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Tekken Docs Showcase 02

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To character select | Kunimitsu / Law

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESSPECIAL MOVES
#1CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESin rage 1+2m5520 pc8~17-22KNDKNDRage art
SPECIAL MOVESin rage SEN 1+2m (DEN)2712~13+7~+8KNDKNDRage art
SPECIAL MOVESin rage SEN 1+2, b+2+3m, !27,3312~13KNDKNDKND
SPECIAL MOVESin rage DEN 3+4l, m16,1621-13launchlaunch
SPECIAL MOVES1h710+1+8+8
SPECIAL MOVES1, 1h, m7,810-8~-70~+10~+1
SPECIAL MOVES1, 1, 1h, m, m7,8,2010-14~-13KNDKND
SPECIAL MOVES1, 2h, h7,910-1+7+7
SPECIAL MOVES1, 4h, l7,1010-12~-11+1~+2+1~+2
SPECIAL MOVES2h10100+8+8
SPECIAL MOVES2, 1h, m10,710-5~-4+6~+7+6~+7
SPECIAL MOVES2, 1, 3h, m, m10,10,2010-12~-11KNDKND
SPECIAL MOVES2, 1, 4h, m, h10,10,2710-7~-6KNDKNDTail spin
SPECIAL MOVES3h1615-12+5+5
SPECIAL MOVES3, Dh1615s-10+7+7
SPECIAL MOVES4h2717~18-7~-6KNDKNDTail spin
SPECIAL MOVESf+1h1013-5+6+6
SPECIAL MOVESf+1, 2h, m10,1113-5+6+6
SPECIAL MOVESf+1, 2, Fh, m (SEN)10,1113-8+3+3
SPECIAL MOVESf+1, 2, 3h, m, m10,11,2013-9KNDJG
SPECIAL MOVESf+1, 2, 3, Fh, m, m, (DEN)10,11,2013-12KNDJG
SPECIAL MOVESf+2h1012-6+3+3
SPECIAL MOVESf+2, 1h, h, (SEN)10,1512-5+6+6
SPECIAL MOVESf+2, 1, Fh, h (SEN)10,1512-6+5+5
SPECIAL MOVESf+2, 4h, h10,2212-12~-11KNDKND
SPECIAL MOVESf+4m1217-9+7+7
SPECIAL MOVESf+4, 1m, m12,817-9~-8+2~+3+2~+3
SPECIAL MOVESf+4, 1, 2m, m, m12,8,817-10+2+2
SPECIAL MOVESf+4, 1, 2, 1m, m, m, m12,8,8,2017-14~-13KNDKND
SPECIAL MOVESf+1+2m2015~16-13~-12CSCS
SPECIAL MOVESf+1+4m2813-18KNDKND
SPECIAL MOVESd/f+1m1413-1+5+5
SPECIAL MOVESd/f+2m1516~17-8+3~-4a+3~-4a
SPECIAL MOVESd/f+2, 1m, m15,2016-14~-13Tail spinTail spinTail spin
SPECIAL MOVESd/f+3m1516-7+3+3
SPECIAL MOVESd/f+3, Dm, (DEN)1516-4(-8)+6+6
SPECIAL MOVESd/f+3, 3m, m15,2416a-15~-14KNDKND
SPECIAL MOVESd/f+4m1615~16-8~-7+2~+3+2~+3
SPECIAL MOVESd/f+1+2m2525 pc8~24-12KNDKNDPower crush
SPECIAL MOVESd+2m1718~190~+1s+8~+9sKND
SPECIAL MOVESd+2, Dm1718~190~+1s+8~+9sKND
SPECIAL MOVESd+3l815-14-3-3
SPECIAL MOVESd+3, 1l, hh8,4,1015-7+4+4
SPECIAL MOVESd+1+2l (TC)2524~25s cs20~-20~-19KNDKND
SPECIAL MOVESd/b+1l (TC)917s cs6~-12-1-1
SPECIAL MOVESd/b+1, 3l (TC), h9,1017 6~-12-1-1
SPECIAL MOVESd/b+1, 3, Dl (TC), h9,1017 6~s-10+1+1
SPECIAL MOVESd/b+2m1215-8+3+3
SPECIAL MOVESd/b+2, Fm, (SEN)1215-5+6+6
SPECIAL MOVESd/b+2, 1m, m12,815-8~-7+6~+7+6~+7
SPECIAL MOVESd/b+2, 3m, m12,1515-130+23g(KND)
SPECIAL MOVESd/b+2, 3* (Very long hold)m, m12,2515+8KNDKND
SPECIAL MOVESd/b+4l (TC)1921~22s cs6~-26+5~+6sJG
SPECIAL MOVESd/b+1+2m?1826~27-14~-13+5~+6CS
SPECIAL MOVESb+1m1715~17-9~-7+4~+6KNDHoming, Tail spin
SPECIAL MOVESb+2m1216-7+4+4
SPECIAL MOVESb+2, 1m, m12,1716-10+4KND
SPECIAL MOVESb+2, 3m, h12,2116-8~-7KNDKND
SPECIAL MOVESb+3m1417-12+4+4
SPECIAL MOVESb+3, Fm, (SEN)1417-5+11+11
SPECIAL MOVESb+3, 4m, h14,2017-8~-7KNDKNDTail spin
SPECIAL MOVESb+4m23 (,28)15-8+8Throw
SPECIAL MOVESb+4(CH in front)m, (throw)27,2315Throw(KND)
SPECIAL MOVESb+1+2mm8,2021~22, 31~32-11~-10+6kTail spinHoming, Tail spin
SPECIAL MOVESb+2+3!4584~85KNDKNDKND
SPECIAL MOVESu/b or u or u/f+3m (TJ)(, m)12(,14)16~17s (,34) js12~-26~-25 (13~6a)LaunchLaunch
SPECIAL MOVESu/b+4m (TJ)2025~27 js9~-9~-7KNDKND
SPECIAL MOVESu or u/f+4m (TJ)2025~27 js9~-9~-7KNDKND
SPECIAL MOVESf, F+2m2021~22 (22~)-13~-12LaunchLaunch
SPECIAL MOVESf, F+2 When hit fm, (SEN)2021~22 (22~)LaunchLaunch
SPECIAL MOVESf, F+3m2218~19 (19~)-8~-7KNDKND
SPECIAL MOVESf, F+4l1421(22~)-31+5+5
SPECIAL MOVESf, F+4, 3l, m14,2021(22~)-16+8k (+17k wc)+8k (+17 wc Wall crush
SPECIAL MOVESf, F+1+2m2016~17 (17~)-9~-8KNDTail spin
SPECIAL MOVESf, F+3+4ll11,1519~20 ,29~30 (20~) cs21~-16~-150~+1s
SPECIAL MOVESf, b+2m1014(14~)-1200
SPECIAL MOVESf, b+2, 1m, m10,1014(14~)-18~-17BUBU
SPECIAL MOVESf, f, f+3m (TJ)3020~26 (23~) js3~+8~+14gKNDKND
SPECIAL MOVESWS+1m1615~16-12~-11LaunchLaunch
SPECIAL MOVESWS+1 When hit fm, (SEN)1615~16LaunchLaunch
SPECIAL MOVESWS+2m1313~14-8~-7+3~+4+3~+4
SPECIAL MOVESWS+2, Fm, (SEN)1313~14-5~-4+7~+8+6~+7
SPECIAL MOVESWS+2, Dm, (DEN)1313~14-12~-110~+1-1~0
SPECIAL MOVESWS+2, 1m, m13,1713~14-12~-11s+5~+6sLaunch
SPECIAL MOVESWS+3h3020+7KNDKND
SPECIAL MOVESWS+4m1611~12-6~-5+5~+6+5~+6
SPECIAL MOVESFC+d/f+2m1916-8+5KND
SPECIAL MOVESFC+d/f+1+2ll10,1418,31~32 cs1~-12~-11+1~+2+1~+2
SPECIAL MOVESSS+2m2016~17 (25~)-7~-6KNDKND
SPECIAL MOVESOpponent Down d+3+4l2522~23-14~-13-3~-2-3~-2
SPECIAL MOVESOpponent Down d+3+4*, Fl (SEN)2022~23-14~-13-3~-2-3~-2
SPECIAL MOVES1+2+3+4(Special)22~23
SPECIAL MOVES1+2+3+4, 2m2016~17 (46~) js14~-18~-17Launch (JG?)Launch (JG?)
SPECIAL MOVESSEN only from certain moves(SEN)16~17 (46~) 14~
SPECIAL MOVESSEN 1m2712~13-10~-9KNDKNDWall bounce
SPECIAL MOVESSEN 2l2019~20s cs12~-12~-11+5~+7sKND
SPECIAL MOVESSEN 3m2014~16 ar14~-14~-12Launch (JG?)Launch (JG?)
SPECIAL MOVESSEN 4h2720~21-10~-9Launch (Screw)Launch (Screw)Power crush, Tail spin
SPECIAL MOVESSEN 3+4mm (TJ)6,2213~14 js7~-6+11k+11k
SPECIAL MOVESSEN d/f+1m2014~150~+1s+8~+9sLaunch
SPECIAL MOVESf+3 or From certain moves(Special)cs 4~1014~15
SPECIAL MOVESDEN F(SEN)
SPECIAL MOVESDEN 1h1411~12 (26~)-1~0+8~+9+8~+9
SPECIAL MOVESDEN 1, Fh, (SEN)1411~12 (26~)-3~-2+6~+7+6~+7
SPECIAL MOVESDEN 1, 2h, h14,2011~12 (26~)-6~-5KNDKND
SPECIAL MOVESDEN 2m?1917~19 (32~)-7~-5+7~+9CS
SPECIAL MOVESDEN 3m2527~30 (42~)+6~+9KNDKNDWall bounce
SPECIAL MOVESDEN 4, 3l, m14,2021-16+3+3Same as f, F+4, 3
SPECIAL MOVESDEN 1+2h2012~13s (28~)-10~-9KNDKNDTail spin
SPECIAL MOVESDEN 2+3h(Throw)20,2012(27~)Throw(KND)
SPECIAL MOVESDEN 2+3 (Opponent in air)Air throw23,812(27~)Throw(KND)
SPECIAL MOVESDEN 3+4
SPECIAL MOVESu/b or u or u/f+3+4(Special) (TJ)lc,a
SPECIAL MOVESu/b or u or u/f+3+4*h(Throw)40(50)9(25) js1~Throw(KND)
SPECIAL MOVESu/f+3+4, 1l2023~24s (53~) js1~10 cs20~-13~-12+3~+4sKND
SPECIAL MOVESu/f+3+4, 4m20(,20)17~18 (37~) js1~-8~-7+8~+9sThrow(KND)
BASIC MOVESBASIC MOVES
#2CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
BASIC MOVES1h710+1+8+8
BASIC MOVES2h10100+8+8
BASIC MOVES3h1615-12+5+5
BASIC MOVES4h2717~18-7~-6KNDKNDTail spin
BASIC MOVESf+1h1013-5+6+6
BASIC MOVESf+2h1012-6+3+3
BASIC MOVESf+3 (to DEN)(DEN)12
BASIC MOVESf+4m1217-9+7+7
BASIC MOVESd/f+1m1413-1+5+5
BASIC MOVESd/f+2m?1516-8+3a+3a
BASIC MOVESd/f+3m1516-7+3+3
BASIC MOVESd/f+4m1615~16-8~-7+2~+3+2~+3
BASIC MOVESd+1Sm (TC)510s cs4~-5+6+6
BASIC MOVESd+2m1718~190~+1s+8~+9sKND
BASIC MOVESd+3l815-14-3-3
BASIC MOVESd+4l (TC)712s cs4~-13-2-2
BASIC MOVESd/b+1l (TC)917s cs6~-12-1-1
BASIC MOVESd/b+2m1215-8+3+3
BASIC MOVESd/b+3l (TC)1216s cs4~-17-3-3
BASIC MOVESd/b+4l (TC)1921~22s cs6~-26+5~+6sJG
BASIC MOVESb+1m1715~17-9~-7+4~+6KNDHoming, Tail spin
BASIC MOVESb+2m1216-7+4+4
BASIC MOVESb+3m1417-12+4+4
BASIC MOVESb+4m23 (,28)15-8+8Throw
BASIC MOVESu/b or u+1m (TJ)1218 js9~-8+3+3
BASIC MOVESu/f+1h1213-16-5-5
BASIC MOVESu/b or u or u/f+2h1715~16-12~-11+9~+10g+9~+10g
BASIC MOVESu/b or u or u/f+3m (TJ)(, m)12(,14)16~17s (,34) js12~-26~-25 (13~6a)LaunchLaunch
BASIC MOVESu/b+4m (TJ)2025~27 js9~-9~-7KNDKND
BASIC MOVESu or u/f+4m (TJ)2025~27 js9~-9~-7KNDKND
BASIC MOVESu/f, n+4m2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
BASIC MOVESWS+1m1615~16-12~-11LaunchLaunch
BASIC MOVESWS+2m1013~14-9~-8+2~+3+2~+3
BASIC MOVESWS+3h3020+7KNDKND
BASIC MOVESWS+4m1611~12-6~-5+5~+6+5~+6
BASIC MOVESFC+1Sm (TC)510s cs1~-5+6+6
BASIC MOVESFC+2Sm (TC)811s cs1~-4+7+7
BASIC MOVESFC+3l (TC)1216s cs1~-17-3-3
BASIC MOVESFC+4l (TC)1012s cs1~-15-4-4
BASIC MOVESSS+1h710(11~)+1+8+8
BASIC MOVESSS+2m2016~17 (25~)-7~-6KNDKND
BASIC MOVESSS+3h1615(16~)-12+5+5
BASIC MOVESSS+4h2717~18 (18~)-7~-6KNDKNDTail spin
BASIC MOVESBT 1 or 2h158-8+3+3
BASIC MOVESBT 3 or 4h2510-8KNDKND
BASIC MOVESBT d+1 or 2Sm1010s cs1~-2+9+9
BASIC MOVESBT d+3 or 4l1210s cs1~-11+3+3

To character select | Kunimitsu / Law

25 Responses

    1. This was left from the initial translation. Updated to KND now. Thx for letting us know.

  1. I can’t comment on the Armor King page but Armor King’s movelist says his standing 2 and 2,1 are low attacks. I suspect there could be other errors in Armor King’s page.

  2. Just a heads up for the mods of this site, if DE 4,3 is the same as f,F+4,3, you need to make it so that it properly shows that DE 4,3 is +0 on hit and only DE 4 is +5. This is very misleading for newer Lars players as it could potentially mean it’s +5 on hit if it’s done through Dynamic Entry.

  3. B1+2 SHOULD BE +12-+15 ON HIT,THEN B1 SHOULD BE +8-+10 ON HIT AND CAUSE A SPIN STATE. I ALSO THINK BACK ONE HAS A LOT OF POTENTIAL TO REPLACE DF2. LARS NEED AT LEAST ONE GOOD MOVE THAT WOULD MAKE HIM SCARY ON THE NEUTRAL AND CONTAIN MOVEMENT. SO YAH B1 SHOULD CAUSE A CRUMPLE STUN ON COUNTER HIT SIMILAR TO DF2 IN PREVIOUS TEKKEN GAMES.

    1. LARS IS NEVER AT AN ADVANTAGE ON HIS STANDING 3D AND DB1,4D TRANSITIONS. LARS REMAINS -12 AND IN MY OPINION THAT DOESNT MAKE SENSE. MOST STANCE TRANSITIONS MUST EASE BLOCK DISADVANTAGE. TAKE A LOOK AT JIN’S F4-ZEN STANCE. JIN GOES FROM -8 TO -1-0 ON BLOCK(IF ITS A BLOCKED SHALLOW HIT). I THINK ITS FAIR FOR LARS TO BE -1 – -3 ON BLOCK.

    1. It’s -9 But forced transition so he can get launched for free to be honest. But his moves come out at -9…

  4. Den 3 new move
    F,b 2 1 has less recovery 13f?
    Db+4 more frame. Advangtage I think 3 and f f 3, 4 is +1 or 0 now

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