Changed the frame advantage when blocked from -12 frames to -8 frames.
Shortened the recovery time after the move hits by 4 frames.
During Jump qcb 3+4
changed the damage from 10 to 20.
During Hisenkaku qcb3+4
Changed the damage from 6,6,20 to 10,10,20.
3rd hit
Changed the frame advantage when blocked from -15 frames to -8 frames.
Shortened the recovery time after the move hits by 7 frames.
d/f+1
Decreased the distance between the character and the opponent when the move hits.
d/f+1+2
Changed the damage from 23 to 20.
d+3
FC 3
Changed the frame advantage when blocked from -11 frames to -13 frames.
Changed the frame advantage upon hit from -2 frames to -4 frames.
d+4
FC 4
Increased the range of the attack.
b+1
Changed the damage from 15 to 12.
b+2
Changed the damage from 21 to 18.
f, F+2:2
Fixed an issue in which the 2nd attack was performed when Jin's "Parry" successfully landed.
WR 1
Changed the frame advantage when blocked from +1 frames to +6 frames.
WS 3
Changed the damage from 17 to 12.
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe 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.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe 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 TrackingThe 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 TrackingThe 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.
BlockThe 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.
HitThe 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.
CHThe 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.
StartupThe 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.
RecoveryThe 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.
NotesAnything 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.
Changed the frame advantage when blocked from 0 frames to +1 frames.
Shortened the recovery time after the move hits by 1 frames.
SBT 3
DBT 3
Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
d/f+1+2
DES d/f+1+2
Changed the time when Power Crush starts from 6 frames to 8 frames.
d/b+1~4
Reduced the strength of the pushback, and made the move easier to land.
u/f+3
Increased the lower range of the attack.
DES f+1
Changed the frame advantage when blocked from +2 frames to +3 frames.
DES f+1+2
Changed the frame advantage when blocked from +7 frames to +8 frames.
DES d+2
Changed the damage from 5, 5, 5, 5 to 3, 3, 3, 20.
DES d+2^
Chande the damage from 5, 5, 5, 5, 5, 5 to 3, 3, 3, 3, 3, 20.
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe 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.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe 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 TrackingThe 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 TrackingThe 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.
BlockThe 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.
HitThe 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.
CHThe 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.
StartupThe 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.
RecoveryThe 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.
NotesAnything 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.
Fixed an issue in which the opponent could shorten the recovery time via crouch input whent the move hit.
4th hit
Changed the frame advantage when blocked from -10 frames to -7 frames.
Shortened the recovery time upon hit by 3 frames.
3~4
Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
2+3
Changed the attack startup from frame 28-29 to frame 23-24.
d/f+2,3
Changed the damage from 10, 13, 20 to 10, 13, 25.
d+3+4
Reduced the strength of the pushback, and made the move easier to land.
d/b+1,2
1st hit
Changed the frame advantage upon hit from +4 frames to +7 frames.
2nd hit
Increased input window from 20 to 23.
d/b+2
Changed the attack startup from frame 23-24 to frame 20-21.
b+1
Can now shift to crouching by cancelling the move from "b+1,D"
b+2,1+2,4
Increased the range of the attack.
b+4
Changed the frame advantage when blocked from -8 frames to -7 frames.
u/f+2
Changed the damage from 20, 20, to 20, 25.
WR 3
Increased the lower range of the attack.
WS 1,4
Changed the frame advantage when blocked from -12 frames to -8.
Shortened the recovery time upon hit by 1 frame.
Increased input window for the 2nd attack from 15 frames to 21 frames.
WS 2,1,2,1,2,1+4,1,3+4
8th hit/9th hit
Decreased the distance between the character and the opponent when the move hits.
b+1+3 (or b+2+4)
Shortened the recovery time by 5 frames.
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe 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.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe 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 TrackingThe 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 TrackingThe 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.
BlockThe 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.
HitThe 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.
CHThe 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.
StartupThe 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.
RecoveryThe 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.
NotesAnything 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.
Sabaki, autoparries mid and high kicks, launching for full combo.
Parry active between i4 and i15
Bob
Bryan
Claudio
Devil Jin
Dragunov
Eddy
Eliza
Fahkumram
Feng
Ganryu
Geese
Gigas
Heihachi
Hwoarang
Jack-7
Jin
Josie
Julia
Katarina
Command
Change
1,1,2
Decreased the distance between the character and the opponent when the move is blocked.
HAR 3
Increased the upper range of the attack.
Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
d/f+1
Changed the frame advantage when blocked from -3 to -2 frames.
d/f+2,2
Changed the attack startup from frame 27 to frame 25.
Delayed the time when the move starts by 1 frame.
d/f+2,4
Changed the attack startup from frame 29-30 to frame 26-27.
Delayed the time when the move starts by 1 frame.
d/f+3+4
Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
d+1
Increased the distance between the character and the opponent when the move is blocked.
d+3,4
Changed the frame advantage when blocked from -4 to -1 frames.
d/b+3
Changed the attack startup from frame 25-27 to frame 24-25.
Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
d/b+4
Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
b+3+4
1st hit
Changed the damage from 10 to 15.
Increased the move's tracking.
f,F+2,4
Increased the move's forward movement, decreasing the distance between the character and the opponent
(while enemy is down) d+3+4
Changed the damage from 25 to 28.
Changed the frame advantage when blocked from -20 frames to -12 frames.
Changed the frame advantage upon hit from -9 frames to -1 frames.
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe 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.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe 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 TrackingThe 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 TrackingThe 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.
BlockThe 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.
HitThe 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.
CHThe 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.
StartupThe 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.
RecoveryThe 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.
NotesAnything 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.
Increased frame advantage on block from -16 to -14
d+2
Reduced damage from 18 to 17
Changed frame advantage on counter-hit from +8 to +21a
b+4
Reduced damage from 22 to 20
b+3+4
Reduced damage from 25 to 20
u/f+3
Increased the lower range of the attack
SSR 3+4
Increased frame advantage on block from -11 to -9
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe 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.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe 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 TrackingThe 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 TrackingThe 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.
BlockThe 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.
HitThe 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.
CHThe 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.
StartupThe 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.
RecoveryThe 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.
NotesAnything 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.
Changed the frame advantage upon hit from 0 frames to +1 frames
HRM f+4
Changed the attack startup from frame 26-30 to frame 26-29
Decreased the range of the attack
HRM b+1
Decreased the distance between the character and the opponent when the move is blocked
HRM b+4
Decreased the distance between the character and the opponent when the move hits
f+3
Changed t he damage from 17 to 14
f+3,1+2
Changed the frame advantage when blocked from -6 to -12 frames
Changed the frame advantage upon hit from 0 frames to -6 frames
d+2
Changed the damage from 15 to 11
d+1+2
Decreased the move's reach
d/b+1,3
Changed the opponent's behavior when the move lands as a counter hit
d/b+3,1+2
Changed the damage from 29 to 25
d/b+4
Changed the damage from 15 to 13
b+1
Changed the damage from 17 to 14
b+1+2
Decreased the distance between the character and the opponent when the move is blocked
u/f+4
Changed the attack startup from frame 21-23 to frame 23-25
f,F+2,2
Changed the damage from 15 to 13
f,F+1+2
Decreased the move's reach
ws2
3rd hit
Changed the damage from 12 to 10
ws3
Changed the damage from 17 to 14
ws3,1+2
Changed the frame advantage when blocked from -6 to -12 frames
Changed the frame advantage upon hit from 0 frames to -6 frames
FC d/f+4
Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack
SS 4
Changed the damage from 16 to 17
Changed the opponent's behavior when hit
b+2,p1_2
5th hit
Changed the damage from 20 to 10
Changed the opponent's behavior when hit
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe 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.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe 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 TrackingThe 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 TrackingThe 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.
BlockThe 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.
HitThe 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.
CHThe 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.
StartupThe 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.
RecoveryThe 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.
NotesAnything 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.
Fixed an issue in which the move could not be performed while running.
f+3
Fixed an issue in which sometimes landing the 1st attack as a counter hit caused unintended behaviour.
d/f+1
Changed the attack startup from frame 13 to frame 13-14.
Increased the range of the attack.
d/f+3,2
1st hit
Increased the lower range of the attack.
2nd hit
Changed the frame advantage upon hit from +1 frames to +5 frames.
Increased the lower ranged of the attack.
d/f+1+2
Changed the damage from 5, 10 to 5, 14.
d/b+3
Reduced the strength of the pushback, and made the move easier to land.
d/b+3+4
increased the move's reach.
b+1
changed the command from "b+1" to "u/b+1".
b+2,2
Fixed an issue in which landing the 1st attack as a counter hit caused unintended frame advantage.
b+4
Decreased the distance between the character and the opponent when the move lands as a counter hit.
b+1+4
Decreased the distance between the character and the opponent when the 1st attack hits.
Fixed an issue in which the move could not be performed while running.
u/b+4
Changed the frame advantage when blocked from -9 frames to -7 frames.
u/f+2
Reduced the strength of the pushback, and made the move easier to land.
U/F+4
Changed the frame advantage when blocked from -6 frames to ±0 frames.
d,D/F+4
Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
qcf
Fixed an issue in which the move could not be performed during special step in a specific situation.
qcf+2
Changed the attack startup from frame 20-21 to frame 17-18.
qcf+3
Changed the opponent's behaviour when the move lands as a counter hit.
WR 3,4
Changed the frame advantage when blocked from -15 frames to -13 frames.
Changed the opponent's behaviour when hit.
Shortened the recovery time after the move hits by 3 frames.
WR 1+2
Decreased the distance between the character and the opponent when the move is blocked.
WS 2
Increased the move's reach.
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe 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.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe 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 TrackingThe 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 TrackingThe 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.
BlockThe 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.
HitThe 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.
CHThe 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.
StartupThe 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.
RecoveryThe 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.
NotesAnything 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.
Changed the frame advantage when blocked from -12 frames to -9 frames.
Shortened the recovery time after the move hits by 3 frames.
f+1+4
Changed the damage from 21 to 25.
Decreased the distance between the character and the opponent when the move is blocked.
Changed the opponent's behavior when hit.
b+4
Changed the opponent's behavior when the move lands as a counter hit.
Updated the motion and increased the range of the attack.
u/b+2
Increased the distance between the character and the opponent when the move hits the opponent.
u/f+2
Decreased the distance between the character and the opponent when the move is blocked.
f,F+3,4,f+4
Increased the range of the attack.
qcb+1
Decreased the distance between the character and the opponent when the move is blocked.
qcb+4
Changed the damage from 28 to 23.
qcb+1+2
Increased the lower range of the attack.
ws3
Decreased the distance between the character and the opponent when the move hits.
SS 1
Changed the damage from 23 to 21.
Changed the opponent's behavior when hit.
SS 3
Changed the damage from 18 to 17.
Approach enemy f,F+1+2
Changed the behavior when Paul performs a throw escape and hits the wall.
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe 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.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe 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 TrackingThe 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 TrackingThe 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.
BlockThe 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.
HitThe 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.
CHThe 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.
StartupThe 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.
RecoveryThe 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.
NotesAnything 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.
Fixed an issue in which the opponent could shorten the recovery time via sidestep input when the moves was blocked
5th hit
Changed the opponent's behavior when the move hits or hits in midair
RD2
1st hit
Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent
2nd hit
Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent
LWV 1,1
Changed the opponent's behavior when the move lands as a counter hit
DCK 1+2
Changed the damage from 3 to 5
PAB d+1
Changed the damage from 12 to 11
PAB b+2
Changed the frame advantage when blocked from -14 frames to -13 frames
Shortened the recovery after the move hits by 1 frames
d+1
Changed the damage from 14 to 12
D+2
Changed the damage from 13 to 11
b+2
Changed the damage from 20 to 15
SWY 1+2,B
Fixed an issue in which performing throw escape in specific situations led to unintended behavior
FLK 1,1,1,2
Changed the opponent's behavior when hit
FLK 2
Changed the opponent's behavior when hit
WR 2
Increased the lower range of the attack
Fixed an issue in which the opponent could shorten the recovery time via crouch input when the move was blocked
ws1
Decreased the distance between the character and the opponent when the move hits
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe 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.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe 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 TrackingThe 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 TrackingThe 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.
BlockThe 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.
HitThe 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.
CHThe 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.
StartupThe 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.
RecoveryThe 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.
NotesAnything 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.