Reina movelist

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Heat

Allows using Lethal Fury (,4) after 3,4, 3+4,4 and f+3+4,4.
Allows use of EWGF and EWGK without just frame input. Partially consumes heat, but doesn't if just frame version is used.
Automatically parry mids and highs during WRA.
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst
WRA.2+3

2+3

m
[12;12]
+1
+2c
i16
pc7~16
t92 r30
Heat Burst
  • 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.
Divine Dominance of Annihilation
H.WRA.2+3

H.2+3

m,​m
20,​25
3.54
11
11
+8
+0d
i21
t103 r80 WRA
Heat Smash
Balcony Break
  • Alternate inputs: H.R1, H.WRA.2+3, H.WRA.R1
  • Jails from 1st block
  • Transitions to attack throw on 1st hit for a total of 50 dmg
  • Transitions to r53 WRA on 2nd block, whiff or hit
  • +19d WRA if only second hit connects (25 dmg)
  • 7 chip damage on block
Senjomanji Lethal Fury

3,​4,H.4

h,​m,​m
12,​20,​28
-8
+23a (+3)
,i27
t69 r42
Balcony Break
  • Combo from 2nd hit
Aerial Manji Lethal Fury

3+4,​4,H.4

m,​m,​m,​m
5,​10,​20,​28
-8
+23a (+3)
,i27
t69 r42
Balcony Break
  • Combo from 2nd hit
Ouhen Manji Lethal Fury

f+3+4,H.4

m,​m
25,​28
-8
+23a (+3)
,i27
t69 r42
Balcony Break
  • Combo from 1st hit

f+3+4*,H.4

m,​m
30,​28
-8
+23a (+3)
,i27
t69 r42
Balcony Break
  • Combo from 1st block
  • does 19 damage if 1st connect on block or hit
Demon's Lethal Fury
16

d+2,H.1+2

mm
17,​28
+7 UNS
+33a (+7)
,i12~13
t71 r31
Balcony Break
  • Jail from 1st block
  • Combo from 1st hit
  • Transition to r20 +7 UNS on block
  • 5 chip damage on block
  • Consumes 300?F of remaining Heat time
Charging Hard
H.db+1+2

H.d+1+2

sp
ps20~60
  • Automatically parries limb-based, non-airborne mids and highs
  • Deals 40 damage on successful parry
  • +1d on successful parry
Divine Wrath of Annihilation

H.WRA.d+3+4

l,​m,​m,​m
12,​8,​3,​12
2.90
-17
+0
i18~19
t125 r44
Spike
Floor Break
  • Alternate input: H.WRA.R1
  • Jails if any hit is blocked
  • Transitions to attack throw on 1st hit for a total of 35 dmg
  • +4a (-5) if any hit after the 1st connects
  • Consumes 300F of remaining Heat time
Muso Basara
45

df+1,2

m,​m
8,​20
-14
+12a
,i22~23
t60 r37
Heat Engager
Heat Dash +18g, +43a (+35)
  • Combo from 1st hit with 2?F delay
  • Can be delayed
Trailokya Splits Kick
68

f,F+3

m
20
3.03
-3
i20~22
r27
Balcony Break
Heat Engager
Heat Dash +5, +67a (+50)
Spike
Sen Kaijo-geri
101

SEN.3

h
22
+1
+7
i12~13
r26
Homing
Heat Engager
Heat Dash +5, +34a (+27)
  • Deals chip damage on block
Unpu Tobi-Manji
106

UNS.4

m
23
3.3
-8
+43a (-15)
i18~19
cs6~16
r29
Balcony Break
Heat Engager
Heat Dash +5, +62a (+42)
  • 6 chip damage on block
  • Can be cancelled into crouch with DB/D/DF
Iron Hand
111

WRA.2

m
30
2.63
-9
+11a (+2)
i15~16
t48 r32
Balcony Break
Heat Engager
Heat Dash +5, +36a (+26)
  • Deals chip damage on block
Sometimes written HW.2

n

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab
f+1

1

h
5
1.83
7
3
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)

1,1

h,​h
5,​6
-1
+8
,i15
t44 r19
Jail from 1st attack with 2f delay
Flash Punch Combo
20

1,​1,2

h,​h,​m
5,​6,​12
-17
+11
,i13
t78 r38
  • Combo from 1st hit with 11f delay
  • Hit-confirmable from 1st hit
  • Cancel transition with input B, frame advantage +2
Wall Crush +23g on hit, +14g without transition
  • Transition to SEN on hit only
  • knockdown if hit in backturn
One Two Strike
21

1,2

h,​h
5,​6
-3
+8
,i10
t42 r22
  • Jail from 1st block with 4F delay
  • Combo from 1st hit with 4F delay
Back Fist Combo
22

1,​2,2

h,​h,​h
5,​6,​14
-14
+0
,i17
t72 r33
  • Jail from 2nd block with 2F delay
  • Combo from 2nd hit with 2F delay
  • Combo from 2nd CH with 3F delay
  • Move can be delayed by 1F
  • Input can be delayed by 3F
  • Transition to UNS (-7/+7) with u_d

1,​2,3

h,​h,​m
5,​6,​10
-10
+1
,i21~22
t72 r28
Knee
  • Combo from 2nd CH with 3f delay
  • Input can be delayed 3f
  • Move can be delayed 2f
Sting the Works
23

1,​2,​3,4

h,​h,​m,​h
5,​6,​10,​21
-4
+21a (+12)
,i22~23
t97 r28
Strong Aerial Tailspin
  • CH-confirmable from 2nd CH
  • Combo from 3rd hit with 5f delay
  • Input can be delayed 10f
  • Move can be delayed 8f
  • Interrupt with i5 from 3rd block

2

h
5
2.21
8
3
-4
+7
i12
t35 r23

2,2

h,​h
5,​5
-11
+0
,i14~15
t57 r29
  • Jail from 1st attack with 1f delay
Ganzan Basara
24

2,​2,1

h,​h,​m
5,​5,​20
-14
+12a
,i22~23
t89 r37
Balcony Break
Spike
Head
  • Hit-confirmable from 1st hit
  • Combo from 2nd hit with 5f delay
  • Input can be delayed 10f
  • Move can be delayed 9f

2,​2,2

h,​h,​m
5,​5,​21
-4
+6
,i29
t88 r30
  • Transition to r29? WRA (-4/+6) with D
  • Transition to WRA is safe (can be cancelled early enough with crouch dash)
  • Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Interrupt with i11 from 2nd block
Bishamon Massacre
25

2,​2,​2,1

h,​h,​m,​m
5,​5,​21,​20
-15~13
+30a (+20)
,i35~37
js37~57 fs58~60
t128 r32
Tornado
  • Combo from 3rd hit with 1f delay
  • Input can be delayed 4f
  • Move can be delayed 3f
  • Evasive, can go under jabs
Raging Bishamon
2,2,2,qcf+2
26

2,​2,​2,2

h,​h,​m,​m
5,​5,​21,​25
-14
+21a (+0)
,i31
t128 r38
Balcony Break
  • Combo from 3rd hit with 4f delay
  • Move can be delayed 3f
  • Blue spark with input qcf+2 for 5 more damage
Ondeko
27

2~1

m,​m
4,​18
2.39
-14
i11(~14)
t73 r33
Balcony Break
Spike
  • Just frame if 2 is held for exactly one frame and then 1 on the next frame. Hits for 26 damage.
  • 5f input window
  • tracks to the left

3

h
12
2.54
-11
+5
i18~19
cs8~17
t48 r29
Homing
Senjo-zuki
28

3,2

h,​h
12,​16
-9
+8
,i20
t72 r32
Tornado
  • Combo from 1st hit
Senjo-manji
29

3,4

h,​m
12,​20
-14
+50 (+19)
,i20
t76 r36
Combo from 1st hit
Nobility Hunter
30

4

h
20
2.53
14
4
-8
+11g
i13~14
t45 r31
Balcony Break
  • Opponent is FUFA on CH
Demon Breath
31

1+2

m
25
1.97
8
9
-10~-9
+24a (+14)
i12~13
t44 r31

3+4

m,​m
5,​10
3.63
9
7
-8
+3c
i18 i26
js9~26
t53 r27 FC
Spike
Aerial Manji-geri
32

3+4,4

m,​m,​m
5,​10,​20
-14
+50 (+19)
,i16
t105? r36
Combo from 1st hit with 4f delay
Fukuteki
ws1+4
74

1+4

cs1~29
r30 FC
  • Alternate input ws1+4
  • Can transition to WGS with DF after 14 frames
  • Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • Can press df to cancel with sidestep

f

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f+2

h
8
2.45
8
4
-9
-3
i13
t41 r28
  • Transition to r16 UNS (+0/+6) with u_d
Sousoku Rengeki
33

f+2,3

h,​m
8,​16
-9
+2
+6
,i18~19
t49 r30
  • Jails from 1st hit without delay
  • Combo from 1st hit with 6F delay
  • Transition to SEN (-2/+9/+13) with input F
  • Cannot block up to i12 on empty transition on block
  • Can be delayed
Kamadhatu Splits Kick
35

f+4

m
20
2.25
9
8
+2c
+5c
i19~20
t44 r24
  • +13c on crouching hit
  • Opponent is FDFA on CH
Spike
Senshin-zuki
UNS.1+2
36

f+1+2

m
22
3.93
-11
+7
i32
cs6~24
r32
Wall Crush +19g on hit
Ouhen Manji-geri
UNS.3+4
42

f+3+4

m
25
4.14
-14
+50 (+19)
i43
cs6~33
t46 r36
  • Cancel to r24 FC at earliest with input DB/D/DF
Ouhen Fubi Manji-geri
UNS.3+4*
43

f+3+4*

m
30
5.08
i67
cs6~57
t48 r38
  • Cancel to r24 FC at earliest with input DB/D/DF
  • 9 chip damage in heat

df

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+1

m
8
2.27
8
19
-3
+4
i13~14
t34 r20
  • Can transition to r18 SEN (-3/+4/+4) with input F
  • Cannot block up to i15 on empty transition on block
Muso Tensho
44

df+1,1

m,​h
8,​10
-4
+7
,i20
t43 r23
  • Combo from 1st hit with 18F delay
  • Can be delayed 19F
Muso Basara
45

df+1,2

m,​m
8,​20
-14
+12a
,i22~23
t60 r37
Heat Engager
Heat Dash +18g, +43a (+35)
  • Combo from 1st hit with 2?F delay
  • Can be delayed
Queen Bee Stinger
46

df+2

m
13
2.60
10
6
-12
i15~16
t47 r29
  • +2 on hit on crouching opp.
  • +30a (+20) on CH on crouching opp.
Wind God Step
f,n,d,DF

df+3

sp
r20
  • Can transition to SEN with input WGS.f+3

df+4

m
14
2.44
7
7
-4
+7
i15
t38 r23

df+4,2

m,​m
14,​10
-8
+6
,i18
t48 r30
  • Can transition to WRA (-6/+8/+8) with input D
  • Combo from 1st hit
Gekirosatsu
48

df+4,​2,3

m,​m,​h
14,​10,​20
-8
,i27
,cs7~15
t60 r33
Tornado
  • Combo from 2nd CH
  • Can be delayed
d+3+4

df+3+4

m,​h
5,​10
2.67
14
10
-15
+2
i16,i5~9
cs9~14
t59 r29
Transition to attack throw on CH
Nen Dougarami
CH.d+3+4
50

CH.df+3+4

m,​t
6,​35
+0
i16
t134
Spike
Kasho Maki-manji
d+3+4,4
49

df+3+4,4

m,​h,​m
5,​10,​20
-14
+50 (+19)
,i20
t56 r36
Combo from 1st hit

d

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Jab

d+1

sl
5
1.51
-5
+6
i10
cs4~
FC
  • Returns to standing when input F
Tecchuu-ate
51

d+2

m
17
1.84
9
9
+0c
+3c
i15
r26
Spike
Elbow
  • Does not knockdown on counter hit after inputting d+2,H.1+2
Unsoku Kou
db+3

d+3

sp
ps5~13
  • Transitions to UNS (Kou, d)
  • Can transition to UNS (Kou, u) with input u+3
  • Can transition to UNS (Gen) with input b+3
  • Can transition to WGS with input DF
  • Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
Crouch Chin Kick

d+4

l
6
2.32
20
9
-15
-4
i12
cs4~
FC

db

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Eisaimon
54

db+2

l,​l
10,​12
2.77
13
12
-16
-3
i20~21,i9~10

db+4

L
7
2.26
13
14
-13
-2
+2
i16
Un Oshi-kuzushi
55

db+4,1+2

L,​m
7,​20
-12
+39d (-19)
,i15
r34
Balcony Break
  • Combo from 1st CH even with delay
  • Can be delayed
  • CH-confirmable from 1st CH

b

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

b+1

h
14
2.02
11
10
-4
+6
i18
r23

b+1,1

h,​m
14,​15
-10
-4
,i22
r28
  • Combo from 1st hit without delay
  • Can be delayed

b+1,​1,3

h,​m,​m
14,​15,​13
-10
+3
,i15~17
r28
  • Can transition to SEN (+0/+13/+13) with input F
  • Cannot block up to i14 on empty transition on block
  • Combo from 2nd CH
  • Jails from 2nd block
Hen-in 4 Hit Combo
56

b+1,​1,​3,3

h,​m,​m,​m
14,​15,​13,​20
-16
+48 (+17)
,i32
r37
Sin Smiter
57

b+2

m
14
2.72
-9
+3
i16~17
r29
Homing
Unsoku Gen
58

b+3

t90 r20
  • Partially drains heat meter when in heat
  • Transitions to UNS (Gen)
  • Can transition to UNS (Kou, u/d) with input u+3 or d+3
  • Can transition to SEN with input f+3
  • Can transition to WGS with input DF
  • Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • See also Unsoku Cancel
Ebi-geri
59

b+4

h
20
2.52
11
11
-8
i18
cs6~17
r32
Tornado
Tatenashi
b+2+4

b+1+3

ps3~8
  • Parry mids and highs
  • Converts incoming damage to recoverable health
  • Partially restores Heat on successful parry
  • Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move
Clairvoyant Fatal Violet
61

b+1+4

ub(m)
50
2.68
+20d (-1)
+20d (-1)
i64
Balcony Break
  • Can cancel with input b,b
Kugai Dachi
60

b+1+2

m
20
2.99
10
12
-13
+14g
i18
pc7~
r35
Balcony Break

u

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Unsoku Kou
ub+3

u+3

sp
ps5~13
  • Transitions to UNS (Kou, u)
  • Can transition to UNS (Kou, d) with input d+3
  • Can transition to WGS with input DF
  • Can execute EWGF or EWGK by inputting 2/3 exactly one frame after DF
Seigan Ugachi
  • ub+1
  • u+1
63

uf+1

h
15
2.17
6
8
-9
+8
i13
r33
  • Transitions to WRA (-/+8/+17) on hit
  • ub+2
  • u+2

uf+2

h
17
2.24
-12
+9
i15-i16
r29
  • Normal hit offsets opponent slightly to the left of the axis and rotates them.
  • Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.

uf+3

h
10
2.91
12
8
-10
+1
i21~22
js11~
r27
Tobisenzuki
64

uf+3,1

h,​m
10,​15
-5
+5
,i16
r26
  • +13c on crouching hit
  • Jails on 1st block
  • Combo from 1st hit
Silver Gleam
  • u+4
65

uf+4

m
15
2.20
6
6
-13
i17~18
js9~
r32
Tornado
Sometimes written hopkick
Silver Gleam
65

ub+4

m
13
1.68
6
6
-13
+16a (-1)
i17~18
js9~
r32
Tornado
Balcony Break
Sometimes written hopkick
  • ub+3+4
  • u+3+4

uf+3+4

mm
10,​10
2.67
10
9
-10
-1
i20,i4
js9~
Un Hiensatsu
66

uf+3+4,1+2

mm,​m
10,​10,​20
-14
-4
,i17
r35
  • Combo from 1st hit
Fading Shadow
  • ub,b
  • UNS.ub+1+2
75

ub+1+2

sp
js10~24
  • Can transition to Wind God Step with input DF
  • Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
Swift Shadow
UNS.u+1+2
76

u+1+2

sp
js10~24
  • Can transition to Wind God Step with input DF
  • Can execute EWGF or EWGK by inputting 2/3 exactly one frame after DF

Motion Input

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Raiden
67

f,F+2

m
14
3.00
-9
+2
i12
r32
  • Can transition to SEN (+2/+13) with input F
  • Cannot block up to i12 on empty transition on block
Trailokya Splits Kick
68

f,F+3

m
20
3.03
-3
i20~22
r27
Balcony Break
Heat Engager
Heat Dash +5, +67a (+50)
Spike
Un Hien-geri
69

f,F+3+4

h
22
3.22
-2
+49d (-9)
i16~19
js
r21
Balcony Break
Ten Chuten-geri
70

f,f,F+3

m
22
+6
+32a (+24)
i24~27
js
r28
Balcony Break
  • Chip damage when guarded
Un Tobi Kaijo-geri
71

f,f,F+4

h
23
+4
+31a (+5)
i26~27
r32
Strong Aerial Tailspin
Balcony Break
Homing
  • Can transition to WRA (+8/+35a (+9)/-) with input D

Crouch

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

FC.d+3

l
10
2.32
12
21
-17
-6
i16
cs1~
Nen Hangetsu-ate
84

FC.df+3

m
25
2.45
-17
i20
cs1~
r39
Balcony Break
  • Can evade some mids
Manji-geri
85

FC.df+4

m
20
2.45
-14
i15
r35
Balcony Break

WS

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jewel Snatcher
79

ws1

m
12
2.07
-13
i13
t49 r36
Transitions to SEN on hit
Benten Thrust
80

ws2

m
20
2.07
-8
+9
i18
r33
Balcony Break

ws3

m
14
2.26
-10
+1
i15~16
r28
Twin Stingers
81

ws3,4

m,​h
14,​19
-4
+21a (+12)
,i22~23
cs
r27
Strong Aerial Tailspin
Balcony Break
  • Combo from 1st hit without delay
  • Can be delayed

ws4

m
10
2.09
-6
+5
i11~12
r23
Seven Seas Splits Kick
82

ws4,4

m,​m
10,​15
-17
-1c
,i17~18
r35
  • Can transition to WRA (-10/+6/+6) with input D
  • Combo from 1st hit
  • Jails from 1st block
Hen Gyakujo-geri
83

ws3+4

m
14
1.29
-8
i14~15
cs
r28
Fukuteki
74

ws1+4

cs1~29
r30 FC
  • Alternate input 1+4
  • Can transition to WGS with DF after 14 frames
  • Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • Can press df to cancel with sidestep

WGS (Wind God Step)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Wind God Step
f,n,d,DF

df+3

sp
r20
  • Can transition to SEN with input WGS.f+3
Thunder God Fist
  • f,n,d,DF+1
  • df+3,1

WGS.1

m
24
-22
+24a (+14)
i19~21
cs
r37
  • 26 dmg if manual CD
Sometimes written otgf
Lightning Splits Kick
  • f,n,d,DF+1,3
  • df+3,1,3
89

WGS.1,3

m,​m
24,​22
-12
+18d (-17)
,i26~30
js
r31
Spike
  • Combo from 1st hit
Lightning Wheel
  • f,n,d,DF+1,4
  • df+3,1,4
90

WGS.1,4

m,​h
24,​26
-7
+1 (+0)
,i23~27
js
r47
Balcony Break
  • Combo from 1st hit
Wind God Fist
  • f,n,d,DF+2
  • df+3,2
91

WGS.2

h
15
-10
i11~12
r27
  • Becomes Electric Wind God Fist during Heat (partially uses remaining Heat Time)
  • 20dmg if manual CD
Sometimes written wgf
Electric Wind God Fist
92

f,n,d,df#2

h
23
2.50
+5
i11~12 (~i13)
t36 r24
  • Chip damage when guarded
Sometimes written ewgf
War God Kick
  • f,n,d,DF+3
  • f,n,DF+3
  • df+3,df+3
93

WGS.df+3

M
17
-13
+13a (-4)
i15~17
r38
  • Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time)
    • 4 chip damage on block
  • 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
Electric War God Kick
94

f,n,d,df#3

M
23
-9
+13a (-4)
i15~17
t52 r39
Balcony Break
  • 4 chip damage on block
Sometimes written ewgk
  • f,n,d,DF+4
  • df+3,df+4

WGS.DF+4

l
6
-23
+2c
i16
FC
  • 8 dmg if manual CD
Ruthless Demon
  • f,n,d,DF+4,2
  • df+3,df+4,2
95

WGS.DF+4,2

l,​h
6,​20
-22
-1
,i24
r40
  • Can transition to WRA (-15/+6/+6) with input D
  • Combo from 1st hit
Sometimes written hellsweep
Spinning Demon
  • f,n,d,DF+4,4
  • df+3,df+4,4
96

WGS.DF+4,4

l,​l
6,​16
-23
+2
,i17~18
cs
FC
  • Combo from 1st hit
Sometimes written hellsweep

SEN (Sentai)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

SEN.1

m
12
-14
+1
i16
pc6~16
r36
Furin Kazan
SEN.1,qcf+2
99

SEN.1,2

m,​m
12,​25
-16
+21a (+0)
,i26
r39
Balcony Break
  • Blue spark with input qcf+2 for 5 extra damage
  • Hit-confirmable from 1st hit or if attack was absorbed
  • Combo from 1st hit even with 9?F delay
  • Can be delayed by 10?F
  • Becomes -9 on block if 1st hit absorbed an attack
Rashomon
100

SEN.2

m
20
-4
+8
i13
r31
Tornado
  • Transition to WRA (-4/+8) with D
  • Transition to WRA is safe (can cancel WRA with crouch dash early enough)
Sen Kaijo-geri
101

SEN.3

h
22
+1
+7
i12~13
r26
Homing
Heat Engager
Heat Dash +5, +34a (+27)
  • Deals chip damage on block
Kandachi-geri
102

SEN.4

m
24
+4
i26~27
  • js8~16
  • fs17~19
r26
  • Deals chip damage on block
Spike
Inverse Deva Laser
103

SEN.1+2

m,​m
13,​17
-6 WRA
i14~15,i12~13
WRA
Tornado
Balcony Break
  • Transitions to WRA after recovery
Yaksha Sweep
104

SEN.3+4

l,​h
10,​12
-29, -11
+4
i20~21,i35~36
cs
Homing
Haburi-kaze
SEN.2+4
129

SEN.1+3

th(h)
12
-3
i16
  • Throw break: none
  • Opponent recovery on hit: FUFA

SSH (Senshin)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Senshin-zuki
UNS.1+2
36

f+1+2

m
22
3.93
-11
+7
i32
cs6~24
r32
Wall Crush +19g on hit
Senshin Karami-ate
37

SSH.3

L
26
4.63
-26
-4c
i32
cs
Nen Ashigarami
38

SSH.CH.3

l
33,​18
+0
i22
Spike
Senshin Chuten-geri
40

SSH.uf+3

m
22
5.49
+6
+32a (+24)
i30~33
r28
Balcony Break
Senshin Tobi Kaijo-geri
41

SSH.uf+4

h
28
5.27
+4
+31a (+5)
i32~33
r32
Homing
Balcony Break
  • Can transition to WRA (+8/+35a (+9)/-) with input D

UNS (Unsoku)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Unsoku Gen
58

b+3

t90 r20
  • Partially drains heat meter when in heat
  • Transitions to UNS (Gen)
  • Can transition to UNS (Kou, u/d) with input u+3 or d+3
  • Can transition to SEN with input f+3
  • Can transition to WGS with input DF
  • Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • See also Unsoku Cancel
Unsoku Kou
db+3

d+3

sp
ps5~13
  • Transitions to UNS (Kou, d)
  • Can transition to UNS (Kou, u) with input u+3
  • Can transition to UNS (Gen) with input b+3
  • Can transition to WGS with input DF
  • Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
Unsoku Kou
ub+3

u+3

sp
ps5~13
  • Transitions to UNS (Kou, u)
  • Can transition to UNS (Kou, d) with input d+3
  • Can transition to WGS with input DF
  • Can execute EWGF or EWGK by inputting 2/3 exactly one frame after DF
Unpu Tobi-Manji
106

UNS.4

m
23
3.3
-8
+43a (-15)
i18~19
cs6~16
r29
Balcony Break
Heat Engager
Heat Dash +5, +62a (+42)
  • 6 chip damage on block
  • Can be cancelled into crouch with DB/D/DF
Santei Gedan-Geri
WDS.4
109

UNS.d+4

L
14
-12
+3 SEN
i20
cs6~35
t53 r33
  • Transition to SEN on hit only
  • Transition to standing (+0/+10) on hit with B
Fusenkyaku
WDS.3
123

UNS.3

m
17
-6
+4
i16~17
t48 r31
Sometimes written f,n,3

WRA (Heaven's Wrath)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heaven's Wrath
db+1+2

d+1+2

t70 r30
  • Can transition to r14 SEN with input f+3
  • Can transition to r2 WGS with input DF
Sometimes written
  • WRA
  • HW

WRA.1

h
12
2.53
-4
+8
i12
t40 r28
Homing
  • Deals chip damage on block
  • Transition to SEN (+0/+13/+18c) with input F
  • Transition to UNS (+0/+12/+18c) with u_d
  • Cannot block up to i14 on empty transition on block
Sometimes written HW.1
Funkei Goma
110

WRA.1,4

h,​M
12,​22
-9
+9g
,i25~26
t66 r40
Balcony Break
Spike
  • Combo from 1st hit
Sometimes written HW.1,4
Iron Hand
111

WRA.2

m
30
2.63
-9
+11a (+2)
i15~16
t48 r32
Balcony Break
Heat Engager
Heat Dash +5, +36a (+26)
  • Deals chip damage on block
Sometimes written HW.2

WRA.3

m
17
3.17
-6
+22a (+12)
i28
js9~36 fs37~39
t56 r28
Balcony Break
  • Deals 3 chip damage on block
Sometimes written HW.3
Hell Axle
112

WRA.3,4

m,​m
17,​20
+6
+17a (+16)
,i18~19
js9~36 fs37~39
t50 r31
Balcony Break
  • Deals 8 chip damage on block (11 total)
  • Can transition to WRA (+8/+19a (+18)/-) with input D
  • Jails from 1st block
  • Combo from 1st hit
  • gives wallsplat at specific distances from the wall
  • can hard wall break if 1st hit connect close to the wall
Sometimes written
  • Hunting Hawk
  • HW.3,4

WRA.4

M,​M
6,​8
2.76
-10
-10
+7
i17~18,i13
t62 r29
Spike
    • on 2nd hit
  • Combo from 1st CH
  • Both hits jail on block
Sometimes written HW.4

WRA.4,2

M,​M,​m
6,​8,​8
-18
-7
,i15
t52 r37
  • Jails from 2nd block
  • Hit-confirmable from 2nd hit
  • Combo from 1st CH
  • Combo from 2nd hit
  • Can be delayed
Sometimes written HW.4,2

WRA.4,​2,2

M,​M,​m,​h
6,​8,​8,​4
-12
-1
,i15
t52 r37
  • Jails from 3rd block
  • Combo from 3rd hit
  • Can be delayed
Sometimes written HW.4,2,2
Kongo Gekimetsujin
WRA.4,2,2,qcf+1+2
113

WRA.4,​2,​2,1+2

M,​M,​m,​h,​m
6,​8,​8,​4,​22
-20
+24 (+3)
,i24~25
t70 r45
Balcony Break
  • Blue spark with input qcf+1+2 for 6 extra damage
  • Combo from 4th hit without delay
  • Can be delayed
Sometimes written HW.4,2,2,1+2
Demon Bolt
114

WRA.1+2

m
30
2.82
-13
+16d
i15~16
pc6~14
t49 r33
Balcony Break
Sometimes written HW.1+2
Goma-sai
115

WRA.3+4

M
26
2.99
+3c
i18~19
t53 r34
Spike
  • 7 chip damage on block
  • Opponent is FDFA on normal hit
Sometimes written HW.3+4
Heaven's Roar
WRA.2+4
130

WRA.1+3

t (h)
20
2.13
+10d
i16
  • Unbreakable
  • Opponent recovery on hit: FUFT
  • Does 35 damage on wall hit
Sometimes written
  • HW.1+3
  • HW.2+4

WRA.d+4

L
9
2.51
-15
-4
+2
i16~17
cs6~
t50 r33 FC
Sometimes written HW.d+4
Harai Kuzushi-manji
116

WRA.d+4,3

L,​m
9,​20
-16
+48 (+17)
,i21~22
t59 r37
  • Combo from 1st CH with 14f delay
  • Input can be delayed 15f
  • Move can be delayed 13f
  • CH-confirmable
Sometimes written HW.d+4,3

WDS (Wind Step)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Wind Step
119

f,n

ps2~8
t20 r2
  • Can transition to WGS with input DF
  • Punch parry, transitions to WGS on successful parry with +10
Fusenkyaku
UNS.3
120

WDS.3

m
17
-6
+4
i16~17
t48 r31
Sometimes written f,n,3
Santei Gedan-Geri
UNS.d+4
124

WDS.4

L
14
-12
+3 SEN
i20
cs6~35
t53 r33
  • Transition to SEN on hit only
  • Transition to standing (+0/+10) on hit with B

Others

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sacred Dismantle Spark

R.df+1+2

m,​t
55+
-15
+0d
i20
pc8~
r39
Rage Art
Removes Recoverable Health
Reversal Break
  • Damage increases with lower health, maximum 82
  • Freezes match timer on activation and on hit
  • Restores recoverable health on hit
  • Transition to attack throw on hit
  • Consumes Rage
Jirin Sweep
86

SS.4

l
17
-13
+0
+13g
i18~19
Sometimes written sidestep 4
Rear Manji-geri
87

BT.4

m
20
-14
i17
r35
Strong Aerial Tailspin
Sometimes written
  • back facing 4
  • back turned 4
Taunt
77

2+3+4

sp
Input d+2+3+4 to get Heihachi's secret taunt

OTG.d+4

L
14 (11)
-19
-8 / -8a (-16)
i19
22 (17) dmg if done with input OTG.d+4 alone
Totetsu Jyurin

OTG.d+4,1

L,​L
14 (11),​17 (20)
-26
-10 / -15a (-23)
,i20~21
  • Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg
  • Jails from 1st block
  • Combo from 1st hit
Wall Jump

b,b,UB

m
21
+4c
i39-41
js
r25
Requires back close to wall to execute

Throws

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Gekka Hyojin

1+3

th(h)
35
1.83
-3
+0
i12~14
  • Throw break 1 or 2
Spike
  • Opponent recovery on hit: FUFA off-axis to the left
Saijin Ikkoku

2+4

th(h)
35
1.83
-6
+0
i12~14
  • Throw break: 1 or 2
  • Opponent recovery on hit: FUFA
  • Side switch on Hit or Throw break
Gekka Hyojin

Left throw

th(h)
40
1.83
-3
+0
i12~14
  • Throw break: 1
  • Opponent recovery on hit: FUFA off-axis to the left
Saijin Ikkoku

Right throw

th(h)
40
1.83
-3
+0
i12~14
  • Throw break 2
  • Opponent recovery on hit: FUFA
Trailokyavijaya
126

Back throw

th(h)
50
1.83
+0
i12~14
  • Break: none
  • Opponent recovery on hit: FDFA
Stonehead
f,F+1+2
127

uf+1+2

th(h)
35
1.75
-6
+25 (+8)
i12
Balcony Break
  • Throw break: 1+2
  • Side switch on Throw break
Raidou Hitsumetsu
qcb,f+2
128

d,db,b,f+2

th(h)
40
1.83
-3
+0
i12
Balcony Break
  • Throw break: 2
  • Opponent recovery on hit: FUFT
Haburi-kaze
SEN.2+4
129

SEN.1+3

th(h)
12
-3
i16
  • Throw break: none
  • Opponent recovery on hit: FUFA
Heaven's Roar
WRA.2+4
130

WRA.1+3

t (h)
20
2.13
+10d
i16
  • Unbreakable
  • Opponent recovery on hit: FUFT
  • Does 35 damage on wall hit
Sometimes written
  • HW.1+3
  • HW.2+4

10 Strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
2 h 6 i12 -4 +7
2 h 6 i14~15 -11 +0 Hit
2 m 21 i29 -4 +6
3 l 8 i30~31 -18 -7 CH
1 h 6 i36 -20 -10
1 m 6 i22 -19 -13 CH
3 m 6 i15~17 -16 -5 CH[1]
3 m 10 i32 -26 -12
1 m 12 i35~36 -22 +24 (+14)
4 h 18 i23~27 -12 -4 (-5)
10 Hit Combo 2
Input Hit level Damage Startup Block Hit Combo
2 h 6 i12 -4 +7
2 h 6 i14~15 -11 +0 Hit
2 m 21 i29 -4 +6
3 l 8 i30~31 -18 -7 CH
1 h 6 i36 -20 -10
1 m 6 i22 -19 -13 CH
3 m 6 i15~17 -16 -5 CH[1]
3 m 10 i32 -26 -12
1 m 12 i35~36 -22 +24 (+14)
3 m 15 i26~30 -16 +14 (-21)
  1. 1.0 1.1 Jails

External Links