Tekken 7 · Essentials
Bryan
Punish. Break. Launch.

Main Combos
Launchers
Follow-up
Launcher
Follow-up
Bread n' butter
Launcher
Follow-up
Staples
Launcher
Follow-up
Damage: +38
Possible to do b+3,f~4,1,2 ender instead for 1 more damage, more carry, lower splat.
Bread n' butter
Launcher
Follow-up
Mini-combos
Launcher
Follow-up
Damage: 50
Optimal follow up, on tech roll taunt is guaranteed; f,F+2 catches back roll; 2 whiffs at the wall, but d+3+4,2~DB allows a FC.df+2,1 setup if the enemy holds back at the wall
Mini-combos
Launcher
Follow-up
Damage: 45
Most damage at the wall, because (d+3+4),2 whiffs
Mini-combos
Launchers
Follow-up
Damage: +18
CH (1,2),3: qcb+4 whiffs at max range CH b,d/f+4: qcb+4 whiffs at max range
Mini-combos
Launchers
Follow-up
Damage: +10
CH (1,2),3: qcb+4 whiffs at max range CH b,d/f+4: qcb+4 whiffs at max range
Mini-combos
Launcher
Follow-up
Damage: 50
Mini-combos
Launcher
Follow-up
Damage: 42
Mini-combos
Launcher
Follow-up
Damage: 88+
Guaranteed at the wall. In the open: bears - only when close, Gigas - close and ssr beforehand.
Mini-combos
Launcher
Follow-up
Damage: 62
Mini-combos
Launcher
Follow-up
Damage: 41
Mini-combos
Launcher
Follow-up
Damage: 68
Mini-combos
Launcher
Follow-up
Damage: 50
Mini-combos
Launcher
Follow-up
Damage: 52
Mini-combos
Launchers
Follow-up
Damage: 37
u/f+3: u+3 does not give any combos in the open even point blank Will not connect at max range. Pretty reliable up to ~2.60
Staples
Launchers
Follow-up
Damage: +52
Staples
Launchers
Follow-up
Damage: +47
Staples
Launcher
Follow-up
Damage: 77
For 2nd hit to connect enemy must be really high after the knees. Depending on how high enemy is, it is possible to choose different extension on reaction: b+2,4 or qcb+2,4.
Staples
Launcher
Follow-up
Damage: 73
Staples
Launcher
Follow-up
Damage: 77
Small delay. Second knee whiffs if the first is done right away. qcb+2,4 will connect lower than b+2,4, but it has more recovery, so dash after the screw becomes harder. It is preferred to hit knees better, so that qcb+2,4 won't be needed.
Staples
Launcher
Follow-up
Damage: 72
Small delay. Second knee whiffs if the first is done right away. qcb+2,4 will connect lower than b+2,4, but it has more recovery, so dash after the screw becomes harder. It is preferred to hit knees better, so that qcb+2,4 won't be needed. Possible to do b+3,f~4,1,2 ender instead for 1 more damage, more carry, lower splat.
Staples
Launcher
Follow-up
Damage: 82
qcb+2,4 will connect lower than b+2,4, but it has more recovery, so dash after the screw becomes harder. It is preferred to hit knees better, so that qcb+2,4 won't be needed.
Staples
Launcher
Follow-up
Damage: 77
qcb+2,4 will connect lower than b+2,4, but it has more recovery, so dash after the screw becomes harder. It is preferred to hit knees better, so that qcb+2,4 won't be needed. Possible to do b+3,f~4,1,2 ender instead for 1 more damage, more carry, lower splat.
Staples
Launcher
Follow-up
Damage: 73
Works only on medium sized characters
Staples
Launcher
Follow-up
Damage: 70
Staples
Launchers
Follow-up
Damage: +54
Staples
Launcher
Follow-up
Damage: 62
Staples
Launcher
Follow-up
Damage: 58
Possible to do b+3,f~4,1,2 ender instead for 1 more damage, more carry, lower splat.
Staples
Launcher
Follow-up
Damage: 59
CH 4,3,4*: 3rd hit is confirmable
Staples
Launcher
Follow-up
Damage: 63
CH 4,3,f+4: 3rd hit is confirmable
Staples
Launcher
Follow-up
Damage: 63
CH 4,3,f+4: 3rd hit is confirmable
Staples
Launcher
Follow-up
Damage: 62
Staples
Launchers
Follow-up
Damage: +41
Possible to do b+3,f~4,1,2 ender instead for 1 more damage, more carry, lower splat.
Staples
Launchers
Follow-up
Damage: +38
Possible to do b+3,f~4,1,2 ender instead for 1 more damage, more carry, lower splat.
Staples
Launcher
Follow-up
Damage: 73
Staples
Launcher
Follow-up
Damage: 68
Staples
Launcher
Follow-up
Damage: 69
Possible to do b+3,f~4,1,2 ender instead for 1 more damage, more carry, lower splat.
Staples
Launchers
Follow-up
Damage: 76
Staples / Rage
Launcher
Follow-up
Damage: 89
Transition to TNT is optional for other combos, but mandatory here. Timing on f,F+3* becomes stricter with transition.
Staples / Rage
Launcher
Follow-up
Damage: 84
Without delay 1 can whiff.
Standing Punishers
- i10vs −10 or worse
,
- i10vs −10 or worse
,
- i12vs −12 or worse
,
- i13vs −13 or worse
+
,
- i14vs −14 or worse
,
+
- i16vs −16 or worse
+
- i18vs −18 or worse
+
,
(range)- i18vs −18 or worse
+
,
- i18vs −18 or worse
- (Rage)
+
Requires Rage.
- i23vs −23 or worse
,
,
While Rising Punishers
- i10vs −10 or worse
- FC
+
- i10vs −10 or worse
- hFC 1
- i11vs −11 or worse


- i12vs −12 or worse


- i13vs −13 or worse
- FC
+
,
- i15vs −15 or worse


- i19vs −19 or worse

,
+
- i23vs −23 or worse
,
,
i10 means 10-frame startup. Punish at the listed disadvantage or worse, provided the move reaches. Motion inputs and stance transitions also require their input timing.
Important Throws
Anaconda Assasin
Gravity Brain Buster
Guillotine
Chains of Misery
From full crouch.
Wall Combos
Input key & stance abbreviations
1 = left punch · 2 = right punch · 3 = left kick · 4 = right kick. + means together; ~ before a direction means hold; ~ between buttons means a quick slide input; : marks strict timing.
WS = while rising · FC = full crouch · CH = counter hit ·
= Tekken 7’s screw/spin extender ·
= next combo step. Notes in parentheses describe timing or conditions.
- CD
- Crouch Dash
Tekken 7 archive. Source pages are kept separate from Tekken 8 and may cover different Tekken 7 updates.
Techniques
Crouch Dash Cancel
Basically crouch cancel with a sidestep out of Crouch Dash. For example, b+3,f~u,n. Primary use - CH 4 combo.
Instant Snake Rampage
Instant Snake Rampage (iSR) - instant FC.df+2,1. Mainly useful in advanced combos. Input is d,df,d,db,d,df+2,1; Same input could be used to do Instant Northern Cross (FC.df+4). Niche, but high crushes from frame 1, so maybe has its use?
Move List
161 moves
- Rage Art(Rage)
+
Damage: 55 · m
- Startup
- i20
- On block
- -22
- On hit
- +5d
Alternate input R.FC.df+1+2; Auto Taunt after hit, cannot be canceled
- Rage Drive(Rage)
+
Damage: 30 · m
- Startup
- i18~19
- On block
- +6c
- On hit
- +83a
+35d on airborne hit; Auto Taunt after hit
- Jab

Damage: 7 · h
- Startup
- i10
- On block
- +1
- On hit
- +8
Alternate input:; f+1; Sway.1
- One Two Punch
,
Damage: 7,8 · h,h
- Startup
- i10,i12
- On block
- -2
- On hit
- +5
Combo from 1st hit
- One Two Body Blow
,
,
Damage: 7,8,18 · h,h,m
- Startup
- i10,i12,i19
- On block
- -6
- On hit
- +6
- Counter hit
- +64a
Combo from 1st CH; Combo from 2nd CH with 7f delay; Move can be delayed 10f
- One Two Low Kick
,
,
Damage: 7,8,15 · h,h,L
- Startup
- i10,i12,i24
- On block
- -12
- On hit
- +2
- Counter hit
- +14a
Combo from 1st and 2nd CH
- One Two High Kick
,
,
Damage: 7,8,24 · h,h,h
- Startup
- i10,i12,i25
- On block
- -3
- On hit
- +21a (+12)
Screw; Combo from 1st and 2nd CH
- Lair's Dance (2)
,
Damage: 7,14 · h,h
- Startup
- i10,i15
- On block
- -7
- On hit
- +4
Combo from 1st hit
- Lair's Dance (3)
,
,
Damage: 7,14,18 · h,h,h
- Startup
- i10,i15,i26
- On block
- -7
- On hit
- +4
- Counter hit
- +53a
Alternate input b+2
- Lair's Dance (4)
,
,
,
Damage: 7,14,18,17 · h,h,h,h
- Startup
- i10,i15,i26,i19
- On block
- +0
- On hit
- +55a
Move can be delayed; Cancel to +2 SS with d_u; Alternate input:; b+2,1; b+2~f+1; CD.4,1
- Lair's Dance
,
,
,
,
Damage: 7,14,18,17,22 · h,h,h,h,h
- Startup
- i10,i15,i26,i19,i24
- On block
- -9
- On hit
- +41d (-17)
Alternate input:; b+2,1,2; b+2~f+1,2; CD.4,1,2
- Cremation
,
,
,
,
Damage: 7,14,18,17,21 · h,h,h,h,m
- Startup
- i10,i15,i26,i19,i30~31
- On block
- -5
- On hit
- +40a (+14)
Screw; Alternate input:; 1,4,2,4; b+2,1,4; b+2,4; b+2~f+1,4; CD.4,1,2; 1,4,2,4 is called "Whipping Fury" in-game
- Jab to Double Spin Kick
,
,
Damage: 7,14,15 · h,h,m
- Startup
- i10,i15,i21
- On block
- -10
- On hit
- +1
Combo from 2nd CH
- Running Blind
,
,
,
Damage: 7,14,15,18 · h,h,m,h
- Startup
- i10,i15,i21,i23
- On block
- -7
- On hit
- +7
- Counter hit
- +17a
Combo from 3rd CH
- Right Jab

Damage: 10 · h
- Startup
- i10
- On block
- +1
- On hit
- +7
- PK Combination
,
Damage: 10,14 · h,m
- Startup
- i10,i16
- On block
- -10
- On hit
- +6
Combo from 1st hit; +16a (+7) from 1st CH
- Back Spin Middle Kick

Damage: 14 · m
- Startup
- i16
- On block
- -4
- On hit
- +7
- Mid Kick to Rush (2)
,
Damage: 14,11 · m,m
- Startup
- i16,i22
- On block
- -10
- On hit
- +1
Combo from 1st CH
- Mid Kick to Rush (3)
,
,
Damage: 14,11,10 · m,m,m
- Startup
- i16,i22,i20
- On block
- -9
- On hit
- +2
Combo from 2nd hit
- Mid Kick to Rush
,
,
,
Damage: 14,11,10,14 · m,m,m,m
- Startup
- i16,i22,i20,i19
- On block
- -10
- On hit
- +19a (+10)
Combo from 3rd CH
- Gatling Combination
,
,
,
Damage: 14,11,10,12 · m,m,m,L
- Startup
- i16,i22,i20,i22
- On block
- -11
- On hit
- +0
Combo from 3rd CH
- Anaconda
,
Damage: 14,13 · m,h
- Startup
- i16,i23
- On block
- -6
- On hit
- +6
Combo from 1st CH
- Anaconda Bite
,
,
Damage: 14,13,20 · m,h,h
- Startup
- i16,i23,i22~23
- On block
- -7
- On hit
- +43a (+33)
Combo from 2nd CH; Same move as f,n,b+2
- Anaconda Rage
,
,
Damage: 14,13,25 · m,h,m
- Startup
- i16; follow-up i16,i23,i28
- On block
- -12
- On hit
- +37a (-21)
- High Kick

Damage: 15 · h
- Startup
- i12
- On block
- -7
- On hit
- +6
- Counter hit
- +31a (+21)
- Double Spin Tomahawk (2)
,
Damage: 15,12 · h,m
- Startup
- i12,i24~25
- On block
- -10
- On hit
- +2
Combo from 1st hit
- Double Spin Tomahawk
,
,
Damage: 15,12,16 · h,m,m
- Startup
- i12,i24~25,i25~26
- On block
- -12
- On hit
- +14a (+5)
- Counter hit
- +63a (+43)
Screw
- Double Spin Tomahawk (Hold)4,3,4*
Damage: 15,12,25 · h,m,m
- Startup
- i12,i24~25,i40~41
- On block
- -9~-8
- On hit
- +35a (+9)
- Counter hit
- +63a (+43)
Screw
- Triple Spin Kick
,
,
+
Damage: 15,12,18 · h,m,h
- Startup
- i12,i24~25,i24~25
- On block
- -5
- On hit
- +6
- Counter hit
- +31a (+21)
- Snake Pit (1)

Damage: 16 · m
- Startup
- i17~18
- On block
- -7
- On hit
- +6
Homing
- Snake Bite
,
Damage: 16,16 · m,h
- Startup
- i17~18,i23~24
- On block
- -1
- On hit
- +6
Combo from 1st hit
- Snake Pit
,
Damage: 16,20 · m,m
- Startup
- i17~18,i26~27
- On block
- -14
- On hit
- +51a (+20)
- Counter hit
- +57a
Combo from 1st hit with 10f delay
- Middle Side Kick

Damage: 20 · m
- Startup
- i18
- On block
- -13
- On hit
- +54a (+23)
- Counter hit
- +59a
- Right Left to Spin Kick (1)
+
Damage: 10 · m
- Startup
- i15
- On block
- -10
- On hit
- +1
- Right Left to Spin Kick (2)
+
,
Damage: 10,12 · m,m
- Startup
- i15,i10
- On block
- -10
- On hit
- +1
Combo from 1st hit
- Right Left to Spin Kick
+
,
,
Damage: 10,12,20 · m,m,m
- Startup
- i15,i10,i18~19
- On block
- -13
- On hit
- +3d
Combo from 1st hit
- Knee Strike
+
Damage: 18 · m
- Startup
- i16~18
- On block
- +0
- On hit
- +4
- Counter hit
- +50a
- Boa Crusher (1)
+
Damage: 10 · m
- Startup
- i18
- On block
- -9
- On hit
- +0
- Boa Crusher
+
,
Damage: 10,10 · m,m
- Startup
- i18,i25~26
- On block
- -13c
- On hit
- +40a (+32)
Combo from 1st hit with 6f delay
- Sidestep Elbow
+
Damage: 22 · h
- Startup
- i22~23
- On block
- +8
- On hit
- +37a (+29)
- Gravity Blow
+
Damage: 21 · m!
- Startup
- i28
- On hit
- -12
- Left Body Blow
+
Damage: 8 · m
- Startup
- i15
- On block
- -5
- On hit
- +1
Alternate input df+1; DF+1,1... extensions are not allowed with df+1 input
- Vulcan Cannon (2)
+
,
Damage: 8,2 · m,m
- Startup
- i15,i10
- On block
- -10
- On hit
- -4
Combo from 1st hit with delay
- Vulcan Cannon (3)
+
,
,
Damage: 8,2,2 · m,m,m
- Startup
- i15,i10,i10
- On block
- -10
- On hit
- -4
Combo from 1st hit with delay
- Vulcan Cannon
+
,
,
,
Damage: 8,2,2,2 · m,m,m,m
- Startup
- i15,i10,i10,i10
- On block
- -10
- On hit
- -4
Combo from 1st hit with delay
- Double Body Blow
+
,
Damage: 8,20 · m,m
- Startup
- i15,i23
- On block
- -15
- On hit
- +1
- Counter hit
- +14a (+5)
Combo from 1st hit; Alternate input:; df+1,2; DF+1,1,2; DF+1,1,1,2; DF+1,1,1,1,2
- Blackout Combo (1)
+
Damage: 12 · m
- Startup
- i13
- On block
- -6
- On hit
- +5
- Blackout Combo
+
,
Damage: 12,11 · m,h
- Startup
- i13,i16
- On block
- -4
- On hit
- +8
Combo from 1st hit
- Blackout Trap
+
,
Damage: 12,20 · m,m
- Startup
- i13,i23
- On block
- -13
- On hit
- +54a (+23)
- Counter hit
- +59a
Combo from 1st CH with delay
- Snake Edge
+
Damage: 27 · L
- Startup
- i29~30
- On block
- -26
- On hit
- +47a
Homing
- Wolf's Tail
+
Damage: 23 · m
- Startup
- i22~24
- On block
- -6
- On hit
- +19a
Homing; Screw
- Crouch jab
+
Damage: 5 · s
- Startup
- i10
- On block
- -5
- On hit
- +6
Alternate input db+1; Transition to r24 with f; Transition input can be delayed 16f
- Elbow Smash
+
Damage: 17 · m
- Startup
- i14~15
- On block
- -2
- On hit
- +8c
- Python Crush
+
,
Damage: 17,21 · m,m
- Startup
- i14~15,i22
- On block
- -10
- On hit
- +16a (-1)
- Counter hit
- +32a (+18)
Combo from 1st CH with 12f delay
- Quick Left Low Kick
+
Damage: 10 · l
- Startup
- i16
- On block
- -11
- On hit
- +0
- Quick Low Screw Punch
+
,
Damage: 10,22 · l,h
- Startup
- i16,i21
- On block
- -7
- On hit
- +35a (+9)
Combo from 1st CH
- Low Kick
+
Damage: 13 · L
- Startup
- i15
- On block
- -11
- On hit
- +0
- Hammer Drive
+
Damage: 10,15 · m,m
- Startup
- i17 i35
- On block
- -10
- On hit
- +3
Cancel 2nd and transition to +10g CD with f; Cancel 2nd and transition to +8 Sway with b; Cannot buffer sidestep with d; 1st is -17 on hit if 2nd whiffs (rare); Alternate input FC.1+2
- Hammer Driver Hatchet
+
,
Damage: 10,15,20 · m,m,l
- Startup
- i17 i35,i27~28
- On block
- -13
- On hit
- +5
- Counter hit
- +22a
Same move as Sway.3
- Snake Bomb
+
~
Damage: 24 · m
- Startup
- i45
- On block
- +7
- On hit
- +53a
- Side Low
+
Damage: 15 · l
- Startup
- i19
- On block
- -12
- On hit
- -1
- Counter hit
- +4
- Side Low Knucke Whip
+
,
Damage: 15,23 · l,m
- Startup
- i19,i29
- On block
- -12
- On hit
- +14a (-3)
Combo from 1st CH; Cancel and transition to -12 FC with DB
- Stomach Blow
+
Damage: 13 · m
- Startup
- i15~17
- On block
- -6
- On hit
- +8
- Sweeper Kick
+
Damage: 11 · L
- Startup
- i16~17
- On block
- -12
- On hit
- -1
- Counter hit
- +4
- Crouch Shin Kick
+
Damage: 7 · l
- Startup
- i12
- On block
- -13
- On hit
- -2
- Crash Impact
+
Damage: 14,25 · m,h
- Startup
- i15 i27
- On block
- -13
- On hit
- +12a (+11)
- Chopping Elbow
+
Damage: 21 · m
- Startup
- i20~21
- On block
- +4
- On hit
- +7c
- Counter hit
- +50a
- Right Back Knuckle
+
Damage: 18 · h
- Startup
- i17
- On block
- -7
- On hit
- +4
- Counter hit
- +53a
Alternate input 1,4,2
- Double Back Knuckle
+
,
Damage: 18,17 · h,h
- Startup
- i17,i19
- On block
- +0
- On hit
- +55a
Move can be delayed; Cancel to +2 SS with d_u; Alternate input:; b+2~f+1; CD.4,1
- Hands of Doom
+
,
,
Damage: 18,17,22 · h,h,h
- Startup
- i17,i19,i24
- On block
- -9
- On hit
- +41d (-17)
- Wolf Bite
+
,
,
Damage: 18,17,21 · h,h,m
- Startup
- i17,i19,i30~31
- On block
- -5
- On hit
- +40a (+14)
Screw; Same move as b+2,4
- b+2~f+1
+
~
+
Damage: 17 · h
- Startup
- i29
- On block
- -5
- On hit
- +55a
Same move as b+2,1
- Wolf Call
+
,
Damage: 18,21 · h,m
- Startup
- i17,i30~31
- On block
- -5
- On hit
- +40a (+14)
Screw; Same move as b+2,1,4
- Front Kick
+
Damage: 12 · m
- Startup
- i19
- On block
- -7
- On hit
- +4
Transition to +12g CD with f_df
- Front Kick to Rush (2)
+
,
Damage: 12,12 · m,h
- Startup
- i19,i16
- On block
- -4
- On hit
- +7
Combo from 1st CH
- Front Kick to Rush (3)
+
,
,
Damage: 12,12,10 · m,h,m
- Startup
- i19,i16,i20
- On block
- -9
- On hit
- +2
Combo from 2nd hit; Same move as 3,2,1
- Front Kick to Rush
+
,
,
,
Damage: 12,12,10,14 · m,h,m,m
- Startup
- i19,i16,i20,i19
- On block
- -10
- On hit
- +19a (+10)
Combo from 2nd or 3rd CH; Same move as 3,2,1,2
- Run for Cover
+
,
,
,
Damage: 12,12,10,12 · m,h,m,L
- Startup
- i19,i16,i20,i22
- On block
- -11
- On hit
- +0
Combo from 2nd or 3rd CH; Same move as 3,2,1,4
- Front Kick to Feint Knee
+
,
Damage: 12,18 · m,m
- Startup
- i19,i21
- On block
- -12
- On hit
- -1
Combo from 1st CH with 9f delay; Move can be delayed 12f
- Front Kick to Double Hammer
+
,
Damage: 12,25 · m,m
- Startup
- i19,i22
- On block
- -6
- On hit
- +4c
- Counter hit
- +20d
Combo from 1st CH with 8f delay; Move can be delayed 12f; Transition to FC with D
- Knee Break
+
Damage: 18 · m
- Startup
- i16
- On block
- -10
- On hit
- +15
- Meteor Smash
+
Damage: 45 · m!
- Startup
- i53
- On hit
- +7a
- Jumping Kick
+
Damage: 18 · m
- Startup
- i18
- On block
- -13
- On hit
- -2
- Counter hit
- +18a (+8)
- Rising Toekick
+
Damage: 10 · m
- Startup
- i15~17
- On block
- -19
- On hit
- -8
- u/b+1+2
+
Damage: 5,2 · m,m
- Startup
- i15 i27
- On block
- -16
- On hit
- -6
1st is -7 on hit, -18 on block, if 2nd whiffs (rare)
- u/b+1+2,1
+
,
Damage: 5,2,2 · m,m,m
- Startup
- i15 i27,i12
- On block
- -13
- On hit
- -3
Combo from 1st hit
- u/b+1+2,1,2
+
,
,
Damage: 5,2,2,2 · m,m,m,m
- Startup
- i15 i27,i12,i11
- On block
- -16
- On hit
- -6
Combo from 1st hit
- u/b+1+2,1,2,1
+
,
,
,
Damage: 5,2,2,2,2 · m,m,m,m,m
- Startup
- i15 i27,i12,i11,i10
- On block
- -13
- On hit
- -3
Combo from 1st hit
- u/b+1+2,1,2,1,2
+
,
,
,
,
Damage: 5,2,2,2,2,2 · m,m,m,m,m,m
- Startup
- i15 i27,i12,i11,i10,i9
- On block
- -16
- On hit
- -6
Combo from 1st hit
- u/b+1+2,1,2,1,2,1
+
,
,
,
,
,
Damage: 5,2,2,2,2,2,2 · m,m,m,m,m,m,m
- Startup
- i15 i27,i12,i11,i10,i9,i8
- On block
- -13
- On hit
- -3
Combo from 1st hit
- u/b+1+2,1,2,1,2,1,2
+
,
,
,
,
,
,
Damage: 5,2,2,2,2,2,2,2 · m,m,m,m,m,m,m,m
- Startup
- i15 i27,i12,i11,i10,i9,i8,i7
- On block
- -16
- On hit
- -6
Combo from 1st hit
- u/b+1+2,1,2,1,2,1,2,1
+
,
,
,
,
,
,
,
Damage: 5,2,2,2,2,2,2,2,2 · m,m,m,m,m,m,m,m,m
- Startup
- i15 i27,i12,i11,i10,i9,i8,i7,i6
- On block
- -13
- On hit
- -3
Combo from 1st hit
- u/b+1+2,1,2,1,2,1,2,1,2
+
,
,
,
,
,
,
,
,
Damage: 5,2,2,2,2,2,2,2,2,2 · m,m,m,m,m,m,m,m,m,m
- Startup
- i15 i27,i12,i11,i10,i9,i8,i7,i6,i5
- On block
- -16
- On hit
- -6
Combo from 1st hit
- u/b+1+2,1,2,1,2,1,2,1,2,1
+
,
,
,
,
,
,
,
,
,
Damage: 5,2,2,2,2,2,2,2,2,2,2 · m,m,m,m,m,m,m,m,m,m,m
- Startup
- i15 i27,i12,i11,i10,i9,i8,i7,i6,i5,i5
- On block
- -26
- On hit
- -15
Combo from 1st hit
- Gatling Rush
+
,
,
,
,
,
,
,
,
,
,
Damage: 5,2,2,2,2,2,2,2,2,2,2,14 · m,m,m,m,m,m,m,m,m,m,m,m
- Startup
- i15 i27,i12,i11,i10,i9,i8,i7,i6,i5,i5,i10
- On block
- -35
- On hit
- -15a (-24)
Combo from 1st hit
- Rolling Driver
+
Damage: 15 · m
- Startup
- i27~28
- On block
- +0
- On hit
- +31a (+21)
Alternate input uf+3
- Orbital Heel Kick
+
Damage: 21 · m
- Startup
- i24~26
- On block
- -5
- On hit
- +26a
- Jumping Side Kick
+
Damage: 25 · m
- Startup
- i21
- On block
- -17
- On hit
- +14a (+4)
Alternate input uf+3+4
- Orbital Heel Kick
+
Damage: 22 · m
- Startup
- i24~26
- On block
- -5
- On hit
- +26a
- Delayed Hopkick
,
,
Damage: 25 · m
- Startup
- i23~25
- On block
- -11~-9
- On hit
- +34a (+24)
- Mach Breaker
,
+
Damage: 32 · h
- Startup
- i13
- On block
- -9
- On hit
- +41d (-17)
- Slash Kick
,
+
Damage: 25 · m
- Startup
- i22~23
- On block
- -13
- On hit
- +28a (-7)
- Counter hit
- +39a (-7)
Screw
- Slash Kick (Hold)f,F+3*
Damage: 33 · m
- Startup
- i34~35
- On block
- +11g
- On hit
- +70a
Screw; Wall crush on block +13g; Auto Taunt after hit
- Mach Kick
,
+
Damage: 32 · h
- Startup
- i16~19
- On block
- -9c
- On hit
- +15a
- Counter hit
- +60a (+40)
Homing; Screw
- Jet Uppercut
,
,
+
Damage: 20 · h
- Startup
- i14~15
- On block
- -7
- On hit
- +43a (+33)
- Wedge Driver
,
+
Damage: 25 · l
- Startup
- i29
- On block
- -13
- On hit
- +14g
- Counter hit
- +29a
Cancel with b for 26f total
- Flying Knee Kick
,
+
Damage: 24 · M
- Startup
- i21~33
- On block
- -19
- On hit
- -1d
Usually hits on i24 on a standing opponent
- Snake Slash
,
,
+
Damage: 30 · m
- Startup
- i22~25
- On block
- +9
- On hit
- +13a (+3)
Alternate input wr3
- Crouch jabhFC 1
Damage: 5 · s
- Startup
- i10
- On block
- -5
- On hit
- +6
Alternate input:; hFC.db+1; hFC.df+1; Transition to r24 with f; Transition input can be delayed 16f
- Crouch StraighthFC 2
Damage: 8 · s
- Startup
- i11
- On block
- -4
- On hit
- +7
Alternate input hFC.db+2
- Crouch Spin KickhFC 3
Damage: 12 · L
- Startup
- i16
- On block
- -17
- On hit
- -3
Alternate input hFC.db+3
- Crouch Shin KickhFC 4
Damage: 10 · l
- Startup
- i12
- On block
- -15
- On hit
- -4
Alternate input hFC.db+4
- Snake Rampage (1)FC
+
Damage: 12 · m
- Startup
- i13
- On block
- -9
- On hit
- +4
- Snake RampageFC
+
,
Damage: 12,25 · m,h
- Startup
- i13,i22~23
- On block
- -8
- On hit
- +34a (+8)
Screw; Combo from 1st hit with delay; Move can be delayed
- Crouch Spin KickFC
+
Damage: 12 · L
- Startup
- i16
- On block
- -17
- On hit
- -3
- Northern CrossFC
+
Damage: 21 · m
- Startup
- i15~16
- On block
- -10
- On hit
- +13g
- Counter hit
- +65a (+45)
Screw
- Left Upper


Damage: 20 · m
- Startup
- i15~16
- On block
- -16
- On hit
- +35a (+25)
Alternate input CD.1
- Right Upper


Damage: 18 · m
- Startup
- i19
- On block
- -10
- On hit
- +1
+31a (+21) on sides and back
- Fisherman's Slam

,
+
Damage: 18,25 · m,t
- Startup
- i19
- On hit
- +54a
Alternate input ws2,b+2; Available only as combo from 1st hit on front
- High Knee Kick


Damage: 18 · m
- Startup
- i12
- On block
- -10
- On hit
- +4
- Counter hit
- +33a (+27)
Alternate input CD.3
- Double High Knee Kick

,
Damage: 18,25 · m,m
- Startup
- i12,i28
- On block
- -10
- On hit
- +4
- Counter hit
- +29g
Alternate input CD.3,4; Move can be delayed
- Toe Smash


Damage: 16 · m
- Startup
- i11~12
- On block
- -6
- On hit
- +5
- Short Upper


Damage: 12 · m
- Startup
- i10~11
- On block
- -5
- On hit
- +6
Mostly connects on i11 due to range
- Rise Spin Kick


Damage: 28 · h
- Startup
- i16
- On block
- -16
- On hit
- +15a (+5)
- Hellraiser


Damage: 23 · h
- Startup
- i17~18
- On block
- -5
- On hit
- +49a
Screw
- Shell Shock


Damage: 20 · m
- Startup
- i20~21
- On block
- -6
- On hit
- +18a (+9)
- Shock & Awe

,
Damage: 20,20 · m,l
- Startup
- i20~21,i27~28
- On block
- -13
- On hit
- +5
- Counter hit
- +44a
Move can be delayed
- Slither Step



Recovers in FC after CD; Cancel to SS with u; Cannot go to SS with d; Alternate input d,df,n
- Cross Bazooka (1)CD

Damage: 18 · h
- Startup
- i15~16
- On block
- -6
- On hit
- +4
- Cross BazookaCD
,
Damage: 26 · h,m
- Startup
- i15~16,i15~16
- On block
- -11
- On hit
- +33a (+18)
Combo from 1st hit
- Snake Spin Mach Breaker (1)CD

Damage: 13 · m
- Startup
- i18
- On block
- -5
- On hit
- +1
- Counter hit
- +3
- Snake Spin Mach Breaker (2)CD
,
Damage: 13,14 · m,h
- Startup
- i18,i27
- On block
- +0
- On hit
- +55a
Combo from 1st CH; Cancel to -5 SS with d_u; Same move as b+2,1; CD.4,1,2 is called "Snake Spin Mach Breaker" in-game; CD.4,1,4 is called "Snake Spin Middle Kick" in-game
- RequiemCD

Damage: 28 · m
- Startup
- i15~16
- On block
- -12
- On hit
- +11a (+2)
Wall break
- Sway



Cancel to SS with u; Buffer to SS with d
- SmashSway.2
Damage: 16 · m
- Startup
- i15~16
- On block
- -9
- On hit
- +6
May look like an elbow, but it's not
- Smash and Mach KickSway.2,4
Damage: 16,25 · m,h
- Startup
- i15~16,i22~25
- On block
- -9c
- On hit
- +15a
- Counter hit
- +60a (+40)
Screw; Combo from 1st hit with 11f delay
- Hatchet KickSway.3
Damage: 23 · l
- Startup
- i19~20
- On block
- -13
- On hit
- +5
- Counter hit
- +22a
- KickoffSway.4
Damage: 23 · M
- Startup
- i17~18
- On block
- -12
- On hit
- +31a (+21)
- Taunt

Damage: 0 · m!
- Startup
- i28~31
- On hit
- +16
Cancel with any move or direction; Cancellable before 32f or after laugh; If cancelled after laugh, TNT is still active; Can be done only from standing or forward dash; Cannot be done out of backdash or sidestep - results in 1+3 throw
- Neo Stomach Combination (1)TNT f+2
Damage: 10 · m
- Startup
- i15
- On block
- -10
- On hit
- +1
- Neo Stomach Combination (2)TNT f+2,1
Damage: 10,12 · m,m
- Startup
- i15,i10
- On block
- -10
- On hit
- +1
- Neo Stomach Combination (3)TNT f+2,1,4
Damage: 10,12,16 · m,m,m
- Startup
- i15,i10,i18~19
- On block
- -161
- On hit
- ?
Combo from 1st hit; Auto Taunt after hit, cannot be canceled; Unsafe on hit due to Auto Taunt
- Neo Stomach Combination (4)TNT f+2,1,4,2
Damage: 10,12,16,5 · m,m,m,h
- Startup
- i15,i10,i18~19,i17
- On block
- -160
- On hit
- ?
Combo from 1st hit; Auto Taunt after hit, cannot be canceled; Unsafe on hit due to Auto Taunt
- Neo Stomach Combination (5)TNT f+2,1,4,2,1
Damage: 10,12,16,5,5 · m,m,m,h,h
- Startup
- i15,i10,i18~19,i17,i19
- On block
- -153
- On hit
- ?
Combo from 1st hit; Auto Taunt after hit, cannot be canceled; Unsafe on hit due to Auto Taunt
- Neo Stomach Combination (6)TNT f+2,1,4,2,1,4
Damage: 10,12,16,5,5,10 · m,m,m,h,h,m
- Startup
- i15,i10,i18~19,i17,i19,i30~31
- On block
- -155
- On hit
- ?
Combo from 1st hit; Auto Taunt after hit, cannot be canceled; Unsafe on hit due to Auto Taunt
- Neo Stomach CombinationTNT f+2,1,4,2,1,4,2
Damage: 10,12,16,5,5,10,28 · m,m,m,h,h,m,h
- Startup
- i15,i10,i18~19,i17,i19,i30~31,i13
- On block
- +4
- On hit
- +8a (+7)
Combo from 1st hit
- Neo Gatling RushTNT u/b+1+2,(1,2(x9)),1,4
Damage: 5,2(x20),21 · m(x21),m
- Startup
- i15
- On block
- +4
- On hit
- +32a (+6)
On block ends with high punch
- Neo Mach BreakerTNT f,F+2
Damage: 44 · h
- Startup
- i13
- On block
- +4
- On hit
- +23a (+6)
- wr1+2


Damage: 24 · M
- Startup
- i18~36
- On block
- +0
- On hit
- +14a (+23)
Cannot iwr1+2
- Gravity Brain Buster

Damage: 35 · t
- Startup
- i12~14
- On block
- -3
- On hit
- +2d
Floor break; Throw break 1 or 2
- Gravity Brain Buster
+
Damage: 35 · t
- Startup
- i15~17
- On block
- -3
- On hit
- +2d
Homing; Same throw as 1+3
- Guillotine

Damage: 35 · t
- Startup
- i12~14
- On block
- -6
- On hit
- +0d
Floor break; Throw break 1 or 2
- Guillotine
+
Damage: 35 · t
- Startup
- i15~17
- On block
- -6
- On hit
- +0d
Homing; Same throw as 2+4
- Gravity ThrowLeft throw
Damage: 40 · t
- On block
- -3
- On hit
- +1d
Floor break; Throw break 1
- Knee BlastRight throw
Damage: 40 · t
- On block
- -3
- On hit
- +6d
Throw break 2
- Neck ThrowBack throw
Damage: 60 · t
- On hit
- +1d
Throws opponent at a 180+ degree angle clockwise (backwards and then some); 40 damage and wallsplat if hits a wall
- Anaconda Assassin
,
+
Damage: 40 · t
- Startup
- i12
- On block
- -6
- On hit
- +10d
Floor break; Throw break 1+2; Side switch sometimes on hit and break
- Chains of MiseryFC
,
,
+
Damage: 45 · t
- Startup
- i11
- On block
- -6
- On hit
- +1d
Throw break 1+2; Side switch sometimes
- Parry
+
Alternate input b+2+4; Parries high or mid punches; +35 on successful parry
- Parry to Mach Breakerb+1+3,P.2 (Mach Breaker)
Damage: 30 · h
- Startup
- ,i13~14
- On block
- -10
- On hit
- +40d (-18)
Available only if left punch was parried; Auto Taunt after hit; Steve can evade with B
- Parry to Right Body Blowb+1+3,P.2 (Right Body Blow)
Damage: 22 · m
- Startup
- ,i15
- On block
- -5
- On hit
- +7
Available only if right punch was parried