Steve movelist (Tekken 7)

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Rage

Name
Alt

Input

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

R.1+2

h
55-82
-3
+0d
i13
pc8~12
  • Alternate input R.FC.1+2

R.df+3+4

cs1~
  • Alternate input:
    • R.FLK.df+3+4
    • R.PAB.df+3+4
  • Keep stance with DF_F_UF
  • Auto block
Rage Drive 1

R.df+3+4,1+2

m,​m,​m,​m,​m
10,​10,​10,​10,​19
+1
+24a (-12)
,i11~12
cs
  • Total startup i35
  • Wall hit on block +7g (5 damage)
Rage Drive 2

R.df+2+3

m,​m
5,​20
+7
i14
  • Alternate input R.df+2~2+3
  • Transition to +15g +38a (+28) DCK with f+3

n

Name
Alt

Input

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

1

h
7
4
8
+1
+8
i10
t27 r17
Double Jab

1,1

h,​h
7,​7
-3
+3
,i15
t47 r22
  • Jail from 1st block with 3f delay
  • Combo from 1st hit with 4f delay
  • Move can be delayed 4f
  • Transition to -2 +4 r21 DCK with f+3
  • Transition to -6 +0 r25 LWV with 3
  • Transition to -6 +0 r25 RWV with 4
  • Transition to -6 +0 r25 SWY with b+3
Lightning Combo

1,​1,2

h,​h,​h
7,​7,​15
-7
+4
,i13~14
r25
  • Jail from 2nd attack with 4f delay
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Transition to -3 +8 r21 DCK with f+3
  • Transition to -5 +6 r23 LWV with 3
  • Transition to -5 +6 r23 RWV with 4
  • Transition to -5 +6 r23 SWY with b+3
  • Transitions can be delayed 5f
Body Blow

1,​1,d+1

h,​h,​m
7,​7,​15
-6
+0
+5
,i25
r25
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Transition to +0 +6 +11 r19 FLK with B
Body Blow

1,d+1

h,​m
7,​15
-6
+0
+5
,i25
r25
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Transition to +0 +6 +11 r19 FLK with B
One Two

1,2

h,​h
7,​10
-2
+6
,i10
t41 r21
  • Jail from 1st attack
  • Transition to -2 +6 r21 DCK with f+3
  • Transition to -4 +4 r23 LWV with 3
  • Transition to -4 +4 r23 RWV with 4
  • Transition to -4 +4 r23 SWY with b+3
  • Transitions can be delayed 5f
One Two Three

1,​2,1

h,​h,​h
7,​10,​15
-3
+3
,i14
r22
  • Jail from 1st attack
  • Combo from 1st CH
  • Combo from 2nd CH
  • Transition to -1 +5 r20 FLK with B
  • Transition to -2 +4 r21 PAB with F
  • Transition to -2 +4 r21 DCK with f+3
  • Transition to -6 +0 r25 LWV with 3
  • Transition to -6 +0 r25 RWV with 4
  • Transition to -6 +0 r25 SWY with b+3
  • Transition inputs can be delayed 2f
British Edge Combo

1,​2,​1,2

h,​h,​h,​m
7,​10,​15,​15
-10
+16a (+7)
,i18~19
r28
  • Combo from 3rd CH
  • Input can be delayed 2f
  • Transition to -4 r22 DCK with f+3
  • Transition to -6 r24 LWV with 3
  • Transition to -6 r24 RWV with 4
  • Transition to -6 r24 SWY with b+3
  • Transitions can be delayed 2f
  • Transition inputs can be delayed 3f
British Edge Combo 2

1,​2,​1,d+2

h,​h,​h,​L
7,​10,​15,​19
-12
+1c
+14a
,i26~27
,cs10~
r30
  • Input can be delayed 3f
  • Transition to r30 FC with D
Right Straight

2

h
12
-1
+5
i12
t32 r20
Straight Hook

2,1

h,​h
12,​14
-5
+6g
+6
,i19
r24
  • Jail from 1st attack
  • Transition to +2 +13g +13 r17 PAB with F
  • Transition to +3 +14g +14 r16 FLK with B
  • Transition inputs can be delayed 2f
Vanguard Rush

2,​1,2

h,​h,​m
12,​14,​22
-11
+13a (+4)
,i25
r32
  • Combo from 2nd CH with 5f delay
  • Input can be delayed 11f
  • Move can be delayed 10f
  • Interrupt with i6 from 2nd block

f

Name
Alt

Input

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

f+2

m
11
-6
+5
i21~22
r24
No crouching state
Ducking Body Blow to Left Hook

f+2,1

m,​h
11,​12
-5
-1
,i15
r21
  • Combo from 1st hit with 6f delay
  • Move can be delayed 15f
  • Transition to +0 +4 r16 PAB with F
  • Transition to +1 +5 r15 FLK with B
Ducking Psyche-out Body

f+2,1~2

m,​m
11,​20
-10
,i31
r29

f+1+2

m,​h
10,​12
-14
-3
i15~16 i23~25
r31
Jail from 1st attack
Shotgun Combination

f+1+2,2

m,​h,​m
10,​12,​20
-13
+3a
,i18~19
r36
Combo from 1st hit

df

Name
Alt

Input

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

df+1

m
12
-2
+5
i13~14
r19
  • Transition to -5 +2 r22 DCK with f+3
  • Transition to -7 +0 r24 LWV with 3
  • Transition to -7 +0 r24 RWV with 4
  • Transition to -7 +0 r24 SWY with b+3
Uppercut Cross Combo

df+1,2

m,​h
12,​13
-6
+3
+5
,i19
t57 r25
  • Combo from 1st hit
  • Cancel to -14 -7 r32 DCK with f+3
  • Cancel to -16 -9 r34 LWV with 3
  • Cancel to -16 -9 r34 RWV with 4
  • Cancel to -16 -9 r34 SWY with b+3
  • Starts on frame 14, causing first hit to only have 1 active frame
Uppercut Psyche-out Hook

df+1,2~1

m,​h
12,​20
-2
+2
,i30~31
r17
Transition to +0 +4 r15 FLK with B
Uppercut Psyche-out Body

df+1,2~2

m,​m
12,​20
-10
,i37
r29
Uppercut Psyche-out Left Right Combo

df+1,2~f+1+2

m,​h,​h
12,​8,​12
-3
+0
+3
,i34 i44
r22
  • Jail from 2nd attack
  • CH frames are for 3rd hit
  • Transition to -2 +1 +4 r21 DCK with f+3
  • Transition to -4 -1 +2 r23 LWV with 3
  • Transition to -4 -1 +2 r23 RWV with 4
  • Transition to -4 -1 +2 r23 SWY with b+3
Crescent Hook

df+2

m
18
-11
+6
i16~17
t47 r30
  • Transition to -2 +15g +43d (+35) r21 DCK with f+3
  • Transition to -7 +10 r26 LWV with 3
  • Transition to -7 +10 r26 RWV with 4
  • Transition to -7 +10 r26 SWY with b+3
  • Fastest df+2,f+3~db is 41 total
  • Fastest df+2,f+3~db,b is 42 total
Sonic Fang

df+1+2

m,​m
14,​21
-12
+18a (+11)
i14 i24~25
r31
1st hit -23 on block

d

Name
Alt

Input

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

d+1

l
12
-13
-2
i16
cs6~
t48 r32 FC

d+2

l
11
-18
-5
i17
cs6~
r37

d+2,1

l,​m
11,​8
-11
-5
+0
,i14~15
r29
  • Combo from 1st CH with 13f delay
  • Move can be delayed 13f
  • Transition to -4 +2 +7 r22 DCK with f+3
  • Transition to -6 +0 +5 r24 LWV with 3
  • Transition to -6 +0 +5 r24 RWV with 4
  • Transition to -6 +0 +5 r24 SWY with b+3
  • Often written D+2,1
Wildman Combo 1

d+2,​1,2

l,​m,​h
11,​8,​17
-2
+27a (+18)
,i24~25
r22
  • Combo from 2nd CH with 5f delay
  • Input can be delayed 12f
  • Move can be delayed 11f
  • Interrupt from 2nd block with i6

d+2,n+1

m
15
-4
+7
i29~30
r22
  • Transition to -4 +7 r22 DCK with f+3
  • Transition to -6 +5 r24 LWV with 3
  • Transition to -6 +5 r24 RWV with 4
  • Transition to -6 +5 r24 SWY with b+3
  • Often written d+2~n+1
Scorpion's Claw

d+2,​n+1,2

m,​m
15,​20
-13
+3c
,i13~14
r35
  • Jail from 1st block with 5f delay
  • Combo from 1st hit with 10f delay
  • Move can be delayed 10f
Wildman Combo 2

d+2,​n+1,f+2

m,​h
15,​17
-2
+27a (+18)
,i24~25
r22
  • Combo from 1st CH with 5f delay
  • Input can be delayed 12f
  • Move can be delayed 11f
  • Interrupt from 1st block with i6

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
Knee Clipper

db+2

L
21
-12
+1c
i26~27
cs6~
r30
  • Alternate input hFC.db+2
  • Transition to r30 FC with D

db+3

L
10
1.75
-15
+1
i16
r34
Foot Stomp Right Hook

db+3,2

L,​h
10,​16
-7
,i15~16
r31
Jail from 1st attack
Stun Gun

db+1+2

m
21
-18
+24
i36~37
pc8~35
r38

b

Name
Alt

Input

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

b+1

h
17
-14
+2
i13~14
t43 r29
  • Recovery 5f faster on hit or CH
  • Transition to -1 +10 +69a r16 FLK with B
  • Hitstop 5f on CH
  • Fastest b+1,B~db is 33 total
  • Fastest b+1,B~db,b is 34 total
Quick Hook & Straight

b+1,2

h,​h
17,​9
-5
+19g
,i18~19
r23
Tailspin
  • Combo from 1st hit with 8f delay
  • Move can be delayed 8f
  • Transition to r23 PAB with F
Frigate

b+1,d+2

h,​L
17,​10
-11
+0
,i27~28
,cs13~
r29
  • Combo from 1st hit without delay
  • Move can be delayed 9f
  • Transition to -9 +2 r27 PAB with F
  • Starts on frame 14 without delay, causing first hit to only have 1 active frame
Frigate Combo

b+1,​d+2,1

h,​L,​m
17,​10,​20
-9
+35a (+20)
,i25~27
r28
Combo from 2nd CH
Body Bomb

b+2

m
15
-14
i17~18
r32

u

Name
Alt

Input

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

ub+2

h
17
-12
+9g
i15~16
r30
Jumping Knuckle

u+1

m
12
-12
-1
i18
js9~
r31
Spike
  • Alternate input ub+1 (jumps back)
Over the Top

uf+1

m
18
-6
+5
i19~21
js9~
t44 r23
Spike
  • Alternate input PKB.u+1
Burst Hammer

uf+2

m
20
-14
i22~25
js9~
r31
Spike
  • Alternate input u+2 (jumps up)
Jump-in Foot Stomp

uf+3

L
20
-12
+9
i36~37
js9~
r30
Spike
  • Alternate input u+3 (jumps up)
Jump-in Foot Stomp Right Hook

uf+3,2

L,​h
20,​16
-7
,i15~16
r31
  • Alternate input u+3,2
  • Jail from 1st attack
Jumping Duck Kick

uf+4

m
20
-14
i23~24
js9~
r32
  • Alternate input u+4 (jumps up)

Motion input

Name
Alt

Input

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

qcf+1

m
21
-10
+16a (+7)
i16
r29
  • Transition to -3 r22 FLK with B
  • Transition input can be delayed 5f
  • Fastest d,df,f+1,B~db is 38 total
  • Fastest d,df,f+1,B~db,b is 39 total
Low Cross Blaster

qcf+2

L
18
-18
+2c
i19
cs10~
r36
  • Transition to r36 PAB with F
Hellfire

qcb,f+2+3

m!
70
+12a (+1)
i66~69
r31
Beat Down

f,F+2

m
24
-13c
i14~17
r40
  • Can't be buffered
Eraser

f,f,F+2

m
30
+9g
+10a
i20~24
js9~
r36
  • Can't be buffered
  • Alternate input wr2

Crouch

Name
Alt

Input

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

hFC.1

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

hFC.2

s
8
-4
+7
i11
cs1~
r23 FC
Patella Smash to Peekaboo

FC.df+1

L
12
-12
+2
i15~16
cs1~
r29 PAB
Finishing Blow

FC.df+2

m
20
-15
i18~19
r35
  • Can evade many highs
  • No crouching state

WS

Name
Alt

Input

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

ws1

m
12
-3
+3
+8
i11~12
r21
Eagle Jab

ws1,1

m,​h
12,​7
-3
+3
,i15
r22
  • Combo from 1st hit with 0f delay
  • Combo from 1st CH with 11f delay
  • Move can be delayed 11f
  • Transition to -2 +4 r21 DCK with f+3
  • Transition to -6 +0 r25 LWV with 3
  • Transition to -6 +0 r25 RWV with 4
  • Transition to -6 +0 r25 SWY with b+3
Wildman

ws1,2

m,​m
12,​20
-13
+3c
KDN
,i13~14
r35
  • Combo from 1st hit with 2f delay
  • Combo from 1st CH with 12f delay
  • Input can be delayed 12f
  • Move can be delayed 11f
Right Uppercut

ws2

m
17
-7
+4a
i14~16
t40 r24
  • Transition to r22 DCK with f+3
  • Transition to r24 LWV with 3
  • Transition to r24 RWV with 4
  • Transition to r24 SWY with b+3

Others

Name
Alt

Input

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

(Long run).1

L
23
-12
+17a
i16
cs6~
r31
Cheapshot

OTG.d+1+2

L
16
-11
+2
i17
r30
Taunt

2+3+4

t118

(Back to wall).b,​b,​UB

m
21
+4c
i39~41
fs5~7 is8~13 js14~
r26
  • Can't be buffered
  • UB is held for 5 frames
  • Frame counts are from first frame of UB

LWV

Name
Alt

Input

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

3

r8 LWV
  • No crouching state
  • Lapses to standing after frame 35
Left Weave to Ducking

LWV.f+3

r1 DCK
  • Entire input can be held in advance
  • Can't be done until frame 16 of LWV
Left Weave to Right Weave

LWV.d+3

r8 RWV
  • Entire input can be held in advance
  • Can't be done until frame 30 of LWV
  • Input LWV.u+3 on P2
Left Weave to Swaying

LWV.b+3

r15 SWY
  • Entire input can be held in advance
  • Can't be done until frame 16 of LWV
Left Body

LWV.1

m
14
-10
+1
i15
r29
  • Transition to -3 +8 r22 FLK with B
  • Transition input can be delayed 4f
Double Stinger

LWV.1,1

m,​m
14,​22
-13
+28a (+19)
,i24~26
r20
  • Combo from 1st hit with 6f delay
  • Move can be delayed 10f

LWV.1,f+1

m,​m
14,​9
-3
+3
,i17
r22
  • Jail from 1st block with 2f delay
  • Combo from 1st hit with 10f delay
  • Move can be delayed 10f
Centurion Rush

LWV.1,​f+1,1

m,​m,​h
14,​9,​8
+3
+7
,i16
r18
  • Combo from 2nd hit
  • Transition to +4 +8 r17 FLK with B
Right Shoulder Rush

LWV.2

m
13
-5
+4
i14~16
r24
  • Transiton to -1 +8 r20 PAB with F
  • Transition input can be delayed 9f
Billy Club

LWV.2,1

m,​m
13,​21
-8
+4c
,i19
r33
  • Combo from 1st CH with 9f delay
  • Input can be delayed 14f
  • Move can be delayed 11f

RWV

Name
Alt

Input

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

4

r8 RWV
  • No crouching state
  • Lapses to standing on frame 35
Left Weave to Ducking

RWV.f+3

r1 DCK
  • Entire input can be held in advance
  • Can't be done until frame 16 of RWV
Right Weave to Left Weave

RWV.d+3

r8 LWV
  • Entire input can be held in advance
  • Can't be done until frame 30 of RWV
  • Input RWV.d+3 on P2
Right Weave to Swaying

RWV.b+3

r15 SWY
  • Entire input can be held in advance
  • Can't be done until frame 16 of RWV
Left Shoulder Rush

RWV.1

m
13
-5
+4
i14~16
r24
Transition to -1 +8 r20 PAB with F
Left Shoulder Rush to Uppercut

RWV.1,2

m,​m
13,​15
-13
,i18~20
r30
  • Combo from 1st CH with 10f delay
  • Input can be delayed 14f
  • Move can be delayed 11f
Gut Drill

RWV.2

m
22
-13
+10a (+1)
i15~16
r33
Wall Bounce

DCK

Ducking

f+3

cs1~
r6 DCK
  • Alternate input f+4 or hFC.df+3_4
  • Lapses to standing after 35 frames
Ducking to Crouch

DCK.db

r1 FC
  • Can't be done until frame 16 of DCK
  • Slower than attacks by 2 frames from most DCK transitions
  • Can be done from frame 26 of EXTDCK
Ducking to Weave
  • DCK.d+3
  • DCK.u+3
  • r25 RWV
  • r25 LWV
  • Entire input can be held in advance
  • Can't be done until frame 16 of DCK
  • Attacks afterwards are 2 frames slower
  • Recovers to RWV with u+3 on P2
  • Recovers to LWV with d+3 on P2
  • Can be done from frame 16 of EXTDCK
  • Recovery r18 when from EXTDCK
Ducking to Sway

DCK.b+3

r10 SWY
  • Entire input can be held in advance
  • Can't be done until frame 21 of DCK
  • Can be done from frame 26 of EXTDCK
Fox Hunt

DCK.1

m
17
-7
i19~20
r27
Skyscraper

DCK.2

m
15
-14
i19~21
r33
  • No crouching state
  • Can evade some highs

DCK.1+2

m
5
-6
+0
i16
r25
Alternate input EXTDCK.1+2

DCK.1+2,1

m,​m
5,​3
+2
,i7
r28
  • Jail from 1st hit
  • Combo from 1st hit in juggle +22a (+15)
  • 1st hit -16 on block
Gatling Gun

DCK.1+2,1,2,1,2,1,2,1,2,1

m,​m*8,​m
5,​3*8,​12
-12
+33a (+23)
,i9
r31
Jail from 1st hit
Punisher

DCK.f+2

m
21
-7
+9a
i15~16
t46 r30
Tailspin
  • Transition to +3 r20 DCK with f+3
  • Transition to +1 r22 LWV with 3
  • Transition to +1 r22 RWV with 4
  • Transition to +1 r22 SWY with b+3
  • Transitions can be delayed 6 frames
  • Fastest DCK.f+2,f+3~db is 38 total
  • Fastest DCK.f+2,f+3~db,b is 39 total

EXTDCK

Extended Duck

DCK.f+3

r6 EXTDCK
  • Entire input can be held in advance
  • Can't be done until frame 26 of DCK
  • From standing, F+3* takes 31 frames
Power Fox Hunt

EXTDCK.1

m
21
-7
i19~20
r27
Recovery r20 on hit or CH
Power Skyscraper

EXTDCK.2

M
21
-14
i19~21
r27
Power Punisher

EXTDCK.f+2

h
28
+5
i15~16
r30
Tailspin
  • Transition to +15 r20 DCK with f+3
  • Transition to +13 r22 LWV with 3
  • Transition to +13 r22 RWV with 4
  • Transition to +13 r22 SWY with b+3
  • Transitions can be delayed 6 frames
  • Fastest EXTDCK.f+2,f+3~db is +12

SWY

Swaying

b+3

sp
-
,i##
cs1~
t35 r35
  • Alternate input b+4
  • Enable from input db3 or db4 or FC.
  • Cost 10f.
  • Connect to LWV. 3 or 4 Hold u.
  • Connect to RWV. 3 or 4 Hold d.
  • Connect to DK 3 or 4 Hold f.
Billy Club

SWY.1

m
26
-1C
+6C
KDN
i16
r
  • Forced to crouching upon block or NH.
  • Meaty 1f.
Snake Charmer

SWY.2

m
30
-18
KDN
i17
cs
r

ALB

Quick Spin

3+4

t30 r30
Alternate input BT3+4
Spin to PKB

3+4,F

t30 r30
Cyclone Punch

ALB.2

m
22
-8
KDN
i23
r
Meaty 1f
Cyclone Knee Clip

ALB.d+2

l
17
-12
+1C
KDN
i34
cs19~
r
  • Forced to crouching upon hit..
Cyclone Left

ALB.u

t55 r55
Cyclone Right

ALB.d

t55 r55
Double Cyclone Punch

(Cyclone Left_Right).1

m
34
-8
KDN
i48
r
Double Cyclone Knee Punch

(Cyclone Left_Right).d+1

l
30
-12
KDN
i59
cs43~
r
Spin to PKB

(Cyclone Left_Right).F

r

PAB

Peekaboo

f+3+4

  • Disable Block during 20f.
  • Auto BlockH/M).
  • No Cost to combinations.
  • Eneble connect to Stance excluding PKB and FLC.
Advance

PAB.F

Peecaboo to Crouch

PKB.db

t1 r1
  • Returns to crouching.
  • Cost 21f from input f3+4db.

PAB.1

h
10
-2
+9
i12
r

PAB.1,2

h,​h
10,​14
+0
+8
Combo from 1st hit.
Albion Combination to PAB

,1

,​m
,​21
-13
+8C
LNC
  • Combo from 2nd CH.
  • Input can be delayed 10f.
  • Combo can be delayed 9f from 2nd CH.
  • Forced to crouching upon NH..
Spite Hook

PAB.2

h
19
-3
+2
KDN
i14
r
  • Alternate input PAB.ub+2
Homing
  • Absorbs Punch(H/M) during 7 to 13f.
  • After Absorbs succeeds, Damage 25 + 50% of enemy attack.
Gazelle Upper to PAB

PAB.f+2

m
18
-13
KDN
i18
r
Straight Punch Combination

PAB.f+2,1

m,​m
18,​25
+1
KDN
r
Nimrod Combination

PAB.f+1+2

h,​h
12,​23
-5
KDN
i12
r

PAB.df+1

m
12
-9
+2
i15
r

PAB.df+1,1

m,​m
12,​14
-10
+1
r
  • Combo from 1st hit
  • Input can be delayed 15f
  • Combo can be delayed 11f

PAB.df+1,​1,2

m,​m,​m
12,​14,​12
-11
-3
r
  • Combo from 2nd CH.
  • Input can be delayed 12f.
  • Combo can be delayed 8f from 2nd CH.
Argos Rush

PAB.df+1,​1,​2,1

m,​m,​m,​m
12,​14,​12,​20
-13
KDN
r
Combo from 3rd hit
Cross Cut

PAB.df+1,2

m,​h
12,​20
-6
KDN
r
Tailspin
  • Combo from 1st hit
  • Input can be delayed 15f
  • Combo can be delayed 12f
Cutting Elbow to PAB

PAB.df+2

m
16
-10
LNC
i16
r
Patella Smash

PAB.d+1

l
11
-12
+2
i15
cs6~
r
Knuckle Plow

PAB.d+2

l
25
-12
+7
KDN
i28
cs6~
r
  • Returns to crouching.

PAB.b+1

m
15
-19
-6
i17
r

PAB.b+1,1

m,​h
15,​10
-7
-1
r
  • Combo from 1st hit
  • Input can be delayed 13f
  • Combo can be delayed 12f

PAB.b+1,​1,2

m,​h,​m
15,​10,​12
-11
-5
r
  • Combo from 2nd CH
  • Input can be delayed 12f
  • Combo can be delayed 7f
Lancaster Combination

PAB.b+1,​1,​2,1

m,​h,​m,​m
15,​10,​12,​21
-10
KDN
r
  • Combo from 3rd CH
  • Transition to -3 FLK with B
Swaying Hook

PAB.b+2

m
25
-13
KDN
i28
r
Wall Bounce
  • Meaty 1f
Dreadnought Uppercut

PAB.u+2

m
23
-15
LNC
i17
js9~
r
  • Alternate input PAB.uf+2

FLK

Flicker Stance

b+3+4

r
  • Disable block during 15f.
  • Auto BlockH/M).
  • Cost 5f.
  • Eneble connect to Stance excluding ALB and FLK.
Flicker Stance to Cancel

FLK.db

t1 r1
Cost 16f from b+3+4.

FLK.1

h
14
-4
+7
i12
r
  • Transition to -1 +10 FLK with B
  • Transition to +16 +27g +27 ALB with B+3+4

FLK.1,1

h,​h
14,​8
-9
+0
r
  • Combo from 1st CH
  • Transition to -4 +5 FLK with B
  • Transition to +9 +18 ALB with B+3+4

FLK.1,​1,1

h,​h,​h
14,​8,​8
-9
+0
r
  • Combo from 2nd CH
  • Transition to -4 +5 FLK with B
  • Transition to +13 +21 ALB with B+3+4
Spitfire Combo

FLK.1,​1,​1,2

h,​h,​h,​m
14,​8,​8,​22
-7C
KDN
r
  • Enable Cancel Spitfire Combo (2)(3).
  • Combo from 3rd hit.
Tempest Combo

FLK.1,f+1

h,​m
14,​17
-5
+0C
KDN
r
  • Enable Connect from Spitfire Combo (2).
  • Combo from 1st or 2nd CH.
  • Input can be delayed 14f from FLC 1.
  • Input can be delayed 11f from FLC 1,1.
  • Combo can be delayed 14f from 1st CH.
  • Forced to crouching upon NH..
  • +9CF on Crouch Hit.
Power Hook Combo

FLK.1,d+1

h,​h
14,​23
+0
+18Sp
KDN
r
  • Alternate input u+1
Tailspin
  • Enable Connect from Spitfire Combo (2).
  • Combo from 1st or 2nd CH.
  • Input can be delayed 14f from FLC 1.
  • Input can be delayed 11f from FLC 1,1.
  • Combo can be delayed 14f from 1st CH.
Fly Swatter

FLK.2

m
21
-5C
KDN
LNC
i18
r
Meaty 1f
British Lancer

FLK.b+2

h
21
-9
KDN
i14
pc8~
r

Throws

Gut Wrencher

1+3

th(h)
35
1 or 2
-6F
RP
Head-sd
Fac-Up
i12
r
Long Range Throw
Brain Pulverizer

2+4

th(h)
35
1 or 2
-3F
ćæ™‚èšˆ
Foot-sd
Fac-Dwn
i12
r
  • Long Range Throw.
  • Floor Break.
Choker Slam

Left throw

th(h)
40
1
-3F
Head-sd
Fac-Up
,i##
r
Floor Break.
Throw Down

Right throw

th(h)
40
2
-3F
Head-sd
Fac-Up
,i##
r
Schoolyard Bully

Back throw

th(h)
55(56)
disable
Foot-sd
Fac-Up
,i##
r
  • Damage () is wall bonus.
  • Wall Stun.
Armlock Throw

f,F+1+2

th(h)
40
1+2
+0F
RP
Head-sd
Fac-Up
i12
r
Spinning Elbow Drop

qcb+2+4

th(h)
40
2
-2F
Head-sd
Fac-Up
i12
r
Position Change

SWY.1+2

th(h)
0(3)
1+2
-2F
+1F
i10
r
  • Break Throw 14f.
  • With input d or b or u, push enemy in the direction you selected .
  • Damage () is wall bonuswall stun (+11-F).
Ten Count

PAB.1+2

th(h)
45
1+2
+0F
Foot-sd
Fac-Dwn
i11
r
Griffin Throw

FLK.1+2

th(h)
40
1+2
-6F
RP
Head-sd
Fac-Up
i12
r
Parry

b+1+2

+5F
t35 r35
  • Alternate input FLK.b+1+2
  • Absorbs Punch(H/M) during 2 to 10f.

P.1

m
30
i14
r
  • -12f on block.
  • Bryan can evade when input b.[untested]

10 strings

Gatling Gun
Input 1+2 1 2 1 2 1 2 1 2 1
Hit level m m m m m m m m m m
Damage 5 3 3 3 3 3 3 3 3 12
Startup i16 ,i7 ,i5 ,i5 ,i5 ,i5 ,i4 ,i5 ,i7 ,i9
Hit +0 +2 -3 +2 -3 +2 -3 +2 -4 +33a (+23)
10 Hit Combo 1
Input df1 【2f1+2】 1 1 2 1 1 2 1 2
Hit level m hh m m m h h l m m
Damage 12 8,12 7 8 8 8 10 5 6 22
Startup
Block -2 -3 -19 -25 -16 -9 -14 -13 -11 -23
Hit +5 +0 -8 -17 -8 +5 -3 +8 -5 -8c
Combo
10 Hit Combo 2
Input df1 【2f1+2】 1 1 2 1 1 2 1 b2
Hit level m hh m m m h h l m ub(m)
Damage 12 8,12 7 8 8 8 10 5 6 40
Startup
Block -2 -3 -19 -25 -16 -9 -14 -13 -11 kdn
Hit +5 +0 -8 -17 -8 +5 -3 +8 -5 kdn
Combo

External links