Steve movelist (Tekken 7)

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

Rage

Name
Alt

Input

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

R.1+2

h
55-82
-3
+0d
i13
pc8~12
  • Alternate input R.FC.1+2

R.df+3+4

cs1~
  • Alternate input:
    • R.FLK.df+3+4
    • R.PAB.df+3+4
  • Keep stance with DF_F_UF
  • Auto block
Rage Drive 1

R.df+3+4,1+2

m,​m,​m,​m,​m
10,​10,​10,​10,​19
+1
+24a (-12)
,i11~12
cs
  • Total startup i35
  • Wall hit on block +7g (5 damage)
Rage Drive 2

R.df+2+3

m,​m
5,​20
+7
i14
  • Alternate input R.df+2~2+3
  • Transition to +15g +38a (+28) DCK with f+3

n

Name
Alt

Input

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

1

h
7
4
8
+1
+8
i10
t27 r17
Double Jab

1,1

h,​h
7,​7
-3
+3
,i15
t47 r22
  • 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

1,​1,2

h,​h,​h
7,​7,​15
-7
+4
,i13~14
r25
  • 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

1,​1,d+1

h,​h,​m
7,​7,​15
-6
+0
+5
,i25
r25
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Transition to +0 +6 +11 r19 FLK with B
Body Blow

1,d+1

h,​m
7,​15
-6
+0
+5
,i25
r25
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Transition to +0 +6 +11 r19 FLK with B
One Two

1,2

h,​h
7,​10
-2
+6
,i10
t41 r21
  • 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

1,​2,1

h,​h,​h
7,​10,​15
-3
+3
,i14
r22
  • 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

1,​2,​1,2

h,​h,​h,​m
7,​10,​15,​15
-10
+16a (+7)
,i18~19
r28
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

1,​2,​1,d+2

h,​h,​h,​L
7,​10,​15,​19
-12
+1c
+14a
,i26~27
,cs10~
r30
  • Input can be delayed 3f
  • Transition to r30 FC with D
Right Straight

2

h
12
-1
+5
i12
t32 r20
Straight Hook

2,1

h,​h
12,​14
-5
+6g
+6
,i19
r24
  • 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

2,​1,2

h,​h,​m
12,​14,​22
-11
+13a (+4)
,i25
r32
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

f

Name
Alt

Input

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

f+2

m
11
-6
+5
i21~22
r24
No crouching state
Ducking Body Blow to Left Hook

f+2,1

m,​h
11,​12
-5
-1
,i15
r21
  • 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

f+2,1~2

m,​m
11,​20
-10
,i31
r29

f+1+2

m,​h
10,​12
-14
-3
i15~16 i23~25
r31
Jail from 1st attack
Shotgun Combination

f+1+2,2

m,​h,​m
10,​12,​20
-13
+3a
,i18~19
r36
Balcony Break
  • Combo from 1st hit

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
i13~14
r19
  • 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

df+1,2

m,​h
12,​13
-6
+3
+5
,i19
t57 r25
  • 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

df+1,2~1

m,​h
12,​20
-2
+2
,i30~31
r17
Transition to +0 +4 r15 FLK with B
Uppercut Psyche-out Body

df+1,2~2

m,​m
12,​20
-10
,i37
r29
Uppercut Psyche-out Left Right Combo

df+1,2~f+1+2

m,​h,​h
12,​8,​12
-3
+0
+3
,i34 i44
r22
  • 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

df+2

m
18
-11
+6
i16~17
t47 r30
  • 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

df+1+2

m,​m
14,​21
-12
+18a (+11)
i14 i24~25
r31
1st hit -23 on block

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~
t48 r32 FC

d+2

l
11
-18
-5
i17
cs6~
r37

d+2,1

l,​m
11,​8
-11
-5
+0
,i14~15
r29
  • 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

d+2,​1,2

l,​m,​h
11,​8,​17
-2
+27a (+18)
,i24~25
r22
  • 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

m
15
-4
+7
i29~30
r22
  • 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

d+2,​n+1,2

m,​m
15,​20
-13
+3c
,i13~14
r35
  • Jail from 1st block with 5f delay
  • Combo from 1st hit with 10f delay
  • Move can be delayed 10f
Wildman Combo 2

d+2,​n+1,f+2

m,​h
15,​17
-2
+27a (+18)
,i24~25
r22
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

db

Name
Alt

Input

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

db+1

s
5
-5
+6
i10
cs4~
r24 FC
Transition to r24 with F
Knee Clipper

db+2

L
21
-12
+1c
i26~27
cs6~
r30
  • Alternate input hFC.db+2
  • Transition to r30 FC with D

db+3

L
10
1.75
-15
+1
i16
r34
Foot Stomp Right Hook

db+3,2

L,​h
10,​16
-7
,i15~16
r31
Balcony Break
  • Jail from 1st attack
Stun Gun

db+1+2

m
21
-18
+24
i36~37
pc8~35
r38

b

Name
Alt

Input

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

b+1

h
17
-14
+2
i13~14
t43 r29
  • 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

b+1,2

h,​h
17,​9
-5
+19g
,i18~19
r23
Tailspin
  • Combo from 1st hit with 8f delay
  • Move can be delayed 8f
  • Transition to r23 PAB with F
Frigate

b+1,d+2

h,​L
17,​10
-11
+0
,i27~28
,cs13~
r29
  • 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

b+1,​d+2,1

h,​L,​m
17,​10,​20
-9
+35a (+20)
,i25~27
r28
Combo from 2nd CH
Body Bomb

b+2

m
15
-14
i17~18
r32

u

Name
Alt

Input

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

ub+2

h
17
-12
+9g
i15~16
r30
Jumping Knuckle

u+1

m
12
-12
-1
i18
js9~
r31
Spike
  • Alternate input ub+1 (jumps back)
Over the Top

uf+1

m
18
-6
+5
i19~21
js9~
t44 r23
Spike
  • Alternate input PKB.u+1
Burst Hammer

uf+2

m
20
-14
i22~25
js9~
r31
Spike
  • Alternate input u+2 (jumps up)
Jump-in Foot Stomp

uf+3

L
20
-12
+9
i36~37
js9~
r30
Spike
  • Alternate input u+3 (jumps up)
Jump-in Foot Stomp Right Hook

uf+3,2

L,​h
20,​16
-7
,i15~16
r31
  • Alternate input u+3,2
  • Jail from 1st attack
Jumping Duck Kick

uf+4

m
20
-14
i23~24
js9~
r32
  • Alternate input u+4 (jumps up)

Motion input

Name
Alt

Input

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

qcf+1

m
21
-10
+16a (+7)
i16
r29
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

qcf+2

L
18
-18
+2c
i19
cs10~
r36
  • Transition to r36 PAB with F
Hellfire

qcb,f+2+3

m!
70
+12a (+1)
i66~69
r31
Beat Down

f,F+2

m
24
-13c
i14~17
r40
Floor Break
  • Can't be buffered
Eraser

f,f,F+2

m
30
+9g
+10a
i20~24
js9~
r36
Floor Break
  • Can't be buffered
  • Alternate input wr2

Crouch

Name
Alt

Input

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

hFC.1

m
5
-5
+6
i10
cs1~
r24 FC
Transition to r24 with F
Crouch Straight

hFC.2

s
8
-4
+7
i11
cs1~
r23 FC
Patella Smash to Peekaboo

FC.df+1

L
12
-12
+2
i15~16
cs1~
r29 PAB
Finishing Blow

FC.df+2

m
20
-15
i18~19
r35
  • Can evade many highs
  • No crouching state

WS

Name
Alt

Input

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

ws1

m
12
-3
+3
+8
i11~12
r21
Eagle Jab

ws1,1

m,​h
12,​7
-3
+3
,i15
r22
  • 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

ws1,2

m,​m
12,​20
-13
+3c
,i13~14
r35
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

ws2

m
17
-7
+4a
i14~16
t40 r24
  • 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

Others

Name
Alt

Input

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

(Long run).1

L
23
-12
+17a
i16
cs6~
r31
Cheapshot

OTG.d+1+2

L
16
-11
+2
i17
r30
Taunt

2+3+4

t118

(Back to wall).b,​b,​UB

m
21
+4c
i39~41
fs5~7 is8~13 js14~
r26
  • Can't be buffered
  • UB is held for 5 frames
  • Frame counts are from first frame of UB

LWV

Name
Alt

Input

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

3

r8 LWV
  • No crouching state
  • Lapses to standing after frame 35
Left Weave to Ducking

LWV.f+3

r1 DCK
  • Entire input can be held in advance
  • Can't be done until frame 16 of LWV
Left Weave to Right Weave

LWV.d+3

r8 RWV
  • 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 Swaying

LWV.b+3

r15 SWY
  • Entire input can be held in advance
  • Can't be done until frame 16 of LWV
Left Body

LWV.1

m
14
-10
+1
i15
r29
  • Transition to -3 +8 r22 FLK with B
  • Transition input can be delayed 4f
Double Stinger

LWV.1,1

m,​m
14,​22
-13
+28a (+19)
,i24~26
r20
Balcony Break
  • Combo from 1st hit with 6f delay
  • Move can be delayed 10f

LWV.1,f+1

m,​m
14,​9
-3
+3
,i17
r22
  • Jail from 1st block with 2f delay
  • Combo from 1st hit with 10f delay
  • Move can be delayed 10f
Centurion Rush

LWV.1,​f+1,1

m,​m,​h
14,​9,​8
+3
+7
,i16
r18
  • Combo from 2nd hit
  • Transition to +4 +8 r17 FLK with B
Right Shoulder Rush

LWV.2

m
13
-5
+4
i14~16
r24
  • Transiton to -1 +8 r20 PAB with F
  • Transition input can be delayed 9f
Billy Club

LWV.2,1

m,​m
13,​21
-8
+4c
,i19
r33
  • Combo from 1st CH with 9f delay
  • Input can be delayed 14f
  • Move can be delayed 11f

RWV

Name
Alt

Input

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

4

r8 RWV
  • No crouching state
  • Lapses to standing on frame 35
Left Weave to Ducking

RWV.f+3

r1 DCK
  • Entire input can be held in advance
  • Can't be done until frame 16 of RWV
Right Weave to Left Weave

RWV.d+3

r8 LWV
  • 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 Swaying

RWV.b+3

r15 SWY
  • Entire input can be held in advance
  • Can't be done until frame 16 of RWV
Left Shoulder Rush

RWV.1

m
13
-5
+4
i14~16
r24
Transition to -1 +8 r20 PAB with F
Left Shoulder Rush to Uppercut

RWV.1,2

m,​m
13,​15
-13
,i18~20
r30
  • Combo from 1st CH with 10f delay
  • Input can be delayed 14f
  • Move can be delayed 11f
Gut Drill

RWV.2

m
22
-13
+10a (+1)
i15~16
r33
Wall Bounce

DCK

Ducking

f+3

cs1~
r6 DCK
  • Alternate input f+4 or hFC.df+3_4
  • Lapses to standing after 35 frames
Ducking to Crouch

DCK.db

r1 FC
  • 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 Weave
  • DCK.d+3
  • DCK.u+3
  • r25 RWV
  • r25 LWV
  • 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 Sway

DCK.b+3

r10 SWY
  • 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 Hunt

DCK.1

m
17
-7
i19~20
r27
Skyscraper

DCK.2

m
15
-14
i19~21
r33
  • No crouching state
  • Can evade some highs

DCK.1+2

m
5
-6
+0
i16
r25
Alternate input EXTDCK.1+2

DCK.1+2,1

m,​m
5,​3
+2
,i7
r28
  • Jail from 1st hit
  • Combo from 1st hit in juggle +22a (+15)
  • 1st hit -16 on block

DCK.1+2,​1,2

m,​m,​m
5,​3,​3
-3
,i5
Jail from 1st hit

DCK.1+2,​1,​2,1

m,​m,​m,​m
5,​3,​3,​3
+2
,i5
Jail from 1st hit

DCK.1+2,​1,​2,​1,2

m,​m,​m,​m,​m
5,​3,​3,​3,​3
-3
,i5
Jail from 1st hit

DCK.1+2,​1,​2,​1,​2,1

m,​m,​m,​m,​m,​m
5,​3,​3,​3,​3,​3
+2
,i5
Jail from 1st hit

DCK.1+2,​1,​2,​1,​2,​1,2

m,​m,​m,​m,​m,​m,​m
5,​3,​3,​3,​3,​3,​3
-3
,i4
Jail from 1st hit

DCK.1+2,​1,​2,​1,​2,​1,​2,1

m,​m,​m,​m,​m,​m,​m,​m
5,​3,​3,​3,​3,​3,​3,​3
+2
,i5
Jail from 1st hit

DCK.1+2,​1,​2,​1,​2,​1,​2,​1,2

m,​m,​m,​m,​m,​m,​m,​m,​m
5,​3,​3,​3,​3,​3,​3,​3,​3
-4
,i7
Jail from 1st hit
Gatling Gun

DCK.1+2,​1,​2,​1,​2,​1,​2,​1,​2,1

m,​m,​m,​m,​m,​m,​m,​m,​m,​m
5,​3,​3,​3,​3,​3,​3,​3,​3,​12
-12
+33a (+23)
,i9
r31
Jail from 1st hit
Punisher

DCK.f+2

m
21
-7
+9a
i15~16
t46 r30
Tailspin
  • 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

EXTDCK

Extended Duck

DCK.f+3

r6 EXTDCK
  • 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 Hunt

EXTDCK.1

m
21
-7
i19~20
r27
Recovery r20 on hit or CH
Power Skyscraper

EXTDCK.2

M
21
-14
i19~21
r27
Power Punisher

EXTDCK.f+2

h
28
+5
i15~16
r30
Tailspin
  • 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

SWY

Swaying

b+3

cs1~
t35 r35
  • 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 Club

SWY.1

m
26
-1c
+6c
+9d
i16~17
Snake Charmer

SWY.2

m
30
-18
i17~18
cs1~

ALB

Quick Spin

3+4

t30 r30
  • Alternate input BT.3+4
  • Transition to PAB with F
Cyclone Punch

ALB.2

m
22
-8
+16a (+7)
i23~24
Balcony Break
Cyclone Knee Clip

ALB.d+2

L
17
-12
+1c
+14d
i34
cs19~
Cyclone Left

ALB.u

t55 r55
Transition to PAB with F
Cyclone Right

ALB.d

t55 r55
Transition to PAB with F
Double Cyclone Punch

Cyclone.1

m
34
-8
+16a (+7)
i48~49
Balcony Break
Double Cyclone Knee Punch

Cyclone.d+1

L
30
-12
+14d
i59~60
cs43~

PAB

Peekaboo

f+3+4

  • Auto block
    • Can't block during first 20f
  • Transition to any stance excluding FLK
Advance

PAB.F

PAB
Peekaboo to Crouch

PKB.db

t1 r1 FC
  • Total 21f from input f3+4,db

PAB.1

h
10
-2
+9
i12~13
PAB

PAB.1,2

h,​h
10,​14
+0
+8
,i15~16
PAB
Combo from 1st hit
Albion Combination to PAB

PAB.1,​2,1

h,​h,​m
10,​14,​21
-13
+8c
,i18~20
PAB
Floor Break
  • Combo from 2nd CH with 9f delay
  • Input can be delayed 10f
Spite Hook

PAB.2

h
19
-3
+2
i14
ps7~13
PAB
Homing
  • Alternate input PAB.ub+2
  • Parries punches
    • Deals 25 damage + 50% of enemy attack, +0d
Gazelle Upper to PAB

PAB.f+2

m
18
-13
+31a (+16)
i18~19
PAB
Straight Punch Combination

PAB.f+2,1

m,​m
18,​25
+1
+10a (+3)
,i34~35
Nimrod Combination

PAB.f+1+2

h,​h
12,​23
-5
+24a (+15)
i12
Balcony Break
  • Combo from 1st hit

PAB.df+1

m
12
-9
+2
i15~16
PAB

PAB.df+1,1

m,​m
12,​14
-10
+1
,i19~20
PAB
  • Combo from 1st hit with 11f delay
  • Input can be delayed 15f

PAB.df+1,​1,2

m,​m,​m
12,​14,​12
-11
-3
,i22
PAB
  • Combo from 2nd CH with 8f delay
  • Input can be delayed 12f
Argos Rush

PAB.df+1,​1,​2,1

m,​m,​m,​m
12,​14,​12,​20
-13
+17d
,i16
Combo from 3rd hit
Cross Cut

PAB.df+1,2

m,​h
12,​20
-6
+10g
,i18~19
Tailspin
  • Combo from 1st hit with 12f delay
  • Input can be delayed 15f
  • Wall crush on hit +18g
Cutting Elbow to PAB

PAB.df+2

m
16
-10
i16
PAB
Patella Smash

PAB.d+1

L
11
-12
+2
i15
cs6~
PAB
Knuckle Plow

PAB.d+2

L
25
-12
+7
+32a
i28
cs6~
FC

PAB.b+1

m
15
-19
-6
i17~18

PAB.b+1,1

m,​h
15,​10
-7
-1
,i18~19
  • Combo from 1st hit with 12f delay
  • Input can be delayed 13f

PAB.b+1,​1,2

m,​h,​m
15,​10,​12
-11
-5
,i18~20
  • Combo from 2nd CH with 7f delay
  • Input can be delayed 12f
Lancaster Combination

PAB.b+1,​1,​2,1

m,​h,​m,​m
15,​10,​12,​21
-10
+16a (+7)
,i21
  • Combo from 3rd CH
  • Transition to -3 +24a (+14) FLK with B
Swaying Hook

PAB.b+2

m
25
-13
+11a (+2)
i28~29
Wall Bounce
Dreadnought Uppercut

PAB.u+2

m
23
-15
i17~19
js9~
Alternate input PAB.uf+2

FLK

Flicker Stance

b+3+4

  • FLK after 5f
  • Auto block
    • Can't block during first 15f
  • Transition to any stance excluding ALB and FLK
Flicker Stance to Cancel

FLK.db

t1 r1
Total 16f from b+3+4

FLK.1

h
14
-4
+7
i12
  • Transition to -1 +10 FLK with B
  • Transition to +16 +27g +27 ALB with b,3+4

FLK.1,1

h,​h
14,​8
-9
+0
  • Combo from 1st CH
  • Transition to -4 +5 FLK with B
  • Transition to +9 +18 ALB with b,3+4

FLK.1,​1,1

h,​h,​h
14,​8,​8
-9
+0
  • Combo from 2nd CH
  • Transition to -4 +5 FLK with B
  • Transition to +13 +21 ALB with b,3+4
Spitfire Combo

FLK.1,​1,​1,2

h,​h,​h,​m
14,​8,​8,​22
-7c
+5d
  • Combo from 3rd hit
  • Alternate input:
    • FLK.1,2
    • FLK.1,1,2
Tempest Combo

FLK.1,f+1

h,​m
14,​17
-5
+0c
+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 Combo

FLK.1,d+1

h,​h
14,​23
+0
+18g
Tailspin
  • 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 Swatter

FLK.2

m
21
-5c
+8d
i18~19
Floor Break
British Lancer

FLK.b+2

h
21
-9
i14~15
pc8~
Balcony Break

Throws

Gut Wrencher

1+3

t
35
-6
+0d
i12~14
Throw break 1 or 2
Gut Wrencher

f+1+3

t
35
-6
+0d
i15~17
Homing
  • Same throw as 1+3
Brain Pulverizer

2+4

t
35
-3
+0d
i12~14
Floor Break
  • Throw break 1 or 2
Brain Pulverizer

f+2+4

t
35
-3
+0d
i15~17
Homing
  • Same throw as 2+4
Choker Slam

Left throw

t
40
-3
+0d
Floor Break
  • Throw break 1
Throw Down

Right throw

t
40
-3
+0d
Throw break 2
Schoolyard Bully

Back throw

t
55
+23d
+1 damage on wall hit
Armlock Throw

f,F+1+2

t
40
+0
+0d
i12~13
Throw break 1+2
Spinning Elbow Drop

qcb+2+4

t
40
-2
+0d
i12~14
Throw break 2
Position Change

SWY.1+2

t
0
-2
+1F
i10~15
  • 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 Count

PAB.1+2

t
45
+0
+0d
i11
Throw break 1+2
Griffin Throw

FLK.1+2

t
40
-6
+0d
i12~14
Throw break 1+2
Parry

b+1+2

ps2~10
t35 r35
  • Alternate input FLK.b+1+2
  • Parries punches

P.1

m
30
-12
i14~16
Bryan can evade when input b.[untested]

10 strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
df+1 m 12 i13~14 -2 +5
2~f+1+2 h,h 8,12 -3 +0
1 m 7 -19 -8
1 m 8 -25 -17
2 m 8 -16 -8
1 h 8 -9 +5
1 h 10 -14 -3
2 l 5 -13 +8
1 m 6 -11 -5
2 m 22 -23 -8c
10 Hit Combo 2
Input Hit level Damage Startup Block Hit Combo
df+1 m 12 i13~14 -2 +5
2~f+1+2 h,h 8,12 -3 +0
1 m 7 -19 -8
1 m 8 -25 -17
2 m 8 -16 -8
1 h 8 -9 +5
1 h 10 -14 -3
2 l 5 -13 +8
1 m 6 -11 -5
b+2 m! 40 +16a (+7)

External links