Clive |
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Movelist & frame data (Tekken 8) |
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Heat
Input
2+3
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.2+3
- js23~117
- fs118~120
- Transition to attack throw on 1st hit
- 45 damage Balcony Break on 1st whiff
- Recover 27-45 recoverable health on hit:
- Regain 18?-19? additional recoverable health on hit
- Recover 19 recoverable health on 1st whiff and 2nd hit:
- Regain 12? additional recoverable health on 1st whiff and 2nd hit
- 10 Chip Damage on block
H.PHX.2+3
- Increases ZAN gauge by 1.16 on hit
- Increases ZAN gauge by 0.66 on block
- Transition to throw on hit
- Opponent recovers in FDFA state
- Only deals recoverable damage
- 9 Chip Damage on block
f+2,2,H.1
- Combo from 1st hit
- Consumes heat
- 7 Chip damage on block
f+2,2,H.1*
- Consumes heat
df+1,H.1
- Combo from 1st hit
- Consumes heat
- Enter PHX -1 +14 with F or 4 on hit or block
- 9 Chip damage on block
df+1,H.1,1
- Combo from 3rd CH
- 14 Chip Damage on block
df+1,H.1,2
- 7 Chip Damage on block
df+1,H.1,2,1
- Combo from 5th hit
- 9 Chip Damage on block
H.u+1+2
- Consumes heat
- Enter PHX -1 +14 with F or 4 on hit or block
- 13 Chip damage on block
H.u+1+2,1
- 14 Chip Damage on block
- Same move as (df+1,H.1),1?
H.u+1+2,2
- 7 Chip Damage on block
- Same move as (df+1,H.1),2?
H.u+1+2,2,1
- Combo from 3rd hit
- 9 Chip Damage on block
- Same move as (df+1,H.1,2),1?
PHX.2,H.1+2
- Combo from 1st hit
- 9 Chip Damage on block
1+2
- On hit regain 5 additional recoverable health
- Tracking Notes:
- Opponent can sidewalk to the left at -4
- Opponent can sidestep to the right at -4
- Opponent can sidestep to the left at -2
f+2,2,2
- Combo from 1st CH
- Combo from 2nd hit
- Interrupt with i8 from 2nd block
- Input can be delayed by 8F
- Move cannot be delayed
f+1+2
- 5 Chip Damage on block
- 7 Chip Damage on block in heat
SS.2,1
- Input 1 during the 1st hit animation on frames 16~18 to add +3 damage
- Combo from 1st hit with 11f delay
- Input can be delayed 11f
- Move can be delayed 10f
PHX.1+2
- 6 Chip Damage on block
- 12 Chip Damage on block in heat
- On hit regain 3 additional recoverable health
n
Input
1,1
- Jail from 1st attack
- Combo from 1st hit
- Enter PHX -3 +6 r23 with F or 4 on hit or block
1,2
- Combo from 1st hit with 2f delay
- Increases ZAN gauge by 0.30 on hit
- Increases ZAN gauge by 0.14 on block
- Only deals recoverable damage
- +11d on BT hit
1,f+2
- Combo from 1st CH
- Input can be delayed 2f
- 6 Chip damage on block
- 9 Chip damage on block in heat
- +20a (+11) on BT hit
2,1
- Jail from 1st attack
- Combo from 1st hit
- Input 1 during the 1st hit animation on frames 10~12 to add +3 damage
2,2
- Combo from 1st hit
- Enter PHX -1 +6 r25 with F or 4 on hit or block
2,2,1
- Combo from 1st CH
- Combo from 2nd CH with 10f? delay
- Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
2,2,2
- Power up in Heat (24 damage)
- Input can be delayed 6f?
- Transition to PHX on hit only
- Cancel PHX transition with B
2,2,1+2
- ,js41~54
- fs55~57
- Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
- Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
- Increases ZAN gauge by 0.40 on hit if only the final hit connects
- Increases ZAN gauge by 0.14 on block if only the final hit connects
- Only deals recoverable damage
- -4d on BT hit
3,2
- Combo from 1st CH
- Jail from 2nd block
- 3rd hit never combos on standing hit
- 3rd hit available only on hit or block
- Interrupt with i4 from 1st block
- +23a (+13) on BT hit
- Power up in Heat
3,3
- Input can be delayed 1f
4,2
- Combo from 1st hit
- Input can be delayed 3f
4,4
- Combo from 1st hit
- Input can be delayed 3f
- Enter PHX +6 +14 r21 with F or 4 on hit or block
1+2
- On hit regain 5 additional recoverable health
- Tracking Notes:
- Opponent can sidewalk to the left at -4
- Opponent can sidestep to the right at -4
- Opponent can sidestep to the left at -2
3+4
- fs5~
- ps9~
- Strong low parry effect (active while moving)
- Move backward/forward with b_f
- Cancel to r53 with db_d_df
f
Input
f+2,2
- Combo from 1st CH
- Jail from 1st block
- Enter PHX -5 +6 r30 with F or 4 on hit or block
f+2,2,1+2
- Combo from 1st CH
- Combo from 2nd hit
- Interrupt with i8 from 2nd block
- Increases ZAN gauge by 0.70 on hit
- Increases ZAN gauge by 0.30 on block
- Only deals recoverable damage
- Input can be delayed by 8F
- Move cannot be delayed
f+2,2,2
- Combo from 1st CH
- Combo from 2nd hit
- Interrupt with i8 from 2nd block
- Input can be delayed by 8F
- Move cannot be delayed
f+3
- js9~24
- fs25~27
- 3 Chip Damage on block
- 5 Chip Damage on block in heat
- Tracking notes:
- Opponent can sidewalk to the left at -4
- Opponent can sidestep to the right at -8
f+1+2
- 5 Chip Damage on block
- 7 Chip Damage on block in heat
df
Input
df+1
- Tracking notes:
- Opponent can sidestep to the right at -2
- Opponent can sidewalk to the right at -3
- Opponent can sidestep to the left at -6
- Opponent can sidewalk to the left at -7
df+1,2
- Combo from 1st hit
- Enter PHX +6 +14 r21 with F or 4 on hit or block
df+1,2,1
- Combo from 1st hit
- Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
df+1,4,3
- Move can be delayed by 9f
df+2
- 2nd hit available only on hit or block
- Tracking notes:
- Opponent can sidestep to the left at -6
- Opponent can sidestep to the right at -2
- Opponent can sidewalk to the right at -5
df+2,2
- Available only as combo from 2nd hit
- Available on standing hit only
df+2,2,2
- Available only as combo from 3rd hit
- Available on standing hit only
df+3,1
- Available only as combo from 1st hit
- 38 damage in total for the full string with scaling
- Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
d
Input
d+1
- Tracking notes:
- Opponent can sidestep right at -10
- Opponent can sidewalk left at +0
- Opponent can sidestep left at +6
d+1+2
- 6 Chip Damage on block
- 9 Chip Damage on block in heat
- Tracking notes:
- Opponent can sidewalk left at -1 (or -2?)
- Opponent cannot sidestep right or sidewalk right?.
db
Input
db+1,1
- Available only as combo from 1st hit
- Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
db+2
- Tracking notes:
- Opponent can sidestep right at -10
- Opponent can sidewalk left at -2?
db+2,1*
- 10 Chip damage on block
- 12 Chip damage on block in heat
db+1+2
- 3,3 Chip damage on block
- 5,4 Chip damage on block in heat
db+1+2,1
- Combo from 2nd CH
- Transition to +41a (+23) GAR on airborne hit
- Cancel GAR transition with B
- 6 Chip damage on block
- 8 Chip damage on block in heat
b
Input
b+2
- Enter PHX +6 +23 r24 with F or 4 on block or hit
- +15a (+6) on BT hit
- Effectively homing?
- b+1+3
- ws.b+3
b+3
- Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves
b+4
- Steel pedal, opponent recovers in FUFT
- Opponent recovers crouching on standing hit
- Tracking notes:
- Opponent can sidestep right at -6
- Opponent can sidewalk left at -5
- Windup
- Windup Counter
b+1+2
- 34 in total damage after absorbing an attack in power crush state
- Damage taken during power crush state is recoverable
- -7 on block if an attack is absorbed
- 12 Chip Damage on block after absorbing an attack in power crush state
- 15 Chip Damage on block while in heat after absorbing an attack in power crush state
GAR (Updraft)
Input
GAR.1
- 21 damage with delayed input
- Jump takes 17f, effective minimum startup i32~34
- 3 (4) chip damage on block
- -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
GAR.2
- 24 damage with delayed input
- -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
- Jump takes 17f, effective minimum startup i35~36
- js1~48 with u+2
GAR.2,2
- Combo from 1st hit
GAR.3
- 15 damage with delayed input
- +6 on hit with ub+3
- Jump takes 17f, effective minimum startup i29
GAR.4
- 13 damage with delayed input
- 8 damage, 11 delayed input damage with ub+4
- Jump takes 17f, effective minimum startup i27
- js1~27 fs28~30 with ub+4 and u+4
Motion Input
Input
f,F+2
- Increases ZAN gauge by 0.40 on hit
- Increases ZAN gauge by 0.14 on block
- Only deals recoverable damage
- Tracking notes:
- Assuming i22 startup (f,n,f,f+2)
- Can be sidestepped/sidewalked left at -10
- Can be sidestepped right at -9
- Can be sidewalked right at -7
CH.f,F+1+2
- Throw from front hit
- Opponent recovers FUFA
f,f,F+2
- Enter PHX +14 +43d (+22) r26 with F or 4 on hit or block
- 4 Chip Damage on block
- 7 Chip Damage on block in heat
qcf+1
- Hold to power up
- 1 chip damage on block
- Cancel to PHX with 4 or F from frames 10-16
- Transitions to unbreakable throw from i23-31 5,10 +3
- Throw deals recoverable damage only
qcf+1*
- 2 chip damage on block
- Cancel to PHX with 4 or F from frames 10-16
- Transitions to unbreakable throw from i33-41 10,15 +3
- Throw deals recoverable damage only
Crouch
Input
WS
Input
ws1,2
- Combo from 1st hit with 3f delay
- Combo from 1st CH with 8f delay
- Input can be delayed 8f
- Increases ZAN gauge by 0.40 on hit
- Increases ZAN gauge by 0.14 on block
ws3
- Power up in Heat: 20 damage and +20a(+10a) on hit
- Jail from 1st attack
ws4
- Enter PHX -5 +6 r23 with F or 4 on hit or block
1+2
- On hit regain 5 additional recoverable health
- Tracking Notes:
- Opponent can sidewalk to the left at -4
- Opponent can sidestep to the right at -4
- Opponent can sidestep to the left at -2
PHX (Phoenix Shift)
Input
PHX.1
- Transition to attack throw on front standing hit
- -9 on block if after absorbing an attack in power crush state
- 6 Chip Damage on block after absorbing an attack in power crush state
- 7 Chip Damage on block while in heat after absorbing an attack in power crush state
- On 1st hit regain 5 additional recoverable health
- +4d on side or BT hit
PHX.2
- 7 Chip Damage on block
- 5 Chip Damage on block in heat
PHX.2,1
- On hit regain 5 additional recoverable health
- Combo from 1st hit with 4f delay
- Airborne combo from 1st CH with 12F delay
- Input can be delayed 16f
- Move can be delayed 10f
PHX.2,2
- Combo from 1st hit
- Transition to attack throw on hit
- Cancel throw transition with B
- Increases ZAN gauge by 0.72 on hit
- Increases ZAN gauge by 0.40 on hit without throw
- Increases ZAN gauge by 0.10 on block without throw
- Side switch on hit
PHX.3,2
- Power up in Heat
- Available only as combo from 1st hit
- 30 (38 in heat) damage in total for the full string with scaling
PHX.3,1+2
- Available only as combo from 1st hit
- Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
- Increases ZAN gauge by 0.24?? on block (? + ?)
- 30 damage in total for the full string with scaling
- Only deals recoverable damage
PHX.1+2
- 6 Chip Damage on block
- 12 Chip Damage on block in heat
- On hit regain 3 additional recoverable health
PHX.3+4
- 6 Chip Damage on block
- 8 Chip Damage on block in Heat
- Arm of Darkness (ZAN1)
- Zantetsuken (ZAN2-4)
- Ultimate Zantetsuken (ZAN5)
PHX.1+4
- Increases ZAN gauge by 0.20 on ZAN1 hit
- Increases ZAN gauge by 0.10 on ZAN1 block
- Transitions to attack throw on hit with ZAN2-5
- Resets ZAN gauge on hit with ZAN2-5
- Damage increases with ZAN gauge level:
- ZAN1: 10
- ZAN2: 45
- ZAN3: 55
- ZAN4: 65
- ZAN5: 80
WOL (Wings of Light)
Input
3+4
- fs5~
- ps9~
- Strong low parry effect (active while moving)
- Move backward/forward with b_f
- Cancel to r53 with db_d_df
3+4,P
- ,is1~27
- fs28~70
- Impulse
- Follow Up Flare
WOL.2
- Transition to attack throw on airborne hit
- 56 damage in total with attack throw and scaling
ZAN (Zantetsuken)
Input
- Arm of Darkness (ZAN1)
- Zantetsuken (ZAN2-4)
- Ultimate Zantetsuken (ZAN5)
1+4
- Increases ZAN gauge by 0.20 on ZAN1 hit
- Increases ZAN gauge by 0.10 on ZAN1 block
- Transitions to attack throw on hit with ZAN2-5
- Resets ZAN gauge on hit with ZAN2-5
- Damage increases with ZAN gauge level:
- ZAN1: 10
- ZAN2: 45
- ZAN3: 55
- ZAN4: 65
- ZAN5: 80
Others
Input
R.df+1+2
- Damage increases with lower health, maximum 82
- Freezes match timer on activation and on hit
- Restores recoverable health on hit
- Transition to attack throw on hit
- Consumes Rage
- Ki Charge
- Supercharger
1+2+3+4
- Can't block for 5 seconds
- CH state on you for 5 seconds (Tekken 7 and prior games)
- 50% damage increase on the next attack for 5 seconds (Tekken 8 season 2 patch onward)
SS.2,1
- Input 1 during the 1st hit animation on frames 16~18 to add +3 damage
- Combo from 1st hit with 11f delay
- Input can be delayed 11f
- Move can be delayed 10f
SS.1+2
- 6 Chip Damage on block
- 8 Chip Damage on block in heat
- Transition to FC with D
- Side step takes 9f, effective startup i34~35
- b+1+3
- ws.b+3
b+3
- Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves
b+3,P,1+2
- Increases ZAN gauge by 0.72 on hit
- Increases ZAN gauge by 0.10 on block
- Transition to attack throw on hit
- Side switch on hit
Throws
Input
1+3
- Throw break 1 or 2
- Can be done from FC
- Opponent recovers in FUFA state
2+4
- Throw break 1 or 2
- Can be done from FC
- Side switch on hit and on throw break
- Opponent recovers in FUFT
Left Throw
- Throw break 1
- Opponent recovers in FUFA
Right Throw
- Throw break 2
- Side switch on hit
- Opponent recovers in FUFT
uf+1+2
- Throw break 1+2
- Can be done from FC
- Opponent recovers in FDFA
10 Strings
10 Hit Combo | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Notes |
---|---|---|---|---|---|---|
4 | M | |||||
2 | ||||||
1 | ||||||
2 | ||||||
1 | ||||||
2 | ||||||
1 | ||||||
2 | ||||||
1 | ||||||
1 |