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 Ā±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 Ā±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.
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 Ā±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 Ā±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.