1 AOP with d+1+2. Alternate input with u+4
- Flower Bed
- FC
+
Damage: 6 · Low (grounded)
Tekken 5- Startup
- 18f
- On block
- -7
- On hit
- +4
- Counter hit
- +4
DRLow
- Startup
- 18f
- On block
- -7
- On hit
- +4
- Flower Garden
- FC
+
,
Damage: 6,10 · Low (grounded) / Low (grounded)
Tekken 5- Startup
- 18f
- On block
- -7 / -6
- On hit
- +4 / +5
- Counter hit
- +4 / +5
DRLow / Low
Follow-up only
- On block
- -6
- On hit
- +5
- Sky Scraper Kick


Damage: 18 · Mid
Tekken 5- Startup
- 11f
- On block
- -10
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 11f
- On block
- -10
- On hit
- KND
- Parting Sweep
+
Damage: 16 · Low (grounded)
Launches on counter hit.
Tekken 5- Startup
- 18f
- On block
- -13
- On hit
- -2
- Counter hit
- KD
- Spin Sticker
+
,
- Deadly Orchid
+
,
Tekken 5Follow-up only
- Startup
- 45f
- On block
- -6
- On hit
- KD
- Counter hit
- KD
- Falling Tiger Kick
+
,
Tekken 5Follow-up only
- Startup
- 34f
- On block
- -4
- On hit
- -2
- Counter hit
- KD
- High Parry
DRSpecial
High/mid parry, +? after
- False Salute Taunt
OrRDS
DRSpecial
Taunt
- Greetings Taunt

Unblockable
Tekken 5Damage: 0
- Startup
- 25f
- On block
- +19
- On hit
- +19
- Counter hit
- +19
DRDamage: 0 · Mid
- Startup
- 25f
- On block
- +19g
- On hit
- +19
Taunt, has very small hitbox
- Wall Jump
,
,
- Rain Elbow
- RDS

Damage: 22 · Mid
Tekken 5- Startup
- 18f
- On block
- -7
- On hit
- -1
- Counter hit
- KD
- Push Hands
- RDS
+
Mid
Tekken 5Damage: 18
- Startup
- 35f
- On block
- -6
- On hit
- +5
- Counter hit
- +7
DRDamage: 23
- Turn Around Jab
- RDS
+
OrRDS
,
+
Damage: 15 · High
Tekken 5- Startup
- 8f
- On block
- -8
- On hit
- +3
- Counter hit
- +3
- Reverse Slap
- RDS

Damage: 10 · High
Tekken 5- Startup
- 12f
- On block
- 0
- On hit
- +11
- Counter hit
- +11
- Dark & Stormy
- RDS
,
,
Damage: 10,10,15 · High / High / Mid
Launches on hit.
Tekken 5- Startup
- 12f
- On block
- 0 / 0 / -15
- On hit
- +11 / +5 / KD
- Counter hit
- +11 / +9 / KD
- Fortune Roll
- RDS

Damage: 16 · Mid
Tekken 5- Startup
- 22f
- On block
- -15
- On hit
- KD
- Counter hit
- KD
- Turn Around Kick
- RDS
+
OrRDS
+
Damage: 25 · High
- Pig Leg
- RDS
,
+
Damage: 20 · Mid (grounded)
Tekken 5- Startup
- 16f
- On block
- -5
- On hit
- KD
- Counter hit
- KD
- Back Circle Breaker
- RDS
+
Damage: 15 · Low (grounded)
Tekken 5- Startup
- 17f
- Rain Dance SidekickTekken 5
- RDS
+
Damage: 25 · High
- California Roll
- RDS
+
- Reverse Kangaroo Kick
- RDS
+
~
Launches on hit.
Tekken 5Follow-up only
- Startup
- 25f
- On block
- -11
- On hit
- KD
- Counter hit
- KD
- Reverse Front Layout
- RDS
,
+
Damage: 23 · Mid (grounded)
- Neck Squeeze Slap
- RDS
,
+
,
Damage: 23,23,30
- Juggle Mistrust
- RDS

Damage: 16 · Mid
Launches on hit.
Tekken 5- Startup
- 14f
- On block
- -16
- On hit
- KD
- Counter hit
- KD
- Guard Breaker
- RDS
+
Unblockable
Tekken 5- Startup
- 15f
- On block
- 0
- On hit
- 0
- Counter hit
- 0
- High & Mid Parry
- RDS

- Low Parry
- RDS
+
- Greetings Taunt
- RDS

Damage: 0 · Unblockable
Tekken 5- Startup
- 25f
- On block
- +19
- On hit
- +19
- Counter hit
- +19
- Butterfly
- AOP

- Handfull
- AOP

Damage: 7 · Mid
Tekken 5- Startup
- 14f
- On block
- -5
- On hit
- +6
- Counter hit
- +6
DR- Startup
- 14f
- On block
- +5
- On hit
- +6
- Phoenix Swipe
- AOP
+
Damage: 13 · Low (grounded)
Tekken 5- Startup
- 19f
- On block
- -13
- On hit
- -2
- Counter hit
- +18
DRDamage: 13(,20) · Low
- Startup
- 19f
- On block
- -6~-7
- On hit
- +4~+5
- Counter hit
- Throw
Transition to throw on CH
- Power Wave Crest
- AOP

Damage: 16 · Mid
Launches on hit.
Tekken 5- Startup
- 23f
- On block
- -11
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 23f
- On block
- -11
- Quick Wave Crest
- AOP~

Damage: 14 · Mid
Launches on hit.
Tekken 5- Startup
- 21f
- On block
- -13
- On hit
- KD
- Counter hit
- KD
- Heavy Wave Crest
- AOP
+
Damage: 25 · Mid
Launches on hit.
Tekken 5- Startup
- 26f
- On block
- -4
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 26f
- On block
- -4
- Phoenix Cookie
- AOP
,
Damage: 12,15 · Mid / Mid
Tekken 5- Startup
- 12f
- On block
- -14 / -10
- On hit
- -3 / KD
- Counter hit
- -3 / KD
DRFollow-up only
- On block
- -10
- On hit
- KND
- Knee Stabber
- AOP

Damage: 15 · Low (grounded)
Tekken 5- Startup
- 21f
- On block
- -14
- On hit
- -3
- Counter hit
- -3
DRLow
- Startup
- 21f
- On block
- -14
- On hit
- -3
- Barrel Shotgun
- AOP
+
OrAOP
+
OrAOP
+
Damage: 15 · Mid
Launches on hit.
Tekken 5- Startup
- 14f
- On block
- -15
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 14~16f
- On block
- -13~-15
Alternate input with AOP.ub+3/AOP.u+3
- Double Barrel Shotgun
- AOP
+
,
OrAOP
+
,
OrAOP
+
,
Mid / High
Tekken 5Damage: 15,23
- Startup
- 14f
- On block
- -15 / -15
- On hit
- KD / KD
- Counter hit
- KD / KD
DRDamage: 15,25
Follow-up only
- On block
- -15
- On hit
- KND
- Scissors Kick
- AOP
+
,
OrAOP
+
,
OrAOP
+
,
Mid / Mid
Tekken 5Damage: 15,25
- Startup
- 14f
- On block
- -15 / -11
- On hit
- KD / 0
- Counter hit
- KD / 0
DRDamage: 15,21
Follow-up only
- On block
- -14
- Phoenix Trip
- AOP
,
OrAOP
,
OrAOP
,
Damage: 19 · Low (grounded)
Launches on hit.
Tekken 5- Startup
- 46f
- On block
- -18
- On hit
- KD
- Counter hit
- KD
- Pirouette Kick
- AOP~
+
OrAOP~
+
OrAOP~
+
Damage: 30 · Mid
Tekken 5- Startup
- 28f
- On block
- -22
- On hit
- +6
- Counter hit
- +6
- Art of Phoenix
- AOP~
+
,
+
OrAOP~
+
,
+
OrAOP~
+
,
+
Tekken 5Follow-up only
- On block
- -9
- On hit
- +19
- Counter hit
- +19
- Rising Phoenix
- AOP

Damage: 8,8,14
Launches on hit.
Tekken 5- Startup
- 24f
- On block
- -14
- On hit
- KD
- Counter hit
- KD
DRMid / Mid / Mid
- Startup
- 24f
- On block
- -15
- Roll Out
- AOP
+
DRSpecial
Transition to AOP with D
- Flower Kick
- AOP

Damage: 23 · Mid
Tekken 5- Startup
- 20f
DR- Startup
- 20f
- On block
- -13
- On hit
- KND
Transition at -15, KND BT with b
- Fire Cracker
- AOP
~
Damage: 15 · Low (grounded)
Tekken 5- Startup
- 23f
- On hit
- KD
- Counter hit
- KD
DRLow
- Startup
- 23f
- On block
- FUFT
- On hit
- KND
Transition at -?, KND FC with u/d
- Flower Bed
- AOP
+
Damage: 7 · Low (grounded)
Tekken 5- Startup
- 18f
- On block
- -7
- On hit
- +4
- Counter hit
- +4
DRLow
- Startup
- 18f
- On block
- -6~-7
- On hit
- +4~+5
- Flower Garden
- AOP
+
,
Damage: 7,10 · Low (grounded) / Low (grounded)
Tekken 5- Startup
- 18f
- On block
- -7 / -6
- On hit
- +4 / +5
- Counter hit
- +4 / +5
DRLow / Low
Follow-up only
- On block
- -6
- On hit
- +5
- Trick Flower
- AOP~
+
Damage: 8 · Mid / Mid
Tekken 5- Startup
- 16f
- On block
- -20
- On hit
- -11
- Counter hit
- -11
- Flower Power
- AOP
+
,
Damage: 8,12 · Mid / Mid / Mid / Mid
Tekken 5- Startup
- 16f
- On block
- -10 / -12
- On hit
- -1 / -2
- Counter hit
- -1 / -3
DRMid / Mid
Follow-up only
- On block
- -12
- On hit
- -3
- Crane Kick
- AOP~
,
OrAOP~
,
OrAOP~
,
Damage: 25 · Mid
Tekken 5- Startup
- 23f
- On block
- -8
- On hit
- KD
- Counter hit
- KD
- White Moon KickDR
,
+
,
Damage: 15,23 · Mid / High
Follow-up only
- On block
- -4
- On hit
- KND
- White Moon AxeDR only
,
+
,
Damage: 15,21 · Mid / Mid
Follow-up only
- On block
- -12
- On hit
- KND / (FUFA)
- Crouch JabDR only
+
Special mid
- Red Sparrow StrikeDR only
+
Damage: 23 · Mid
- Startup
- 32f
- On block
- +1
- On hit
- +3c
Transition at +1, +3c FC with B
- Flapping WingsDR only
- RDS
,
,
Damage: 10,10,7,7,7 · High / Mid / Mid / Mid (grounded) / Mid (grounded)
- Phoenix WingDR only
- AOP
+
,
OrAOP
+
,
OrAOP
+
,
Damage: 15,25 · Mid / Mid
Follow-up only
- On block
- -4
- Butterfly Wave Crest HeavyTekken 5
- AOP
,
- Cradle Throw CancelTekken 5
- AOP
,
OrAOP
,
OrAOP
,
OrAOP
,
OrAOP
,
OrAOP
,
OrAOP
,
OrAOP
,
- Crazy Daisy to PhoenixTekken 5
- AOP
+
,
+
- Crazy Daisy to Rain DanceTekken 5
- AOP
+
,
- Crouching Back Circle BreakerTekken 5
- RDSFC

- Crouching Back Circle Breaker ForwardTekken 5
- RDSFC
,
- Crouching to PhoenixTekken 5
- FC

- Delayed Raccoon SwingTekken 5
,
,
+
- Fire Extinguisher
- FC
,
Tekken 5DRDamage: 8,6 · Low / High
Follow-up only
- On block
- +0
- On hit
- +7
- Firecracker Roll Low KickTekken 5
- AOP
~
,
,
OrAOP
~
,
,
- Firecracker Roll Mid KickTekken 5
- AOP
~
,
,
OrAOP
~
,
,
- Lotus Twist to Rain DanceTekken 5
- FC~
+
,
,
- Phoenix AdvanceTekken 5
- AOP~

- Phoenix CancelTekken 5
- AOP

- Phoenix JumpTekken 5
- AOP~
OrAOP~
OrAOP~
- Phoenix Quick AdvanceTekken 5
- AOP
,
- Phoenix Quick RetreatTekken 5
- AOP
,
- Phoenix RetreatTekken 5
- AOP~

- Phoenix Tail to PhoenixTekken 5
+
~
+
- Phoenix Tail Cancel to Rain DanceTekken 5
+
~
- Rain Dance CancelTekken 5
- RDS

- Rain Dance Crouch AdvanceTekken 5
- RDS~

- Rain Dance Ki ChargeTekken 5
- RDS

- Rain Dance Quick AdvanceTekken 5
- RDS
,
- Rain Dance Side StepTekken 5
- RDS
OrRDS
- Rain Dance Side Step to SidekickTekken 5
- RDS
,
OrRDS
,
- Rain Dance to Reverse High/Mid Parry 1Tekken 5
- RDS
+
- Rain Dance to Reverse High/Mid Parry 2Tekken 5
- RDS
,
OrRDS
,
OrRDS
,
,
- Reverse Phoenix CorrectionTekken 5
- AOP

OrAOP

- Reverse Phoenix Dark & StormyTekken 5
- AOP

,
,
- Reverse Phoenix Falcon's BeakTekken 5
- AOP


- Reverse Phoenix High KickTekken 5
- AOP


- Reverse Phoenix MistrustTekken 5
- AOP


- Reverse Phoenix to Rain DanceTekken 5
- AOP


- Rising Deadly OrchidTekken 5
~
+
:
- Rising Spin KickTekken 5

+
- Single Map Sweep to PhoenixTekken 5
- FC~
+
- Sunset Fan Flapping WingsTekken 5
+
,
- Phoenix Flight to Rain DanceDR only
+
~
- Turn of Fortune to PhoenixDR only
- RDS
,
,
,
- BayonetDR
,
Damage: 4,7 · High / High
Follow-up only
- On block
- +0
- On hit
- +6
- April ShowersDR
,
Damage: 8,10 · High / Mid
Follow-up only
- On block
- -3
- On hit
- +8
Can cancel transition at -5, +6 with F/DF
- d+3DR
+
Damage: 8 · Low
- Startup
- 21f
- On block
- -12~-14c
- On hit
- +5~+7c
- Single FanDR
+
Damage: 5 · Mid
- Startup
- 16f
- On block
- -3
- On hit
- -3
- Counter hit
- +8
Can cancel transition at -10, -10, +1 CH with U Alternate input with u+1
- f,f+2DR
,
+
Damage: 12 · Mid
- Startup
- 15f
- On block
- -5
- On hit
- +6
- f,f+1+2DR
,
+
Damage: 12 · Mid
- Startup
- 14f
- On block
- -2
- On hit
- +5
- FC 3,2,1DR
- FC
,
,
Damage: 8,6,6 · Low / High / High
Follow-up only
- On block
- +0
- On hit
- +5
- Counter hit
- +9
- FC d/f+2DR
- FC
+
Damage: 10 · Special mid
- Startup
- 19f
- On block
- -22
- On hit
- -11
- Lotus TwistDR
- FC
+
,
Damage: 10,15 · Special mid / Special mid
Follow-up only
- On block
- -7
- On hit
- +4
- Jasmine BlossomDR

(charge level 1)Damage: 16 · Mid
- Startup
- 22f
- On block
- -10
Can cancel transition at -13, +?a with f
- ws,b+3DR
,
+
Damage: 26 · High
- Startup
- 16f
- On block
- -16
- On hit
- KND
- Rising Spin KickDR
,
+
Damage: 20 · High
- Startup
- 14f
- On block
- -1
- On hit
- +1
- Right HandfulDR
- AOP

Damage: 12 · Mid
- Startup
- 12f
- On block
- -14
- On hit
- -3
- AOP u+4DR
- AOP
+
Damage: 8 · Mid
- Startup
- 16~17f
- On block
- -9~-10
- On hit
- -1~+0
Transition at -19~-20, -10~-11 BT with b. Transition at -11~-12, -2~-3 AOP with d+1+2
- Jumping PirouetteDR
- AOP
,
+
Damage: 30 · Mid
- Startup
- 28~30f
- On block
- -20~-22
- On hit
- +6b~+8b
Transition at-9~-11, +19b~+21b AOP with d+1+2
- Crane KickDR
- AOP
,
+
Damage: 25 · Mid
- Startup
- 23f
- On block
- -8
- On hit
- KND
- Sky KickDR
- AOP
,(delay)
Damage: 19 · Low
- Startup
- 46f
- On block
- -18
- On hit
- KND / (FUFA)
Executed while landing, slight delay
- Spin StickerDR
- HYP

Damage: 25(37) · Mid
- Startup
- 42f
- On block
- +1
- On hit
- KND
Accessed from 1 step (default) Clean hit adds 12 damage
- Spin Sticker (charged)DR
- HYP
(charge level 1)Damage: 30(45) · Mid
- Startup
- 72f
- On block
- +5
- On hit
- KND
Accessed from 2 steps Clean hit adds 15 damage
- Spin Sticker (max charge)DR
- HYP
(charge level 2)Damage: 35(52) · Mid
- Startup
- 102f
- On block
- +24
- On hit
- KND
Accessed from 3 steps Clean hit adds 17 damage
- Thunder Strike (charged)DR
- HYP
(charge level 1)Damage: 40,10 · Unblockable mid / Mid
- Startup
- 111f
- On block
- !
- On hit
- KND
Accessed from 2 steps
- Thunder Strike (max charge)DR
- HYP
(charge level 2)Damage: 40,40 · Unblockable mid / Mid
- Startup
- 141f
- On block
- !
- On hit
- KND
Accessed from 3 steps
- Falling Tiger KickDR
- HYP

Damage: 20 · High
- Startup
- 34(64,94)f
- Deadly OrchidDR
- HYP

Damage: 26 · High
- Startup
- 45(75,105)f
- On block
- -6
- On hit
- KND / (FUFA)
- Falcon's BeakDR


Damage: 22 · Mid
- Startup
- 18f
- On block
- -7
- On hit
- KND
- BT 2DR


Damage: 10 · High
- Startup
- 12f
- On block
- +0
- BT 2,1DR

,
Damage: 10,10 · High / High
Follow-up only
- On block
- +0
- On hit
- +5
- Counter hit
- +9
- Dark & StormyDR

,
,
Damage: 10,10,15 · High / High / Mid
Follow-up only
- On block
- -15
- BT 2,2DR

,
Damage: 10,10 · High / High
Follow-up only
- Turn of FortuneDR

,
,
Damage: 10,10,7,7,7 · High / High / Mid / Mid / Mid
Follow-up only
Transition at -7?, +? AOP with d
- Monkey KickDR


Damage: 20 · Mid
- Startup
- 22f
- On hit
- KND
- MistrustDR


Damage: 16 · Mid
- Startup
- 14f
- On block
- -16
- Spinning Push HandsDR

+
Damage: 23 · Mid
- Startup
- 35f
- On block
- -6
- On hit
- +5
- Counter hit
- +7
Punch parry sabaki, launch on successful parry
- California RollDR

+
Special
- Cyclone LeftDR

+
,
Damage: 25 · Special / Mid
Follow-up only
- Startup
- 25f
- On block
- -11
- Back Circle BreakerDR

+
Damage: 15 · Low
- Startup
- 17f
- On block
- -12
- On hit
- +7
- Counter hit
- KND / (FDFA)
Can cancel transition at -13, +6 with D
- Guard BreakerDR

+
Damage: 0 · Low
- Startup
- 15f
- On block
- +0c
- On hit
- +0c
- Peg LegDR

,
+
Damage: 20 · Mid
- Startup
- 16f
- On block
- -5
- On hit
- KND
- Rain Dance to High Mid ParryDR


Special
High/mid parry, +? after
- Rain Dance to Low ParryDR

+
Special
Low parry, +? after
- Phoenix TailDR


Damage: 21 · Low
- Startup
- 27f
- On block
- -22
Transition at -22, +?a AOP with d+1+2. Transition at ?, ? BT with b
- Street SweeperDR


Damage: 16 · Low
- Startup
- 18f
- On block
- -13
- On hit
- -2
- Counter hit
- KND / (FUFA)
- Fan Dance to Reverse StanceDR
+
,
+
Damage: 15 · High / Mid
- Startup
- 10f
- On block
- -2 / BT
- On hit
- +9 / BT
Can cancel transition at -3, +8 with f/b/u/d
- f+1,2DR
+
,
Damage: 12 · High / High
- Startup
- 10f
- On block
- -1
- On hit
- +6
- Phoenix Twin KickDR
+
~
Damage: 13,17 · High / High
- Startup
- 14f
- On block
- -15~-16
- On hit
- +5~+6
Can cancel transition at -15~-16, +5~+6 with B
- Belly Chop BackwardDR
+
Damage: 15 · Mid
- Startup
- 14f
- On block
- -3
- On hit
- +8
Can cancel transition at -3, +8 with DF
- SunflowerDR

~
Damage: 12 · Mid
- Startup
- 13f
- On block
- -5
- On hit
- +5
Can cancel transition at -5, +5 with f
- Jasmine BlossomDR

(charge level 1)
Damage: 16 · Mid
- Startup
- 22f
- On block
- -10
Can cancel transition at -13, +?a with f
Phoenix and Rain Dance stances are core to her game.
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