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TK8_X_Panda_300

Panda T8 Frames

Tekken Docs Showcase 02

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To character select | Nina / Paul

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2+3m12 (12)i16+1+2c* Heat BurstPower crush
H.uf+3+4m21 (8)i16~17+12g+7a* Partially uses remaining heat time* Transition to SIT (cannot cancel)
H.2+3m44 (16)i15~16+7 / +6 ROL / +11 HBS-3 / N/A ROL / N/A HBS* Heat Smash* Spike* Alternate input: H.HBS.2+3* Transition to ROL with input F* Transition to HBS with input D or 3+4
R.df+1+2m,th55i20-150* Rage Art* Erase opponent’s Recoverable Health on hit
1h5i10+1+8
1,1h,m5,8,i22~23-15-4c* Combo from 1st hit CH
1,1,1h,m,m5,8,14,i22~23-16+69a (+53)* Tornado* Combo from 2nd hit* Combo from 1st CH
1,2h,h5,25,i22~24-5+11 (+2)* Balcony Break* chip damage on block* Combo from 1st CH
1+3+4sp
2h10i10-1+6
2,1h,m10,11,i16-3+2Combo from 1st hit
2,1,2h,m,m10,11,22,i33~34-14+31a (+21)
2,1,3h,m,l10,11,13,i18-13-2
1+2m25i13~14-13+18g / HE* Balcony Break* Heat Engager
3+4sp* Alternate input: FDFA.3+4* Can low parry in HBS with HBS.F* Transition to HBS* Transition to standing with input ub or u or uf
3+4sp* Alternate input: FDFA.3+4* Transition to HBS
f+2h11i12-13+3
f+2,1h,h11,20i20-5+36a (+10)* Balcony Break* Combo from 1st hit
f+1+2m16i18-15+18a
f+1+2,1+2m,m16,20i30~31-14+65a (+49)* Tornado* Combo from 1st hit
f+3+4l20i28~30-23+6aHigh crush
f+3+4,1+2l,m20,30,i50~i60-16-13aHigh crush
df+1m6i15~16-6+2
df+1,2m,m6,9,i22~23-11-2* Combo from 1st CH
df+1,2,1+2m,m,m6,9,20,i25~26-14+17d* Combo from 2nd hit* Combo from 1st CH* Can be delayed 10F* Combo can be delayed 10F from hit
df+2m10i15~16-9+2
df+2,1m,m10,12,i20~21-16+35a (+25)* Combo from 1st hit
df+3m13i16-9+2
df+3,2m,h13,24,i27~28-5+22a* Combo from 1st hit* chip damage on block
d+1+2m28i14~15-15+20a (+10)* Balcony Break
d+3+4sp* Alternative input: db+3+4* Transition to ROL with input SIT.F* Transition to California Roll with input SIT.B
d+3+4sp* Transition to SIT* Transition to ROL with input f
db+1h11i14~15-10+4+9
db+1,2h,m1120i17~18-13+4+13c* Combo from 1st hit* Hold 2 to power up, up to 2 charge levels* Transition to HBS with input D or 3+4
db+1,2*h,m1120i34~35-12+13c+42a* chip damage on block* Heat skips to Level 2 charge* Transition to HBS with input D or 3+4
db+1,2**h,m1130i47~48+3+42a* chip damage on block* Cannot absorb with power crush* Heat reduces charge length (consumes remaining time)* Transition to HBS with input D or 3+4
db+2l10i18-15 / -17 HBS-1 / -3 HBS* Transition to HBS with input D or 3+4
db+3l12i18-12+1
db+4l20i21~22-23+6+74a (+58)* Tornado
db+1+2mm4,4i14~15-9+2~3
db+1+2,1+2mm,mm4,4,4,4,i15~16-110+10 CH but only on the last hit
db+1+2,1+2,2mm,mm,m4,4,4,4,18,i20~21-15+22a (+12)
db+2+3l30i32~34-12+39a* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
db+2+3*l40i45~47-12+39a* chip damage on block
db+2+3**l60i60~62-4+43a* chip damage on block
b+1m24i22~23-13+13a* Balcony Break* Heat Engager* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)Power crush
b+2m12i15-9+2
b+2,1m,h12,14,i23-3 / – 4 HBS / -14 ROL+8 / +7 HBS / -3 ROL* Transition to HBS with input D or 3+4* Transition to ROL with input F
b+2,1,1+2m,h,m12,14,20,i26-11+15a (+6)* Balcony Break
b+2,2m,m12,15,i25-10+6
b+2,2,1m,m,m12,15,25,i35~39-15+25a (+15)* Tornado* Does not tornado on wall hit
b+1+2hh10,20i18~19-8+13d / HE* Balcony Break* Heat Engager* Homing* chip damage* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
b+1+4ub(m)25i60~62+16a/+21a HBS* Transition to HBS with input D or 3+4
b+1+4,f,fsm40i55~i130-20~+55+42a~+117a* Hold F to extend attack* Recovers in FUFT on hit or block* If attack is extended to where you roll past the opponent, recovers in FUFA
b+3+4m20i22~23-28+61a* Alternate input: ws3+4* Tornado
ub+1+2l25i31~32-17+12a* Cancel into HBS with input D or 3+4
u+1+2m24i18~23-4 / -3 HBS+3 / +4 HBS* Transition to HBS with input D or 3+4
u+3+4m21i34~39+10+20* Transition to SIT (cannot cancel)
uf+1m20i26~28-6+22a* Alternate input: ub+1 or u+1* chip damage on block
uf+2m27i28~30-6+30a+65a (+45)* Balcony Break* Homing* Tailspin* Alternate input: ub+2 or u+2
uf+3m13i16~17-13+30a (+20)Low crush
uf+3,4m,m13,13,i10~12-11+30a (+20) / +21a (+14)Less frame advantage occurs after Combo from last hitLow crush
uf+3,4,1+2m,m,m13,13,22,i18~19-15+16a / -2a* Spike* Transition to HBS with input D or 3+4* Less frame advantage occurs after Combo from last hit
uf+4m20i29~30-6-10a (-20)* Balcony BreakLow crush
uf+4,3m,m20,25,i20~21+7+21a (+14)* Balcony Break* Only connects on hit or block* Recovers in FUFTLow crush
1+2+3+4
b,f+2h26i15~17-5+17a (+8)+62a (+42)* Balcony BreakTailspin* Chip damage on block
d,df,f+2m15i18~19-8+3
d,df,f+2,1m,m15,25,i27-14+29a (+3)* Balcony Break
d,df,f+2,2m,l15,22,i33~34-18+40a* Chip damage on block
f,F+2m23i19~21-19+45a (+35)
f,F+1+2m30i37~38+8 HBS / +5 ROL52a HBS / +49a ROL* Chip damage* Transition to HBS (cannot cancel into standing)* Transition to ROL with input F
f,f,F+3m30i22~23+6+13a (+3)* Balcony Break* Chip damage on block
f,f,F+1+2m30i20~24+3+35d (-23)* Balcony Break* Heat Engager* Chip damage* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)Low crush 21F
ws1m13i13~15-11+2+7
ws1,2m,m13,20,i18~19-13+6 (+20g)+18* Hold 2 to power up, up to 2 charge levels* Transition to HBS with input D or 3+4* Tornado* Wall Crush +20g on hit* Wallsplat on CH
ws1,2*m,m13,28,i35-12+18c+33a (-2)* Heat skips to Level 2 charge* Transition to HBS with input D or 3+4* Balcony Break* Tornado
ws1,2**m,m13,38,i44+3+27a (-9)* Transition to HBS with input D or 3+4* Balcony Break* Tornado* chip damage on block* Cannot absorb with power crush* Heat reduces charge length (consumes partial Heat time)
ws2m20i15~16-12+29a (+19)
ws3m21i18~20-9+17 (+8)* Balcony Break* Homing
ws4m20i11~12-6+5
SS.1+2m23i22~23-9c+11d
FC.1l12i19~21-8+2
FC.1+2spN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS* Transition to ROL* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
FDFA.1+2l10i14~16-12+6+6* Transition to HBS
FUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)* Transition to HBS (Cannot cancel)
FUFT.d+1+2m21i30+17+37a+37a* Transition to SIT (Cannot cancel)
HBS.1m10i12~13-13+2+12
HBS.1,2m,m10,20,i24~25-13+4+13c*Hold 2 to power up, up to 2 charge levels
HBS.1,2*m,m10,20,i33~34-12+13c+49a* chip damage on block* Heat skips to Level 2 charge
HBS.1,2**m,m10,30,i44~45+3+49a* chip damage on block* Cannot absorb with power crush* Heat reduces charge length (consumes partial Heat time)
HBS.2l16i21~24-15+21g* Transition to HBS
HBS.3sp* Transition to FUFA* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
HBS.1+2m24i19~22-15+79a* Tornado
HBS.3+4m21i25~30-12-2a (-11)* Balcony BreakPower crush
HBS.b,bsp* Alternate input: SIT.B* Transition to HBS with input D or 3+4
HBS.b+1+2l16i26~29-25c+14a* Transition to HBS with input D or 3+4
HBS.b+1+2,1+2l,l16,33i22~24-29c+8a / -3a (-10)* Balcony Break* Less frame advantage occurs after Combo from last hit
HBS.df+2m20i15~16-17+35a (+25)* Tornado
HBS.d+1+2m22i16~20-90 / HE* Heat Engager* Transition to HBS (does not shift when using Heat Dash)
HBS.d+3+4sp* Transition to FDFA
HBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS* Transition to ROL* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
HBS.f+3+4* Alternate input: HBS.b+3+4* Transition to SIT
OTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14* Cancel into BT with input OTG.d+1+4,3+4* More frame advantage when hitting standing opponent
ROL.1h31i15~16+4+35d (+27)* Balcony Break* Tornado* Power up during Heat (partially uses remaining Heat time)
ROL.2m21i17~19-17+28a (+18)
ROL.3l20i18~26-18+33aRecovers in FUFT
ROL.4m20i26~30+7+26aRecovers in FUFT
ROL.1+2sm22i10~40-30+45a* Recovers in FUFT on hit* Recovers in off axis FUFT on block
SIT.1l10i21~22-12+4+9
SIT.1,1l,l10,13,i25~26-12+6
SIT.2m18i19~21-12+73a (+57)* Tornado
SIT.3+4m20i25-12 / -10 ROL-4a / -2a ROL* Transition to ROL with input F
SIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS* Alternative input: FC.3+4 or FDFA.f* Transition to ROL* Transition to HBS with input ROL.D or ROL.3+4* Becomes special mid attack during Heat (partially uses remaining Heat time)
1+3th(h)35i12~14-3+1* Throw break: 1 or 2* Opponent status on hit: FUFT
2+4th(h)35i12~14-6+1* Throw break: 1 or 2* Opponent status on hit: FUFT* Side switch on hit
Back throwth(h)70i12~14+1* Throw break: none* Opponent status on hit: FUFA
Left throwth(h)50i12~14-3+1* Throw break: 1* Spike* Opponent status on hit: FUFT
Right throwth(h)40i12~14-3+1* Throw break: 2* Opponent status on hit: FUFT off axis
f,df,d,db,b,f+1+2th(h)50i110+5* Throw break: 1+2* Opponent status on hit: FUFA* Side switch on hit
uf+1+2th(h)35i12~140+26d (+7)* Throw break: 1+2* Balcony Break* Opponent status on hit: FUFT

To character select | Nina / Paul

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