Steve movelist

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This page is for Tekken 8. For Tekken 7, see Steve movelist (Tekken 7).

Heat

Can use Ducking In Direct (H.df+3+4) for immediate EXD transition
Can use Two-Faced (TFA) with H.EXD.1+3
Can parry mid attacks during LNH (successful parry goes to TFA)
Name
Alt

Input

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

2+3

m
12 (12)
+1
+2c
i16
pc8~
t92 r30
Heat Burst
  • Cancel to r45 with b,b
Bretwalda

H.2+3

m,​th
10,​4,​2,​3,​3,​3,​25
+8 LNH
+0
i16
Heat Smash
Floor Break
Spike
  • Chip damage on block
  • On block, transitions to LNH
  • Alternate input: H.FLK.2+3 or H.PAB.2+3

H.df+3+4

sp
cs
  • Transitions to EXD
  • Partially uses remaining heat time
Two-Faced (TFA)
H.EXD.2+4

H.EXD.1+3

h (th)
i18
  • Unbreakable
  • Transitions to TFA
Two-Faced

H.LNH

sp,​ m,​ h (th)
15
ps
  • Parries mid attacks
  • Transitions to TFA after successful parry
Dominion Rush

TFA.1

th
15
+0
+14
  • Press 1 for throw break
  • Partially uses remaining heat time
Debutante Ball

TFA.2

th
50
+0
+0d
  • Press 2 for throw break
  • Partially uses remaining heat time
Sonic Fang
WS.1+2

1+2

m,​m
7,​21
-12
+18a (+11)
i14
Heat Engager
Heat Dash (+5/+35d/-)
Rocket Launcher

qcf+1

m
21
-10
+16a (+7)
i16
Heat Engager
Heat Dash (+5/+36a (+26)/-)
Balcony Break
  • Input B to FLK (-3/+23a (+14)/-)
Eraser

f,f,F+2

m
30
+6
+17
i20~24
Heat Engager
Heat Dash (+5/+67a (+50)/-)
Balcony Break
Spike
  • Chip Damage On block
Cyclone Punch

ALB.2

m
22
-3
+16a (+7)
i23
Heat Engager
Heat Dash (+5/+36a (+26)/-)
Balcony Break

n

Name
Alt

Input

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

1

h
5
+1
+8
i10
Double Jab

1,1

h,​h
5,​7
-3
+3
  • Combo from 1st hit
  • Transition to LWV with 3 (-6/+0/+0)
  • Transition to RWV with 4 (-6/+0/+0)
  • Transition to SWY with b+3_4 (-6/+0/+0)
  • Transition to DCK with f+3_4 (-2/+4/+4)
Jab > Body Blow

1,d+1

h,​m
5,​15
-6
+0
+5
  • Transition to FLK with b (+0/+6/+11)
Double Jab > Body Blow

1,​1,d+1

h,​h,​m
5,​7,​15
-6
+0
+5
  • Transition to FLK with b (+0/+6/+11)
Lightning Combo

1,​1,2

h,​h,​h
5,​7,​15
-7
+4
  • NC from first hit
  • Input 3 to LWV (-5/+6/+6)
  • Input 4 to RWV (-5/+6/+6)
  • Input b+3_4 SWY (-5/+6/+6)
  • Input f+3_4 DCK (-3/+8/+8)
Left Right

1,2

h,​h
5,​10
-3
+8
i10
  • Input 3 to LWV (-4/+7/+7)
  • Input 4 to RWV (-4/+7/+7)
  • Input b+3_4 to SWY (-4/+7/+7)
  • Input f+3_4 DCK (-2/+9/+9)

1,​2,1

h,​h,​h
5,​10,​15
-3
+3
  • Input f to PAB (-2/+4/+4)
  • Input b to FLK (-1/+5/+5)
British Edge Combo

1,​2,​1,2

h,​h,​h,​m
5,​10,​15,​15
-10
+16a (+7)
Balcony Break
  • Transition to LWV with 3 (-6/+20a (+11)/+20a (+11))
  • Transition to RWV with 4 (-6/+20a (+11)/+20a (+11))
  • Transition to SWY with b+3_4 (-6/+20a (+11)/+20a (+11))
  • Input f+3_4 to DCK (-4/+22a (+13)/+22a (+13))
British Edge Combo 2

1,​2,​1,d+2

h,​h,​h,​l
5,​10,​15,​19
-12
+1c
+14d

2

h
12
-1
+5
i12

2,1

h,​h
12,​14
-5
+6
  • Input f to PAB (+2/+13g/+13)
  • Input b to FLK (+3/+14g/+14)
Vanguard Rush

2,​1,2

h,​h,​m
12,​14,​22
-11
+13a (+4)
Balcony Break
Cromwell Combination

2,2

h,​h
12,​17
-14
+6
Sonic Fang
WS.1+2

1+2

m,​m
7,​21
-12
+18a (+11)
i14
Heat Engager
Heat Dash (+5/+35d/-)

f

Name
Alt

Input

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

f+2

m
11
-6
+5
i21~22
Ducking Body Blow > Left Hook

f+2,1

m,​h
11,​12
-5
+1
  • Input f to PAB (+0/+4/+4)
  • Input b to FLK (+1/+5/+5)
Ducking Psyche-out Body

f+2,1~2

m,​m
11,​20
-10
+36d (+28)
Balcony Break

f+2,2

m,​m
1115
-6
+11
  • Transistion to LNH
  • Input b to cancel LNH (-10/+7/+7)
Conqueror Combination

f+2,​2,1+2

m,​m,​m,​m,​m
1115,​5,​8,​20
-12
+5
Spike

f+1+2

m,​m
10,​12
-14
-3
i15
Shotgun Combination

f+1+2,2

m,​m,​m
10,​1220
-13
+3d

df

Name
Alt

Input

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

df+1

m
12
-2
+5
i13
  • Input 3 to LWV (-7/0/0)
  • Input 4 to RWV (-7/0/0)
  • Input b+3_4 to SWY (-7/0/0)
  • Input f+3_4 to DCK (-5/+2/+2)
Uppercut Cross Combo

df+1,2

m,​h
1213
-6
+3
+5
  • Input 3 to LWV (-16/-9/-9)
  • Input 4 to RWV (-16/-9/-9)
  • Input b+3_4 to SWY (-16/-9/-9)
  • Input f+3_4 to DCK (-14/-7/-7)
Uppercut Psyche-out Hook

df+1,2~1

m,​h
1220
-2
+2
+61a
  • Input b to FLK (+0/+4/+63a)
Uppercut Psyche-out Body

df+1,2~2

m,​m
1212
-10
+36d (+28)
Balcony Break
Uppercut Psyche-out Left Right Combo

df+1,2~f+1+2

m,​h,​h
12,​8,​12
-3
+0
  • Input 3 to LWV (-4/-1/-1)
  • Input 4 to RWV (-4/-1/-1)
  • Input b+3_4 to SWY (-4/-1/-1)
  • Input f+3_4 to DCK (-2/+1/+1)
Crescent Hook

df+2

m
10
-11
+6
+8c
i16
  • Input 3 to LWV (-7/+10/+12)
  • Input 4 to RWV (-7/+10/+12)
  • Input b+3_4 to SWY (-7/+10/+12)
  • Input f+3_4 to DCK (-2/+15g/+17)

d

Name
Alt

Input

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

d+1

l
12
-13
-2
i16
cs6~
  • Recover in crouch

d+2

l
11
-18
-5
i17
cs6~

d+2,1

l,​m
11,​8
-11
-5
+0
  • Input 3 to LWV (-6/+0/+0)
  • Input 4 to RWV (-6/+0/+0)
  • Input b+3_4 to SWY (-6/+0/+0)
  • Input f+3_4 to DCK (-4/+2/+7)
Wildman Combo

d+2,​1,2

l,​m,​h
11,​8,​17
-2
+27a (+18)
+56a
Balcony Break

db

Name
Alt

Input

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

db+1

sm
-5
+6
i10
cs4~
Knee Clipper
FC.db+2

db+2

l
21
-12
+1c
+14d
i26
cs6~
  • d or db to recover in crouch

db+3

l
10
-13
+0
i16
Foot Stomp Right Hook

db+3,2

l,​h
10,​10
-6
+8
  • NC from first hit
  • Transition to LNH
  • Input b to cancel LNH (-10/+4/+4)
Stun Gun

db+1+2

m
21
-13
+14
i28
pc

b

Name
Alt

Input

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

b+1

h
10
-14
+2
+61a
i13
  • Input B to FLK (-1/+10/+69)
Quick Draw

b+1,2

h,​h
10,​17
+3
+8
Homing
  • Transitions to LNH
  • Input b to cancel LNH (-1/+4/+4)
Swindler

b+1,2~1

h,​m
10,​17
-8
+4
+63a

b+1,d+2

h,​l
10,​10
-11
+0
  • Input F to PAB (-9/+2/+2)
Frigate Combo

b+1,​d+2,1

h,​l,​m
10,​10,​10
-9
+35
Tornado
Body Bomb

b+2

m
15
-13
+14
i17

u

Name
Alt

Input

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

ub+2

h
17
+3
+14
i17
Strong Aerial Tailspin
Homing
  • Causes Strong Aerial Tailspin
  • Transition into LNH
  • Input b to cancel LNH (+3/+14/+14)
Swindler

ub+2~1

m
17
-8
+4
+63a
i30
Hellfire

ub+1+2

m
70
+12a (+1)
+12a (+1)
i66
Balcony Break
Over the Top

uf+1

m
18
-6
+5
i19~21
js9~
Spike
Burst Hammer

uf+2

m
20
-14
+52a
i22~25
Spike

uf+3

l
20
-12
+9
i36
Jump-in Foot Stomp Right Hook

uf+3,2

l,​h
20,​10
-6
+8
  • Transition to LNH
  • Input b to cancel LNH (-10/+4/+4)
Jumping Duck Kick

uf+4

m
20
-9
+22a (+5)
+36a (+26)
i23

Motion Input

Name
Alt

Input

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

f,F+2

m
24
-13c
+12d
i14~17
Spike
Rocket Launcher

qcf+1

m
21
-10
+16a (+7)
i16
Heat Engager
Heat Dash (+5/+36a (+26)/-)
Balcony Break
  • Input B to FLK (-3/+23a (+14)/-)
Low Cross Blaster

qcf+2

l
18
-18
+2
i19
  • Input F transitions to PAB
Eraser

f,f,F+2

m
30
+6
+17
i20~24
Heat Engager
Heat Dash (+5/+67a (+50)/-)
Balcony Break
Spike
  • Chip Damage On block
Sliding Low Punch

after_2steps+1

l
23
-12
+17d
i16

Crouch

Name
Alt

Input

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

FC.df+2

m
20
-15
+34a (+24)
i16

WS

Name
Alt

Input

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

WS.1

m
12
-3
+3
+8
i11
Eagle Jab

WS.1,1

m,​h
12,​7
-3
+3
  • Input 3 to LWV (-6/+0/+0)
  • Input 4 to RWV (-6/+0/+0)
  • Input b+3_4 to SWY (-6/+0/+0)
  • Input f+3_4 to DCK (-2/+4/+4)
Wildman

WS.1,2

m,​m
12,​20
-13
+3c
+23d
Spike

WS.2

m
17
-7
+4
i13
  • Input 3 to LWV (-7/+4/+4)
  • Input 4 to RWV (-7/+4/+4)
  • Input b+3_4 to SWY (-7/+4/+4)
  • Input f+3_4 to DCK (-5/+6/+6)
Nighthawk Combination

WS.2,2

m,​m
17,​15
-6
+11
  • Transition to LNH
  • Input b to cancel LNH (-10/+7/+7)

LWV (Ducking Left)

Name
Alt

Input

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

3

sp

LWV.1

m
14
-10
+1
i15
  • Input b to FLK (-3/+8/+8)
Double Stinger

LWV.1,1

m,​m
14,​22
-13
+28a (+19)
Balcony Break

LWV.1,f+1

m,​m
14,​9
-3
+3
Centurion Rush

LWV.1,​f+1,1

m,​m,​h
14,​9,​8
+3
+7
+68a
  • Input b to FLK (+4/+3/+68a)
Bee Sting Combo

LWV.1,2

m,​h
14,​14
+3
+8
Strong Aerial Tailspin
Homing
  • Transition to LNH
  • Input b to cancel LNH (-1/+4/+4)
Swindler

LWV.1,2~1

m,​m
14,​17
-8
+4
+63a

LWV.2

m
13
-5
+4
i14~16
  • Input f to PAB (-1/+8/+8)
Right Shoulder Rush > Billy Club

LWV.2,1

m,​m
13,​21
-8
+4c
+7d
Spike

RWV (Ducking Right)

Name
Alt

Input

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

4

sp

RWV.1

m
13
-5
+4
i14~16
  • Input f into PAB (-1/+8/+8)
Hawk Swoop Combo

RWV.1,2

m,​h(?)
13,​17
+3
+8
Strong Aerial Tailspin
Homing
  • Transition into LNH
  • Input b to cancel LNH (-1/+4/+4)
Swindler

RWV.1,2~1

m,​m
13,​?
-8
+4
+63a
Gut Drill

RWV.2

m
22
-13
+10a (+1)
i15

SWY (Swaying)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Swaying
b+4

b+3

sp
  • Transition to SWY
  • Input 3 to LWV
  • Input 4 to RWV
  • Input f+3_4 to DCK
Billy Club

SWY.1

m
26
-1c
+14
i16
Snake Charmer

SWY.2

m
30
-18
+36a
i17
cs
Position Change

SWY.1+2

th
-2
+1 / +10wc
i10
  • +10 when opponent hits the wall, if the throw is successful
  • Throw break 1+2

SWY.1+2~b_u_d

th
-2
+1 / +13~17wc
i10
  • +13 when opponent hits the wall after being rotated by < 90 degrees
  • +17 when opponent hits the wall after being rotated by > 90 degrees
  • Throw break 1+2

ALB (Quick Spin)

Name
Alt

Input

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

3+4

sp
  • Transition into ALB
  • Input f into PAB
Cyclone Punch

ALB.2

m
22
-3
+16a (+7)
i23
Heat Engager
Heat Dash (+5/+36a (+26)/-)
Balcony Break
Cyclone Knee Clip

ALB.d+2

l
17
-12
+1c
+14d
i34
Cyclone Left (Right)

ALB.d_u

sp
  • Input F to transition PAB
Double Cyclone Punch

ALB.d_u,1

sp,​m
,​34
-3
+16a (+7)
,i12
Double Cyclone Knee Punch

ALB.d_u,d+1

sp,​l
,​30
-12
+14d
,i22
Balcony Break

DCK (Ducking)

Name
Alt

Input

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

f+3_4

sp
  • Transition to DCK
  • Input u+3_4 to LWV
  • Input d+3_4 to RWV
  • Input b+3_4 to SWY
  • Input f+3_4 to DCK
  • Input db to FC
Fox Hunt

DCK.1

m
17
-7
+58a (+27)
+34a (+24)
i19
Skyscraper

DCK.2

m
15
-14
+35a (+25)
i19
Punisher

DCK.f+2

h
21
-3
+9d
+49a
i15
  • Input 3 to LWV (+1/+17d/+57a)
  • Input 4 to RWV (+1/+17d/+57a)
  • Input b+3_4 to SWY (+1/+17d/+57a)
  • Input f+3_4 to DCK (+3/+19d/+59a)

DCK.1+2

m,​m
3,​3
-9
+2
i16

DCK.1+2,1+2

m,​m,​m,​m
3,​3,​3,​3
-9
+2

DCK.1+2,​1+2,1+2

m,​m,​m,​m,​m,​m
3,​3,​3,​3,​2,​2
-9
+2
Gatling Gun

DCK.1+2,​1+2,​1+2,1+2

m,​m,​m,​m,​m,​m,​m,​m
3,​3,​3,​3,​2,​2,​2,​12
-12
+32a (+22)
Ducking In

DCK.f+3_4

sp
  • Transition to EXTDCK

EXD (Ducking In)

Name
Alt

Input

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

EXD.1

m
21
-7
+44d (+36)
+41a (+31)
i19
Power Skyscraper

EXD.2

m
21
-14
+61a (+51)
i19
Power Punisher

EXD.f+2

h
28
+2
+49a
i15
  • Input 3 to LWV (+10/+59a/-)
  • Input 4 to RWV (+10/+59a/-)
  • Input b+3_4 to SWY (+10/+57a/-)
  • Input f+3_4 to DCK (+12/+59a/-)

PAB (Peekaboo)

Name
Alt

Input

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

f+3+4

sp
  • Transition to PAB
  • Auto blocks high and mid

PAB.1

h
10
-2
+9
i12
  • Remains in PAB

PAB.1,2

h,​h
1014
+0
+8
  • Remains in PAB
Albion Combination

PAB.1,​2,1

h,​h,​m
101421
-13
+8
+44a
Spike
  • Remains in PAB
Spite Hook

PAB.2

,​h
19
-3
+2
+58a
i14
  • Remains in PAB
  • Punch parry
Homing
Ten Count

PAB.1+2

th
45
0
+0d
i11
  • 1+2 for throw break

PAB.f+2

m
18
-13
+31a (+16)
i18
  • Remains in PAB
Straight Punch Combination

PAB.f+2,1

m,​m
1824
+1
+24a (+14)
Balcony Break
  • Interruptible by i13 move
Nimrod Combination

PAB.f+1+2

h,​h
12,​23
-5
+24a (+15)
i12
Balcony Break

PAB.df+1

m
12
-9
+2
i15
  • Remains in PAB

PAB.df+1,1

m,​m
1214
-10
+1
  • Remains in PAB

PAB.df+1,​1,2

m,​m,​m
121412
-11
-3
  • Remains in PAB
Argos Rush

PAB.df+1,​1,​2,1

m,​m,​m,​m
121412,​20
-13
+17d
Spike
Cross Cut

PAB.df+1,2

m,​m,​h
1220
-6
+10
Cutting Elbow

PAB.df+2

m
16
-10
+31a (+21)
i16
Elbow
  • Remains in PAB
Patella Smash
FC.df+1

PAB.d+1

l
11
-12
+2
i15
  • Remains in PAB
  • Alternate input: FC df1
Knuckle Plow

PAB.d+2

l
25
-12
+7
+32a
i28
  • Hold D to FC

PAB.b+1

m
15
-19
-6
i17

PAB.b+1,1

m,​h
15,​10
-7
-1
i17

PAB.b+1,​1,2

m,​h,​m
15,​10,​12
-11
-5
Lancaster Combination

PAB.b+1,​1,​2,1

m,​h,​m,​m
15,​10,​12,​21
-10
+16a (+7)
Balcony Break
  • Input b to FLK (-3/+23a (+14)/-)
Swaying Hook

PAB.b+2

m
25
-13
+11a (+2)
i28
Balcony Break
  • Backswing Blow
Dreadnought Uppercut

PAB.uf+2

m
23
-15
+34a (+24)
i17

FLK (Flicker Stance)

Name
Alt

Input

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

b+3_4

sp
  • Transition to FLK
  • Auto blocks high and mid

FLK.1

h
14
-4
+7
i12
  • Input b to stay in FLK (-1/+10/+10)
  • Input 3+4 to ALB (+17g/+28g/+28)

FLK.1,1

h,​h
14,​8
-9
+0
  • Input b to stay in FLK (-4/+5/+5)
  • Input 3+4 to ALB (+17g/+28g/+28)

FLK.1,​1,1

h,​h,​h
14,​8,​8
-9
+0
  • Input b to stay in FLK (-4/+5/+5)
  • Input 3+4 to ALB (+17g/+28g/+28)

FLK.1,​1,f+1

h,​h,​m
14,​8,​17
-5
+0
+10d
Spike
  • Same hit as (FLK.1),f+1

FLK.1,​1,d+1

h,​h,​h
14,​8,​23
+0
+18g
+42a
  • Same hit as (FLK.1),d+1

FLK.1,2

h,​m
14,​22
-12
+17a (+0)
  • Same hit as (FLK.1,1,1),2

FLK.1,​1,2

h,​h,​m
14,​8,​22
-12
+17a (+0)
  • Same hit as (FLK.1,1,1),2
Spiteful Combination

FLK.1,​1,​1,2

h,​h,​h,​m
14,​8,​8
-12
+17a (+0)
Tempest Combo

FLK.1,f+1

h,​m
14,​17
-5
+0
+10d
Spike
Power Hook Combo

FLK.1,d+1

h,​h
14,​23
+0
+18g
+42a
Fly Swatter

FLK.2

m
21
-5c
+7d
+42a
i18
Spike
British Lancer

FLK.b+2

h
21
-9
+35d (+27)
i14
pc
Tornado
Balcony Break
Griffin Throw

FLK.1+2

th
40
-6
+0d
i12
  • 1+2 for throw break

LNH (Lionheart)

Name
Alt

Input

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

ub+3

sp
  • Transition to LNH
  • Input 3 to LWV
  • Input 4 to RWV
  • Input b+3_4 to SWY
  • Input f+3_4 to DCK
Sometimes written Outfox
Vigilant Blow

LNH.1

m
21
-4
+9/HE
i14-15
Heat Engager
Heat Dash +5g +43a(+35)
Homing
Bloodhound

LNH.2

m
22
-13
+61a (+51)
i16-17
Tornado
Swingfire Advance

LNH.1+2

h
24
+6a(-3)
i18-19
Guard Break
  • Chip damage on block
Balcony Break
Two-Faced

H.LNH

sp,​ m,​ h (th)
15
ps
  • Parries mid attacks
  • Transitions to TFA after successful parry

Others

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Dear Land of Hope

R.df+1+2

m
-15
Cheapshot

OTG.d+1+2

l
14
-11c
+2
+2
i17
cs
  • Recovers in crouch
Parry

b+1+3_b+2+4

sp
  • Parry h and m punches
  • Successful parry i14,30dmg (-12/+24a (+18)/+26a (+16))

Throws

Name
Alt

Input

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

1+3

throw
35
i12~14
  • Throw break 1 or 2
Brain Pulverizer

2+4

throw
35
i12~14
Floor Break
  • Throw break 1 or 2
Choke Slam

Left throw

throw
40
i12
  • Throw break 1
Throw Down

Right throw

throw
40
i12
  • Throw break 2
Schoolyard Bully

Back throw

throw
55
i12
  • Unbreakable
Armlock Throw

uf+1+2

throw
40
i12
  • 1+2 Throw break
Spinning Elbow Drop

qcb+2+4

throw
40
i12
  • 2 Throw break

10 Strings

External Links