aka the condensed Brady Guide for broke asses.
Glossary
[details=Spoiler]
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]
Standing
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
Crouching
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
Specials
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:
Character Health:
1150: Hugo
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
850: Akuma
Character Forward Walk Speed:
100%: Akuma
98%: Cammy, Chun, Bison, Vega
88%: Balrog, Guile, Xiaoyu
80%: Nina, Hwoarang, Jin, Kazuya, Raven, Rufus, Ryu, Steve
73%: Ibuki
71%: Asuka, Ken, Ogre, Poison
62%: Abel, Julia, Juri, King, Rolento, Zangief
53%: Law, Lili
50%: Bob
44%: Dhalsim, Paul, Sagat
40%: Yoshimitsu, Hugo
36%: Marduk, Heihachi
32%: Kuma
Character Backward Walk Speed:
100%: Vega
92%: Cammy, Chun
80%: Akuma, Balrog, Guile, Bison, Raven, Xiaoyu
70%: Kazuya
63%: Ibuki
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
36%: Hugo
32%: Kuma
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