Heihachi — character information
Every Heihachi move in Tekken 8: 61 rows, 5 lows, 4 throws, 12 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.
On the numbers, Heihachi is built on plus frames (17.2% of the movelist is plus on block) and dangerous at a wall (29.1% of the movelist carries a balcony break or wall crush), with 4 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.
Neutral throws417th of 41
Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.
Heihachi: 4 throws from neutral — 17th of 41. The roster median is 4.
Plus on block17.2%1st of 41
How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.
Heihachi: 17.2% of the movelist is plus on block — 1st of 41. The roster median is 11%.
Lows9%37th of 41
How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.
Heihachi: 9% of the movelist is lows — 37th of 41. The roster median is 13.8%.
CH launchers1125th of 41
Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.
Heihachi: 11 moves launch on counter hit — 25th of 41. The roster median is 12.
Stances36th of 41
Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.
Heihachi: 3 stances: FUJ, RAI, WAR — 6th of 41. The roster median is 2.
Homing224th of 41
Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.
Heihachi: 2 homing strikes — 24th of 41. The roster median is 3.
Wall / balcony29.1%7th of 41
How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.
Heihachi: 29.1% of the movelist carries a balcony break or wall crush — 7th of 41. The roster median is 24.8%.
Floor breakers221st of 41
Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.
Heihachi: 2 strikes break the floor — 21st of 41. The roster median is 2.
Side switches039th of 41
Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.
Heihachi: 0 moves switch sides on hit — 39th of 41. The roster median is 2.
Chip damage32.1%1st of 41
How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.
Heihachi: 32.1% do chip damage on block — 1st of 41. The roster median is 14.5%.
Power crushes44th of 41
Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.
Heihachi: 4 power crushes — 4th of 41. The roster median is 3.
Fast mids61st of 41
Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.
Heihachi: 6 mids at i13 or faster — 1st of 41. The roster median is 2.
Parries / sabaki310th of 41
Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.
Heihachi: 3 parries or sabaki — 10th of 41. The roster median is 2.
Launchable lows41.7%19th of 41
How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.
Heihachi: 41.7% of their lows are -15 or worse — 19th of 41. The roster median is 37.5%.
Launchable mids/highs13.3%15th of 41
How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.
Heihachi: 13.3% of their highs and mids are -15 or worse — 15th of 41. The roster median is 10.9%.
Turn-keeping pokes38%14th of 41
How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.
Heihachi: 38% of their pokes stay plus on hit and safe on block — 14th of 41. The roster median is 35.5%.
Duckable highs17.9%32nd of 41
How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.
Heihachi: 17.9% of the movelist is highs — 32nd of 41. The roster median is 21.3%.
Low crushes16.4%13th of 41
How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.
Heihachi: 16.4% of the movelist jumps over lows — 13th of 41. The roster median is 12.8%.
High crushes5.2%37th of 41
How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.
Heihachi: 5.2% of the movelist ducks under highs — 37th of 41. The roster median is 9.7%.
Safe evasions46.2%19th of 41
How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.
Heihachi: 46.2% of their evasive moves are still safe when blocked — 19th of 41. The roster median is 45.5%.
Fast plus on block4.5%1st of 41
Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.
Heihachi: 4.5% of the movelist is plus on block at i15 or faster — 1st of 41. The roster median is 2%.
Safe poke damage14.58th of 41
What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.
Heihachi: their average safe poke does 14.5 damage — 8th of 41. The roster median is 13.2.
Follow-ups per move0.5430th of 41
Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.
Heihachi: 0.54 follow-ups per standalone move — 30th of 41. The roster median is 0.61.
Shading shows where Heihachi sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Heihachi reaches it on 6 of 23.
Your back to the wall
This is where Heihachi wants you. Roughly 39 moves carry a balcony break or wall crush, in the top fifth of the roster — most of what they throw at a cornered opponent converts.
Their back to the wall
Nothing documented gets them out. No move of Heihachi's switches sides on hit, so a corner you win stays won — the escape has to come from movement, which this data cannot see.
Centre stage
Stepping is largely available. Only 2 strikes of 134 moves are marked homing, below the roster middle, and 1 of those is a mid — a short enough list to learn by sight.
On a breakable floor
2 strikes break the floor, about the roster middle.
Plus on block
Plus you cannot ignore
Fastest mids
Lows, safest first
Special lows
Panic buttons
Launches on counter-hit
Homing
Parries and sabaki
Free launches for you
| You are | Standing punish | Damage | From crouch | Damage |
|---|---|---|---|---|
| −10 or worse | 1,1,2 | 27 launches | — | |
| −12 or worse | 1,1,2 | 27 launches | ws4,4 | 29 |
| −13 or worse | df+1:2* | 33 launches | ws4,4 | 29 |
| −15 or worse | df+3,1+2,1 | 44 launches | ws4,4 | 29 |
Fuzzy guard candidates
Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.
Do not try to duck these
Jailing is unrecorded on 85% of Heihachi’s string continuations, so a string missing from the last list was probably never checked.
The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Heihachi there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.
RAI — 5 moves out of it
FUJ — 10 moves out of it
WAR — 9 moves out of it
No move in the movelist names WAR as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.
2 of 3 stances in Heihachi’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.
Heihachi has 4 throws that can start from neutral.
Default break: 1. It covers 2 of 4 breakable throws (50%).
What 1 does not cover, most damaging first:
uf+1+2Stonehead — breaks with 1+2, 35 damageuf+1+4Headbutt Clash — breaks with 1+2, 30 damage
| Throw | Name | Break | Damage | Leaves you | Likely used |
|---|---|---|---|---|---|
1+3 | Neck Breaker | 1 or 2 | 35 | — | Against sidestepping |
2+4 | Jumping Powerbomb | 1 or 2 | 35 | — | On a breakable floorAgainst sidestepping |
uf+1+2 | Stonehead | 1+2 | 35 | — | At a wall |
uf+1+4 | Headbutt Clash | 1+2 | 30 | — | At a wall |
Five questions from the vetted quiz corpus, scoped to this character.
What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.
Filters · 145 moves
145 moves
Search any column from its heading.
| Details | Properties | ||||||||
|---|---|---|---|---|---|---|---|---|---|
1 | Jab | High | 10 | +1 | +8 | — | 5 | — | |
1,1 | — | High | i10 rel | -5 | +6 | — | ,6 | — | |
1,1,2 | Flash Punch Combo | Mid | i18 rel | -17 | +19a (+9) | — | ,16 | ||
1,1,WAR.2 | Ultimate Flash Punch Combo | Mid | i18 rel | -17 | +28a (+2) | — | ,20 | ||
1,2 | One Two Strike | High | i10 rel | -3 | +8 | — | ,8 | — | |
1,2,2 | Back Fist Combo | High | i17 rel | -12 | +4 | — | ,12 | — | |
1,2,2~1 | — | Mid | i13 rel | -11 | +6 | — | ,20 | — | |
1,2,2~1,1+2 | Demon Executioner Volley | Mid | i26 rel | -13 | +11a (+2) | — | ,24 | ||
1,2,4 | Wailing Demon Otoko Geri | High | i22~23 rel | -9 | +16g | +52a | ,21 | ||
1,2,4* | Wailing Demon Otoko Geri (charged) | High | i31~32 rel | +6 | +67a (+51) | — | ,27 | ||
1,b+2 | — | Mid | i22 rel | -2 | +8 | — | ,17 | — | |
1,b+2,1 | Demon Massacre | Mid | i35~39 rel | -15 | +30a (+20) | — | ,20 | ||
1,b+2,2 | Demon Basara | Mid | i25~26 rel | -13 | +6c | — | ,17 | ||
1,b+2,2 | Ultimate Demon Basara | Mid | i25~26 rel | -13 | +23a (+13) | — | ,22 | ||
1,b+2,4 | Demon Lair | Mid | i39 rel | +5 | +30a (+9) | — | ,30 | ||
1+2 | Demon Breath | Mid | 12 | -10 | +24a (+14) | — | 25 | ||
1+2+3+4 | Ki Charge | — | — | — | — | — | — | — | |
1+3 | Neck Breaker | Throw | 12~14 | -3 | -1d | — | 35 | ||
1+4 | Mishima-Style Ultimate Technique: Warrior Instinct | Low sl | 17 | +2 | +21g | — | [10;10] | ||
2 | — | High | 11 | +0 | +9 | — | 10 | — | |
2,2 | Dogenkotsu | Mid | i22 rel | -8 | +3c | — | ,13 | ||
2+3 | Heat Burst | Mid | 16 | +1 | +2c | — | [12;12] | ||
2+3+4 | Auger | — | — | — | — | — | — | — | |
2+4 | Jumping Powerbomb | Throw | 12~14 | +0 | +0d | — | 35 | ||
3 | — | Mid | 15 | -4 | +1 | — | 10 | — | |
3,2 | Byakko Gekishin | Mid | i22~23 rel | -13 | -2 | — | ,10 | — | |
4 | Otoko Geri | High | 15~16 | -9 | +16g | +52a | 21 | ||
4* | Otoko Geri (charged) | High | 24~25 | +6 | +67a (+51) | — | 27 | ||
4~3 | Demon Scissors | Mid | 35~37 | -11 | +21a | — | 25 | ||
b:2* | Zenith Rashomon | Mid | 29~30 | +6 | +24a (+14) | — | 23 | ||
b+1 | — | Mid | 14~15 | -9 | +4 | — | 12 | — | |
b+1,4 | Oni Yarai | Mid | i22~23 rel | -13 | +7a | — | ,24 | ||
b+1+2 | Heaven's Merciless Wrath | Mid | 42 | -11 HD | +23a (+13) | — | 20 | ||
b+2 | Rashomon | Mid | 22~23 | +2 | +7 | — | 20 | ||
b+2* | True Rashomon | Mid | 39~40 | +5 | +29a (+21) | — | 30 | ||
b+3 | — | High | 14~15 | -9 | +2 | — | 14 | ||
b+3,2 | Hooking Crescent Thrust | High | i20 rel | -1 | +15g | — | ,20 | — | |
b+3,3 | Hooking Crescent Kick | Mid | i22~26 rel | -12 | +3a | — | ,25 | ||
b+3,3,H.2 | Hooking Battering Ram | Mid sm | i30 rel | +0 | +0a (-17) | — | ,25 | ||
b+4 | Indra's Kick | Mid | 18~19 | -8 | +30a (+4) | +53a | 23 | ||
Back throw | Atomic Drop | Throw | — | — | +0d | — | 60 | — | |
d+1 | Hammer Punch | Mid | 16 | -9 | +2 | — | 12 | ||
d+1,2 | Hammer Beating | Mid | i27~28 rel | -9 | +9 | +35a (+28) | ,14 | — | |
d+1+2 | Fujin, Wind God's Kamae | — | — | — | — | — | — | — | |
d+1+4 | Lightning Hammer | Mid | 60 | — | +18a | — | 50 | — | |
d+3 | Jichinsai | Mid | 22~23 | -7 | +3a | — | 25 | ||
d+3,H.2 | Rending Battering Ram | Mid sm | i30 rel | +0 | -10a (-20) | — | ,25 | ||
db+2 | Eishomon | Low | 23~25 | -18 | +6c | — | 25 | ||
db+3 | Sacred Tree Fell | Low | 16 | -13 | -2 | — | 10 | — | |
df+1 | — | Mid | 13~14 | -5 | +7 | — | 10 | — | |
df+1,1 | Muso Palm Strike | High | i15 rel | -2 | +4 | — | ,8 | — | |
df+1,2 | Muso Tekken | Mid | i21 rel | -13 | +3 | — | ,20 | — | |
df+1,2* | True Muso Tekken | Mid | i38~39 rel | +1 | +32a (+11) | — | ,28 | ||
df+1:2* | Zenith Muso Tekken | Mid | i28~29 rel | -9 | +19a (+14) | — | ,23 | ||
df+2 | — | Mid | 13~14 | -7 | +4 | — | 8 | — | |
df+2,1 | Reverse Muso Renken | Mid | i20~21 rel | -17 | +12a (+5) | — | ,20 | — | |
df+2,WAR.1 | Ultimate Muso Renken | Mid | i20~21 rel | -17 | +66a (+50) | — | ,20 | ||
df+3 | — | Mid | 15~16 | -6 | +5 | — | 10 | ||
df+3,1+2 | — | High ⋯ | i14i9i8 rel | -15 | -4 | — | ,3,3,3 | — | |
df+3,1+2,1 | Gokotai Rampage | Mid | i22~23 rel | -15 | +20a (+15) | — | ,25 | — | |
df+4 | — | Mid | 13~14 | -6 | +5 | — | 10 | — | |
df+4,2 | Rapid Crush Combo | Mid | i20 rel | -12 | +9a (+0) | +55a | ,23 | ||
f,f,F+1+2 | Roaring Stonehead | High | 15 | +3 | +6d | — | 20 | ||
f,f,F+3 | Leaping Side Kick | Mid | 22~25 | +6 | +13a (+3) | — | 30 | ||
f,F+1+2 | Raoh Thrust | Mid | 13 | -8 HD | +22a (+12) | — | 22 | ||
f,F+2 | Demon God Fist | Mid | 19~21 | -16 | +37a (+27) | — | 22 | ||
f,F+3 | Left Splits Kick | Mid | 20~22 | -3 | +56a | — | 21 | ||
f,n,d,df | Wind God Step | — | — | — | — | — | — | — | |
f,n,d,df,UF | — | — | — | — | — | — | — | ||
f,n,d,df#1 | Electric Thunder God Fist | Mid | 19~21 | -11 | +26a (+16) | — | 33 | ||
f,n,d,df#2 | Electric Wind God Fist | High | 11~12 | +5 | +39a (+29) | — | 23 | ||
f,n,d,df+1 | Thunder God Fist | Mid | 19~21 | -15 | +30a (+20) | — | 30 | ||
f,n,d,df+2 | Wind God Fist | High | 11~12 | -10 | +39a (+29) | — | 20 | — | |
f,n,d,df+3 | Bone Splinter Kick | Mid | 27~28 | +11 g | +31a (+10) | — | 30 | ||
f,n,d,DF+3 | Earth Scraper Kick | Low | 33~34 | -23 | +28a | — | 24 | ||
f,n,d,DF+4 | — | Low | 16~17 | -23 | +8c | +28a | 15 | — | |
f,n,d,DF+4,4 | — | Low | i24 rel | -10 | +3c | +26a | ,10 | — | |
f,n,d,DF+4,4,4 | Spinning Demon | Low | i24 rel | -10 | +3c | +26a | ,8 | — | |
f,n,d,DF+4,4,4,1 | Spinning Demon Thunder God Fist | Mid | i23~24 rel | -15 | +25a (+18) | — | ,20 | ||
f,n,d,DF+4,4,4,3 | Spinning Demon Bell-Ringer | High | i25~28 rel | +9 | +45a | — | ,30 | ||
f,n,d,DF+4,4,4,n,4,4 | Spinning Demon Tsunami Kick | Mid | i15 rel | -15 | +0c | — | ,20 | ||
f,n,d,DF+4,4,4,n+4 | — | Mid | i24~25 rel | -3 | +8 | — | ,10 | — | |
f,n,df#1 | Omen Thunder God Fist | Mid | 19~21 | -11 | +25a (+15) | — | 38 | ||
f+1+2 | Chrome Dome | High | 12 | -14 | +14c | — | 15 | ||
f+2 | — | High | 15~16 | -9 | +2 | — | 13 | — | |
f+2,2 | Tensu Gekishin | Mid | i22~23 rel | -13 | -2 | — | ,10 | — | |
f+2~1 | — | Mid | 13 | -11 | +6 | — | 20 | — | |
f+2~1,1+2 | Demon Shout Volley | Mid | i26 rel | -13 | +11a (+2) | — | ,24 | ||
f+3 | Lightning Crush | Mid | 18~20 | -5 | +9 | — | 10 | ||
f+3+4 | Thunder God's Kamae | — | — | — | — | — | — | — | |
f+4 | Right Splits Kick | Mid | 19~20 | +4 | +7c | +26d | 20 | ||
FC.df+2 | Ascension Upper | Mid | 15 | -14 | +37a (+27) | — | 17 | ||
FC.df+4 | Crouching Dragon Kick | Low | 19~21 | -23 | +4c | — | 16 | ||
FUJ.1 | — | High | 12~13 | -4 | +7 | — | 13 | — | |
FUJ.1,1 | Wind God Hasai Rengeki | High | i17~18 rel | -2 HD | +34a (+9) | — | ,20 | ||
FUJ.1,2 | Wind God Tettsui | Mid | i21~22 rel | -13 | +13a | — | ,24 | ||
FUJ.1+2 | Tengu's Wings | Mid | 18~19 | -13 | +6a (-3) | — | 25 | ||
FUJ.1+3 | Fire Starter | Throw | 18 | — | +7 | — | 15 | ||
FUJ.2 | Hidden Wind God Fist | Mid | 15~16 | -10 | +75a (+59) | — | 20 | ||
FUJ.3 | — | Mid | 28~29 | -10 | -10a (-20) | — | 17 | ||
FUJ.3,4 | Wind God Hell Axle | Mid | i20~21 rel | +4 | +30a (+23) | — | ,20 | ||
FUJ.4 | Wind God Geta Stomp | Low | 18~19 | -14 | -4 | +12g | 20 | ||
FUJ.DF | Fujin > Wind God Step | — | — | — | — | — | — | ||
H.2+3 | Enraged Tettsui Otoshi | Mid | 15 | +10 | +0d | — | 50 | ||
H.2+3,F | Eight Thunder Kami Slayer | Mid | 15 | +10 | -2d | — | 50 | ||
H.b,b,n,3+4 | Shadow Step | — | — | — | — | — | — | — | |
H.d+1+2,P | Charging Hard | Throw | 11 | — | — | — | 35 | ||
H.db+1+2 | Thunderous Battering Ram | Mid sm | 30 | +0 | +0a (-17) | — | 25 | ||
H.FUJ.1+3 | Firestarter | Throw | 18 | — | +8 | — | 15 | ||
Left throw | Guillotine Chop | Throw | — | -3 | -3d | — | 40 | — | |
OTG.d+4 | Geta Stomp | Low | 19~20 | -14 | -3a (-11) | — | 30 | ||
qcf+2 | Iron Hand | Mid | 14~15 | -17 HD | +18a (+8) | — | 30 | ||
R.df+1+2 | Mishima Style Ultimate Technique - Tempest Dragon God Fist | Mid | 20 | -18 | +0d | — | 55+ | ||
RAI.1 | Hidden Thunder God Fist | Mid | 17~18 | -11 | +12a (+2) | — | 38 | ||
RAI.1+3 | Thunder Broken Toy | Throw | 15~16 | — | +0d | — | 30 | — | |
RAI.2 | Thunder Cutter | High | 17~18 | +10 | +51a | — | 25 | ||
RAI.3 | Jichinsai | Mid | 22~23 | -7 | +3a | — | 30 | ||
RAI.4 | Raijin Spinning Demon | Low | 19~20 | -23 | +8c | +28a | 15 | — | |
Right throw | Freefall | Throw | — | -3 | -4d | — | 45 | ||
SS.2 | Nail Beating | Mid | 23~24 | -9 | +9 | +36a (+28) | 20 | — | |
ub+1+2 | Genkotsu Crusher | Mid | 15 | -8 | +7c | +28d | 17 | ||
ub+1+2* | Genkotsu Crusher (charged) | Mid | 29 | +4 | +28d | — | 27 | ||
ub+2 | Skull Rupture | High | 18~19 | -6 | +14c | — | 25 | ||
uf+1 | Demon's Wings | Mid | 24~25 | -13 | +14a (+5) | — | 25 | ||
uf+1+2 | Stonehead | Throw | 12 | +0 | +26a (+7) | — | 35 | ||
uf+1+4 | Headbutt Clash | Throw | 12 | -6 | +28d (-30) | — | 30 | ||
uf+2 | — | Mid | 19 | -9 | +4 | — | 16 | — | |
uf+2,1 | Kidney Crush Combo | Mid | i27~28 rel | -11 HD | +21a (+11) | — | ,20 | ||
uf+3 | — | Mid | 28~29 | -10 | -10a (-20) | — | 17 | ||
uf+3,4 | Hell Axle | Mid | i20~21 rel | +4 | +30a (+23) | — | ,20 | ||
uf+4 | Wind Slicer | Mid | 24~26 | -9 | +43a | — | 17 | ||
uf+4,H.1 | Soaring Anvil Smasher | Mid | i25~30 rel | -3 | +5a | — | ,20 | ||
WAR.1+2 | Ultimate Demon Breath | Mid | 12 | -10 | +32a (+24) | — | 31 | ||
WAR.f,f,F+1+2 | Ultimate Roaring Stonehead | High | 15~16 | +6 | +6d | — | 20 | ||
WAR.f,F+2 | Ultimate Demon God Fist | Mid | 19~21 | -16 | +37a (+27) | — | 22 | ||
WAR.f,F+3 | Ultimate Splits Kick | Mid | 20~22 | +1 | +56a | — | 25 | ||
WAR.f,n,d,DF+4 | Ultimate Spinning Demon | Low | 16~17 | -14 | +8c | +28a | 15 | ||
WAR.FUJ.2 | Ultimate Hidden Wind God Fist | Mid | 15~16 | -3 | +75a (+59) | — | 24 | ||
WAR.RAI.1 | Ultimate Hidden Thunder God Fist | Mid | 17~19 | -8~-6 | +12a (+2) | — | 38 | ||
ws1 | Quick Iron Fist | Mid | 13~14 | -14 | +35d (+27) | — | 17 | ||
ws2 | Dark Thrust | Mid | 18 | -8 | +8 | +14c | 20 | ||
ws3 | — | Mid | 18~19 | -11 | +0 | — | 10 | — | |
ws3,1+2 | Holy Demon Cross | Mid | i22 rel | -9 | +13a (+4) | — | ,20 | ||
ws4 | — | Mid | 11~12 | -3 | +8 | — | 13 | — | |
ws4,4 | Tsunami Kick | Mid | i15 rel | -15 | +0c | — | ,16 |