Law movelist (Tekken 7)

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Revision as of 11:38, 3 May 2023 by Lume (talk | contribs) (→‎Rage: fix notation, frames on hit, notes)

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
55
-26
+0d
i20
pc8~17
Rage Drive

R.db+4,3+4

l,​h
20,​32
-9
+30d
i26~27
i24~32
js19~
  • Jails
  • Alternate input DSS.db+3+4 with 1st hit i22~23

n

Name
Alt

Input

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

1

h
7
+1
+8
i10
r
Alternate input f+1

1,1

h,​h
7,​5
-7
-8
i10
i
r
Combo from 1st hit.

1,​1,1

h,​h,​h
7,​5,​5
-7
-8
i10
i
r
Combo from 1st CH.

1,​1,​1,1

h,​h,​h,​h
7,​5,​5,​5
-7
-8
i10
i
r
Combo from 1st CH.
Machine Gun Arrow

1,​1,​1,​1,1

h,​h,​h,​h,​h
7,​5,​5,​5,​5
-7
+13
i10
i
r
When hit and enemy input D, to go down.Combo & +5f from 1st CH.
Left Right Combo

1,2

h,​h
7,​8
-1
+6
i10
i
r
Connect from Machine Gun Arrow (2 to 4).Combo from 1st hit.
Left Right Combo to DC

1,​2,b,f

h,​h,​sp
7,​8
-1
+6
i10
i
r
Can't be buffered after connect to DC.

1,​2,2

h,​h,​m
7,​8,​10
-8
+4
i10
i
r
Combo from 2nd CH.Combo from 1st CH (Disable Combo from Machine Gun Arrow).
Left Right Dragon Fist Combo

1,​2,​2,2

h,​h,​m,​h
7,​8,​10,​10
-9
+4
KDN
i10
i
r
Combo from 3rd hit.Input can be delayed 18f.Combo can be delayed 17f from CH.
Left Right Dragon Fist Combo to DC

1,​2,​2,​2,b,f

h,​h,​m,​h,​sp
7,​8,​10,​10
-4
+9
KDN
i10
i
r
Can't be buffered after connect to DC.
Left Right Blazing Fist Combo

1,​2,​2,1+2

h,​h,​m
7,​8,​10,​21
-13
KDN
i10
i
r
Combo from 3rd CH.Input can be delayed 18f.Combo can be delayed 11f from CH.
Left Right to Knee

1,​2,3

h,​h,​m
7,​8,​10
-6
+5
KDN
i10
i
r
Combo from 1st CH and to Down.
Left Right Combo to Feint

1,​2,uf+3

h,​h,​sp
7,​8
-23
-16
i10
i
r
Returns to crouching.
Left Right Combo to Somersault Feint

1,​2,​uf+3,4

h,​h,​sp,​m
7,​8,​20
-9
LNC
i10
i
r
Right Jab

2

h
8
+0
+6
i10
r

2,2

h,​m
8,​10
-8
+4
i10
i
r
Rave War Combo

2,​2,2

h,​m,​h
8,​10,​10
-9
+4
KDN
i10
i
r
Combo from 2nd hit.Input can be delayed 18f.Combo can be delayed 17f from CH.
Rave War Combo to DC

2,​2,​2,b,f

h,​m,​h,​sp
8,​10,​10
-4
+9
KDN
i10
i
r
Can't be buffered after connect to DC.
Blazing Fist Combo

2,​2,1+2

h,​m,​m
8,​10,​21
-13
KDN
i10
i
r
Combo from 2nd CH.Input can be delayed 18f.Combo can be delayed 11f from CH.
Rage Dragon Combo (2) to BT

2,b+2

h,​h
8,​8
-4
+7
i10
i
r
Combo from 1st hit.Input can be delayed.

2,​b+2,1

h,​h,​h
8,​8,​8
-3
+3
i10
i
r
Combo from 2nd CH.Input can be delayed 15f.Combo can be delayed 7f from CH.
Rage Dragon Combo

2,​b+2,​1,2

h,​h,​h,​m
8,​8,​8,​21
-3c
KDN
LNC
i10
i
r
Forces an opponent to crouching on block.Combo from 3rd CH.Input can be delayed 17f.Combo can be delayed 5f from CH.
Rage Dragon Combo to Crouching

2,​b+2,​1,​2,d

h,​h,​h,​m
8,​8,​8,​21
-3c
KDN
LNC
i10
i
r
Forces an opponent to crouching on block.Returns to crouching.Combo from 3rd CH.Input can be delayed 17f.Combo can be delayed 5f from CH.
High Kick

3

h
12
-9
+2
i12
t40 r28
Feint to Middle Kick

3,3

h,​m
12,​17
-14
-3
KDN
i12
i
r
Combo from 1st CH.Input can be delayed 10f.
High Kick to Bloody Cleaver

3,4

h,​h
12,​20
-10
KDN
i12
i
r
Combo from 1st hit.
Right High Kick

4

h
14
-9
+7
LNC
i11
t39 r28

4,3

h,​h
14,​12
-14
-5
i11
i
r
Combo from 1st hit.
Shaolin Spin Kicks (2) to DC2

4,​3,b,f

h,​h,​sp
14,​12
-10
-1
i11
i
r
Fast Input data.
Shaolin Spin Kicks (2) to DC2 to DC1

4,​3,​b,​f☆f

h,​h,​sp
14,​12
+7
+16g
i11
i
r
Fast Input data.
Shaolin Spin Kicks

4,​3,4

h,​h,​h
14,​12,​14
-6
-1
LNC
i11
i
r
Shaolin Spin Kicks to DC2

4,​3,​4,b,f

h,​h,​h,​sp
14,​12,​14
-10
-5
LNC
i11
i
r
Fast Input data.
Shaolin Spin Kicks to DC2 to DC1

4,​3,​4,​b,​f☆f

h,​h,​h,​sp
14,​12,​14
+7
+12
LNC
i11
i
r
Fast Input data.
Crescent Kick Combo

4,u+3

h,​m
14,​23
-1
KDN
i11
i
r
Crescent Kick Combo to DC2

4,​u+3,b,f

h,​m,​sp
14,​23
-2
KDN
i11
i
r
Pressing Kick

3+4

mm
5,​10
-14
KDN
i14
r
Pressing Kick Combo

3+4,4

mm,​h
5,​10,​15
-13
+5Sp
i14
i
r

f

Name
Alt

Input

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

f+2

h
10
+0
+6
i12
r
Connect to 2 combinations.
High Kick

f+3

h
16
-13
-2
KDN
i15
t47 r32
Connect to 3 combinations (disable delay).
Right Hick Kick

f+4

h
16
-9
+7
LNC
i13
t41 r28
Connect to 4 combinations.
Poison Arrow

【f+2,1】

m
32
+5
KDN
i20~21
r
Start-up 21f in actualy.
Dragon Hammer

f+1+2

m
20
+3c
+8c
LNC
i20
r
Forces an opponent to crouching on block or NH.
Dragon Hammer to Crouching

f+1+2,D

m
20
+3c
+8c
LNC
i20
i
r
Forces an opponent to crouching on block or NH.Returns to crouching.
Dragon Killer

f+3+4

m
20
-2
+7c
LNC
i25
r
Forces an opponent to crouching on NH.
Spinning Dragon Blow

f+1+4

m
25
-14
KDN
i23
r

df

Name
Alt

Input

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

df+1

m
10
-1
+5
i13
r

df+1,2

m,​h
10,​5
-10
+1
i13
i
r
Combo from 1st hit.

df+1,​2,2

m,​h,​h
10,​5,​6
-18
-7
i13
i
r
Combo from 1st hit.

df+1,3

m,​l
10,​6
-16
-5
i13
i
r
Combo from 1st hit.-22GF on block.

df+1,​3,2

m,​l,​m
10,​6,​6
-12
-1
i13
i
r
Combo from 1st hit.
Uppercut

df+2

m
12
-7
LNC
i15
t41 r26
+4f against crouch hit.
Step In Kick

df+3

m
18
-12
-1
i17
r

df+3,3

m,​l
18,​8
-14
-2
i17
i
r
Combo from 1st CH.Input can be delayed 13f.Combo can be delayed 6f from CH.
Step In Combo

df+3,​3,3

m,​l,​h
18,​8,​14
-8
+1
i17
i
r
Combo from 2nd hit.Input can be delayed 12f.Combo can be delayed 9f from CH.
Mid Kick Combo to Somersault Kick

df+3,​3,4

m,​l,​m
18,​8,​23
-16
KDN
i17
i
r
Returns to crouching.Combo from 2nd CH.Input can be delayed 13f.Combo can be delayed 1f from CH.
Right Middle Kick

df+4

m
15
-8
+3
i13
r
Right Middle Kick to Somersault Kick

df+4,3

m,​m
15,​23
-17
LNC
i13
i
r
Returns to crouching.Combo from 1st CH.
Banana Peel

df+3+4

l
12
-15
+4c
KDN
i18
r
Forces an opponent to crouching on NH.Returns to crouching.

d

Name
Alt

Input

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

d+1

l
15
-12
+2c
i21
r
Forces an opponent to crouching on hit.Returns to crouching.
Low Backhand to High Kick

d+1,3

l,​h
15,​21
-9
KDN
KDN
i21
i
r
Combo from 1st CH.Input can be delayed 9f.Combo can be delayed 9f from CH.
Body Blow

d+2

sm
8
-4
+7
i11
r
Alternate input FC2
Body Blow to Dragon Lift

d+2,3

sm,​m
8,​21
-15
LNC
i11
i
r
Combo from 1st CH.
Dragon Low Kick

d+3

l
8
-14
-3
i16
r
Dragon Low Kick to Crouching

D+3

l
8
-14
-3
i16
r
Returns to crouching.
Dragon Low Kick to Hook Kick

d+3,3

l,​h
8,​17
-7
KDN
KDN
i16
i
r
Combo from 1st CH.Input can be delayed 14f.Combo can be delayed 14f from CH.

d+4

l
7
-11
+0
i15
r
Construct Kick

d+4,3

l,​h
7,​12
-12
+0
+5
i15
i
r
Combo from 1st hit.When hit and enemy input D, to go down.
Low Kick

d+3+4

l
7
-13
-2
i12
r
Returns to crouching.
Low Kick to Somersault

d+3+4,3

l,​m
7,​23
-17
LNC
i12
i
r
Combo from 1st CH.Returns to crouching.

db

Name
Alt

Input

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

db+1

sm
5
-5
+6
i10
r
Returns to crouching.Returns to standing when input F.
Elbow Spring Kick (1) to BT

db+2

m
15
-4
+7
i14
r
Elbow Spring Kick

db+2,4

m,​m
15,​25
-14
KDN
i14
i
r
Meaty 2f in actualy.
Elbow Spring Kick to Down

db+2,​4,D

m,​m
15,​25
-3
KDN
i14
i
r
Shin Crusher

db+3

l
15
-12
+4c
+14g
i17
r
Forces an opponent to crouching on NH.
Dragon's Tail

db+4

l
20
-37
KDN
i26
r
Dragon's Tail to Somersault Kick

db+4,4

l,​m
20,​27
-9
KDN
i26
i
r
Disable connect to 2nd after 1st block.
Charge Power Punch

db+1+2

ă‚ŹăƒŒăƒ‰äžèƒœ
90
KDN
KDN
i78
r
Charge Power Punch to Cancel

db+1+2,u,u

ă‚ŹăƒŒăƒ‰äžèƒœ
90
i78
i
t66 r

d/b+1+2,1

h
10
-5
+6
+6
12
Dragon Lance

db+3+4

m
23
-13
KDN
i21
r
Returns to crouching.

b

Name
Alt

Input

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

b+1

m
12
-9
+2
i14
r
Dragon Storm (1) to DC

b+1,b,f

m,​sp
12
-5
+6
i14
i
r
Can't be buffered after connect to DC.

b+1,2

m,​m
12,​12
-14
+0
i14
i
r
Combo from 1st hit.Input can be delayed.Combo can be delayed 11f from hit.
Dragon Storm (2) to DC

b+1,​2,b,f

m,​m,​sp
12,​12
-10
+4
i14
i
r
Can't be buffered after connect to DC.
Dragon Storm

b+1,​2,2

m,​m,​m
12,​12,​22
-14
KDN
i14
i
r
Input can be delayed.Combo from 1st or 2nd CHCounter Combo can be delayed 12f from 2nd CH.

b+2

m
12
-8
+4
i16
r
Knuckle Back Blow

b+2,1

m,​h
12,​15
-3
+16Sp
i16
i
r
Combo from 1st hit.Input can be delayed.Combo can be delayed 4f from hit.Combo can be delayed 10f from CH.
Knuckle Rush

b+2,2

m,​h
12,​10
-9
+4
KDN
i16
i
r
Combo from 1st hit.Input can be delayed.Combo can be delayed 11f from hit.
Knuckle Rush to DC

b+2,​2,b,f

m,​h,​sp
12,​10
-4
+9
KDN
i16
i
r
Can't be buffered after connect to DC.

b+2,3

m,​l
12,​10
-12
-1
i16
i
r
Combo from 1st CH.Input can be delayed.
Junkyard Kick

b+2,​3,4

m,​l,​m
12,​10,​23
-7
LNC
i16
i
r
Combo from 2nd CH.Input can be delayed.Combo can be delayed 7f from CH.
Junkyard Kick to DC2

b+2,​3,​4,b,f

m,​l,​m,​sp
12,​10,​23
-15
LNC
i16
i
r
Fast Input data.
Junkyard Kick to DC2 to DC1

b+2,​3,​4,​b,​f☆f

m,​l,​m,​sp
12,​10,​23
+5
LNC
i16
i
r
Fast Input data.
Dragon Rush Combo

b+2,​3,d+4

m,​l,​l
12,​10,​23
-37
KDN
i16
i
r
Returns to crouching.Input can be delayed.
Dragon Spin Kick

b+3

m
27
-12
KDN
i23
r
Dragon Spin Kick to BT

b+3,B

m
27
-11
KDN
i23
i23
r

b+4

m
13
-7
+3
i14
r
Tiger Fang (1) to BT

b+4,B

m
13
-4
+6
i14
i
r
Tiger Fang

b+4,3

m,​h
13,​21
-5
KDN
i14
i
r
Combo from 1st hit.
Dragon Arrow

b+3+4

m
25
-18
KDN
i23
r

u

Name
Alt

Input

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

ub+1

m
12
-12
-1
i18
r
Alternate input u+1

uf+1

h
10
-5
+6
i12
r
Alternate input db+1+2,1 or Charge1
Blackout Muggin'

uf+1,3

h,​l
10,​10
-13
-1
i12
i
r
Combo from 1st hit.
Hook

ub+2

h
17
-12
+9
i15
r
Alternate input u or uf+2
Jumping Kick

ub+3

m
25
-17
KDN
i21
r
Alternate input u or uf+3
Jumping Kick to Somersault

ub+3,4

m,​m
25,​23
-17
LNC
i
r
  • Alternate input u or uf+3,4
  • Returns to crouching.
Somersault

UB+3

sp
-
i
r
  • Alternate input U or UF+3
  • Returns to crouching.
Somersault Fake

UB+3,4

sp,​m
20
-9
LNC
i44
r
Alternate input U or UF+3,4
Rising Toe Kick

ub+4

m
10
-20
-8
i15
r
Rising Toe Kick

u+4

m
12
-13
KDN
LNC
i15
r
Rising Toe Kick

uf+4

m
14
-13
LNC
i15
r
Somersault Kick

UB+4

m
15
-17
-6
i18
r
  • Alternate input FCub+4
  • Returns to crouching.
Somersault Kick

U+4

m
18
-17
LNC
i18
r
  • Alternate input FCu+4
  • Returns to crouching.
Somersault Kick

UF+4

m
23
-17
LNC
i18
r
  • Alternate input FCuf+4
  • Returns to crouching.
Backflipper

UB+3,4

m,​m
23,​23
-18
LNC
i
r
Alternate input U or UF+4,3
Dragon's Descent

uf+3+4

l
27
-24
+5
i29~30
r
Delay Rising Toekick

uf☆4

m
25
-15
LNC
i19
r

Motion input

Name
Alt

Input

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

f,F+2

m
12
-7
+7
i14
r
Start-up 15f in actualy.

f,​F+2,1

m,​h
12,​12
-4
+2
i14
i
r
Combo from 1st hit.Input can be delayed.Combo can be delayed 13f from hit.
Dragon Strike Combo

f,​F+2,​1,3

m,​h,​m
12,​12,​23
-13
KDN
i14
i
r
Combo from 2nd CH.Input can be delayed.
Dragon Dagger

f,​F+2,3

m,​h
12,​20
-15
KDN
i14
i
r
Combo from 1st hit.Input can be delayed 13f.Combo can be delayed 13f from hit.
Dragon Cannon

f,F+3

m
30
-17
KDN
i20
r
Start-up 21f in actualy.

f,F+4

m
17
-13
-2a
i16
r
Night and Day

f,​F+4,3

m,​m
17,​23
-14
KDN
i16
i
r
Combo from 1st hit & mid-air hit on 2nd.

d,df,f+1

h
4
-3
+3
i12
r

d,df,F+1,2

h,​h
4,​4
-3
+3
i
r
Combo from 1st hit.

d,​df,​F+1,​2,1

h,​h,​h
4,​4,​4
-3
+3
i
i
r
Combo from 1st hit.
Fury Fist Rush

d,​df,​F+1,​2,​1,2

h,​h,​h,​m
4,​4,​4,​12
-16
LNC
i
i
r
Combo from 1st CH.
Running Side Kick

f,f,f+3

m
30
+7g
KDN
i20
r
Meaty 6f in actualy.
Running Side Kick to Charge

f,​f,​f+3(must hit)1+2

m,​sp
30
KDN
i20
i
r

Crouch

Name
Alt

Input

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

FC1

sm
5
-5
+6
i10
r
Returns to crouching.Returns to standing when input F.
Crouch Straight

FC2

sm
8
-4
+7
i11
r
Returns to crouching.
Crouch Spin Kick

FC3

l
12
-14
-3
i16
r
Returns to crouching.
Double Impact

FC3,4

l,​m
12,​23
-17
LNC
i16
i
r
Returns to crouching.Combo from 1st CH.
Crouch Chin Kick

FCdb

l
7
-15
-4
i12
r
  • Alternate input d+4
  • Returns to crouching.
Crouch Chin Kick

FCdf+4

l
10
-15
-4
i12
r
Returns to crouching.
Low Kick to Somersault

FC4,3

l,​m
7(10),​23
-17
LNC
i
r
Returns to crouching.Combo from 1st CH.Returns to crouching.Combo from 1st CH.
Catapult Kick

FCUB+4

m
25
-21
-10
i14
r
Catapult Kick

FCU+4

m
28
-21
KDN
i14
r
Catapult Kick

FCUF+4

m
30
-21
KDN
i14
r
Catapult Kick to Crouch

FCUF+4,d

m
30
-21
KDN
i14
i
r
Returns to crouching.
Rainbow Kick

FCUB

mm
30,​20
-4
KDN
i47
r
Alternate input U or UF+3+4
Slide Kick

FCdf,d,DF+3

l
22
-23
KDN
i16
r
Meaty 2f in actualy.

WS

Name
Alt

Input

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

WS1

m
10
-7
-1
+4
i13
r
Flash Fist (1) to DC

WS1,b,f

m,​sp
10
-5
+1
+6
i13
i
r
Flash Fist

WS1,2

m,​h
10,​25
-9
KDN
i13
i
r
Combo from 1st hit.Input can be delayed.Combo can be delayed 9f from hit.
Flash Fist to DC

WS1,​2,b,f

m,​h,​sp
10,​25
+3
KDN
i13
i
r
Dragon Uppercut

WS2

m
20
-18
LNC
i15~16
r
Uppercut

WS1+2

m
12
-5
+6
i10~11
r
  • Alternate input WSb+1+2 or WSf+1+2
  • Input b or f during Rage.
Side Kick to DC2

WS3

h,​sp
16
+0
+2
i16
r
Side Kick to DC2 to DC1

WS3☆f

h,​sp
16
+16g
+18
i16
i
r
Fast Input data.
Front Kick

WS4

m
14(12)
-4
+7
i11
r
Damage () is when connect to Somersault Variation.
Front Kick to DC2

WS4,b,f

m,​sp
14(12)
-8
+3
i11
i
r
Fast Input data.
Front Kick to DC2 to DC1

WS4,​b,​f☆f

m,​sp
14(12)
+6
+17g
+17
i11
i
r
Fast Input data.
Front Kick Somersault Variation

WS4,3

m,​m
14(12)
-17
LNC
i11
i
r
Returns to crouching.Combo from 1st CH.

SS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Dragon Judgement (1) to DC

SS2

m,​sp
5
-5
+6
i17
r
Dragon Judgement (2) to DC

SS2,1

m,​spsp
5,​6
-5
+6
i17
i
r
Combo from 1st hit.
Dragon Judgement (3) to DC

SS2,​1,2

m,​spspsp
5,​6,​7
-5
+6
i17
i
r
Combo from 1st hit.
Dragon Judgement

SS2,​1,​2,1

m,​spspsp
5,​6,​7,​25
-20
KDN
i17
i
r
Combo from 1st hit.
Double Dragon

SS3+4

mh
14,​26
-12
KDN
i15
r

Others

Name
Alt

Input

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

1+2+3+4

sp
-
i
t55 r
KI Charge (Hold)

1+2+3+4,1+2hold

sp
-
i
i
r
KI Charge to Cloud Gates

1+2+3+4,​1+2hold,2

sp
-4
-4
LNC
i
i88
r
Taunt

While down (facing up)1+2+3+4

sp
-
i
t105 r
Secret Move.
Wall Jumping Attack

With back against wallb,b,ub

m
25
-1
KDN
i29
r
Air Status 5f.Invinciblity during 8 to 13f.

DC (DSS?)

Name
Alt

Input

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

d+1+2

sp
-
i
r
  • Alternate input Combination
  • No Cost to DC combinations.DC1 is connected from punch moves.DC2 is connected from kick moves.
DC2 to DC1

DC ☆f

sp
-
i
r
Dragon Knuckle

DC1

h
14
-11
KDN
i12
r
Dragon Knuckle Combo

DC1,f+1

h,​m
14,​25
-14
KDN
i12
i
r
Dragon Knuckle Flight

DC1,4

h,​h
14,​30
+7g
+10w
KDN
i12
i~8
r
(Ver.5.00)・Changed the opponent's behavior on block. Wall crush inducing guard is implemented.(Ver.5.01)・Bug fix. In certain situations, when a wall crush was triggered, there was a guaranteed hit from the opponent's side or back.
Cloud Gates

DC2

h
20
-4
KDN
LNC
i14
r
Dragon Spin Kick

DC3

h
30
-3
KDN
i19
r
Dragon Charge Kick

DC4

l
19
-13
+6c
KDN
i24
r
Forces an opponent to crouching on NH.
Quick Hook

DC1+2

h
30
-10
KDN
i19
r
Dragon Roar

DCf+1

m
25
-14
KDN
i17
r

DSS f+1

m
25
-14~-12
KND
KND
17~19 (18~)

DSS f+2

h(DSS)
10
+0
+6
+6
12(13~)
Connect to f+2 combinations

DSS f+3

m
30(45)
-17~-14
KND
KND (KND)
20~23 (21~) pc8~19

DSS f+4

h (TJ)
40
+7g
KND
KND
20~28a (21~) js10~
Wall crush +10g on block

Fake Step

Name
Alt

Input

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

b+1+2 (to TFS)

hmh or m punch parry(Special)(TFS)
-
-
+11
-
3~71
  • Cost 65f to combinations
  • Parries high and mid punches
  • Alternate input DSS.b+1+2

TFS-success 1

h
12
-
+6~+7b
+6~+7b
29~30

TFS-success 2

h
12
-
+27g(KND)
+27g(KND)
22

TFS-success 3

m
22
-
KND(KND)
KND(KND)
25

TFS-success 4

l
15
-
KND
+19c
23

TFS-whiff 1

h
14
-11~-10
CS
CS
12~13 (79~)

TFS-whiff 1,f+1

h,​m
14,​25
-14~-12
KND
KND
12~13 (79~)

TFS-whiff 1,4

h,​h (TJ)
14,​30
+7g
KND
KND
js14~

TFS-whiff 2

m
28
-20~-19
Launch (JG?)
Launch (JG?)
16~17 (86~)

TFS-whiff 3

h
30
-3~-1
KND
KND
19~21 (88~)

TFS-whiff 4

l
19
-14~-13
+5~+6c
KND
24~5 (91~)

TFS-whiff 1+2

h
30
-10
KND
KND
19(84~) pc8~18

TFS-whiff f+1

m
25
-14~-12
KND
KND
17~19 (87~)

TFS-whiff f+3

m
30(45)
-17~-14
KND
KND (KND)
20~23 (91~) pc8~19

TFS-whiff f+4

h (TJ)
40
+7g
KND
KND
20~28a (85~) js10~

TFS-whiff ,​,

-
-
-
-
-
20~28 (85~) 9~

BT

Name
Alt

Input

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

BT 1

h
7
+1
+8
+8
10

BT 2

m
17
-14~-10
-1~+3
CS
15~19

BT 2,2

m,​m
17,​20
-17~-15
KND
KND
15~19

BT 3

h
25
-8
KND
KND
10

BT 4

h
14
-9
+2
+2
11

BT 4,3

h,​m
14,​24
-12
KND
KND
11

BT 1+2

h
20
-1
+16kg
+16kg
15

BT u/f+3,4

m (TJ),​m (TJ)
25,​23
-18~-16
Launch (JG?)
Launch (JG?)
17 2~as

BT etc

-
-
-
-
-
17 2~

BT d+1

Sm
10
-2
+9
+9
10s cs1~
Alternate input d+2

BT d+3

l
12
-11
+3
+3
10s cs1~

BT d+4

l
16
-15~-12
Launch (JG)
Launch (JG)
23~26

BT u/f+3

m (TJ)
25
-12
KND
KND
17 js2~
Alternate input ub+3 or u+3

BT u/b+4

m (TJ)
18
-12
-1
-1
17

BT u+4

m (TJ)
20
-12
Launch (JG?)
Launch (JG?)
17

BT u/f+4

m (TJ)
21
-12
Launch (JG?)
Launch (JG?)
17

Throws

Name
Alt

Input

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

1+3

h
35
-3
KND
-
12

2+4

h
35
-6
KND
-
12

f+1+3

h
35
-3
KND
-
15

f+2+3

h
35
-2
KND
1
12

f+2+4

h
35
-6
KND
-
15

f,F+3+4

h
10
-3
LAUNCH
1+2
12

d/f+1+2

h
35
-6
KND
1+2
12

d/f+1+2,​1,​2,1+2

h
40
-6
KND
-
12

left side

h
40
-3
KND
-
12

right side

h
42
-3
KND
-
12

back side

h
50
-
KND
-
12

DSS 1+3

h(Throw)
35(8,​27)
-
Throw(KND)
-
12(13~)

DSS 2+4

h(Throw)
35(8,​9,​18)
-
Throw(KND)
-
12(13~)

b+1+3

-
90
-
+5
-
2~11

External links