TK8_X_Devil-Jin_300

Devil Jin T8 Frames

Tekken Docs Showcase 02

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CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2+3m[12;12]i16+1+2c* Heat Burst* Cancel to r45 with b,b on frame 42* 2 chip damage on block* 12 chip damage on hit* Only deals recoverable damage* Cannot cause a K.O.* Power crush 7~16
H.MCR.1+2h!,t12,27i20+0d* Transition to attack throw on standing or airborne hit* Consumes 300F of the heat timer* Low crush 1~12
H.2+3m,h,t20,22,10i18~28+11 MCR+5d* Heat Smash* Jail from 1st attack* Transition to attack throw on hit* Transition to MCR on block only** -14 on an empty MCR transition* Can cancel transition to MCR on block with B at +2~+12* 5 chip damage on block* Low crush 15~52* Floating state 53~55
R.df+1+2m,t10-15,3-5,42-60i20-18+0d* Rage Art* Removes Recoverable Health* Reversal Break* Damage increases with lower health, maximum 82* Freezes match timer on activation and on hit* Restores recoverable health on hit* Transition to attack throw on hit* Consumes Rage* Opponent recovers FDFA on hit* Power crush 8~20* Low crush 8~17
1h5i10+1+8Recovers 2f faster on hit or block (t27 r17)
1,1h, h5, 6i10, i15-1+8* Jail from 1st attack with 3F delay* Combo from 1st hit with 3F delay
1,1,2h, h, m5, 6, 14i10, ,i13~14-17+18a (+13)* Balcony Break on airborne hit* Combo from 2nd hit with 11F delay
1,2h, h5, 8i10, i10-3+8* Jail from 1st hit with 4F delay* Combo from 1st hit with 4F delay
1,2,2h, h, h5, 8, 12i10, ,i17-12+4* Combo from 1st hit with 11F delay* Jail from 2nd hit with 2F delay* Move can be delayed 9F
1,2,3h, h, m5, 8, 25i10, ,i29~31+4+24a* Spike* Input can be delayed 1f* Interrupt with i10 from 2nd block
1,2,3,4h, h, m, m5, 8, 25, 30i10, ,i36~38+0~+2+11c~+13c* Spike* Interrupt with i7 from 3rd block
1,2,4h, h, m5, 8, 10i10, ,i11-10+4* Knee* Jail from 1st hit* Combo from 1st hit
2h9i10+0+9
2,2h, h9, 20i10, i17-13-2* Jail from 1st attack with 2f delay* Move cannot be delayed
3m16i17~19-12-6
3,1m, h16, 11i17~19, i29~30+2+8Combo from 1st hit
3,1,2m, h, M16, 11, 20i17~19, ,i25~28-11+72a (+56)* Tornado* Input can be delayed 12F* Move can be delayed 4F* Interrupt with i9 from 2nd block
3,1,4m, h, m16, 11, 20i17~19, ,i23~24-9+15a (+6)+59a* Balcony Break on normal hit* Input can be delayed 12F* Move can be delayed 4F* Interrupt with i7 from 2nd block
3,1,f,Fm, h16, 11i17~19, ,-2+4
4h24i17~18-5+10g* Homing* Balcony Break* 7 chip damage on block
4~3M21i29-32-7c+14a* Spike* Parryable by traditional kick parries* Low crush 14~23* Floating state 24~26
H.4~3,1+2M, SM21, 15i29-32, i24~35+2+4c~+15c* Tornado* Weapon* Projectile (unparryable)* Forces backroll on hit* +58a (+42) from previous hit* Jail from 1st block* 3 chip damage on block* Consumes 220F of remaining heat time
1+2m,m12,25i17 i25~26-12+7* Homing* Balcony Break* Interrupt with i1 from 1st block* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
1+4SL,h5,5i16~17,i14-3+4Jails
1+4,2SL,h, m5,5, 20i16~17,i14, i24~25-12+72a (+56)* Tornado* Combo from 2nd CH* 6 chip damage on block
3+4* Low crush 20~58* Floating state 59~61
f+2m14i17~18-8+3Spike
f+2,4m, m14, 17i17~18, i15-11+0+29a (+23)* Knee* Combo from 1st hit with 15F delay* Move can be delayed 13F* Input can be delayed by 15F
f+3* Stance moves can be delayed by 10f* Low crush 18~32* Floating state 33~35
f+4m10i15~16-12-1
f+4,3m, m10, 15i15~16, i26~27-22+18a (+8)* Tornado* Combo on 1st CH with 4F delay* Move can be delayed by 15F* Input can be delayed 16F* Enter FLY +36a (+26) with ub_u_uf on hit* Low crush 27~51* Floating state 52~54
df+1m11i13-6+5+9
df+1,2m, h11, 20i13, i17-9+26a (+16)* Balcony Break* Combo on 1st hit with 7F delay* Combo on 1st CH with 10F delay* Move can be delayed 4F
df+1,4m, m11, 23i13, i20~21-13+16g+31d (+23d)* Balcony Break* Opponent recovers crouching on normal hit* Transition to MCR with F on hit or CH (+16g/+31d (+23d)) ** -9 on an empty MCR transition on hit* Combo on 1st CH with 10f delay* Move can be delayed 5f
df+2m17i15-9+6+9* Transition to MCR with F on hit or CH (+14/+17)** -11/-8 on an empty MCR transition* Has good right sidestep tracking
df+3m12i16~17-9+2+2c on hit against crouching opponents
df+3,2m, m12, 10i16~17, i19-13-7Combo from 1st hit
df+3,2,4m, m, m12, 10, 20i16~17, ,i26-27-22+18a (+8)* Tornado* Combo from 2nd CH with 4f delay* Input can be delayed 16f* Jails for 3?F from 2nd hit* Enter FLY +36a (+26) with ub_u_uf on hit* Low crush 27~50* Floating state 51~53
df+4m10i13~14-9+2
df+4,4m, m10, 16i13~14, i13~14-15-4c* Spike* Combo from 1st hit with 11F delay* Move can be delayed 10F
d+1m25i18~19-14+20a (+10)* Balcony Break* Damage taken during power crush state is recoverable.* Reversal Break and -9 on block if an attack is absorbed* 10 chip damage on block after absorbing an attack in power crush state* Power crush 7~17
d+2sl8i11-4+7* +7c on crouching hit* High crush 4~
d+3L12i18~19-12-1+7c* Pseudo homing
d+4l6i12-15-4* -4c on crouching hit* High crush 4~
d+3+4m,m5,20i15-16 i15-16-15+30a (+20)* Low crush 16~30
db+1sl5i10-5+6* Transition to Standing with f* +6c on crouching hit* High crush 4~
db+2L15i21~22-13+3c+26a* 4 chip damage on block* High crush 6~
db+3L10i16-17-6* -6c on crouching hit* High crush 4~
db+1+2m15i23~38-9+4* Cancel to r27 MCR with F (js27~)* Balcony Break on air hit
db+1+2*m25i39~60+5g+7+37d (+29)* Balcony Break on CH or air hit* Cancel to r27 MCR with F (js27~)* 10 chip damage on block
db+1+2**m42i61~63+10+37d* Balcony Break* Guard Break* Cancel to r27 MCR with F (js27~)* 16 chip damage on block
db+1+4h!40i32~63-30c~+1c* Balcony Break* -22c~-19c on average* Forces backroll on hit
b+1h10i12-6+5Tracks SSR/SWR completely
b+1,2h, m10, 20i12, i23-14+23a (+13)* Balcony Break* Combo from 1st hit with 7f delay* Input can be delayed by 15f* Move can be delayed by 10f* Cancel to r15 -18 -7 with B
b+1+3m30i15-8+16a (+6)* Balcony Break* 50% damage reduction when absorbing attacks* Damage taken during power crush is recoverable* Reversal Break, -8 on block and 12 chip damage on block after absorbing an attack in power crush state* r34 on hit* Power crush 4~14
b+2h11i14~16-13-2
b+2,1h, m11, 21i14~16, i30-31-16+29a (+19)* Tornado* Interrupt with i13 from 1st block* Can evade some jabs* Low crush 30~51* Floating state 52~54
b+2,3h, m11, 23i14~16, i25~27-14+8a (-1)* Heat Engager* Heat Dash +5, +62a (+42)* Balcony Break* 6 chip damage on heat dash* Combo from 1st hit with 5f delay* Move can be delayed 3f* Low crush 25~47* Floating state 48~50
b+3M24i29~32-15~-18+10a~+13a* Heat Engager* Heat Dash +5, +43d (+35)* Balcony Break* 6 chip damage on heat dash* Backsway* Max distance from opponent when performed at tip range: ~3.82-3.83 (frames 16-19?)* Low crush 8~33* Floating state 34~36
b+4M20i17~18-8+6+30a (+24)Opponent recovers FDFA on grounded hit
b+1+2m21i20~21+3c+7c+24d* Spike* Opponent recovers FDFA on CH* 4 chip damage on block
b+1+4m!60i63~64+20a (+10)* Floating state 64~85
u+4m22i20~21-25+15a (+5)* Tornado* May evade some highs during frames 5-9* Might evade some mids during frames 7-9* Increased evasion when performed from crouching state* Enter FLY +35a (+25) with ub_u_uf on hit* Low crush 9~44* Floating state 45~47
u+1+2h27i18-35Hits airborne opponents only
uf+1h10i21~23+11~+13 MCR+16~+18 MCR* Strong Aerial Tailspin* Weapon* Balcony Break on airborne hit* Projectile (unparryable)* Transition to r20 MCR on hit or block only** -14/-9 on an “empty” transition* r47 opponent hitstun * Only deals recoverable damage.* 2 chip damage on block
uf+2h25i20~23-4+25a* Homing* Balcony break on airborne hit
uf+3m21i28~29+3c+7c+19a* Spike* Low crush 9~29* Floating state 30~32
uf+4m21i18-8+11* Heat Engager* Heat Dash +5, +62a (+42)* Balcony Break* 6 chip damage on heat dash* Low crush 8~18
uf+3+4m,m8,20i16~17 i13~14-16+7c* Balcony Break* Forces backroll on hit** Opponent recovers in FC* Pseudo homing to SSL/SWL side* Low crush 10~47* Floating state 48~50
H.uf+3+4,1+2m,m, t8,20, 20i16~17 i13~14, i25~50-15+0d* Weapon* Projectile (unparryable)* 4 chip damage on block* Available only on hit or block* Unavailable on whiff* Jail from 1st block* Transition to attack throw on hit* Combo from 1st hit with 15F delay* Move cannot be delayed* Input can be delayed by 15F* Consumes 250F of remaining heat time* Low crush
1+2+3+4* CH state for 5 seconds* Can’t block for 5 seconds* Low crush 6~47* Floating state 48~50
b,f+2m12i15~17-9-1* Input bufferable* -1c on hit against crouching opponents* Homing at +3 and above* Can be sidestepped to the right at -2 to +2
b,f+2,1m, m12, 12i15~17, i14~15-10+1* Elbow* Combo from 1st hit with 15f delay* Jail from 1st attack with no delay* Move can be delayed 7f
b,f+2,1,2m, m, m12, 12, 24i15~17, ,i22~23-8+15a (+6)+45a (+0)* Balcony Break* Combo on 2nd CH with 8f delay* Input can be delayed 20f* Move can be delayed 15f* 7 chip damage on block
b,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14aSpike* Low crush 12~20* Floating state 21~23
b,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)* Tornado* Balcony Break on grounded hit only* Combo on 2nd CH with 11f delay* Input can be delayed 20f* Input can be delayed 14f* Opponent recovers FDFA on hit
b,f+2,3m, h12, 21i15~17, i19~20-5+16g* Balcony Break* Combo from 1st hit with 8F delay* Interrupt with i4 from 1st block* Opponent recovers crouching on hit* Transition to MCR with F on hit with F (+14)** -11 on an empty MCR transition* Move cannot be delayed* Input can be delayed by 8F
b,f+1+2m6,6,6,6,6,6i25 i6 i6 i6 i6 i6-17+31a (-2)* Weapon* Projectile (unparryable)* 17 damage on hit with scaling* 6 chip damage on block* Low crush 24~80* Floating state 81~83
b,f+1+2,2m, M6,6,6,6,6,6, 30 (9)i25 i6 i6 i6 i6 i6, i28~31-31-14a (-23)* Balcony break on standing hit only* Combo from 1st hit* 9 damage with scaling from 1st* Low crush 28~69* Floating state 70~72
f,F+2m24i15~16-8+15a (+6)* Heat Engager* Heat Dash +5, +36a (+26)* Balcony Break* i18 startup when unbuffered, and i16 startup when buffered* 7 chip damage on block* 9 chip damage on heat dash* Active frame 1 range: 2.73
f,F+4m22i20~21-6+16g+55a* Balcony Break on normal hit* i23 startup when unbuffered, and i21 startup when buffered* Opponent recovers crouching on hit* Active frame 1 range: 3.70* Low crush 10~30* Floating state 31~33
f,n,d,DF+3L24i33~34-23-2a* Opponent recovers FDFA on hit* Active frame 1 range: 3.89* Low crush 5~28
f,n,d,DF+4L7i16-23c-5c
f,n,d,DF+4,4L, m7, 28i16, i25~26-16+7c+14a* Spike* Combo from 1st hit
f,n,d,DF+4,1+2L, SM7, 14 (9)i16, i29~40+58a (+42)* Tornado* Available only on hit* Opponent recovers FUFA on hit* 9 damage with scaling from previous hit
f,n,d,df* Cannot be buffered* Stance moves can be buffered out of heat dash* Recovers in FC at frame 20* Cancel to sidestep with u* Cancel to block with b
f,n,d,df,UF* Can access wr3 by inputting 3 on frames 1~2* Unable to act from frames 3~26* Low crush 1~20* Floating state 21~23
f,n,d,df:2h23i11~12 (i14+)+5+39a (+29)* 4 chip damage on block* Can also be performed with f,n,df#2 (i13+)
f,n,d,df+1m30i22~24-16~-14+29a (+19)* Active frame 1 range: 2.36* Active frame 2 range: 2.52* Low crush 22~43* Floating state 44~46
f,n,d,df+1,UFm, t30, 10i22~24, -4d* Floor Break* Transition to attack throw on hit* Available only on hit* Opponent recovers FDFA on hit
f,n,d,df+2h20i11~12 (i15+)-10+39a (+29)* Turns into EWGF (f,n,d,df#2) while in heat* Consumes 70F of remaining heat time while in heat* 4 chip damage on block while in heat
f,n,d,df+3M25i26~28-8c+16a* Spike* 7 chip damage on block* Active frame 1 range: 3.62* Active frame 2 range: 3.63?* Low crush 5~28
f,n,d,df+1+2m25i26~27-5+32d (+24d)* Homing* Balcony Break* 7 chip damage on block* Opponent recovers FUFA on CH
f,f,F+3m30i22~25+6~+9+13a (+3)* Balcony Break* 9 chip damage on block* Active frame 1 range: 2.90* Active frame 2 range: 3.53* Active frame 3 range: 3.62* Low crush 3~25* Floating state 26~28
ws1m12i13~14-6+5+9
ws1,1m, h12, 10i13~14, i30~32+11 MCR+16 MCR* Strong Aerial Tailspin* Balcony Break On air hit* Weapon* Projectile (unparryable)* Combo from 1st CH with 2F delay* Interrupt with i12 from 1st block* Transition to MCR on block or hit only** -14/-9 on an empty MCR transition* Only deals recoverable damage* 2 chip damage on block* Input delayable by 2F* Move undelayable
ws1,2m, m12, 15i13~14, i22-11+6+10* Transition to MCR with F on hit or CH (+14/+17)** -11/-8 on an empty MCR transition* Combos from 1st hit with 8F delay* Combos from 1st CH with 11F delay* Interrupt with i4 from 1st block (trade with i5)* Input can be delayed 11F* Move can be delayed 9F
ws2m20i14~15-12~-11+72a (+56)* Tornado* First active frame range: 2.50* 6 chip damage on block* Slight jab evasion properties
ws3m16i14-11+9+14* Knee* Transition to MCR with F on hit or CH (+14/+23)** -12/-3 on an empty MCR transition
ws4m10i11~12-3+8
ws4,4m, M10, 20i11~12, i27~28-16+7c* Spike* Combo from 1st hit with 1F delay* Interrupt with i8 from 1st block* Input can be delayed by 1F* Move cannot be delayed
SS.2m25i17~18-22+72a* Transition to Hell’s Gate on hit with U* Sidestep adds 9f, effective move startup: i26
SS.2,Um, m!,M!25, 35 (24), 40 (20)i17~18, i37~38 i22~60-5a* Only available as combo from 1st hit* 44 damage with scaling
(back to wall).b,b,ubm21i36~38+0c+8d* Low crush 14~45
FLY.1h20i18~19-3+67a (+47)* Strong Aerial Tailspin* Balcony Break* Low crush 1~12* Floating state 13~15
FLY.2h!,t20,20i36+0d* Floor Break* Transition to attack throw on front standing or airborne hit* +1a (-8) on BT hit* Low crush 1~60* Floating state 61~63
FLY.3M30i15~22-15~-8+8c~+15c* Balcony Break* Spike* Forces backroll on hit** Opponent recovers in FC?
FLY.4M10i20~21-29-20s* Low crush 1~50* Floating state 51~53
FLY.4,1M, h10, 20i20~21, i40~41+1+71a (+51)* Strong Aerial Tailspin* 14 damage with combo scaling from 1st hit* 24 damage total from 1st hit* Interrupt with i19 from 1st block* Low crush 1~
FLY.4,2M, m10, 20i20~21, i22~23-27+52a (+7)* 14 damage with combo scaling from 1st hit* 24 damage total from 1st hit* Interrupt with i1 from 1st block
FLY.4,2,1M, m, m10, 20, 20i20~21, ,i22~24-16+29a(+19a)* Interrupt with i24 from 2nd block* Attack is delayed 23f, effective startup i45~47* Low crush 22~43* Floating state 44~46
FLY.4,2,1,UFM, m, m, t10, 20, 20, 14 (10)i20~21, ,-4d* Floor Break* Transition to attack throw on hit* Available only on hit* 10dmg with combo scaling from previous hit* Opponent recovers FDFA on hit* Low crush 1~
FLY.4,2,1+2M, m, m!,M!10, 20, 14, 20i20~21, ,i27~28 i22~60-6a* Available only as combo from 2nd hit* 15 (7+8) damage with combo scaling from 1st hit* 39 damage total from 1st hit* 20 damage (10+10) with combo scaling from 2nd hit* 40 damage total from 2nd hit* Low crush 1~
FLY.1+2M!30i50~100-72c~-22c* Balcony Break* -72c~-56c on average* Forces backroll on hit* Low crush 1~111* Floating state 112~114
FLY.f+1+2M!30i32~75-65c~-22c* Balcony Break* -52c~-50c on average?* Forces backroll on hit* Recovers front-facing when done from BT FLY* Low crush 1~
FUFT.u+3+4FUFA shift to Fly leaves attacker in backturn
MCR.1m20i22+8+20d* Spike* Opponent recovers FDFA on hit* 6 chip damage on block* Low crush 1~38* Floating state 39~41
MCR.2m12i15~16-9-1Homing* Low crush 1~37* Floating state 38~40
MCR.2,2m, M12, 20i15~16, i24-26-14c+2a* Heat Engager* Heat Dash +5, +67a (+50)* Spike* 6 chip damage on blocked Heat Dash* Combo from 1st hit with 2F delay* Opponent recovers FDFA on hit* Input can be delayed by 2F* Move cannot be delayed* Low crush 1~17* Floating state 18~20
MCR.3SM26i23-7+70a (+54)* Tornado* Balcony Break* 7 chip damage on block* Projectile (unparryable)* Low crush 1~19* Floating state 20~22
MCR.4M10i20~21-29-20s* Low crush 1~50* Floating state 51~53
MCR.4,1M, h10, 20i20~21, i40~41+1+71a (+51)* Strong Aerial Tailspin* 14 damage with combo scaling from 1st hit* 24 damage total from 1st hit* Interrupt with i19 from 1st block* Low crush 1~
MCR.4,2M, m10, 20i20~21, i22~23-27+52a (+7)* 14 damage with combo scaling from 1st hit* 24 damage total from 1st hit* Interrupt with i1 from 1st block
MCR.4,2,1M, m, m10, 20, 20i20~21, ,i22~24-16+29a(+19a)* Interrupt with i24 from 2nd block* Attack is delayed 23f, effective startup i45~47* Low crush 22~43* Floating state 44~46
MCR.4,2,1,UFM, m, m, t10, 20, 20, 14 (10)i20~21, ,-4d* Floor Break* Transition to attack throw on hit* Available only on hit* 10dmg with combo scaling from previous hit* Opponent recovers FDFA on hit* Low crush 1~
MCR.4,2,1+2M, m, m!,M!10, 20, 14, 20i20~21, ,i27~28 i22~60-6a* Available only as combo from 2nd hit* 15 (7+8) damage with combo scaling from 1st hit* 39 damage total from 1st hit* 20 damage (10+10) with combo scaling from 2nd hit* 40 damage total from 2nd hit* Low crush 1~
MCR.1+2h!12i20+0* Balcony Break (airborne)* Low crush 1~12* Floating state 13~15
OTG.d+1+2L25i23~31-16~-8+5a~+13a* Weapon* Projectile (unparryable)* Balcony break on CH* Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
H.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2+4c~+15c* Balcony Break* Tornado* Weapon* Projectile (unparryable)* Forces backroll on hit* +59a(+43) from previous hit* Jail from 3rd block* 3 chip damage on block* Consumes 220F of remaining heat time
H.f,n,d,DF+4,3L, SM7, 26 (18)i16, i31+72a (+56a)* Tornado* Spike* Available only on hit* 18dmg with combo scaling from 1st* Consumes 300F of remaining Heat timer on hit or block or whiff* Low crush 15~27* Floating state 28~30
H.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2+4c~+15c* Tornado* Weapon* Projectile (unparryable)* Forces backroll on hit* +60a(+44) from previous hit* 4 chip damage on block* Consumes 220F of remaining heat time* No pushback on 1st CH
1+3t35i12~14+0 BT+2d* Homing* Throw break: 1 or 2* Can be done from FC
2+4t35i12~14-3+0d* Homing* Throw break 1 or 2* Side switch on hit* Opponent recovers FUFA on hit* Can be done from FC
Back Throwt50+1d* Unbreakable* Side switch on hit
Left Throwt43-3+1d* Throw break 1* Opponent recovers FUFA on hit
Right Throwt40-3+0d* Throw break 2* Side switch on hit* Opponent recovers FDFA on hit
df+2+3t40i12-2-6d* Floor Break* Throw break 2* Can be done from FC
f,hcf+1+2t45i12-6+0d* Throw break 1+2* Side switch on hit when done on opponent’s front and left sides from P1 side* Sideswap on hit when done on opponent’s left side from P2 side* Can be done from FC
qcb+1+3t40i12-2+0d* Throw break 1* Opponent recovers FUFA on hit* Can be done from FC
uf+1+2t35i12+0+25d (+7)* Balcony Break* Throw break 1+2* Side switch on throw break* Can be done from FC

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