Information listed here is taken from Tekken Zaibatsu and from various testing. Thank you to all who helped compile this!
Grounded Positions
Knockdown (KND) |
Playdead (PLD) |
Facedown (FCD) |
Slide (SLD) |
Get Up Kicks
INPUT | RANGE | DMG | BLOCK | HIT | CH |
KND 3 | L | 7 (10) | -19 RC | -7 (KND) RC | KND RC |
KND 4 | m | 12 (18) | -18 | -9 (KND) | KND |
PLD 3 | L | 7 | -15 RC | KND RC | KND |
PLD 4 | m | 10 | -14 | KND | KND |
FCD 3 | L | 7 (10) | -17 RC | +4 (PLD) RC | PLD (KND) RC |
FCD 4 | m | 10 (15) | -14 | -5 (KND) | KND |
SLD 3 | L | 7 (10) | -19 RC | -8 (PLD) RC | PLD (KND) RC |
SLD 4 | m | 10 (15) | -19 | -10 (KND) | KND |
KND d+3 | l | – | -22 RC | -11 RC | -11 RC |
KND d+4 | l | – | -22 RC | -11 RC | -11 RC |
FCD u,N+3 or SLD u,N+3 |
char specific WS+3 | – | – | – | – |
FCD u,N+4 or SLD u,N+4 |
char specific WS+4 | – | – | – | – |
Note: Damages for KND d+3_d+4 range from 3 to 7.
Rolling Sideways
INPUT | RANGE | DMG | BLOCK | HIT | CH |
KND 1 or d+1 | sideroll | – | – | – | – |
(sideroll) 3 | KND 3 | – | – | – | – |
(sideroll) 4 | KND 4 | – | – | – | – |
(sideroll) f_b | KND roll | – | – | – | – |
(sideroll) ~D | FCD | – | – | – | – |
FCD 1 or d+1 | sideroll | – | – | – | – |
(sideroll) 3 | FCD 3 | – | – | – | – |
(sideroll) 4 | FCD 4 | – | – | – | – |
(sideroll) f_b | FCD roll | – | – | – | – |
(sideroll) ~D | KND | – | – | – | – |
SLD 1 or d+1 | sideroll | – | – | – | – |
(sideroll) 3 | SLD 3 | – | – | – | – |
(sideroll) 4 | SLD 4 | – | – | – | – |
(sideroll) f_b | SLD roll | – | – | – | – |
(sideroll) ~D | PLD | – | – | – | – |
PLD 1 or d+1 | sideroll | – | – | – | – |
(sideroll) 3 | PLD 3 | – | – | – | – |
(sideroll) 4 | PLD 4 | – | – | – | – |
(sideroll) f_b | PLD roll | – | – | – | – |
(sideroll) ~D | SLD | – | – | – | – |
Note: For siderolling, 1 siderolls into the background while d+1 siderolls into the foreground. For most characters, you can sideroll from face up to face down (or vice versa) up to one time while on the ground.
Rolling Forward and Back
INPUT | RANGE | DMG | BLOCK | HIT | CH |
PLD roll 3 | L | 7 (10) | -8 RC | +5 (KND) RC | KND RC |
FCD roll 3 | L | 7 (10) | -8 RC | +5 (KND) RC | KND RC |
KND roll 3 | L | 7 (10) | -19 RC | -3 (KND) RC | KND RC |
SLD roll 3 | L | 7 (10) | -19 RC | -3 (KND) RC | KND RC |
PLD roll 4 | m | 10 (15) | -15 | -4 (KND) | KND |
FCD roll 4 | m | 10 (15) | -15 | -4 (KND) | KND |
KND roll 4 | m | 13 (19) | -14 | -5 (KND) | KND |
SLD roll 4 | m | 13 (19) | -14 | -5 (KND) | KND |
any grounded roll N+3 |
char specific WS+3 | – | – | – | – |
any grounded roll N+4 |
char specific WS+4 | – | – | – | – |
Note: Some characters will have their own special rolling attacks.
Rolling Dives and Lunges
INPUT | RANGE | DMG | BLOCK | HIT | CH |
KND f+1+2 | m | 15 | +2 | KND | KND |
KND b+1+2 | m | 15 | +2 | KND | KND |
KND b+3+4 | m | 20 | -22 | KND | KND |
KND b+3+4 (spring to dive) (char specific) |
m | 20 | +10 | KND | KND |
KND b+3+4 (spiral to BT) (char specific) |
m | 20 | -29? BT | KND BT | KND BT |
Note: Only Paul, Yoshimistu, Steve, Marduk do the special spring to dive get up. Only King, Roger Jr, Christie, Eddy, and Armor King do the special spiral get up to backturned.
Running Attacks
INPUT | RANGE | DMG | BLOCK | HIT | CH |
Running 3 (2 steps) | m | 30 | +17 | KND | KND |
Running 4 (3 steps) | L | 17 | Char KND | KND Char PLD | KND Char PLD |
Running 1+2 (3 steps) | m | 30 | +0? | KND | KND |
Running N (3 steps) | m | 5 | Tackle | Tackle | Tackle |
Running N (4 steps) | m | 30 | KND | KND | KND |
Running N (3 steps) (Opponent Down) |
L | 14 | +? | PLD | PLD |
Note: Some characters will have special running 3’s, 4’s, and 1+2’s.
Backturned Attacks
INPUT | RANGE | DMG | BLOCK | HIT | CH |
BT 1 | h | 15 | -8 | +0? | +0? |
BT 2 | h | 15 | -8 | +0? | +0? |
BT 3 | h | 25 | -8 | KND | KND |
BT 4 | h | 25 | -8 | KND | KND |
BT d+1 | l | 10 | +0? OC RC | +? RC | +? RC |
BT d+2 | l | 10 | +0? OC RC | +? RC | +? RC |
BT d+3 | l | 12 | -? OC RC | +0? RC | +0? RC |
BT d+4 | l | 12 | -? OC RC | +0? RC | +0? RC |
BT u/f+1 | m | 12 | -8 | KND | KND |
BT u/f+2 | M | 18 | -23 | -12 OC | -12 OC |
BT u/f+3 | m | 25 | -10? | KND | KND |
BT u/f+4 | m | 21 | -10? | JG | JG |
Note: Some characters will have their own special backturned attacks.
Jumping Attacks
INPUT | RANGE | DMG | BLOCK | HIT | CH |
u/f+1 | m | 12 | -8 | +3 | +3 |
u/f+2 or U/F,N+2 | M | 18 | -23 | -12 OC | -12 OC |
U/F,N+3 | m | 25 | -19? | CS | KND |
U/F,N+3 or u/f,N,d+3 | L | 15 | -15 RC | +? RC | +? RC |
U/F,N+4 | m | 25 | -8? | +0? | KND |
u/f,N+4 | m | 25 | -10? | JG | JG |
u/f,N,land | – | – | RC | RC | RC |
Note: Some characters will have their own special jumping attacks.
Techrolling
INPUT | RESULT | DMG | BLOCK | HIT | CH |
1 or 2 | tech into background | – | RC | RC | RC |
3 or 4 | tech into foreground | – | RC | RC | RC |
(from KND) ~f | spring up | 4 | +? | +0? | +0? |
(from SLD) ~f | hop up | – | – | – | – |
(from FCD) ~f | hop up | – | BT | BT | BT |
(from KND) ~b | roll back | – | RC | RC | RC |
(from SLD) ~b | roll back | – | RC | RC | RC |
(from FCD) ~b | roll back | – | RC | RC | RC |
(from PLD) ~b | PLD roll | – | – | – | – |
(rolling KND) ~D/B | crouching recover | – | RC | RC | RC |
Escaping Regular Tackles
INPUT | DMG | ESCAPE | RESULT |
tackle | 5 | 2 to escape initial tackle | escapes tackle |
tackle | 5 | 1+2 before back hits ground | your char ends on top |
1,2,1,1,2 | 5,5,5,5,5 | 2 (1st hit), 2 (4th hit) | escapes mount |
2,1,2,2,1 | 5,5,5,5,5 | 1 (1st hit), 1 (4th hit) | escapes mount |
1,2,1,2,1 | 5,5,5,5,5 | 2 (1st hit), 1 (4th hit) | escapes mount |
2,1,2,1,2 | 5,5,5,5,5 | 1 (1st hit), 2 (4th hit) | escapes mount |
armbar | 25 | 1+2,2,2,2 (as armbar starts) |
escapes armbar |
armbar | 25 | 1+2,2,2,2,2,2 (before armbar starts) |
reverses armbar (character specfic) |
leglock | 25 | 1+2,1,1,1 (as leglock starts) |
escapes leglock |
leglock | 25 | 1+2,1,1,1,1,1 (before leglock starts) |
reverses leglock (character specfic) |
Note: Only Paul, King, Marduk can do the Armbar Reversal. Only King, Marduk, Nina can do the Leglock Reversal.
Wow, incredible! I’d actually gone through and done the getupkicks myself, but had nothing precise. Thanks for the update! (oh, btw, in your Ganryu section, 1+2,1+2 is listed as being -14. I’ve actually been d/f+2’d and i15 hopkicked here, and I think it might even be worse—i.e. possibly -16 to -17).
checked the move, its -14. you were probably moving.. :X
Hmmmm, thanks. Dumb move 95% of the time, but that’s nice to know.
i thought armbar reversals was just 1,1,2
im pretty sure it’s just 1,1,2 but then again
i can’t say im 100% on this
Yates:
all df2 and uf4_3 are not 15f, a part of them do come out at 14f when close enough
MYK:
i’m pretty sure 112 is paul and dragunov’s mount punch reversal
Apparently, according to two Japanese mooks, Paul’s d/f+2 is always 14, other “i15” d/f+2’s were listed at 14~15. Interesting indeed.
There is a lot of questionable frame data from both sources (aside from what we are referencing), but I will trust no one until I test. Three solid sources with three different sets of data…obviously only one can be correct. When next I am around a PS3 that is not being used for tournament, I will test everything.
So here is what happened during testing. All 15 frame hopkicks and d/f+2’s punished Ganryu’s 1+2,1+2 consistently…no question, period. If you question whether or not those d/f+2’s are i14, you come inevitably to the conclusion that those same d/f+2’s and hopkicks do not punish any other “-14” in the game. (go on, test it). When you question even that, you realize that Ganryu’s d/f+4,1 (as well as many other i14 move) punishes every in-range -14 in the game. Also note that Ganryu cannot punish 1+2,1+2 with d+1+2 (i15), period. Funny thing is, those 1+2,1+2 punishes had no “iffyness” whatsoever about them—they always worked, period, but they didn’t work against other -14’s, where 14 frame moves DID. If you follow, you understand that the only conclusion that can be reached is that Namco are dicks.
or it could be that ganny’s 1+2,1+2 on block has the least push back of all -14f moves
We tried everything. Meaning every range, all manner of pushback with every -14 we could think of.
have you tried asuka’s b+1+4,4 yet?
No, have you?
hmm was looking through this
but PLD f3 is safe
its definitely not -19 that’s for sure
The way things are going recently, though, I’ll bet you it’s punishable by like a “particular” 17 frame move! I’m exaggerating…but…seriously.
hmm, i dont think knd 4 is -18. i think its more like -14.
did some testing, added the following changes:
Get Up Kicks
knd 3 = -18 RC block, -7 (KND) RC hit, KND RC ch
knd 4 = -18 block, -9 (KND) hit, KND ch
pld 3 = -15 RC block, KND RC hit, KND ch
pld 4 = -14 block, KND hit, KND ch
fcd 3 = -17 RC block, +4 (PLD) RC hit, PLD (KND) RC ch
fcd 4 = -14 block, -5 (KND) hit, KND ch
sld 3 = -19 RC block, -8 (PLD) RC hit, PLD (KND) RC ch
sld 4 = -19 block, -10 (KND) hit, KND ch
Rolling Forward and Back
pld roll 3 = -8 RC block, +5 (KND) RC hit, KND RC ch
fcd roll 3 = -8 RC block, +5 (KND) RC hit, KND RC ch
knd roll 3 = -19 RC block, -3 (KND) RC hit, KND RC ch
sld roll 3 = -19 RC block, -3 (KND) RC hit, KND RC ch
pld roll 4 = -15 block, -4 (KND) hit, KND ch
fcd roll 4 = -15 block, -4 (KND) hit, KND ch
knd roll 4 = -14 block, -5 (KND) hit, KND ch
sld roll 4 = -14 block, -5 (KND) hit, KND ch
n8monster:
«Rolling Forward and Back
pld roll 3 = -8 RC block, +5 (KND) RC hit, KND RC ch»
This doesn’t apply to Lei, right? It would be too good.
haha nah, unfortunately no.
KND 3 is for sure -19.. Steve players know that for a fact.. cuz thats like one of the only times we get our slow ass 19f uf2 launcher
does anybody know how many frames UF,4 is? delayed hopkick?
myk,
updated the knd 3 on block data. now sez -19.
jaguar,
u/f,N+4 is about 23 frames.
does anyone know the frame data for a standard grapple? 1+3 & 2+4.