Steve movelist

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This page is for Tekken 8. For Tekken 7, see Steve movelist (Tekken 7).

Heat

Can use Ducking In Direct (H.df+3+4) for immediate EXD transition
Can use Two-Faced (TFA) with H.EXD.1+3
Can parry mid attacks during LNH (successful parry goes to TFA)
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst
R1

2+3

m
[12;12]
+1
+2c
i16
pc7~16
t92 r30
Heat Burst
  • Cancel to r45 with b,b
  • 3 chip damage on block
  • 12 chip damage on hit
  • Only deals recoverable damage
  • Cannot cause a K.O.
Bretwalda

H.2+3

m,​th
10,​4,​2,​3,​3,​3,​25
+8 LNH
+0
i16
Heat Smash
Floor Break
Spike
  • 14 Chip Damage on block
  • Alternate input: H.FLK.2+3 or H.PAB.2+3

H.df+3+4

sp
cs
  • Transitions to EXD
  • Partially uses remaining heat time
Two-Faced (TFA)
H.EXD.2+4

H.EXD.1+3

h (th)
i18
Homing
  • Unbreakable
  • Transitions to TFA
Two-Faced

H.LNH

sp,​ m,​ h (th)
15
ps
  • Parries mid attacks
  • Transitions to TFA after successful parry
Dominion Rush

TFA.1

th
15
+0
+14
  • Press 1 for throw break
  • Partially uses remaining heat time
Debutante Ball

TFA.2

th
50
+0
+0d
  • Press 2 for throw break
  • Partially uses remaining heat time
Sonic Fang
WS.1+2

1+2

m,​m
7,​21
-12
+18a (+11)
i14
Heat Engager
Heat Dash (+5/+35d/-)
Rocket Launcher

qcf+1

m
21
-10
+16a (+7)
i16
Heat Engager
Heat Dash (+5/+36a (+26)/+36a (+26))
Balcony Break
  • Input B to FLK (-3/+23a (+14)/+23a (+14))
Eraser

f,f,F+2

m
30
+6
+10d
i20~24
js9~
Heat Engager
Heat Dash (+5/+67a (+50)/-)
Balcony Break
Spike
  • 9 Chip Damage on block
  • 12 Chip Damage on block while in heat
Cyclone Punch

ALB.2

m
22
-3
+16a (+7)
i23
Heat Engager
Heat Dash (+5/+36a (+26)/-)
Balcony Break

n

Name
Alt

Input

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

1

h
5
+1
+8
i10
Double Jab

1,1

h,​h
5,​7
-3
+3
i15
  • Combo from 1st hit
  • Transition to LWV with 3 (-6/+0/+0)
  • Transition to RWV with 4 (-6/+0/+0)
  • Transition to SWY with b+3_4 (-6/+0/+0)
  • Transition to DCK with f+3_4 (-2/+4/+4)
Jab > Body Blow

1,d+1

h,​m
5,​15
-6
+0
+5
i25
  • Transition to FLK with b (+0/+6/+11)
Double Jab > Body Blow

1,​1,d+1

h,​h,​m
5,​7,​15
-6
+0
+5
i25
  • Transition to FLK with b (+0/+6/+11)
Lightning Combo

1,​1,2

h,​h,​h
5,​7,​15
-7
+4
i13-14
  • Combo from 1st hit
  • Input 3 to LWV (-5/+6/+6)
  • Input 4 to RWV (-5/+6/+6)
  • Input b+3_4 SWY (-5/+6/+6)
  • Input f+3_4 DCK (-3/+8/+8)
Left Right

1,2

h,​h
5,​10
-3
+8
i10
  • Input 3 to LWV (-4/+7/+7)
  • Input 4 to RWV (-4/+7/+7)
  • Input b+3_4 to SWY (-4/+7/+7)
  • Input f+3_4 DCK (-2/+9/+9)

1,​2,1

h,​h,​h
5,​10,​15
-3
+3
i14
  • Combo from 1st CH or 2nd CH
  • Input f to PAB (-2/+4/+4)
  • Input b to FLK (-1/+5/+5)
British Edge Combo

1,​2,​1,2

h,​h,​h,​m
5,​10,​15,​15
-10
+16a (+7)
i18-19
Balcony Break
  • Combo from 3rd CH
  • Transition to LWV with 3 (-6/+20a (+11)/+20a (+11))
  • Transition to RWV with 4 (-6/+20a (+11)/+20a (+11))
  • Transition to SWY with b+3_4 (-6/+20a (+11)/+20a (+11))
  • Input f+3_4 to DCK (-4/+22a (+13)/+22a (+13))
British Edge Combo 2

1,​2,​1,d+2

h,​h,​h,​l
5,​10,​15,​19
-12
+1c
+14d
i26-27
cs10~

2

h
12
-1
+5
i12

2,1

h,​h
12,​14
-5
+6
i19
  • Combo from 1st hit
  • Input f to PAB (+2/+13g/+13)
  • Input b to FLK (+3/+14g/+14)
Vanguard Rush

2,​1,2

h,​h,​m
12,​14,​22
-11
+13a (+4)
i25
Balcony Break
  • Combo from 2nd CH
Cromwell Combination

2,2

h,​m
12,​17
-14
+6
i22-24
Tornado
Sonic Fang
WS.1+2

1+2

m,​m
7,​21
-12
+18a (+11)
i14
Heat Engager
Heat Dash (+5/+35d/-)

f

Name
Alt

Input

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

f+2

m
11
-6
+5
i21~22
Ducking Body Blow > Left Hook

f+2,1

m,​h
11,​12
-5
+1
i15
  • Combo from 1st hit
  • Input f to PAB (+0/+4/+4)
  • Input b to FLK (+1/+5/+5)
Ducking Psyche-out Body

f+2,1~2

m,​m
11,​20
-10
i31
Balcony Break

f+2,2

m,​m
11,​15
-6
+11g
i16~17
  • Combo from 1st hit
  • Transistion to LNH
  • Input b to cancel LNH (-10/+7/+7)
Conqueror Combination

f+2,​2,1+2

m,​m,​m,​m,​m
11,​15,​5,​8,​20
-12
+5c
i18~19, i7~8, i16
  • Combo from 2nd CH
Spike
Floor Break

f+1+2

m,​h
10,​12
-14
-3
i15~16, i7~9
  • Jails from 1st hit
Shotgun Combination

f+1+2,2

m,​h,​m
10,​12,​20
-13
+3d
i18~19
  • 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
  • Input 3 to LWV (-7/0/0)
  • Input 4 to RWV (-7/0/0)
  • Input b+3_4 to SWY (-7/0/0)
  • Input f+3_4 to DCK (-5/+2/+2)
Uppercut Cross Combo

df+1,2

m,​h
12,​13
-6
+3
+5
i19
  • Combo from 1st hit
  • Input 3 to LWV (-16/-9/-9)
  • Input 4 to RWV (-16/-9/-9)
  • Input b+3_4 to SWY (-16/-9/-9)
  • Input f+3_4 to DCK (-14/-7/-7)
Uppercut Psyche-out Hook

df+1,2~1

m,​h
12,​20
-2
+2
+61a
i30~31
  • Input b to FLK (+0/+4/+63a)
Uppercut Psyche-out Body

df+1,2~2

m,​m
12,​12
-10
i37
Balcony Break
Uppercut Psyche-out Left Right Combo

df+1,2~f+1+2

m,​h,​h
12,​8,​12
-3
+0
i34, i9
  • Input 3 to LWV (-4/-1/-1)
  • Input 4 to RWV (-4/-1/-1)
  • Input b+3_4 to SWY (-4/-1/-1)
  • Input f+3_4 to DCK (-2/+1/+1)
Crescent Hook

df+2

m
10
-11
+6
+8c
i16
  • Input 3 to LWV (-7/+10/+12)
  • Input 4 to RWV (-7/+10/+12)
  • Input b+3_4 to SWY (-7/+10/+12)
  • Input f+3_4 to DCK (-2/+15g/+17)

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~
FC

d+2

l
11
-18
-5
i17
cs6~

d+2,1

l,​m
11,​8
-11
-5
+0
i14~15
  • Combo from 1st CH
  • Input 3 to LWV (-6/+0/+0)
  • Input 4 to RWV (-6/+0/+0)
  • Input b+3_4 to SWY (-6/+0/+0)
  • Input f+3_4 to DCK (-4/+2/+7)
Wildman Combo

d+2,​1,2

l,​m,​h
11,​8,​17
-2
+27a (+18)
+56a
i24~25
Balcony Break
  • Combo from 2nd CH

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Jab
hFC.1

db+1

sl
5
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to Standing with f
Knee Clipper
FC.db+2

db+2

l
21
-12
+1c
+14d
i26
cs6~
  • d or db to recover in crouch

db+3

l
10
-13
+0
i16
Foot Stomp Right Hook

db+3,2

l,​h
10,​10
-6
+8
i15~16
  • Combo from first hit
  • -27 on block after blocking first hit
  • Transition to LNH
  • Input b to cancel LNH (-31/-10/+4/+4)
Stun Gun

db+1+2

m
21
-13
i28
pc7~

b

Name
Alt

Input

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

b+1

h
10
-14
+2
i13
  • Input B to FLK (-1/+10/+69)
Quick Draw

b+1,2

h,​h
10,​17
+3
+8
i17~18
Homing
Strong Aerial Tailspin
  • Combo from 1st hit
  • Transitions to LNH
  • Input b to cancel LNH (-1/+4/+4)
Swindler

b+1,2~1

h,​m
10,​17
-8
+4
+63a
i30~31

b+1,d+2

h,​l
10,​10
-11
+0
i27~28
cs13~
  • Combo from 1st hit
  • Input F to PAB (-9/+2/+2)
Frigate Combo

b+1,​d+2,1

h,​l,​m
10,​10,​10
-9
+35a (+20a)
i25~27
Tornado
  • Combo from 2nd CH
Body Bomb

b+2

m
20
-13
i17
  • Can evade highs

u

Name
Alt

Input

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

ub+2

h
17
+3
i17
Strong Aerial Tailspin
Homing
  • Causes Strong Aerial Tailspin
  • Transition into LNH
  • Input b to cancel LNH (+3/+14/+14)
Swindler

ub+2~1

m
17
-8
+4
+63a
i30~31
Hellfire

ub+1+2

ub(m)
70
+12a (+1)
+12a (+1)
i66~69
Balcony Break
Over the Top

uf+1

m
18
-6
+5
i19~21
js9~
Spike
Burst Hammer

uf+2

m
20
-14
i22~25
js9~
Spike

uf+3

l
20
-12
+9
i36~37
js9~
Jump-in Foot Stomp Right Hook

uf+3,2

l,​h
20,​10
-6
+8
i15~16
  • Combo from 1st hit
  • -27 on block after blocking 1st hit
  • Transition to LNH
  • Input b to cancel LNH (-31/-10/+4/+4)
Jumping Duck Kick

uf+4

m
20
-9
+22a (+5)
+36a (+26)
i23
js9~
Balcony Break

Motion Input

Name
Alt

Input

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

f,F+2

m
24
-13c
+12d
i14~17
Spike
Rocket Launcher

qcf+1

m
21
-10
+16a (+7)
i16
Heat Engager
Heat Dash (+5/+36a (+26)/+36a (+26))
Balcony Break
  • Input B to FLK (-3/+23a (+14)/+23a (+14))
Low Cross Blaster

qcf+2

l
18
-18
+2c
i19
cs10~
  • Input F transitions to PAB
Eraser

f,f,F+2

m
30
+6
+10d
i20~24
js9~
Heat Engager
Heat Dash (+5/+67a (+50)/-)
Balcony Break
Spike
  • 9 Chip Damage on block
  • 12 Chip Damage on block while in heat
Sliding Low Punch

after_2steps+1

l
23
-12
+17d
i16
cs6~

Crouch

Name
Alt

Input

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

FC.df+2

m
20
-15
i16
Tornado

WS

Name
Alt

Input

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

WS.1

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

WS.1,1

m,​h
12,​7
-3
+3
i15
  • Combo from 1st hit
  • Input 3 to LWV (-6/+0/+0)
  • Input 4 to RWV (-6/+0/+0)
  • Input b+3_4 to SWY (-6/+0/+0)
  • Input f+3_4 to DCK (-2/+4/+4)
Wildman

WS.1,2

m,​m
12,​20
-13
+3c
+23d
i13~14
Spike
  • Combo from 1st hit

WS.2

m
17
-7
+4
i13~15
  • Input 3 to LWV (-7/+4/+4)
  • Input 4 to RWV (-7/+4/+4)
  • Input b+3_4 to SWY (-7/+4/+4)
  • Input f+3_4 to DCK (-5/+6/+6)
Nighthawk Combination

WS.2,2

m,​m
17,​15
-6
+11
i16~17
  • Combo from 1st hit
  • Transition to LNH
  • Input b to cancel LNH (-10/+7/+7)
Sonic Fang
1+2

WS.1+2

m,​m
7,​21
-12
+18a (+11)
i14, i9-10
Heat Engager
Heat Dash (+5/+35d/-)

LWV (Ducking Left)

Name
Alt

Input

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

3

sp

LWV.1

m
14
-10
+1
i15
  • Input b to FLK (-3/+8/+8)
Double Stinger

LWV.1,1

m,​m
14,​22
-13
+28a (+19)
i24~26
Strong Aerial Tailspin
Balcony Break
  • Combo from 1st hit

LWV.1,f+1

m,​m
14,​9
-3
+3
i17
  • Combo from 1st hit
Centurion Rush

LWV.1,​f+1,1

m,​m,​h
14,​9,​8
+3
+7
+68a
i16
  • Combo from 1st or 2nd hit
  • Input b to FLK (+4/+3/+68a)
Bee Sting Combo

LWV.1,2

m,​h
14,​14
+3
+8
i22~23
Strong Aerial Tailspin
Homing
  • Combo from 1st hit
  • Transition to LNH
  • Input b to cancel LNH (-1/+4/+4)
Swindler

LWV.1,2~1

m,​m
14,​17
-8
+4
+63a
i30~31

LWV.2

m
13
-5
+4
i14~16
  • Input f to PAB (-1/+8/+8)
Right Shoulder Rush > Billy Club

LWV.2,1

m,​m
13,​21
-8
+4c
+7d
i19
Spike
  • Combo from 1st CH

RWV (Ducking Right)

Name
Alt

Input

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

4

sp

RWV.1

m
13
-5
+4
i14~16
  • Input f into PAB (-1/+8/+8)
Hawk Swoop Combo

RWV.1,2

m,​h
13,​17
+3
+8
i22~23
Strong Aerial Tailspin
Homing
  • Combo from 1st hit
  • Transition into LNH
  • Input b to cancel LNH (-1/+4/+4)
Swindler

RWV.1,2~1

m,​m
13,​17
-8
+4
+63a
i30~31
Gut Drill

RWV.2

m
22
-13
+10a (+1)
i15
Balcony Break

SWY (Swaying)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Swaying
b+4

b+3

sp
cs1~
  • Transition to SWY
  • Input 3 to LWV
  • Input 4 to RWV
  • Input f+3_4 to DCK
Billy Club

SWY.1

m
26
-1c
i16~17
  • Can be +15c at farther ranges
Snake Charmer

SWY.2

m
30
-18
i17~18
cs1~
Position Change

SWY.1+2

th
-2
+1 / +10wc
i10~15
  • +10 when opponent hits the wall, if the throw is successful
  • Throw break 1+2

SWY.1+2~b_u_d

th
-2
+1 / +13~17wc
i10~15
  • +13 when opponent hits the wall after being rotated by < 90 degrees
  • +17 when opponent hits the wall after being rotated by > 90 degrees
  • Throw break 1+2

ALB (Quick Spin)

Name
Alt

Input

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

3+4

sp
  • Transition into ALB
  • Input f into PAB
Cyclone Punch

ALB.2

m
22
-3
+16a (+7)
i23
Heat Engager
Heat Dash (+5/+36a (+26)/-)
Balcony Break
Cyclone Knee Clip

ALB.d+2

l
17
-12
+1c
+14d
i34
cs6~
Cyclone Left (Right)

ALB.d_u

sp
  • Input F to transition PAB
Double Cyclone Punch

ALB.d_u,1

sp,​m
,​34
-3
+16a (+7)
,i12
Balcony Break
Double Cyclone Knee Punch

ALB.d_u,d+1

sp,​l
,​30
-12
+14d
,i22
cs6~

DCK (Ducking)

Name
Alt

Input

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

f+3_4

sp
cs1~
  • Transition to DCK
  • Input u+3_4 to LWV
  • Input d+3_4 to RWV
  • Input b+3_4 to SWY
  • Input f+3_4 to DCK
  • Input db to FC
Fox Hunt

DCK.1

m
17
-7
+58a (+27)
+34a (+24)
i19
Skyscraper

DCK.2

m
15
-14
i19
Punisher

DCK.f+2

h
21
-7
+9d
+49a
i15
  • Input 3 to LWV (+1/+17d/+57a)
  • Input 4 to RWV (+1/+17d/+57a)
  • Input b+3_4 to SWY (+1/+17d/+57a)
  • Input f+3_4 to DCK (+3/+19d/+59a)

DCK.1+2

m,​m
3,​3
-9
+2
i16, i7

DCK.1+2,1+2

m,​m,​m,​m
3,​3,​3,​3
-9
+2
i5, i2
  • Combo from 1st hit

DCK.1+2,​1+2,1+2

m,​m,​m,​m,​m,​m
3,​3,​3,​3,​2,​2
-9
+2
i5, i2
  • Combo from 1st hit
Gatling Gun

DCK.1+2,​1+2,​1+2,1+2

m,​m,​m,​m,​m,​m,​m,​m
3,​3,​3,​3,​2,​2,​2,​12
-12
+32a (+22)
i7, i9
  • Combo from 1st hit
Ducking In

DCK.f+3_4

sp
  • Transition to EXTDCK

EXD (Ducking In)

Name
Alt

Input

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

EXD.1

m
21
-7
+41a (+31)
i19
Power Skyscraper

EXD.2

m
21
-14
+61a (+51)
i19
Power Punisher

EXD.f+2

h
28
+2
i15
  • Input 3 to LWV (+10/+59a/-)
  • Input 4 to RWV (+10/+59a/-)
  • Input b+3_4 to SWY (+10/+57a/-)
  • Input f+3_4 to DCK (+12/+59a/-)

PAB (Peekaboo)

Name
Alt

Input

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

f+3+4

sp
PAB
  • Transition to PAB
  • Auto blocks high and mid

PAB.1

h
10
-2
+9
i12~13
PAB

PAB.1,2

h,​h
10,​14
+0
+8
i15~16
PAB
  • Combo from 1st
Albion Combination

PAB.1,​2,1

h,​h,​m
10,​14,​21
-13
+8c
+44a
i18~20
PAB
Spike
  • Combo from 2nd CH
Spite Hook

PAB.2

h
19
-3
+2
+58a
i14
ps
PAB
Homing
  • Punch parry

+0d and 25 damage on a successful parry

Ten Count

PAB.1+2

th
45
0
+0d
i11
  • 1+2 for throw break

PAB.f+2

m
18
-13
i18~19
PAB
Straight Punch Combination

PAB.f+2,1

m,​m
18,​24
+1
+24a (+14)
i34~35
Balcony Break
  • Combo from 1st hit
  • Interruptible by i16 or faster moves
Nimrod Combination

PAB.f+1+2

h,​h
12,​23
-5
+24a (+15)
i12, i15~16
Balcony Break
  • Combo from 1st hit

PAB.df+1

m
12
-9
+2
i15~16
PAB

PAB.df+1,1

m,​m
12,​14
-10
+1
i19~20
PAB
  • Combo from 1st hit

PAB.df+1,​1,2

m,​m,​m
12,​14,​12
-11
-3
i22
PAB
  • Combo from 2nd CH
Argos Rush

PAB.df+1,​1,​2,1

m,​m,​m,​m
12,​14,​12,​20
-13
+17d
i16
Spike
  • Combo from 3rd hit
Cross Cut

PAB.df+1,2

m,​m,​h
12,​20
-6
+10
i18-19
Wall Crush +18g on hit
  • Combo from 1st hit
  • 6 Chip Damage on block
  • 8 Chip Damage on block in heat
Cutting Elbow

PAB.df+2

m
16
-10
i16~17
PAB
Elbow
Patella Smash
FC.df+1

PAB.d+1

l
11
-12
+2
i15~16
cs6~
PAB
  • Alternate input: FC df1
Knuckle Plow

PAB.d+2

l
25
-12
+7
+32a
i28~29
cs6~
  • Transition to FC with D

PAB.b+1

m
15
-19
-6
i17~18

PAB.b+1,1

m,​h
15,​10
-7
-1
i18~19
  • Combo from 1st hit

PAB.b+1,​1,2

m,​h,​m
15,​10,​12
-11
-5
i18~20
  • Combo from 2nd CH
Lancaster Combination

PAB.b+1,​1,​2,1

m,​h,​m,​m
15,​10,​12,​21
-10
+16a (+7)
i21
Balcony Break
  • Combo from 3rd hit
  • Input b to FLK (-3/+23a (+14)/-)
Swaying Hook

PAB.b+2

m
25
-13
+11a (+2)
i28~29
Balcony Break
  • Backswing Blow
Dreadnought Uppercut

PAB.uf+2

m
23
-15
i17~19
js9~
Tornado

FLK (Flicker Stance)

Name
Alt

Input

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

b+3_4

sp
  • Transition to FLK
  • Auto blocks high and mid

FLK.1

h
14
-4
+7
i12
  • Input b to stay in FLK (-1/+10/+10)
  • Input 3+4 to ALB (+17g/+28g/+28)

FLK.1,1

h,​h
14,​8
-9
+0
i15
  • Combo from 1st CH
  • Input b to stay in FLK (-4/+5/+5)
  • Input 3+4 to ALB (+17g/+28g/+28)

FLK.1,​1,1

h,​h,​h
14,​8,​8
-9
+0
i15
  • Combo from 2nd CH
  • Input b to stay in FLK (-4/+5/+5)
  • Input 3+4 to ALB (+17g/+28g/+28)
Spiteful Combination

FLK.1,​1,​1,2

h,​h,​h,​m
14,​8,​8,​22
-12
+17a (+0)
i20~22
  • Combo from 3rd hit

FLK.1,​1,2

h,​h,​m
14,​8,​22
-12
+17a (+0)
i20~22
  • Combo from 2nd CH
  • Same hit as (FLK.1,1,1),2

FLK.1,​1,f+1

h,​h,​m
14,​8,​17
-5
+0
+10d
i15
Spike
  • Combo from 2nd CH
  • Same hit as (FLK.1),f+1

FLK.1,​1,d+1

h,​h,​h
14,​8,​23
+0
+18g
+42a
i15~17
  • Combo from 2nd CH
  • Same hit as (FLK.1),d+1

FLK.1,2

h,​m
14,​22
-12
+17a (+0)
i20~22
  • Combo from 1st CH
  • Same hit as (FLK.1,1,1),2
Tempest Combo

FLK.1,f+1

h,​m
14,​17
-5
+0
+10d
i15
Spike
Power Hook Combo

FLK.1,d+1

h,​h
14,​23
+0
+18g
+42a
i15~17
Fly Swatter

FLK.2

m
21
-5c
i18~19
Spike
British Lancer

FLK.b+2

h
21
-9
i14~15
pc8~
Tornado
Balcony Break
Griffin Throw

FLK.1+2

th
40
-6
+0d
i12~14
  • 1+2 for throw break

LNH (Lionheart)

Name
Alt

Input

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

ub+3

sp
  • Transition to LNH
  • Input 3 to LWV
  • Input 4 to RWV
  • Input b+3_4 to SWY
  • Input f+3_4 to DCK
Sometimes written Outfox
Vigilant Blow

LNH.1

m
21
-4
+9/HE
i14-15
Heat Engager
Heat Dash +5g +43a(+35)
Homing
Bloodhound

LNH.2

m
22
-13
i16-17
Tornado
Swingfire Advance

LNH.1+2

h
24
+51a (+31)
i18-19
Guard Break
Reversal Break
Balcony Break
  • Chip damage on block
Two-Faced

H.LNH

sp,​ m,​ h (th)
15
ps
  • Parries mid attacks
  • Transitions to TFA after successful parry

Others

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Dear Land of Hope

R.df+1+2

m
-15
Rage Art
Removes Recoverable Health
Cheapshot

OTG.d+1+2

l
14
-11c
+2
+2
i17
cs
  • Recovers in crouch
Parry

b+1+3_b+2+4

sp
  • Parry h and m punches
  • Successful parry i14,30dmg (-12/+24a (+18)/+26a (+16))

Throws

Name
Alt

Input

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

1+3

throw
35
i12~14
Homing
  • Throw break 1 or 2
Brain Pulverizer

2+4

throw
35
i12~14
Homing
Floor Break
  • Throw break 1 or 2
Choke Slam

Left throw

throw
40
i12
  • Throw break 1
Throw Down

Right throw

throw
40
i12
  • Throw break 2
Schoolyard Bully

Back throw

throw
55
i12
  • Unbreakable
Armlock Throw

uf+1+2

throw
40
i12
  • 1+2 Throw break
Spinning Elbow Drop

qcb+2+4

throw
40
i12
  • 2 Throw break

10 Strings

External Links