aka the condensed Brady Guide for broke asses.
High: This move can be crouched under, or blocked high.
Mid: This move cannot be blocked low.
Low: This move cannot be blocked high, but whiffs against low crushes.
Special Mid: This move attacks the mid region (it cannot be crouched under and will not lose to low crushes), but can be blocked high or low.
(Special Mids are rare in Tekken, but are the norm in Street Fighter… and SFxT. Unless stated otherwise, an attack is Special Mid.)
Low Crush: The Tekken equivalent of lower body invincibility. Low attacks fail to hit someone doing a low crush.
CH: Short for Counter Hit.
KD: Short for Knockdown.
SW: Short for Switch.
FL: Short for Float.
Forces Stand: An opponent hit by this move will be forced into a standing position if they were previously crouching.
Not a Natural Combo: An attack string that is not a natural combo does not actually combo even if the string hits.
Alpha Counter: While blocking an attack, press F+HP+HK. Costs one meter, but negates your blockstun and immediately retaliates. Not called Alpha Counters in this game, but was called that in previous games.
Magic Series: The ability to go LP -> MP -> HP. Not called Magic Series in this game, but was called that in previous games.
(frames): Appears in Active Frames for some moves. 2(18)2 means that there are 2 active frames, then 18 inactive frames, then 2 more active frames.[/details]
Start Active Recov +hit +block notes LP i3 4* 8 +5 +1 MP i5 3 11 +7 +3 HP i11 5 21 0 -6 not cancelable, forces stand on hit LK i6 4 10 +3 -1 MK i6 4 15 +2 -2 HK i12 5 20 +1 -5 hits high, not cancelable *Guide says 4f in one spot, and 3f in another
Start Active Recov +hit +block notes LP i4 3 9 +5 +1 MP i6 4 15 +2 -2 HP i8 6 17 +3 -3 forces stand on hit LK i5 5 11 +1 -3 hits low MK i7 4 15 +2 -2 hits low HK i7 5 23 KD -7 hits low, not cancelable
Command Normals & Strings
Start Active Recov +hit +block notes Launcher HP+HK i13 2 54 SW -34 low crush Ivory Cutter LP+MK i15 2(10)2 15 +2 -2 both hits hit mid. 1st hit is KD on CH, 2nd hit ground bounces on CH or against airborne foes Cross Cancel F+HP+HK i15 6 18 KD -6 invincible frames 1-16, costs one bar Throw LP+LK i7 2 20 ** ** throw Left Right LP i3 3 8 +5 +1 LP MP i8 8 14 +4 0 extra +24 on CH against crouchers LP MP LK i10 10 16 KD -5 LP MP MK i12 12 25 +5 -13 not cancelable, KD against airborne foes LP MP LP i7 7 14 -3 -3 not cancelable except to launcher or magic series LP MP LP MK i9 9 22 KD -9 hits low, not cancelable except to launcher or magic series, KD against airborne foes *Yes, I realize the startup and active frames for this entire string are the same. That is not a typo. Blonde MK i6 4 10 +2 -2 MK LK i10 5 10 +4 -4 hits low, not cancelable except to launcher or magic series, KD on airborne foes MK LK MP i10 6 15 FL -3 MK LK MK i10 6 20 +1 -7 not cancelable except to launcher, magic series, or Rolling Dash, KD on airborne foes
Flash Kicks dfLK i6 3 14 0 -3 not cancelable, forces stand on hit, KD on airborne foes dfLK LK i9 4 10 +4 -1 not cancelable dfLK LK LK i8 4 10 +4 -1 not cancelable except to launcher or magic series dfLK LK MK i8 5 14 +12 -1 hits high, KD on airborne foes dfLK LK LK MK i8 5 14 +12 -1 hits high, KD on airborne foes Creeping Snake dfLK i6 3 14 0 -3 not cancelable, forces stand on hit, KD on airborne foes dfLK MP i8 3 14 0 -2 KD on airborne foes dfLK MP dLK i10 5 10 2 -4 hits low, not cancelable, not a natural combo, KD on airborne foes dfLK MP dLK MP i10 6 15 FL -3 not a natural combo dfLK MP dLK MK i8 4 18 +3 -5 hits high, not cancelable except to launcher, magic series, or Rolling Dash, KD on airborne foes
Start Active Recov +hit +block notes Skull Splitter RDP+P - all Skull Splitters hit low. LP Skull Splitter i15 4 18 +1 -7 airborne 2-13f, KD on CH, ground bounces on CH against crouchers MP Skull Splitter i15 4 16 KD -5 airborne 2-3f*, ground bounces on CH against crouchers HP Skull Splitter i17 4 16 KD -5 airborne 5-15f, groundbounces on CH against crouchers EX Skull Splitter i15 4 18 ** -7 ground bounces on hit, invincible on 1f, airborne 2f-13f, low crushes on 15f *not a typo Geyser Cannon QCB+K LK Geyser Cannon i15 6 18 FL -6 MK Geyser Cannon i15 6 18 FL -6 HK Geyser Cannon i20 6 18 FL -6 EX Geyser Cannon i15 6 18 FL -6 invincible 1-14f Blonde Bomb QCF+P - all Blonde Bombs can be charged, 51f for free EX, 100f for free super LP Blonde Bomb i15 4 28 KD -10 MP Blonde Bomb i16 4 28 KD -10 HP Blonde Bomb i17 4 28 KD -10 EX Blonde Bomb i28 4 24 ** +1 crumples on hit, invincible 2-5f. projectile invincible 6-27f
Rolling Dash HCF+K LK Rolling Dash 26f total duration high projectile invincible 1-25f, window for Backhand Slap is 14f MK Rolling Dash 26f total duration high projectile invincible 1-25f, window for Backhand Slap is 14f HK Rolling Dash 26f total duration high projectile invincible 1-25f, window for Backhand Slap is 14f Backhand Slap i22 3 30 -11 +6 cannot be blocked high, window for Arm Break is 79-89f, window for failure is 70-77f Arm Break KD window for Double Arm Break 72-109f, window for failure is 55-71f Double Arm Break KD i22 on Backhand Slap is assuming you do it on the first possible frame from Rolling Dash. EX Rolling Dash 26f total duration upper body invincible 1-25f, window for EX Backhand Slap is 19f EX Backhand Slap i28 3 30 KD window for EX Double Arm Break is 161-198f EX Double Arm Break KD Start Active Recov +Hit +Block notes Double Explosion i11 5(15)2(26)2(2)3(6)4 53 KD -35 invincible 1-11f, projectible invincible 12-28, airborne 16-89f Cross Art i8 2 40 KD+SW -18 invincible 1-9f
Miscellaneous but useful data:
1100: Zangief, Kuma
1050: Abel, Balrog, Sagat, Bob, Marduk, Paul
1000: Ken, Bison, Rolento, Rufus, Ryu, Heihachi, Hwoarang, Jin, Julia, Kazuya, King, Law, Ogre, Raven, Steve, Yoshimitsu
950: Guile, Poison, Vega, Asuka
900: Nina, Cammy, Chun, Dhalsim, Ibuki, Juri, Lili, Nina, Xiaoyu
Character Forward Walk Speed:
98%: Cammy, Chun, Bison, Vega
88%: Balrog, Guile, Xiaoyu
80%: Nina, Hwoarang, Jin, Kazuya, Raven, Rufus, Ryu, Steve
71%: Asuka, Ken, Ogre, Poison
62%: Abel, Julia, Juri, King, Rolento, Zangief
53%: Law, Lili
44%: Dhalsim, Paul, Sagat
40%: Yoshimitsu, Hugo
36%: Marduk, Heihachi
Character Backward Walk Speed:
92%: Cammy, Chun
80%: Akuma, Balrog, Guile, Bison, Raven, Xiaoyu
60%: Nina, Abel, Hwoarang, Jin, Juri, Ken, Law, Ogre, Poison, Reolento, Rufus, Ryu, Steve, Zangief
50%: Asuka, Bob, Julia, King, Lili
40%: Dhalsim, Paul, Sagat
30%: Heihachi, Marduk, Yoshimitsu
Cross Cancel by Speed:
Character Attack Start Invinc notes Abel Marseilles Roll 24f 1-23f Akuma SRK 4f 1-19f holy shit Ken SRK 5f 1-6f Hwoarang SRK 5f 1-6f Cammy SRK 6f 1-13f Guile Flash Kick 6f 1-7f Lili EX Angel Knee 6f none? Sagat SRK 6f 1-7f Chunli EX SBK 7f 1-8f Dhalsim st.HK 7f 1-7f can trade Ibuki SRK 7f 1-8f Kazuya EWGF 7f 1-8f Jin EWGF 8f 1-9f Poison SRK 8f 1-9f Steve Shoulder Rush 8f 1-9f Hugo Lariat 9f 1-9f can trade Bob Giga Jacker 10f 1-10f can trade Balrog Headbutt 10f 1-10f can trade, proj invincibile 11-20f King Shoulder Tackle 10f 1-13f Rufus Galactic Tornado 10f 1-10f can trade Yoshimitsu Gehasen 10f 1-11f Heihachi Demon Breath 12f 1-14f Paul Phoenix Smasher 12f 1-13f Asuka Mist Palm Thrust 13f 1-13f can trade Juri Fuhajin 13f 1-12f can be beaten Marduk Backfist 13f 1-15f Ryu EX Tatsu 13f 1-13f can trade Julia Hunting Tomahawk 14f 1-20f Kuma Grizzly Fling 14f 1-15f Law Somersault Kick 14f 1-15f Ogre Blazing Kick 14f 1-15f Zangief Green Hand 14f 1-15f M.Bison Psycho Crusher 15f 1-17f Nina Geyser Cannon 15f 1-16f Rolento Rekka 15f 1-15f can trade, cannot continue rekkas Vega Cosmic Heel 16f 1-16f can trade Raven HP Alter Ego 18f 1-19f Xiaoyu Cyanide 21f 1-23f