Tekken 7 · Essentials
Steve
Punish. Break. Launch.

Main Combos
Launchers
Follow-up
Launcher
Follow-up
Bread n' butter
Launcher
Follow-up
Mini-combos
Launcher
Follow-up
Damage: 33
Mini-combos
Launcher
Follow-up
Damage: 40
Mini-combos
Launcher
Follow-up
Damage: 42
Only works when starting with the opponent's back to the wall.
Mini-combos
Launcher
Follow-up
Damage: 37
This is a decent replacement for the extremely hard DCK.1+2 full combo extension. You get a flip-over and okay damage. f,F+2 is also a good mini-ender for the knockdown that CH df+2 provides, which is the same knockdown as EXTDCK.1.
Staples
Launcher
Follow-up
Damage: 53
Staples
Launcher
Follow-up
Damage: 52
Staples
Launchers
Follow-up
Damage: +49
Staples
Launchers
Follow-up
Damage: +47
Staples
Launcher
Follow-up
Damage: 53
Staples
Launcher
Follow-up
Damage: 66
Standing Punishers
- i10vs −10 or worse
,
,
- i12vs −12 or worse
,
,
- i12vs −12 or worse
,
- i13vs −13 or worse
+
,
- i13vs −13 or worse
+
~
+
- i13vs −13 or worse
- (Rage)

- i14vs −14 or worse
+
- i14vs −14 or worse
- (Rage)
+
,
+
- i15vs −15 or worse
+
,
- i15vs −15 or worse
,
+
- i17vs −17 or worse
+
- i18vs −18 or worse
+
~
+
- i22vs −22 or worse
+
While Rising Punishers
- i10vs −10 or worse
- FC
+
- i11vs −11 or worse

,
- i13vs −13 or worse
- (Rage)

- i15vs −15 or worse
,
+
- i18vs −18 or worse
- FC
+
- i22vs −22 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
Spinning Elbow Drop
Armlock Throw
Gut Wrencher
Brain Pulverizer
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.
- DCK
- Ducking
- EXT DCK
- Extended Ducking
- FLK
- Flicker
- PAB
- Peekaboo
- SWY
- Sway
- BT
- Back Turned
Tekken 7 archive. Source pages are kept separate from Tekken 8 and may cover different Tekken 7 updates.
Move List
165 moves
- Rage Art(Rage)

Damage: 55-82 · h
- Startup
- i13
- On block
- -3
- On hit
- +0d
Alternate input R.FC.1+2
- (Rage) d/f+3+4(Rage)
+
Alternate input:; R.FLK.df+3+4; R.PAB.df+3+4; Keep stance with DF_F_UF; Auto block
- Rage Drive 1(Rage)
+
,
Damage: 10,10,10,10,19 · m,m,m,m,m
- Startup
- ,i11~12
- On block
- +1
- On hit
- +24a (-12)
Total startup i35; Wall hit on block +7g (5 damage)
- Rage Drive 2(Rage)
+
Damage: 5,20 · m,m
- Startup
- i14
- On block
- +7
- On hit
- +30a (+20)
Alternate input R.df+2~2+3; Transition to +15g +38a (+28) DCK with f+3
- Jab

Damage: 7 · h
- Startup
- i10
- On block
- +1
- On hit
- +8
- Double Jab
,
Damage: 7,7 · h,h
- Startup
- i10,i15
- On block
- -3
- On hit
- +3
Jail from 1st block with 3f delay; Combo from 1st hit with 4f delay; Move can be delayed 4f; Transition to -2 +4 r21 DCK with f+3; Transition to -6 +0 r25 LWV with 3; Transition to -6 +0 r25 RWV with 4; Transition to -6 +0 r25 SWY with b+3
- Lightning Combo
,
,
Damage: 7,7,15 · h,h,h
- Startup
- i10,i15,i13~14
- On block
- -7
- On hit
- +4
Jail from 2nd attack with 4f delay; Move can be delayed 3f; Input can be delayed 4f; Transition to -3 +8 r21 DCK with f+3; Transition to -5 +6 r23 LWV with 3; Transition to -5 +6 r23 RWV with 4; Transition to -5 +6 r23 SWY with b+3; Transitions can be delayed 5f
- Body Blow
,
,
+
Damage: 7,7,15 · h,h,m
- Startup
- i10,i15,i25
- On block
- -6
- On hit
- +0
- Counter hit
- +5
Move can be delayed 3f; Input can be delayed 4f; Transition to +0 +6 +11 r19 FLK with B
- Body Blow
,
+
Damage: 7,15 · h,m
- Startup
- i10,i25
- On block
- -6
- On hit
- +0
- Counter hit
- +5
Move can be delayed 3f; Input can be delayed 4f; Transition to +0 +6 +11 r19 FLK with B
- One Two
,
Damage: 7,10 · h,h
- Startup
- i10,i10
- On block
- -2
- On hit
- +6
Jail from 1st attack; Transition to -2 +6 r21 DCK with f+3; Transition to -4 +4 r23 LWV with 3; Transition to -4 +4 r23 RWV with 4; Transition to -4 +4 r23 SWY with b+3; Transitions can be delayed 5f
- One Two Three
,
,
Damage: 7,10,15 · h,h,h
- Startup
- i10,i10,i14
- On block
- -3
- On hit
- +3
Jail from 1st attack; Combo from 1st CH; Combo from 2nd CH; Transition to -1 +5 r20 FLK with B; Transition to -2 +4 r21 PAB with F; Transition to -2 +4 r21 DCK with f+3; Transition to -6 +0 r25 LWV with 3; Transition to -6 +0 r25 RWV with 4; Transition to -6 +0 r25 SWY with b+3; Transition inputs can be delayed 2f
- British Edge Combo
,
,
,
Damage: 7,10,15,15 · h,h,h,m
- Startup
- i10,i10,i14,i18~19
- On block
- -10
- On hit
- +16a (+7)
Balcony break; Combo from 3rd CH; Input can be delayed 2f; Transition to -4 r22 DCK with f+3; Transition to -6 r24 LWV with 3; Transition to -6 r24 RWV with 4; Transition to -6 r24 SWY with b+3; Transitions can be delayed 2f; Transition inputs can be delayed 3f
- British Edge Combo 2
,
,
,
+
Damage: 7,10,15,19 · h,h,h,L
- Startup
- i10,i10,i14,i26~27
- On block
- -12
- On hit
- +1c
- Counter hit
- +14a
Input can be delayed 3f; Transition to r30 FC with D
- Right Straight

Damage: 12 · h
- Startup
- i12
- On block
- -1
- On hit
- +5
- Straight Hook
,
Damage: 12,14 · h,h
- Startup
- i12,i19
- On block
- -5
- On hit
- +6g
- Counter hit
- +6
Jail from 1st attack; Transition to +2 +13g +13 r17 PAB with F; Transition to +3 +14g +14 r16 FLK with B; Transition inputs can be delayed 2f
- Vanguard Rush
,
,
Damage: 12,14,22 · h,h,m
- Startup
- i12,i19,i25
- On block
- -11
- On hit
- +13a (+4)
Balcony break; Combo from 2nd CH with 5f delay; Input can be delayed 11f; Move can be delayed 10f; Interrupt with i6 from 2nd block
- Ducking Body Blow
+
Damage: 11 · m
- Startup
- i21~22
- On block
- -6
- On hit
- +5
No crouching state
- Ducking Body Blow to Left Hook
+
,
Damage: 11,12 · m,h
- Startup
- i21~22,i15
- On block
- -5
- On hit
- -1
Combo from 1st hit with 6f delay; Move can be delayed 15f; Transition to +0 +4 r16 PAB with F; Transition to +1 +5 r15 FLK with B
- Ducking Psyche-out Body
+
,
~
Damage: 11,20 · m,m
- Startup
- i21~22,i31
- On block
- -10
- On hit
- +36d (+28)
- f+1+2
+
Damage: 10,12 · m,h
- Startup
- i15~16 i23~25
- On block
- -14
- On hit
- -3
Jail from 1st attack
- Shotgun Combination
+
,
Damage: 10,12,20 · m,h,m
- Startup
- i15~16 i23~25,i18~19
- On block
- -13
- On hit
- +3a
Balcony break; Combo from 1st hit
- Left Uppercut
+
Damage: 12 · m
- Startup
- i13~14
- On block
- -2
- On hit
- +5
Transition to -5 +2 r22 DCK with f+3; Transition to -7 +0 r24 LWV with 3; Transition to -7 +0 r24 RWV with 4; Transition to -7 +0 r24 SWY with b+3
- Uppercut Cross Combo
+
,
Damage: 12,13 · m,h
- Startup
- i13~14,i19
- On block
- -6
- On hit
- +3
- Counter hit
- +5
Combo from 1st hit; Cancel to -14 -7 r32 DCK with f+3; Cancel to -16 -9 r34 LWV with 3; Cancel to -16 -9 r34 RWV with 4; Cancel to -16 -9 r34 SWY with b+3; Starts on frame 14, causing first hit to only have 1 active frame
- Uppercut Psyche-out Hook
+
,
~
Damage: 12,20 · m,h
- Startup
- i13~14,i30~31
- On block
- -2
- On hit
- +2
- Counter hit
- +61a
Transition to +0 +4 r15 FLK with B
- Uppercut Psyche-out Body
+
,
~
Damage: 12,20 · m,m
- Startup
- i13~14,i37
- On block
- -10
- On hit
- +36d (+28)
- Uppercut Psyche-out Left Right Combo
+
,
~
+
Damage: 12,8,12 · m,h,h
- Startup
- i13~14,i34 i44
- On block
- -3
- On hit
- +0
- Counter hit
- +3
Jail from 2nd attack; CH frames are for 3rd hit; Transition to -2 +1 +4 r21 DCK with f+3; Transition to -4 -1 +2 r23 LWV with 3; Transition to -4 -1 +2 r23 RWV with 4; Transition to -4 -1 +2 r23 SWY with b+3
- Crescent Hook
+
Damage: 18 · m
- Startup
- i16~17
- On block
- -11
- On hit
- +6
- Counter hit
- +34d (+26)
Transition to -2 +15g +43d (+35) r21 DCK with f+3; Transition to -7 +10 r26 LWV with 3; Transition to -7 +10 r26 RWV with 4; Transition to -7 +10 r26 SWY with b+3; Fastest df+2,f+3~db is 41 total; Fastest df+2,f+3~db,b is 42 total
- Sonic Fang
+
Damage: 14,21 · m,m
- Startup
- i14 i24~25
- On block
- -12
- On hit
- +18a (+11)
1st hit -23 on block
- Knee Blaster
+
Damage: 12 · l
- Startup
- i16
- On block
- -13
- On hit
- -2
- d+2
+
Damage: 11 · l
- Startup
- i17
- On block
- -18
- On hit
- -5
- d+2,1
+
,
Damage: 11,8 · l,m
- Startup
- i17,i14~15
- On block
- -11
- On hit
- -5
- Counter hit
- +0
Combo from 1st CH with 13f delay; Move can be delayed 13f; Transition to -4 +2 +7 r22 DCK with f+3; Transition to -6 +0 +5 r24 LWV with 3; Transition to -6 +0 +5 r24 RWV with 4; Transition to -6 +0 +5 r24 SWY with b+3; Often written D+2,1
- Wildman Combo 1
+
,
,
Damage: 11,8,17 · l,m,h
- Startup
- i17,i14~15,i24~25
- On block
- -2
- On hit
- +27a (+18)
- Counter hit
- +56a
Combo from 2nd CH with 5f delay; Input can be delayed 12f; Move can be delayed 11f; Interrupt from 2nd block with i6
- d+2,n+1
+
,
+
Damage: 15 · m
- Startup
- i29~30
- On block
- -4
- On hit
- +7
Transition to -4 +7 r22 DCK with f+3; Transition to -6 +5 r24 LWV with 3; Transition to -6 +5 r24 RWV with 4; Transition to -6 +5 r24 SWY with b+3; Often written d+2~n+1
- Scorpion's Claw
+
,
+
,
Damage: 15,20 · m,m
- Startup
- i29~30,i13~14
- On block
- -13
- On hit
- +3c
- Counter hit
- +17a
Jail from 1st block with 5f delay; Combo from 1st hit with 10f delay; Move can be delayed 10f
- Wildman Combo 2
+
,
+
,
+
Damage: 15,17 · m,h
- Startup
- i29~30,i24~25
- On block
- -2
- On hit
- +27a (+18)
- Counter hit
- +56a
Floor break; Combo from 1st CH with 5f delay; Input can be delayed 12f; Move can be delayed 11f; Interrupt from 1st block with i6
- Crouch Jab
+
Damage: 5 · s
- Startup
- i10
- On block
- -5
- On hit
- +6
Transition to r24 with F
- Knee Clipper
+
Damage: 21 · L
- Startup
- i26~27
- On block
- -12
- On hit
- +1c
- Counter hit
- +14a
Alternate input hFC.db+2; Transition to r30 FC with D
- d/b+3
+
Damage: 10 · L
- Startup
- i16
- On block
- -15
- On hit
- +1
- Foot Stomp Right Hook
+
,
Damage: 10,16 · L,h
- Startup
- i16,i15~16
- On block
- -7
- On hit
- +21a
Balcony break; Jail from 1st attack
- Stun Gun
+
Damage: 21 · m
- Startup
- i36~37
- On block
- -18
- On hit
- +24
- Quick Hook
+
Damage: 17 · h
- Startup
- i13~14
- On block
- -14
- On hit
- +2
- Counter hit
- +61a
Recovery 5f faster on hit or CH; Transition to -1 +10 +69a r16 FLK with B; Hitstop 5f on CH; Fastest b+1,B~db is 33 total; Fastest b+1,B~db,b is 34 total
- Quick Hook & Straight
+
,
Damage: 17,9 · h,h
- Startup
- i13~14,i18~19
- On block
- -5
- On hit
- +19g
Screw; Combo from 1st hit with 8f delay; Move can be delayed 8f; Transition to r23 PAB with F
- Frigate
+
,
+
Damage: 17,10 · h,L
- Startup
- i13~14,i27~28
- On block
- -11
- On hit
- +0
Combo from 1st hit without delay; Move can be delayed 9f; Transition to -9 +2 r27 PAB with F; Starts on frame 14 without delay, causing first hit to only have 1 active frame
- Frigate Combo
+
,
+
,
Damage: 17,10,20 · h,L,m
- Startup
- i13~14,i27~28,i25~27
- On block
- -9
- On hit
- +35a (+20)
Combo from 2nd CH
- Body Bomb
+
Damage: 15 · m
- Startup
- i17~18
- On block
- -14
- On hit
- +32a
- Hook
+
Damage: 17 · h
- Startup
- i15~16
- On block
- -12
- On hit
- +9g
- Jumping Knuckle
+
Damage: 12 · m
- Startup
- i18
- On block
- -12
- On hit
- -1
Spike; Alternate input ub+1 (jumps back)
- Over the Top
+
Damage: 18 · m
- Startup
- i19~21
- On block
- -6
- On hit
- +5
Spike; Alternate input PKB.u+1
- Burst Hammer
+
Damage: 20 · m
- Startup
- i22~25
- On block
- -14
- On hit
- +42a
Spike; Alternate input u+2 (jumps up)
- Jump-in Foot Stomp
+
Damage: 20 · L
- Startup
- i36~37
- On block
- -12
- On hit
- +9
Spike; Alternate input u+3 (jumps up)
- Jump-in Foot Stomp Right Hook
+
,
Damage: 20,16 · L,h
- Startup
- i36~37,i15~16
- On block
- -7
- On hit
- +21a
Alternate input u+3,2; Jail from 1st attack
- Jumping Duck Kick
+
Damage: 20 · m
- Startup
- i23~24
- On block
- -14
- On hit
- +31a (+21)
Alternate input u+4 (jumps up)
- Rocket Launcher


+
Damage: 21 · m
- Startup
- i16
- On block
- -10
- On hit
- +16a (+7)
Balcony break; Transition to -3 r22 FLK with B; Transition input can be delayed 5f; Fastest d,df,f+1,B~db is 38 total; Fastest d,df,f+1,B~db,b is 39 total
- Low Cross Blaster


+
Damage: 18 · L
- Startup
- i19
- On block
- -18
- On hit
- +2c
Transition to r36 PAB with F
- Hellfire


,
+
Damage: 70 · m!
- Startup
- i66~69
- On hit
- +12a (+1)
- Beat Down
,
+
Damage: 24 · m
- Startup
- i14~17
- On block
- -13c
- On hit
- +11a
Floor break; Can't be buffered
- Eraser
,
,
+
Damage: 30 · m
- Startup
- i20~24
- On block
- +9g
- On hit
- +10a
Floor break; Can't be buffered; Alternate input wr2
- Crouch JabhFC 1
Damage: 5 · m
- Startup
- i10
- On block
- -5
- On hit
- +6
Transition to r24 with F
- Crouch StraighthFC 2
Damage: 8 · s
- Startup
- i11
- On block
- -4
- On hit
- +7
- Patella Smash to PeekabooFC
+
Damage: 12 · L
- Startup
- i15~16
- On block
- -12
- On hit
- +2
- Finishing BlowFC
+
Damage: 20 · m
- Startup
- i18~19
- On block
- -15
- On hit
- +34a (+24)
Can evade many highs; No crouching state
- ws 1


Damage: 12 · m
- Startup
- i11~12
- On block
- -3
- On hit
- +3
- Counter hit
- +8
- Eagle Jab

,
Damage: 12,7 · m,h
- Startup
- i11~12,i15
- On block
- -3
- On hit
- +3
Combo from 1st hit with 0f delay; Combo from 1st CH with 11f delay; Move can be delayed 11f; Transition to -2 +4 r21 DCK with f+3; Transition to -6 +0 r25 LWV with 3; Transition to -6 +0 r25 RWV with 4; Transition to -6 +0 r25 SWY with b+3
- Wildman

,
Damage: 12,20 · m,m
- Startup
- i11~12,i13~14
- On block
- -13
- On hit
- +3c
- Counter hit
- +23d
Floor break; Combo from 1st hit with 2f delay; Combo from 1st CH with 12f delay; Input can be delayed 12f; Move can be delayed 11f
- Right Uppercut


Damage: 17 · m
- Startup
- i14~16
- On block
- -7
- On hit
- +4a
- Counter hit
- +34a (+24)
Transition to r22 DCK with f+3; Transition to r24 LWV with 3; Transition to r24 RWV with 4; Transition to r24 SWY with b+3
- Sliding Low Punch(Long run).1
Damage: 23 · L
- Startup
- i16
- On block
- -12
- On hit
- +17a
- CheapshotOTG d+1+2
Damage: 16 · L
- Startup
- i17
- On block
- -11
- On hit
- +2
- Taunt

- Wall Jump Attack(Back to wall).b,b,U/B
Damage: 21 · m
- Startup
- i39~41
- On block
- +4c
- On hit
- +22a
Can't be buffered; UB is held for 5 frames; Frame counts are from first frame of UB
- Left Weave

No crouching state; Lapses to standing after frame 35
- Left Weave to DuckingLWV
+
Entire input can be held in advance; Can't be done until frame 16 of LWV
- Left Weave to Right WeaveLWV
+
Entire input can be held in advance; Can't be done until frame 30 of LWV; Input LWV.u+3 on P2
- Left Weave to SwayingLWV
+
Entire input can be held in advance; Can't be done until frame 16 of LWV
- Left BodyLWV

Damage: 14 · m
- Startup
- i15
- On block
- -10
- On hit
- +1
Transition to -3 +8 r22 FLK with B; Transition input can be delayed 4f
- Double StingerLWV
,
Damage: 14,22 · m,m
- Startup
- i15,i24~26
- On block
- -13
- On hit
- +28a (+19)
- Counter hit
- +43a (+35)
Balcony break; Combo from 1st hit with 6f delay; Move can be delayed 10f
- LWV 1,f+1LWV
,
+
Damage: 14,9 · m,m
- Startup
- i15,i17
- On block
- -3
- On hit
- +3
Jail from 1st block with 2f delay; Combo from 1st hit with 10f delay; Move can be delayed 10f
- Centurion RushLWV
,
+
,
Damage: 14,9,8 · m,m,h
- Startup
- i15,i17,i16
- On block
- +3
- On hit
- +7
- Counter hit
- +68a
Combo from 2nd hit; Transition to +4 +8 r17 FLK with B
- Right Shoulder RushLWV

Damage: 13 · m
- Startup
- i14~16
- On block
- -5
- On hit
- +4
Transiton to -1 +8 r20 PAB with F; Transition input can be delayed 9f
- Billy ClubLWV
,
Damage: 13,21 · m,m
- Startup
- i14~16,i19
- On block
- -8
- On hit
- +4c
- Counter hit
- +7a
Combo from 1st CH with 9f delay; Input can be delayed 14f; Move can be delayed 11f
- Right Weave

No crouching state; Lapses to standing on frame 35
- Left Weave to DuckingRWV
+
Entire input can be held in advance; Can't be done until frame 16 of RWV
- Right Weave to Left WeaveRWV
+
Entire input can be held in advance; Can't be done until frame 30 of RWV; Input RWV.d+3 on P2
- Right Weave to SwayingRWV
+
Entire input can be held in advance; Can't be done until frame 16 of RWV
- Left Shoulder RushRWV

Damage: 13 · m
- Startup
- i14~16
- On block
- -5
- On hit
- +4
Transition to -1 +8 r20 PAB with F
- Left Shoulder Rush to UppercutRWV
,
Damage: 13,15 · m,m
- Startup
- i14~16,i18~20
- On block
- -13
- On hit
- +32a (+22)
Combo from 1st CH with 10f delay; Input can be delayed 14f; Move can be delayed 11f
- Gut DrillRWV

Damage: 22 · m
- Startup
- i15~16
- On block
- -13
- On hit
- +10a (+1)
Wall break
- Ducking
+
Alternate input f+4 or hFC.df+3_4; Lapses to standing after 35 frames
- Ducking to CrouchDCK

Can't be done until frame 16 of DCK; Slower than attacks by 2 frames from most DCK transitions; Can be done from frame 26 of EXTDCK
- Ducking to WeaveDCK
+
Entire input can be held in advance; Can't be done until frame 16 of DCK; Attacks afterwards are 2 frames slower; Recovers to RWV with u+3 on P2; Recovers to LWV with d+3 on P2; Can be done from frame 16 of EXTDCK; Recovery r18 when from EXTDCK
- Ducking to SwayDCK
+
Entire input can be held in advance; Can't be done until frame 21 of DCK; Can be done from frame 26 of EXTDCK
- Fox HuntDCK

Damage: 17 · m
- Startup
- i19~20
- On block
- -7
- On hit
- +58a (+27)
- Counter hit
- +34a (+24)
- SkyscraperDCK

Damage: 15 · m
- Startup
- i19~21
- On block
- -14
- On hit
- +35a (+25)
No crouching state; Can evade some highs
- DCK 1+2DCK

Damage: 5 · m
- Startup
- i16
- On block
- -6
- On hit
- +0
Alternate input EXTDCK.1+2
- DCK 1+2,1DCK
,
Damage: 5,3 · m,m
- Startup
- i16,i7
- On hit
- +2
Jail from 1st hit; Combo from 1st hit in juggle +22a (+15); 1st hit -16 on block
- DCK 1+2,1,2DCK
,
,
Damage: 5,3,3 · m,m,m
- Startup
- i16,i7,i5
- On hit
- -3
Jail from 1st hit
- DCK 1+2,1,2,1DCK
,
,
,
Damage: 5,3,3,3 · m,m,m,m
- Startup
- i16,i7,i5,i5
- On hit
- +2
Jail from 1st hit
- DCK 1+2,1,2,1,2DCK
,
,
,
,
Damage: 5,3,3,3,3 · m,m,m,m,m
- Startup
- i16,i7,i5,i5,i5
- On hit
- -3
Jail from 1st hit
- DCK 1+2,1,2,1,2,1DCK
,
,
,
,
,
Damage: 5,3,3,3,3,3 · m,m,m,m,m,m
- Startup
- i16,i7,i5,i5,i5,i5
- On hit
- +2
Jail from 1st hit
- DCK 1+2,1,2,1,2,1,2DCK
,
,
,
,
,
,
Damage: 5,3,3,3,3,3,3 · m,m,m,m,m,m,m
- Startup
- i16,i7,i5,i5,i5,i5,i4
- On hit
- -3
Jail from 1st hit
- DCK 1+2,1,2,1,2,1,2,1DCK
,
,
,
,
,
,
,
Damage: 5,3,3,3,3,3,3,3 · m,m,m,m,m,m,m,m
- Startup
- i16,i7,i5,i5,i5,i5,i4,i5
- On hit
- +2
Jail from 1st hit
- DCK 1+2,1,2,1,2,1,2,1,2DCK
,
,
,
,
,
,
,
,
Damage: 5,3,3,3,3,3,3,3,3 · m,m,m,m,m,m,m,m,m
- Startup
- i16,i7,i5,i5,i5,i5,i4,i5,i7
- On hit
- -4
Jail from 1st hit
- Gatling GunDCK
,
,
,
,
,
,
,
,
,
Damage: 5,3,3,3,3,3,3,3,3,12 · m,m,m,m,m,m,m,m,m,m
- Startup
- i16,i7,i5,i5,i5,i5,i4,i5,i7,i9
- On block
- -12
- On hit
- +33a (+23)
Jail from 1st hit
- PunisherDCK
+
Damage: 21 · m
- Startup
- i15~16
- On block
- -7
- On hit
- +9a
- Counter hit
- +49a
Screw; Transition to +3 r20 DCK with f+3; Transition to +1 r22 LWV with 3; Transition to +1 r22 RWV with 4; Transition to +1 r22 SWY with b+3; Transitions can be delayed 6 frames; Fastest DCK.f+2,f+3~db is 38 total; Fastest DCK.f+2,f+3~db,b is 39 total
- Extended DuckDCK
+
Entire input can be held in advance; Can't be done until frame 26 of DCK; From standing, F+3* takes 31 frames
- Power Fox HuntEXTDCK 1
Damage: 21 · m
- Startup
- i19~20
- On block
- -7
- On hit
- +44d (+36)
- Counter hit
- +41a (+31)
Recovery r20 on hit or CH
- Power SkyscraperEXTDCK 2
Damage: 21 · M
- Startup
- i19~21
- On block
- -14
- On hit
- +61a (+51)
- Power PunisherEXTDCK f+2
Damage: 28 · h
- Startup
- i15~16
- On block
- +5
- On hit
- +49a
Screw; Transition to +15 r20 DCK with f+3; Transition to +13 r22 LWV with 3; Transition to +13 r22 RWV with 4; Transition to +13 r22 SWY with b+3; Transitions can be delayed 6 frames; Fastest EXTDCK.f+2,f+3~db is +12
- Swaying
+
Alternate input:; b+4; FC.db+3_4; Cost 10f; Transition to LWV with 3_4*+u; Transition to RWV with 3_4*+d; Transition to DCK with 3_4*+f
- Billy ClubSWY

Damage: 26 · m
- Startup
- i16~17
- On block
- -1c
- On hit
- +6c
- Counter hit
- +9d
- Snake CharmerSWY

Damage: 30 · m
- Startup
- i17~18
- On block
- -18
- On hit
- +36a
- Quick Spin

Alternate input BT.3+4; Transition to PAB with F
- Cyclone PunchALB

Damage: 22 · m
- Startup
- i23~24
- On block
- -8
- On hit
- +16a (+7)
Balcony break
- Cyclone Knee ClipALB
+
Damage: 17 · L
- Startup
- i34
- On block
- -12
- On hit
- +1c
- Counter hit
- +14d
- Cyclone LeftALB

Transition to PAB with F
- Cyclone RightALB

Transition to PAB with F
- Double Cyclone PunchCyclone.1
Damage: 34 · m
- Startup
- i48~49
- On block
- -8
- On hit
- +16a (+7)
Balcony break
- Double Cyclone Knee PunchCyclone.d+1
Damage: 30 · L
- Startup
- i59~60
- On block
- -12
- On hit
- +14d
- Peekaboo
+
Auto block; Can't block during first 20f; Transition to any stance excluding FLK
- AdvancePAB

- Peekaboo to CrouchPAB

Total 21f from input f3+4,db
- PAB 1PAB

Damage: 10 · h
- Startup
- i12~13
- On block
- -2
- On hit
- +9
- PAB 1,2PAB
,
Damage: 10,14 · h,h
- Startup
- i12~13,i15~16
- On block
- +0
- On hit
- +8
Combo from 1st hit
- Albion Combination to PABPAB
,
,
Damage: 10,14,21 · h,h,m
- Startup
- i12~13,i15~16,i18~20
- On block
- -13
- On hit
- +8c
- Counter hit
- +44a
Floor break; Combo from 2nd CH with 9f delay; Input can be delayed 10f
- Spite HookPAB

Damage: 19 · h
- Startup
- i14
- On block
- -3
- On hit
- +2
- Counter hit
- +58a
Homing; Alternate input PAB.ub+2; Parries punches; Deals 25 damage + 50% of enemy attack, +0d
- Gazelle Upper to PABPAB
+
Damage: 18 · m
- Startup
- i18~19
- On block
- -13
- On hit
- +31a (+16)
- Straight Punch CombinationPAB
+
,
Damage: 18,25 · m,m
- Startup
- i18~19,i34~35
- On block
- +1
- On hit
- +10a (+3)
- Nimrod CombinationPAB
+
Damage: 12,23 · h,h
- Startup
- i12
- On block
- -5
- On hit
- +24a (+15)
Balcony break; Combo from 1st hit
- PAB d/f+1PAB
+
Damage: 12 · m
- Startup
- i15~16
- On block
- -9
- On hit
- +2
- PAB d/f+1,1PAB
+
,
Damage: 12,14 · m,m
- Startup
- i15~16,i19~20
- On block
- -10
- On hit
- +1
Combo from 1st hit with 11f delay; Input can be delayed 15f
- PAB d/f+1,1,2PAB
+
,
,
Damage: 12,14,12 · m,m,m
- Startup
- i15~16,i19~20,i22
- On block
- -11
- On hit
- -3
Combo from 2nd CH with 8f delay; Input can be delayed 12f
- Argos RushPAB
+
,
,
,
Damage: 12,14,12,20 · m,m,m,m
- Startup
- i15~16,i19~20,i22,i16
- On block
- -13
- On hit
- +17d
Combo from 3rd hit
- Cross CutPAB
+
,
Damage: 12,20 · m,h
- Startup
- i15~16,i18~19
- On block
- -6
- On hit
- +10g
Screw; Combo from 1st hit with 12f delay; Input can be delayed 15f; Wall crush on hit +18g
- Cutting Elbow to PABPKB d/f+2
Damage: 16 · m
- Startup
- i16
- On block
- -10
- On hit
- +31a (+21)
- Patella SmashPAB
+
Damage: 11 · L
- Startup
- i15
- On block
- -12
- On hit
- +2
- Knuckle PlowPAB
+
Damage: 25 · L
- Startup
- i28
- On block
- -12
- On hit
- +7
- Counter hit
- +32a
- PAB b+1PAB
+
Damage: 15 · m
- Startup
- i17~18
- On block
- -19
- On hit
- -6
- PAB b+1,1PAB
+
,
Damage: 15,10 · m,h
- Startup
- i17~18,i18~19
- On block
- -7
- On hit
- -1
Combo from 1st hit with 12f delay; Input can be delayed 13f
- PAB b+1,1,2PAB
+
,
,
Damage: 15,10,12 · m,h,m
- Startup
- i17~18,i18~19,i18~20
- On block
- -11
- On hit
- -5
Combo from 2nd CH with 7f delay; Input can be delayed 12f
- Lancaster CombinationPAB
+
,
,
,
Damage: 15,10,12,21 · m,h,m,m
- Startup
- i17~18,i18~19,i18~20,i21
- On block
- -10
- On hit
- +16a (+7)
Combo from 3rd CH; Transition to -3 +24a (+14) FLK with B
- Swaying HookPAB
+
Damage: 25 · m
- Startup
- i28~29
- On block
- -13
- On hit
- +11a (+2)
Wall break
- Dreadnought UppercutPAB
+
Damage: 23 · m
- Startup
- i17~19
- On block
- -15
- On hit
- +34a (+24)
Alternate input PAB.uf+2
- Flicker Stance
+
FLK after 5f; Auto block; Can't block during first 15f; Transition to any stance excluding ALB and FLK
- Flicker Stance to CancelFLK

Total 16f from b+3+4
- FLK 1FLK

Damage: 14 · h
- Startup
- i12
- On block
- -4
- On hit
- +7
Transition to -1 +10 FLK with B; Transition to +16 +27g +27 ALB with b,3+4
- FLK 1,1FLK
,
Damage: 14,8 · h,h
- Startup
- i12
- On block
- -9
- On hit
- +0
Combo from 1st CH; Transition to -4 +5 FLK with B; Transition to +9 +18 ALB with b,3+4
- FLK 1,1,1FLK
,
,
Damage: 14,8,8 · h,h,h
- Startup
- i12
- On block
- -9
- On hit
- +0
Combo from 2nd CH; Transition to -4 +5 FLK with B; Transition to +13 +21 ALB with b,3+4
- Spitfire ComboFLK
,
,
,
Damage: 14,8,8,22 · h,h,h,m
- Startup
- i12
- On block
- -7c
- On hit
- +5d
Combo from 3rd hit; Alternate input:; FLK.1,2; FLK.1,1,2
- Tempest ComboFLK
,
+
Damage: 14,17 · h,m
- Startup
- i12
- On block
- -5
- On hit
- +0c
- Counter hit
- +10d
Input can be delayed 14f; Alternate input FLK.1,1,f+1; Input can be delayed 11f; Combo can be delayed 14f from 1st CH; Combo from 1st or 2nd CH; +9c on crouching opponent hit
- Power Hook ComboFLK
,
+
Damage: 14,23 · h,h
- Startup
- i12
- On block
- +0
- On hit
- +18g
- Counter hit
- +70a (+50)
Screw; Input can be delayed 14f; Alternate input:; FLK.1,u+1; FLK.1,1,d_u+1; Input can be delayed 11f; Combo from 1st or 2nd CH; Combo can be delayed 14f from 1st CH
- Fly SwatterFLK

Damage: 21 · m
- Startup
- i18~19
- On block
- -5c
- On hit
- +8d
- Counter hit
- +42a
Floor break
- British LancerFLK
+
Damage: 21 · h
- Startup
- i14~15
- On block
- -9
- On hit
- +35d (+27)
Balcony break
- Gut Wrencher

Damage: 35 · t
- Startup
- i12~14
- On block
- -6
- On hit
- +0d
Throw break 1 or 2
- Gut Wrencher
+
Damage: 35 · t
- Startup
- i15~17
- On block
- -6
- On hit
- +0d
Homing; Same throw as 1+3
- Brain Pulverizer

Damage: 35 · t
- Startup
- i12~14
- On block
- -3
- On hit
- +0d
Floor break; Throw break 1 or 2
- Brain Pulverizer
+
Damage: 35 · t
- Startup
- i15~17
- On block
- -3
- On hit
- +0d
Homing; Same throw as 2+4
- Choker SlamLeft throw
Damage: 40 · t
- On block
- -3
- On hit
- +0d
Floor break; Throw break 1
- Throw DownRight throw
Damage: 40 · t
- On block
- -3
- On hit
- +0d
Throw break 2
- Schoolyard BullyBack throw
Damage: 55 · t
- On hit
- +23d
+1 damage on wall hit
- Armlock Throw
,
+
Damage: 40 · t
- Startup
- i12~13
- On block
- +0
- On hit
- +0d
Throw break 1+2
- Spinning Elbow Drop


+
Damage: 40 · t
- Startup
- i12~14
- On block
- -2
- On hit
- +0d
Throw break 2
- Position ChangeSWY

Damage: 0 · t
- Startup
- i10~15
- On block
- -2
- On hit
- +1F
Throw break 1+2; 14f break window; Push enemy in any direction with d or b or u; +3 damage and +11 on wall hit
- Ten CountPAB

Damage: 45 · t
- Startup
- i11
- On block
- +0
- On hit
- +0d
Throw break 1+2
- Griffin ThrowFLK

Damage: 40 · t
- Startup
- i12~14
- On block
- -6
- On hit
- +0d
Throw break 1+2
- Parry
+
Alternate input FLK.b+1+2; Parries punches
- P.1P.1
Damage: 30 · m
- Startup
- i14~16
- On block
- -12
- On hit
- +24a (+18)
- Counter hit
- +26a (+16)
Bryan can evade when input b.