Paul movelist (Tekken 7): Difference between revisions

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m (RogerDodger moved page Paul movelist to Paul movelist (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
Tag: Script
 
(12 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Paul}}
{{Paul}}
{{Navbox movelist (Tekken 7)}}


== Rage ==
== Rage ==


{{Sticky|{{MoveDataHeader}}}}
{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Paul-R.1+2
|id=Paul-R.1+2
Line 558: Line 559:
|ch=+35a (-12)
|ch=+35a (-12)
|notes={{Elbow}}
|notes={{Elbow}}
}}
{{MoveData
|id=Paul-d+2
|name=Crouch Straight
|input=d+2
|damage=8
|target=s
|startup=i11
|crush=cs4~
|recv=r23 FC
|block=-4
|hit=+7
}}
{{MoveData
|id=Paul-d+3
|name=Crouch Spin Kick
|input=d+3
|damage=12
|target=L
|startup=i16
|crush=cs4~
|recv=r33 FC
|block=-17
|hit=-3
}}
}}
{{MoveData
{{MoveData
Line 638: Line 663:


{{MoveDataHeader}}
{{MoveDataHeader}}
{{MoveData
|id=Paul.db+1
|name=Crouch Jab
|input=db+1
|damage=5
|target=s
|startup=i10
|crush=cs4~
|recv=r24 FC
|block=-5
|hit=+6
|notes=Transition to r24 with F
}}
{{MoveData
{{MoveData
|id=Paul-db+2
|id=Paul-db+2
Line 650: Line 688:
|hit=+14a (-3)
|hit=+14a (-3)
|ch=[[Paul combos#Staples|+26a (+16)]]
|ch=[[Paul combos#Staples|+26a (+16)]]
}}
{{MoveData
|id=Paul-db+3
|input=db+3
|damage=12
|target=L
|startup=i15~17
|crush=cs6~
|recv=r33 FC
|tot=49
|block=-17
|hit=-3
}}
{{MoveData
|id=Paul.db+4
|name=Crouch Shin Kick
|input=db+4
|damage=7
|target=l
|startup=i12
|crush=cs4~
|recv=r34 FC
|block=-13
|hit=-2
}}
}}


Line 790: Line 852:
}}
}}
{{MoveData
{{MoveData
|id=Paul-uf+2
|id=Paul-ub+3
|name=Mortar Punch
|input=ub+3
|input=uf+2
|damage=12
|damage=35
|target=m
|target=m
|startup=i34
|startup=i15
|recv=r36
|recv=
|block=+9
|block=-16
|hit=+8a (-1)
|hit=+25a (-15)
|crush=js8~
|crush=js9~
|notes={{WB}}
}}
}}
{{MoveData
{{MoveData
|id=Paul-ub+3
|id=Paul-ub+4
|input=ub+3
|name=Rising Toe Kick
|damage=12
|input=ub+4
|damage=11
|target=m
|target=m
|startup=i15
|startup=i15
|recv=
|recv=
|block=-16
|block=-19
|hit=+25a (-15)
|hit=-8
|crush=js9~
|crush=js9~
}}
{{MoveData|
|id=Paul-u+2
|input=u+2
|target=h
|damage=17
|range=
|tracksLeft=
|tracksRight=
|startup=i15
|crush=
|recv=
|tot=
|block=-12
|hit=+9
|ch=
|notes={{BB}}
}}
}}
{{MoveData
{{MoveData
Line 826: Line 904:
}}
}}
{{MoveData
{{MoveData
|id=Paul-uf+3
|id=Paul-u+3,4
|input=uf+3
|inputLead=u+3
|damage=14
|input=,4
|target=m
|damageLead=13
|startup=i15
|damage=12
|recv=r35
|targetLead=m
|tot=50
|block=-16
|hit=[[Paul combos#Staples|+25a (+15)]]
}}
{{MoveData
|id=Paul-uf+3,4
|name=Shredder
|input=,4
|inputLead=uf+3
|damage=,20
|damageLead=14
|target=,m
|target=,m
|targetLead=m
|startupLead=i15
|startup=
|recv=
|startupRoot=i15
|tot=
|recv=r31
|block=-13
|block=-13
|hit=[[Paul combos#Staples|+28a (+21)]]
|hit=+28a (+21)
|crush=js9~
|crush=js
}}
}}
{{MoveData
{{MoveData
|id=Paul-ub+4
|id=Paul-u+4
|name=Rising Toe Kick
|name=Rising Toe Kick
|input=ub+4
|input=u+4
|damage=11
|target=m
|startup=i15
|recv=
|block=-19
|hit=-8
|crush=js9~
}}
{{MoveData
|id=Paul-u+4
|name=Rising Toe Kick
|input=u+4
|damage=15
|damage=15
|target=m
|target=m
Line 878: Line 932:
|crush=js9~
|crush=js9~
}}
}}
{{MoveData
{{MoveData|
|id=Paul-uf+4
|id=Paul-uf+1
|name=Rising Toe Kick
|input=uf+1
|input=uf+4
|damage=13
|target=m
|target=m
|startup=i15
|damage=12
|range=
|tracksLeft=
|tracksRight=
|startup=i18
|crush=js9~
|recv=
|recv=
|block=-13
|tot=
|hit=[[Paul combos#Staples|+33a (+23)]]
|block=-12
|crush=js9~
|hit=-1
|ch=
|notes={{Plainlist|
* Alternate input:
** ub+1
** u+1}}
}}
}}
 
{{MoveData
== Motion input ==
|id=Paul-uf+2
 
|name=Mortar Punch
{{MoveDataHeader}}
|input=uf+2
{{MoveData
|damage=35
|id=Paul-f,F+2
|target=m
|name=Flash Elbow
|startup=i34
|input=f,F+2
|recv=r36
|damage=14
|block=+9
|target=m
|hit=+8a (-1)
|startup=i15~16
|crush=js8~
|recv=r37
|notes={{WB}}
|tot=52
}}
|block=-17
{{MoveData
|hit=-7
|id=Paul-uf+3
|notes={{Elbow}}
|input=uf+3
}}
|damage=14
{{MoveData
|target=m
|id=Paul-f,F+2,1
|startup=i15
|name=Juggernaut
|recv=r35
|input=,1
|tot=50
|inputLead=f,F+2
|block=-16
|damage=,20
|hit=[[Paul combos#Staples|+25a (+15)]]
|damageLead=14
}}
|target=,m
{{MoveData
|targetLead=m
|id=Paul-uf+3,4
|startup=
|name=Shredder
|startupRoot=i15
|input=,4
|inputLead=uf+3
|damage=,20
|damageLead=14
|target=,m
|targetLead=m
|startup=
|startupRoot=i15
|recv=r31
|block=-13
|hit=[[Paul combos#Staples|+28a (+21)]]
|crush=js9~
}}
{{MoveData
|id=Paul-uf+4
|name=Rising Toe Kick
|input=uf+4
|damage=13
|target=m
|startup=i15
|recv=
|block=-13
|hit=[[Paul combos#Staples|+33a (+23)]]
|crush=js9~
}}
 
== Motion input ==
 
{{MoveDataHeader}}
{{MoveData
|id=Paul-f,F+2
|name=Flash Elbow
|input=f,F+2
|damage=14
|target=m
|startup=i15~16
|recv=r37
|tot=52
|block=-17
|hit=-7
|notes={{Elbow}}
}}
{{MoveData
|id=Paul-f,F+2,1
|name=Juggernaut
|input=,1
|inputLead=f,F+2
|damage=,20
|damageLead=14
|target=,m
|targetLead=m
|startup=
|startupRoot=i15
|recv=
|recv=
|block=-12
|block=-12
Line 1,106: Line 1,220:
== Crouch ==
== Crouch ==


{{MoveDataHeader}}{{MoveData
{{MoveDataHeader}}
{{MoveData
|id=Paul-hFC.1
|id=Paul-hFC.1
|name=Crouch Jab
|name=Crouch Jab
Line 1,558: Line 1,673:
|damage=35
|damage=35
|target=t
|target=t
|startup=i12
|startup=i12~14
|recv=r27
|recv=r27
|tot=39
|tot=39
Line 1,571: Line 1,686:
|damage=35
|damage=35
|target=t
|target=t
|startup=i15
|startup=i15~17
|recv=r27
|recv=r27
|tot=39
|tot=39
Line 1,586: Line 1,701:
|damage=35
|damage=35
|target=t
|target=t
|startup=i12
|startup=i12~14
|recv=r FUFT
|recv=r FUFT
|block=-3
|block=-3
Line 1,600: Line 1,715:
|damage=35
|damage=35
|target=t
|target=t
|startup=i15
|startup=i15~17
|recv=r FUFT
|recv=r FUFT
|block=-3
|block=-3
Line 1,770: Line 1,885:
|target=t
|target=t
|startup=i26
|startup=i26
|recv=r33 (Tackle)
|recv=r33
|tot=59
|tot=59
|block=-5
|block=-5
|hit=+3d
|hit=+3d
|notes={{Plainlist|
|notes=See [[Generic movelist#Ultimate Tackle|Generic Ultimate Tackle]]
* Throw break 2
* On break recovers in BT
* Reverse tackle 1+2 2f before takedown
* Alternate input FC.1+2}}
}}
}}
{{MoveData
{{MoveData
Line 1,787: Line 1,898:
|target=
|target=
|startup=
|startup=
|recv=r
|recv=
|tot=35
|tot=35
|crush=ps3~8
|crush=ps3~8
Line 1,799: Line 1,910:


{{MoveData
{{MoveData
|id=Paul-(Tackle).2,1,2,1
|id=Paul-Tackle.2,1,2,1
|name=Ultimate Punch
|name=Ultimate Punch
|input=(Tackle).2,1,2,1
|input=Tackle.2,1,2,1
|damage=5,5,5,15
|damage=5,5,5,15
|target=
|target=
Line 1,808: Line 1,919:
|block=+0
|block=+0
|hit=+0d
|hit=+0d
|notes={{Plainlist|
|notes=See [[Generic movelist#Ultimate Punch|Generic Ultimate Punch]]
* Alternate input:
** any combination of 1 and 2 up to four hits
* Throw break
** 1st and 4th hits can be broken
** 1 to defend left side (against right punch)
** 2 to defend right side (against left punch)
** inputs are reversed for tackle from behind}}
}}
}}
{{MoveData
{{MoveData
|id=Paul-(Tackle).2,d+1,1,n,4,1,1+2
|id=Paul-Tackle.2,d+1,1,n,4,1,1+2
|name=Ultimate Punishment
|name=Ultimate Punishment
|inputLead=(Tackle).2
|inputLead=Tackle.2
|input=,d+1,1,n,4,1,1+2
|input=,d+1,1,n,4,1,1+2
|damageLead=5
|damageLead=5
Line 1,832: Line 1,936:
}}
}}
{{MoveData
{{MoveData
|id=Paul-(Tackle).1+2
|id=Paul-Tackle.1+2
|name=Arm Breaker
|name=Arm Breaker
|input=(Tackle).1+2
|input=Tackle.1+2
|damage=25
|damage=25
|target=
|target=
Line 1,847: Line 1,951:
}}
}}
{{MoveData
{{MoveData
|id=Paul-(against Ultimate Punch 2).1,1,2
|id=Paul-(Enemy Tackle).1,1,2
|name=Arm Breaker
|name=Arm Breaker
|input=(against Ultimate Punch 2).1,1,2
|input=(Enemy Tackle).1,1,2
|damage=25
|damage=25
|target=
|target=
Line 1,855: Line 1,959:
|recv=
|recv=
|hit=+0
|hit=+0
|notes=
|notes=Reverse Ultimate Punch 2 (right punch)
}}
}}
{{MoveData
{{MoveData
|id=Paul-(against Arm Breaker).1+2,2,2,2,2,2
|id=Paul-(Enemy Tackle).1+2,2,2,2,2,2
|name=Arm Breaker Reversal to Arm Breaker
|name=Arm Breaker Reversal to Arm Breaker
|input=(against Arm Breaker).1+2,2,2,2,2,2
|input=(Enemy Tackle).1+2,2,2,2,2,2
|damage=10
|damage=10
|target=
|target=
Line 1,867: Line 1,971:
|block=
|block=
|hit=+3d
|hit=+3d
|notes=Tight input
|notes={{Plainlist|
* Reverse Arm Breaker
* Tight input}}
}}
}}



Latest revision as of 16:00, 25 January 2024

Rage

Name
Alt

Input

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

R.1+2

m,​t
10,​45
-22
+15d
i20
pc8~
Rage Art to Cancel Combination

R.1+2,B

m
15
-22
i20
pc8~
Rage Drive

R.qcf+1+2

m
40
+3
+27a (-9)
i12~14
Wall hit on block +9g (5 damage)

n

Name
Alt

Input

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

1

h
7
+1
+8
i10
t27 r17
Alternate input f+1
Left Right Combo

1,2

h,​h
7,​12
-1
+6
i10
t39 r19
Combo from 1st hit

1,​2,3

h,​h,​m
7,​12,​7
-25
-14
i10
  • Combo from 1st hit
  • Can't be buffered after moving
Reverse PDK Combo

1,4

h,​l
7,​8
-11
+1
i10
cs10~
r29 FC
Combo from 1st CH
Right Jab

2

h
10
+0
+6
i10
t29 r19
Jab Roundhouse

2,3

h,​h
10,​21
-9
+22a (+13)
i10
r30
Combo from 1st CH
Jab Sweep

2,d+3

h,​l
10,​11
-12
-1
i10
cs10~
r31 FC
Combo from 1st CH

3

m
14
-7
+4
i15
t41 r26
Alternate input b+3+4
Piston Fire

3,2

m,​h
14,​17
-3
+7
i15
r25
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 6f from hit
Piston Fire to Sway

3,2,B

m,​h
14,​17
+4
+14g
i15
r (Sway)
Right High Kick

4

h
17
-7
+7
i12
t38 r26
When input f4, hitbox expanded

f

Name
Alt

Input

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

f+2

h
10
+0
+6
i12
r19
Quick PK

f+2,3

h,​h
10,​16
-11
+5
i12
r29
Combo from 1st hit
Quick PK Smash

f+2,​3,1

h,​h,​m
10,​16,​22
-12
+12a (+3)
+19
i12
i
r33
Elbow
  • Combo from 2nd CH
  • Input can be delayed
  • Combo can be delayed 15f from CH
Back Spin Kick

f+3

h
30
-16
+15a (+5)
i16
r35
Hammer of the Gods

f+1+2

m
22
+3c
+8c
+20a
i20~21
t50 r30
Floor Break
Shoulder Tackle

f+1+4

m
25
-14
+41d (-17)
i21
r37
  • Shoulder
  • Sidesteps left
Chain Breaker

f+2+3

m
21
-14
i20~21
pc8~
r
Shoulder

df

Name
Alt

Input

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

df+1

m
13
-2
+4
i14
t35 r21

df+1,1

m,​h
13,​9
-5
+5
+8
i14
r23
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 5f from hit
Lion's Roar

df+1,​1,2

m,​h,​m
13,​9,​22
-9
i14
r32
Combo from 2nd CH
Body Blow to Sway

df+1,B

m
13
+3
+9
i14
i14
r37 (Sway)
Uppercut

df+2

m
13
-8
i15
t42 r27
+3a on crouching opponent hit

df+3

m
14
-9
+2
i16
t44 r28
Phoenix Wings

df+3,4

m,​m
14,​17
-10
+6
+50 (+6)
i16
r30
  • Combo from 1st hit
  • Combo can be delayed 3f from hit
Phoenix Wings (Hold)

df+3,4*

m,​m
14,​17
-6
+50 (+6)
i16
r30
The Boot

df+4

m
21
-1
+9
+31a (+26)
i19
t44 r25

d

Name
Alt

Input

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

d+1

m
16
-9
+2
+3c
i14
t42 r28
Floor Break
Hammer Punch to Crouch

d+1,D

m
16
-9
+2
+3c
i14
i14
t42 r28 FC
Hammer Punch to Power Punch

d+1,2

m,​m
16,​26
-17
+9a (0)
+41a (-6)
i14
r36
Combo from 1st CH
Hammer Punch to Power Punch (Hold)

d+1,2*

m,​m
16,​39
+14g
+9a (0)
+41a (-6)
i14
Wall crush on block +16g

d+1,4

m,​l
16,​15
-31
-17
+14a
i14
r47
Combo from 1st CH
Hang Over

d+1,​4,2

m,​l,​m
16,​15,​21
-14
+3a (-6)
+35a (-12)
i14
r42
Elbow
Crouch Straight

d+2

s
8
-4
+7
i11
cs4~
r23 FC
Crouch Spin Kick

d+3

L
12
-17
-3
i16
cs4~
r33 FC

d+4

l
9
-31
-17
+14a
i15
r47
  • Clean hit +14a
  • Alternate input qcf,d+4
Bone Breaker

d+4,2

l,​m
923
-18
-9
i15
r46
Elbow
  • Combo on 1st clean hit
Demolition Man

d+4,​2,1+2

l,​m,​m
9,​23,​22
-17
+3a (-6)
+35a (-12)
i15
r
Combo from 2nd hit
Demolition Man (Just frame)

d+4,​2:1+2

l,​m,​m
9,​23,​30
-17
+3a (-6)
+35a (-12)
i15
Combo from 1st hit
Shoulder Smash

d+1+2

m
30
-16
+5a (-4)
i12
r39
Shoulder

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
Shoot the Moon

db+2

M
21
-11
+14a (-3)
i19~20
t55 r36

db+3

L
12
-17
-3
i15~17
cs6~
t49 r33 FC
Crouch Shin Kick

db+4

l
7
-13
-2
i12
cs4~
r34 FC

b

Name
Alt

Input

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

b+1

h
12
-9
+2
i12
t40 r28
Homing
Double Axe Swing

b+1,2

h,​h
12,​21
-5
+8
i12
r34
Tailspin
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 12f from hit

b+2

m
22
-5c
+4c
i18
t52 r34
Floor Break
Crushing Wind

b+2,1

m,​m
22,​22
-12
+0c
i18
r38
Combo from 1st CH
Crushing Wind (Hold)

b+2,1*

m,​m
22,​35
+8
+8c
i18
r29
Lights Out

b+3

h
16
-6
i14
t43 r29
Leg Sweep

b+4

l
14
-13
+3
+16g
i20
t49 r29
Hassou Strike

b+1+2

h
28
+0
+21a (+16)
i24
pc8~
t53 r29

u

Name
Alt

Input

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

ub+2

m
22
-9
+14a
i21
t51 r30
Homing

ub+3

m
12
-16
+25a (-15)
i15
js9~
Rising Toe Kick

ub+4

m
11
-19
-8
i15
js9~

u+2

h
17
-12
+9
i15
Balcony Break

u+3

m
13
-16
i15
js9~
t50 r35

u+3,4

m,​m
1312
-13
+28a (+21)
js
Rising Toe Kick

u+4

m
15
-13
+19a (+9)
i15
js9~
t48 r33

uf+1

m
12
-12
-1
i18
js9~
  • Alternate input:
    • ub+1
    • u+1
Mortar Punch

uf+2

m
35
+9
+8a (-1)
i34
js8~
r36
Wall Bounce

uf+3

m
14
-16
i15
t50 r35
Shredder

uf+3,4

m,​m
14,​20
-13
i15
js9~
r31
Rising Toe Kick

uf+4

m
13
-13
i15
js9~

Motion input

Name
Alt

Input

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

f,F+2

m
14
-17
-7
i15~16
t52 r37
Elbow
Juggernaut

f,​F+2,1

m,​m
14,​20
-12
+14a
i15
Combo from 1st hit
Juggernaut to Cancel

f,​F+2,​1,B

m
14
-21
-11
i15
Phoenis Bone Breaker

f,​F+2:1

m,​h
14,​,​24
-4
+37a (+11)
i15
Combo from 1st hit
Bulldozer

f,​F+2,2

m,​l
14,​21
-19
i15
cs15~
Bulldozer to Cancel

f,​F+2,​2,B

m
14
-28
-18
i15
cs15~
r FC

f,F+3

m
17
-17
i15~16
js9~
r35
Double Hop Kick

f,​F+3,4

m,​m
17,​15
-16
i15
js
r33
Double Hop Kick High

f,​F+3,​4,4

m,​m,​h
17,​15,​25
-5
i15
js
r31
Tailspin
Triple Kick Combo

f,​F+3,​4,f+4

m,​m,​m
17,​15,​18
-14
+12a (+3)
i15
js
r31
Alternate input ,df+4
Double Hop Kick Low

f,​F+3,​4,d+4

m,​m,​l
17,​15,​15
-17
-6
i15
  • js
  • cs
r35
  • Alternate input db+4
Neutron Bomb

f,F+4

m
20
-1
i27~34
js13~
r25 FC
Burning Spear

b,n,f+1

h
22
-6
i28~31
t59 r31
Elbow
Burning Fist

b,B+1+2

m!
80
+72a
i63~64
Input u,u to Cancel.

Crouch

Name
Alt

Input

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

hFC.1

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

hFC.2

s
8
-4
+7
i11
cs1~
r23 FC
Crouch Spin Kick

hFC.3

L
12
-17
-3
i16
cs1~
r33 FC
Crouch Shin Kick

hFC.4

l
10
-15
-4
i12
cs1~
r34 FC
Flash Elbow

FC.df+2

m
14
-17
-7
i14
Elbow
  • Equivalent to f,F+2
Gunba

FC.df+1+2

l
20
-12
i32
cs
r35 FC
Gunba to Cancel

FC.df+1+2,B

i32
cs
t41 r FC
Incomplete Somersault (Pre Action)

D

i160
cs
r FC
Incomplete Somersault (Rising)

D,n,u+3+4

m,​m
40
-48
-2a (-12)
i16
js10~
r FDFA
Self-harm damage 10

WS

Name
Alt

Input

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

ws1

m
12
-3
+8
i10~11
r22
Thunder Palm

ws2

m
20
-14
i15
t53 r38

ws3

m
16
-8
+3
i13
t40 r27
Knee
Shioh

ws3,2

m,​h
16,​21
-9
+17a (+8)
i13
r31
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 9f from hit
Toe Smash

ws4

m
18
-6
+5
i11
t36 r25

CD

Name
Alt

Input

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

qcf

cs
r CD
Cost 2f
Thruster

cd1

h
21
-4
i16~18
t42 r26
Elbow
Phoenix Smasher

cd2

m
36
-17
+26a (-10)
+37a (-10)
i13~15
t52 r39
Clean hit
Gengetsu

cd3

l
17
-14
+0
i18~20
cs6~
t51 r33
Mountain Raze

cd3+4

m
30
-9
i19~21
t52 r33
Knee

Sway

Name
Alt

Input

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

qcb

cs
r Sway
Cost 2f
God Hammer Punch

qcb+1

m
24
+0c
i21~23
t54 r33
Floor Break
Rubber Band Attack

qcb+2

m
21(31)
-8
+41d (-17)
i15~17
t48 r33
Clean hit
Sway and Low Kick

qcb+3

l
14
-21
-10
i18~20
cs
t58 r40 FC
Rapid Fire

qcb+3,2

l,​m
14,​20
-10
+6
i18
r30
Rapid Fire to Phoenix Smasher

qcb+3,​2,1

l,​m,​h
14,​20,​25
-10
+26a
i18
r39
  • Combo from 2nd hit
  • Input can be delayed
  • Combo can be delayed 16f from hit
Rapid Fire to Lightning Breaker

qcb+3,​2,3

l,​m,​m
14,​20,​22
-13c
i18
r40
Floor Break
  • Combo from 2nd hit
  • Input can be delayed
  • Combo can be delayed 12f from hit
Kawaragoma

qcb+4

h
23
+1
+23a (+14)
i15~17
t42 r27
Homing
Tailspin
Higaku

qcb+1+2

m
22
-14
i18~20
t55 r37
Elbow

SS

Turn Thruster

ss1

h
21
+8
i20
t50 r30
Elbow
Pump in Pedal

ss3

l
17
-12
+4
i19
t50 r31

Others

Down Strike

OTG.d+2

L
21
-12
+4
i18
Wall Jumping Attack

(Back to wall).b,b,ub

m
21
+0c
+8a
i36
fs5~7 is8~13 js14~

Throws

Name
Alt

Input

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

1+3

t
35
-6
+1d
i12~14
t39 r27
Throw break 1 or 2
Over The Shoulder

f+1+3

t
35
-6
+1d
i15~17
t39 r27
Homing
  • Same throw as 1+3
Shoulder Pop

2+4

t
35
-3
+0d
i12~14
r FUFT
  • Throw break 1 or 2
  • Side switch on hit
Shoulder Pop

f+2+4

t
35
-3
+0d
i15~17
r FUFT
Homing
  • Same throw as 2+4
Dragon Screw

Left throw

t
45
-3
+1d
Throw break 1
Fall Away

Right throw

t
40
-3
+2d
Throw break 2
Reverse Neck Throw

Back throw 1+3

t
50
+3d
Alternative input: any 1 break
Piggyback Throw

Back throw 2+4

t
50
+3d
Floor Break
  • Enable side quick roll after throw
  • Alternative input: any 2 or 1+2 break
Chest Crusher

2+4,B

t
35
-2
+1d
i12
i12
r
  • Throw break 2
  • Side switch on hit
  • Wall hit 4 damage
Twist and Shout

df+1+2

t
40
-6
+7d
i12
Floor Break
  • Throw break 1+2
Kongo Blash (not combination)

df+1+3

t
20
-2
+9
i12
Throw break 1
Kongo Blash

df+1+3,qcf+2

t,​m
20,​15
+16a (-20)
i12
Kongo Blash (Just)

df+1+3:qcf+2

t,​m
20,​20
+16a (-20)
Foot Launch

b+1+4

t
40
-2
+1d
i11
r BT
  • Throw break 1
  • Wall hit does +4 damage
Push Away

f,F+1+2

t
38
+0
+38d
i12
  • Throw break 1+2
  • Wall splat
  • Wall hit does +4 damage
  • On break:
    • side switch
    • position switch
    • recovers in BT
    • wall hit 10 self damage
Ultimate Tackle

db+1+2

t
5
-5
+3d
i26
t59 r33
Attack Reversal

b+1+3

25 + 50% of enemy attack
ps3~8
t35
  • Alternate input b+2+4
  • Reversal for high/mid attacks (not for elbow, knee, shoulder, head and weapon)
  • Chickenable during 10f, deals 15 damage

Tackle

Ultimate Punch

Tackle.2,1,2,1

5,​5,​5,​15
+0
+0d
Ultimate Punishment

Tackle.2,d+1,1,n,4,1,1+2

5,​8,​8,​35
+0d
Arm Breaker

Tackle.1+2

25
+9
+3d
  • Throw break 1+2,2,2,2
  • Alternate input (Ultimate Punch 3rd).1+2
  • Paul shift to down when throw break
Arm Breaker

(Enemy Tackle).1,1,2

25
+0
Reverse Ultimate Punch 2 (right punch)
Arm Breaker Reversal to Arm Breaker

(Enemy Tackle).1+2,2,2,2,2,2

10
+3d
  • Reverse Arm Breaker
  • Tight input

External links