Line 2,293:
Line 2,293:
*2f window to input 1 after performing FC.df+2
*2f window to input 1 after performing FC.df+2
}}
}}
}}
{{MoveData|
|block=-18~-16
|id=Anna-FC.ub+4
|name=Low Somersault Kick
|input=FC.ub+4
|damage=15
|hit=-12~-10
|target=m
|startup=i18~20
|crush=js13~31 fs32~34
|recv=r35
|notes=Can recover in r35 FC with D
}}
{{MoveData|
|block=-18~-16
|id=Anna-FC.u+4
|name=Low Somersault Kick
|input=FC.u+4
|damage=18
|hit=+27a (+17a)
|target=m
|startup=i18~20
|crush=js13~31 fs32~34
|recv=r35
|notes=Can recover in r35 FC with D
}}
}}
Line 2,307:
Line 2,335:
|recv=r35
|recv=r35
|notes=Can recover in r35 FC with D
|notes=Can recover in r35 FC with D
}}
{{MoveData|
|block=-32~-33
|id=Anna-FC.UB*+4
|name=High Somersault Kick
|input=FC.UB*+4
|damage=25
|hit=-22~-21
|target=m
|startup=i14~15
|crush=js11~49 fs50~52
|recv=r51
|notes=Can recover in r51 FC with D
}}
{{MoveData|
|block=-32~-33
|id=Anna-FC.U*+4
|name=High Somersault Kick
|input=FC.U*+4
|damage=28
|hit=-2a (-12a)
|target=m
|startup=i14~15
|crush=js11~49 fs50~52
|recv=r51
|notes=Can recover in r51 FC with D
}}
}}
Line 2,315:
Line 2,371:
|input=FC.UF*+4
|input=FC.UF*+4
|damage=30
|damage=30
|hit=KND
|hit=-2a (-12a)
|target=m
|target=m
|startup=i14~15
|startup=i14~15
|crush=js11~49 fs50~52
|recv=r51
|recv=r51
|notes=Can recover in r43 FC with D
|notes=Can recover in r51 FC with D
}}
}}
Rage
Name The name of the move in the English localization. Most often directly from the in-game movelist, but can also be a community name.
Alt Other inputs that also perform this move, written in notation .
Hit level The hit level of the move. Capital letters mean it hits grounded . For strings , the hit level of the previous moves in the string is shown but washed out.
Damage How much damage the move does without any modifiers. For strings , the damage of the previous moves in the string is shown but washed out.
Range The maximum range recorded of the move hitting Lars on-axis. (For Tekken 7 , it's vs Heihachi.) Assume an error of about ±0.03. For strings , this is the range of the whole string. This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left Tracking The tracking score to the attacker's left. Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames , the move still connects.
Right Tracking The tracking score to the attacker's right. Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames , the move still connects.
Block The frame advantage on block. Blank if the move can't be blocked (e.g., an unblockable or an aerial attack). For breakable throws , this is the frame advantage when the throw is broken.
Hit The frame advantage on hit. Blank if the move is not an attack, e.g. is a stance transition only. For throws , this is the frame advantage after the throw.
CH The frame advantage on counter hit . Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
Startup The active frames of the attack. The "i" stands for "impact", i.e. impact frame . If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit. For strings , therefore, this usually has a leading comma.
Recovery The total number of frames , the recovery frames, and what stance the move recovers in, if any. The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position. For strings , the total frame count is from the start of the string with no delays.
Notes Anything that doesn't fit elsewhere. Many common move properties, such as whether a string can be delayed, go here. See Movelist#Notes for standard wording of common properties.
Damage increases with lower health
n
Jail from 1st attack with 4f delay
Combo from 1st hit with 4f delay
Input can be delayed 4f
Jail from 2nd block with 3f delay
Combo from 2nd CH hit with 9f delay
Input can be delayed 10f
Left Right Left to Frost Needle
+7
+32a (+22a)
,i20~21
r37
Combo from 3rd CH
h,h,h ,L(TC)
7,10,6 ,12
Combo from 3rd CH with 2f delay
Left Right to Left Low Kick
Combo from 2nd CH with 4f delay
Input can be delayed 10f
-6
+20a (+11a)
+49a
,i22
r30
Tailspin
Combo from 2nd CH with 3f delay
Input can be delayed 10f
Jail from 1st attack with 3f delay
Combo from 1st hit with 3f delay
Combo from 1st CH with 9f delay
Input can be delayed 10f
Right Left to Frost Needle
Combo from 2nd CH
Combo from 2nd CH with 2f delay
Input can be delayed 11f
Jails
Combo from 1st hit
Input can be delayed 10f
Straight Face Wash to Chaos Judgment
Jails
Combo from 1st hit
Input can be delayed 10f
-6
+20a (+11a)
+49a
,22
r30
Tailspin
Combo from 1st CH with 3f delay
Input can be delayed 10f
Combo from 1st CH with 4f delay
Input can be delayed 10f
Spike Combo to Right Uppercut
-13
+28a (+18a)
,i25~27
r30
Combo from 2nd CH
Spike Combo to Right High Kick
-6
+5
+30a (+20a)
i20
r25
Combo from 2nd CH
h,L(TC),h ,m
14,10,18 ,20
-6
+20a (+11a)
KND
,i22
r30
Tailspin
Combo from 1st hit with 8f delay
Input can be delayed 10f
-9
+8
+33a (+23a)
i11
r28
Balcony Break on CH
f
Poison Sting & Spinning Kick
Tailspin
Combo from 1st hit with 3f delay
Input can be delayed 12f
Move can be delayed 9f
-13~-11
-4~-2
,i17~19
fs17~36
r32
Serval Knee to Chaos Judgment
-5~-3
+4~+6
,i17~19
fs1~2 js3~11 fs12~14
r44 CJM
Knee
Alternate Input: WR+3+4~b
Tailspin
Alternate Input: WR+3+4,2
-11~-10
+8a (-1a)
i19~20
js14~29 fs30~32
r35
Balcony Break
Wall Bounce
-16
+10a (+1a)
+42a (-5a)
i14
r35
Balcony Break
Hip attack, cannot be parried
df
Uppercut Jab to Radiant Arch
-13~-12
+29a (+19a)
,i24~25
js17~26 fs27~29
r30
Combo from 2nd CH with 6f delay
Input can be delayed 10f
Uppercut Jab to Chaos Judgment
Uppercut Jab to Cutting Crescent
-5~-2
+20a (+11a)
i17
r27
Tailspin
Combo from 2nd CH with 10f delay
Input can be delayed 10f
-12~-11
+32a (+22a)
i15~16
r30
Launches crouching opponent
Middle Kick to Chaos Judgment
Input can be delayed 10f
Input can be delayed 28f
Sidestep moves come out faster than standing moves
-3~-2
-3~-2
+2~+3
,i15~16
r27
Combo from 2nd hit
m,h,h ,h
13,10,20 ,12
Combo from 3rd CH with 4f delay
Input can be delayed 10f
Move can be delayed 9f
Twisting Rush to Sidestep
m,h,h,h ,(Special)
13,10,20 ,12
Input can be delayed 16f
Sidestep moves come out faster than standing moves
Leg Slicer High Kick Backhand High Kick
m,h,h,h ,h
13,10,20,12 ,20
+0~+2
+23a (+14a)
,i19~21
r26
Twisting Rush to Sudden Storm
m,h,h,h ,m(TJ)
13,10,20,12 ,22
Twisting Rush to Blonde Bomb
m,h,h,h ,m
13,10,20,12 ,21
-18
+8a (-1a)
+40a (-7a)
,i27
r37
Combo from 1st hit with 9f delay
Input can be delayed 10f
Creeping Attack to Sidestep
Input can be delayed 10f
Sidestep moves come out faster than standing moves
Creeping Snake to Left Punch
Combo from 2nd CH with 10f
Input can be delayed 10f
+7
+32a (+22a)
,i20~21
r37
Combo from 3rd CH
m,h,h ,L(TC)
13,12,6 ,12
Combo from 3rd CH with 2f delay
Input can be delayed 11f
Creeping Snake to Left Kick
Combo from 2nd CH with 10f delay
Input can be delayed 10f
Creeping Snake to Roundhouse
-6
+20a (+11a)
+49a
,i22
r30
Tailspin
Combo from 2nd CH with 8f delay
Input can be delayed 10f
Creeping Snake to Left Low Kick
Combo from 2nd CH with 9f delay
Input can be delayed 10f
Jail from 1st hit with 1f delay
Combo from 1st hit with 10f delay
Input can be delayed 10f
Jail from 2nd hit with 2f delay
Combo from 2nd hit with 10f delay
Input can be delayed 10f
-9~-8
+15~+16
,i11~12
r27
Combo from 3rd CH with 17f delay
Input can be delayed 17f
Move can be delayed 4f
Tailspin
Combo from 3rd CH with 6f delay
Input can be delayed 10f
Tailspin
Combo from 1st hit with 4f delay
Input can be delayed 10f
-15~-14
+5c~+6c
+37
,i16~17
r32
f+4 guaranteed on counterhit
d
-11~-10
+0~+1
,i16~17
r29
Combo from 1st CH
+1c~+2c
+7c~+8c
+24d
i16~17
r29
Left Spin Low Kick to Right Uppercut
-13~-11
+31a (+21a)
,i25~27
r30
Combo from 1st CH
Low Spin Low Kick to Right High Kick
-6
+5
+30a (+20a)
,i20
r30
Combo from 1st CH
Left Spin Low Kick to B slap Combo
+2c~+3c
+5c~+6c
+21a
,i29~30
r30
Combo from 1st CH with 5f delay
Input can be delayed 9f
Low Kick Spin Punch to Chaos Judgment
Low Kick Spin Punch to Cancel SS
13f input window (i11~23)
Sidestep moves come out faster than standing moves
db
Spike
Can recover in r30 FC with D
-13~-15
-1~+1
+23a (+17a)
,i22~24
r34
Combo from 1st hit
Combo from 1st CH with 11f delay
Input can be delayed 15f
-15~-17
+25a
i27~29
cs6~
r34
-17~-18
-7
i25~26
cs6~
r36
-14~-16
-3~-5
+26a
,i29~31
r33
Combo from 1st CH
Input can be delayed 12f
-16~-20
+0~-7
KND
,i27~31
r44
Spike
Combo from 1st CH with 2f delay
Input can be delayed 12f
-12~-13
+20a (+15a)
,i20~21
pc8~19
r35
-26
-6 (-4)
,i24
cs6~
r34 FC
-6~-7
+18a (+9a)
,i29~30
r31
b
-11
-1~+0
-1~+0
,i23~24
r30
Combo from 1st hit
-11
+10a (+1a)
+42a (-5a)
,i26~27
r34
Balcony Break
Combo from 2nd CH with 4f delay
Input can be delayed 15f
Homing
Female characters can slap back with 2
-7~-9
+9g~+11g
+17a (+8a)
i20~22
r26
u
-15
+16a (+6a)
i14
js6~26 fs27~29
r34
-15
-4
i14
js6~26 fs27~29
r34
Combo from 1st CH with 12f delay
Input can be delayed 12f
Move can be delayed 11f
-3~-4
+32a (+25a)
,i11~12
r22
Balcony Break
Combo from 2nd hit with 5f delay
-3~-2
+22a
25~26
js10~34 fs35~37
r30
-11
-3
i18
js9~30 fs30~33
r28
-6
+5
+30a (+20a)
,i20
r25
Combo from 2nd hit
Balcony Break on CH
Can Opener to Cancel Sidestep
Sidestep moves come out faster than standing moves
-18~-16
-12~-10
i18~20
js13~31 fs32~34
r35
Quick Somersault Kick to Crouching
-18~-16
-12~-10
i18~20
js13~31 fs32~34
r35 FC
-18~-16
+27a (+17a)
i18~20
js13~31 fs32~34
r35
Quick Somersault Kick to Crouching
-18~-16
+27a (+17a)
i18~20
r35 FC
-18~-16
+27a (+17a)
i18~20
js13~31 fs32~34
r35
Quick Somersault Kick to Crouching
-18~-16
+27a (+17a)
i18~20
js13~31 fs32~34
r35
-3~0
+5c~+8c
i20~24
js9~23 fs24~26
r31 FC
-9
+22a (+12a)
25
js9~30 fs31~33
r28
-
-
-
i50
js10~41 fs42~44
Motion Input
-13~-12
+29a (+19a)
i15~16
js13~35 fs36~38
r30
-23~-20
+22a (+12a)
,i8~11
js1~22 fs23~25
r39
-14~-13
-3~-2
,i7~8
js1~11 fs12~14
r32
Treading Water to Chaos Judgment
-1~+0
+10
,i19
js1~2 fs3~5
r19 CJM
Combo from 1st hit
Treading Water to Chaos Judgment Hunting Swan
m,m,m ,m!
14,12,9 ,45
1+2 must be pressed on the active frames of 4 (i7~8)
Cancel to r43 with u,u
+0~+3
+19a
i31~34
js10~19 fs20~40
r28
Can recover in r28 FC with D
Falling Heel to Chaos Judgment
-9~-7
KND
KND
i31~34
js10~19 fs20~40
r38 CJM
-9~-7
+18a (+13a)
KND
i18~20
r35
+2~+6
+4~+8
+48a (+38a)
i13~17
r22
-14~-12
+30a (+15a)
,i22~24
r33
Balcony Break
Combo from 1st hit with 11f delay
Input can be delayed 11f
Move can be delayed 10f
Crimson Arrow to Chaos Judgment
-2
+20a (+11a)
+49a
,i20
30
Tailspin
Combo from 1st hit with 10f delay
Input can be delayed 10f
Jail from 1st block with 2f delay
Combo from 1st hit with 10f delay
Input can be delayed 10f
Combo from 2nd CH with 17f delay
Input can be delayed 17f
Move can be delayed 4f
Combo from 2nd CH with 6f delay
Input can be delayed 10f
-12~-10
+6~+8
i18~19 i4~6
cs5~
r35 FC
-13~-12
+9a (+9a)
+41a (-6a)
,i32~33
-23~-16
+8a (-2a)
23~30 (26~)
js3~32 fs33~61
r35 FUFT
WS
Can transition into df+1 strings
Jails
Can transition into df+1 strings
Combo from 1st hit with 1f delay
-13~-12
+29a (+19a)
i18~19
r35
Face Wash to Chaos Judgment
-3~-2
+8~+9
i11~12
r29 CJM
Crouch
Can recover standing with F
Wall Bounce
Balcony Break
-14c~-13c
+24a
i20~21
pc8~
r35
Can recover in r40 FC with DB_D_DF
2f window to input 1 after performing FC.df+2
-18~-16
-12~-10
i18~20
js13~31 fs32~34
r35
Can recover in r35 FC with D
-18~-16
+27a (+17a)
i18~20
js13~31 fs32~34
r35
Can recover in r35 FC with D
-18~-16
+27a (+17a)
i18~20
js13~31 fs32~34
r35
Can recover in r35 FC with D
-32~-33
-22~-21
i14~15
js11~49 fs50~52
r51
Can recover in r51 FC with D
-32~-33
-2a (-12a)
i14~15
js11~49 fs50~52
r51
Can recover in r51 FC with D
-32~-33
-2a (-12a)
i14~15
js11~49 fs50~52
r51
Can recover in r51 FC with D
Others
-12~-11
+0~+1
+14g
20~21s (29~) cs4~
+4~+5s
+8~+9s
KND
21~22 (30~)
-9 (1st hit whiffs: -16~-14)
Launch
Launch
19~21 (28~)
+1
KND
KND
35 air5~ invincible8~24
CJM
Auto low parry 3~
Auto throw reversal 8~
41f input window for attacks (i7~47)
30f input window for attacks (i1~30)
-7~-6
+4~+5
+4~+5
10 (26~)
-12~-10
+3~+5
KND
12~14 (28~)
-29
KND
KND
27 (43~) cs14~
-13
Launch
Launch
15 (31~) js8~
-11
Launch
Launch
30s (46~)
+12 (14g)
Launch
Launch
40 (56~)
-14
KND (FDFA)
KND (FDFA)
20 pc8~
Throws
unbreakable
FUFA
unbreakable
?
+0
FUFT (W! 40 dmg,FUFT,untechable)
1+2,(techable)
12
parry h/m punch/kick
25 + 50% of opponent's attack
-6
punch => FUFA\nkick => FUFT
f+1+3 for left limb.\nf+2+4 for left limb
3~8
External links