Ironfist Insights
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Panda — character information

Every Panda move in Tekken 8: 57 rows, 12 lows, 4 throws, 5 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Panda is low-heavy (18.4% of the movelist is lows) and punishable on their mids (18.4% of their highs and mids are -15 or worse). 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.

    Panda: 4 throws from neutral — 17th of 41. The roster median is 4.

  • Plus on block11.2%18th 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.

    Panda: 11.2% of the movelist is plus on block — 18th of 41. The roster median is 11%.

  • Lows18.4%4th 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.

    Panda: 18.4% of the movelist is lows — 4th of 41. The roster median is 13.8%.

  • CH launchers1028th 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.

    Panda: 10 moves launch on counter hit — 28th of 41. The roster median is 12.

  • Stances216th 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.

    Panda: 2 stances: HBS, ROL — 16th 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.

    Panda: 2 homing strikes — 24th of 41. The roster median is 3.

  • Wall / balcony24.8%20th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Panda: 24.8% of the movelist carries a balcony break or wall crush — 20th of 41. The roster median is 24.8%.

  • Floor breakers317th 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.

    Panda: 3 strikes break the floor — 17th of 41. The roster median is 2.

  • Side switches126th 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.

    Panda: 1 move switch sides on hit — 26th of 41. The roster median is 2.

  • Chip damage17.6%12th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Panda: 17.6% do chip damage on block — 12th of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Panda: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids217th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Panda: 2 mids at i13 or faster — 17th of 41. The roster median is 2.

  • Parries / sabaki035th 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.

    Panda: 0 parries or sabaki — 35th of 41. The roster median is 2.

  • Launchable lows50%11th 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.

    Panda: 50% of their lows are -15 or worse — 11th of 41. The roster median is 37.5%.

  • Launchable mids/highs18.4%5th 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.

    Panda: 18.4% of their highs and mids are -15 or worse — 5th of 41. The roster median is 10.9%.

  • Turn-keeping pokes23.1%41st 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.

    Panda: 23.1% of their pokes stay plus on hit and safe on block — 41st of 41. The roster median is 35.5%.

  • Duckable highs12%41st of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Panda: 12% of the movelist is highs — 41st of 41. The roster median is 21.3%.

  • Low crushes11.2%27th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Panda: 11.2% of the movelist jumps over lows — 27th of 41. The roster median is 12.8%.

  • High crushes8.8%27th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Panda: 8.8% of the movelist ducks under highs — 27th of 41. The roster median is 9.7%.

  • Safe evasions50%10th 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.

    Panda: 50% of their evasive moves are still safe when blocked — 10th of 41. The roster median is 45.5%.

  • Fast plus on block2.4%13th 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.

    Panda: 2.4% of the movelist is plus on block at i15 or faster — 13th of 41. The roster median is 2%.

  • Safe poke damage13.318th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Panda: their average safe poke does 13.3 damage — 18th of 41. The roster median is 13.2.

  • Follow-ups per move0.440th 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.

    Panda: 0.4 follow-ups per standalone move — 40th of 41. The roster median is 0.61.

Shading shows where Panda 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 — Panda reaches it on 2 of 23.

Your back to the wall

24.8% of their moves carry wall or balcony properties, about the roster middle.

Their back to the wall

1 move switches sides on hit, below the roster middle, so they have an out but not a reliable one.

Centre stage

Stepping is largely available. Only 2 strikes of 125 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

3 strikes break the floor, a little above the roster middle.

Key Panda moves

Plus on block

  • FUFT.d+1+2Get Up Punchsituationali30, mid, +17 on block, only from the floor, after you knocked them down
  • H.2+3Panda Super Attacksituationali15, mid, +9 on block, needs Heat
  • f,F+1+2Falling Beari37, mid, +8 on block at best
  • ROL.4Bear Rolling Kickstancei26, mid, +7 on block

Plus you cannot ignore

  • f,f,F+1+2Rabid Beari20, mid, +3 on block

Fastest mids

  • df+4i12, mid, -4 on block
  • 1+2Demon Bear Breathi13, mid, -13 on block

Lows, safest first

  • db+2+3**Fresh Salmon Hunteri60, low, -4 on block, slow enough to block on reaction
  • hFC.1Watch Your Feetsituationali19, low, -8 on block, too fast to see coming
  • db+3Bear Pump in Pedali18, low, -12 on block, too fast to see coming
  • SIT.1situationali21, low, -12 on block, borderline — some players react to it

Special lows

  • d+2Crouch Straighti11, special low, -4 on block, too fast to see coming
  • d+1Crouch Jabi10, special low, -5 on block, too fast to see coming

Panic buttons

  • b+1Bear Slashi22, absorbs a hit, -13 on block
  • d+1Crouch Jabi10, ducks highs, -5 on block
  • d+2Crouch Straighti11, ducks highs, -4 on block
  • d+4Crouch Shin Kicki16, ducks highs, -15 on block

Launches on counter-hit

  • HBS.d+1+2Frolicking Bearstancei16, counter-hit +76a (+60)
  • db+4Spinning Kumai21, counter-hit +74a (+58)
  • uf+2Ultra Kumai28, counter-hit +65a (+45)
  • b,f+2Anger Hooki15, counter-hit +62a (+42)

Homing

  • uf+2Ultra Kumai28, homing, -6 on block
  • HBS.df+1Hornet Busterstancei25, homing, -7 on block
  • b+1+2Bear Xi18, homing, -8 on block
  • ws3Spinning Bear Kicksituationali18, homing, -9 on block

Free launches for you

  • d+1+2Hip Smashi14, -15 on block
  • d+4Crouch Shin Kicki16, -15 on block
  • db+2Bear Lariati18, -15 on block
  • f+1+2i18, -15 on block
What Panda punishes you with
Panda’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse2,121—
−12 or worsef+2,131 launchesws420
−13 or worsef+2,131 launchesws420
−15 or worsef+2,131 launchesws220 launches
What you get to do about Panda’s strings

Fuzzy guard candidates

  • b+2,1high, 2f before b+2,2

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.

Documented gaps you can hit

  • f+3+4,1+2interrupt with i31

Do not try to duck these

  • 1,2jails — you stay in blockstun

Jailing is unrecorded on 97% of Panda’s string continuations, so a string missing from the last list was probably never checked.

Getting into Panda’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Panda 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.

HBS — 18 moves out of it

  • db+1,2Double Wild Slapfrom db+1 (i14), -13 on block
  • db+1,2*Double Wild Slapfrom db+1 (i14), -12 on block
  • db+1,2**Fresh Wild Slapfrom db+1 (i14), +3 on block
  • b+2,1from b+2 (i15), -14 to +4 on block depending on spacing
  • uf+3,4,1+2Bear Double Hop Kick Combofrom uf+3 (i16), -15 on block
  • b+1+2Bear Xi18, -8 on block
  • …and 20 more

ROL — 5 moves out of it

  • b+2,1from b+2 (i15), -14 to +4 on block depending on spacing
  • f,F+1+2Falling Beari37, +8 on block at best
  • d+3+4Bear Sitblock frames unpublished
  • d+3+4Bear Sitblock frames unpublished
  • H.2+3Panda Super Attacksituationali15, +9 on block
  • SIT.3+4Reboundsituationali25, -10 on block at best
  • …and 3 more

2 of 2 stances in Panda’s movelist have a documented way in.

Throws and breaks

Panda has 4 throws that can start from neutral.

Default break: 1+2. It covers 2 of 4 breakable throws (50%).

What 1+2 does not cover, most damaging first:

  • 1+3 Bear's Bite — breaks with 1 or 2, 35 damage
  • 2+4 Bear Hug — breaks with 1 or 2, 35 damage
Panda neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Bear's Bite1 or 235FUFTAgainst sidestepping
2+4Bear Hug1 or 235FUFTAgainst sidesteppingTo escape a corner
hcb,f+1+2Rock'n Roll Circus1+250FUFA—
uf+1+2Headbutt1+235FUFTAt a wall

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 134 moves
Level
Properties

134 moves

Search any column from its heading.

Panda frame data — 134 moves
DetailsProperties
1JabHigh10+1+8—5—
1,1—Midi22~23 rel-15-4c—,8—
1,1,1G-Clef CannonMidi22~23 rel-16+69a (+23)—,14
1,2Angry LumberjackHighi22~24 rel-5+11 (+2)—,25
1+2Demon Bear BreathMid13~14-13 HD+18g—25
1+2+3+4Ki Charge———————
1+3Bear's BiteThrow12~14-3+1—35
1+3+4You're Welcome———————
2—High10-1+6—10—
2,1—Midi16 rel-3+2—,11—
2,1,2Bear Combo MiddleMidi33~34 rel-14+31a (+21)—,22—
2,1,3Bear Combo LowLowi18 rel-13-2—,13—
2+3Heat BurstMid16+1+2c—[12;12]
2+4Bear HugThrow12~14-6+1—35
3—High18-5+21a (+11)—25
3+4Hunting———————
3+4Hunting———————
4—High14-6+5+30a20
b,f+2Anger HookHigh15~17-5+17a (+8)+62a (+42)26
b+1Bear SlashMid22~23-13+13a—24
b+1+2Bear XHigh ⋯18~19-8+13d / HE—10,20
b+1+4Deadly ClawMid60~62—+16a/+21a HBS—25—
b+1+4,f,fRolling BearMid sm55-20 to +55+42a~+117a—40—
b+2—Mid15-9+2—12—
b+2,1—Highi23 rel-14 to +4+8 / +7 HBS / -3 ROL—,14—
b+2,1,1+2Howling BearMidi26 rel-11+15a (+6)—,20
b+2,2—Midi25 rel-10+6—,15—
b+2,2,1Salmon MassacreMidi35~39 rel-15+25a (+15)—,25
b+3+4High JinksMid22~23-28+61a—20
Back throwSwing SwungThrow12~14—+1—70—
d+1Crouch JabLow sl10-5+6—5
d+1+2Hip SmashMid14~15-15+13d (+3)—23
d+2Crouch StraightLow sl11-4+7—8
d+3+4Bear Sit——————
d+3+4Bear Sit———————
d+4Crouch Shin KickLow16-15-4—10
d3Crouch Spin KickLow20-17-6—12
db+1—High14~15-10+4+911—
db+1,2Double Wild SlapMidi22~23 rel-13+4+13c,20
db+1,2*Double Wild SlapMidi33~34 rel-12+13c+42a,20
db+1,2**Fresh Wild SlapMidi47~48 rel+3+42a—,30
db+1+2—Mid ⋯14~15-9+2~3—4,4—
db+1+2,1+2—Mid ⋯i15~16 rel-110—,4,4—
db+1+2,1+2,2Drum RollMidi20~21 rel-15+22a (+12)—,18—
db+2Bear LariatLow18-15-1—10
db+2+3Salmon HunterLow32~34-12+39a—30
db+2+3*Salmon HunterLow45~47-12+39a—40
db+2+3**Fresh Salmon HunterLow60~62-4+43a—60
db+3Bear Pump in PedalLow18-12+1—12—
db+4Spinning KumaLow21~22-23+6+74a (+58)20
db+4,H.1Spinning Panda FlightMidi27~28 rel—+17a (-18)—,14
df+1—Mid15~16-6+2—6—
df+1,2—Midi22~23 rel-11-2—,9—
df+1,2,1+2Grizzly RampageMidi25~26 rel-14+17d—,20—
df+2—Mid15~16-9+2—10—
df+2,1Kuma MusouMidi20~21 rel-16+35a (+25)—,12—
df+3—Mid16-9+2—13—
df+3,2Honey TrapHighi27~28 rel-5+22a—,24
df+4—Mid12-4+7—15—
f,f,F+1+2Rabid BearMid20~24+3+35d (-23)—30
f,f,F+3Leaping Side KickMid22~23+6+13a (+3)—30
f,F+1+2Falling BearMid37~385~+852a HBS / +49a ROL—30
f,F+2Demon UppercutMid19~21-19+45a (+35)—23—
f+1+2—Mid18-15+18a—16—
f+1+2,1+2Bear Claw CrossMidi30~31 rel-14+65a (+49)—,20
f+2—High12-13+3—11—
f+2,1Wild LumberjackHighi20 rel-5+36a (+10)—,20
f+3—High20-5+21a (+11)—30
f+3+4Shape-Up KickLow28~30-23+6a—20
f+3+4,1+2Shape-Up HipMidi50~i60 rel-16-13a—,30 (24)
f+4—High15-6+5+30a22
FDFA.1+2Bear ButterflyLow14~16-12+6+610—
FUFA.1+2Bear BackstrokeMid17~19-2+6 (+6)+6 (+6)15—
FUFT.d+1+2Get Up PunchMid30+17+37a+37a21—
H.2+3Panda Super AttackMid15~16+9-3d—50
H.db+1+3So Shoe Me (Panda Style)Throw15—+12—10—
H.uf+3+4Panda Shooting StarMid16~17+12 g+7a—21 (8)
HBS.1—Mid12~13-13+2+1210—
HBS.1,2Honeycomb SpikeMidi24~25 rel-13+4+13c,20—
HBS.1,2*Honeycomb SpikeMidi33~34 rel-12+13c+49a,20
HBS.1,2**Fresh Honeycomb SpikeMidi44~45 rel+3+49a—,30
HBS.1+2Bear FlingMid19~22-15+79a—24
HBS.2Bear ClawLow21~24-15+21g—16
HBS.3Hunting to Roll Over———————
HBS.3+4Bear TackleMid20~24-14 HD+9a (-1)—21
HBS.b,bBackward Roll———————
HBS.b+1+2—Low26~29-25+14a—16—
HBS.b+1+2,1+2Break'nLowi22~24 rel-29+8a / -3a (-10)—,33
HBS.d+1+2Frolicking BearMid16~20-3+4+76a (+60)22
HBS.d+3+4Hunting to Play Dead———————
HBS.df+1Hornet BusterMid25~27-7+20a (+11)—23
HBS.df+2Big TreeMid15~16-17+35a (+25)—20
HBS.f,fBear Roll—26-6 to +6+7~+12 / 0~+5 HBS———
HBS.f+1+2Bear TossThrow26~27—-2d—30
HBS.f+3+4Hunting Hip Smash———————
hcb,f+1+2Rock'n Roll CircusThrow11+0+5—50—
hFC.1Watch Your FeetLow19~21-8+2c—12
hFC.1+2Bear Roll—261~+6+7~+12——
Left throwBear SlamThrow12~14-3+1—50
OTG.d+1+4Dance With MeLow ⋯55~110N/A8 (0) / +14—16 (11),48 (33)—
qcf+2—Mid17~18-8+3—15—
qcf+2,1Grizzly ClawsMidi27 rel-10+33a (+7) / HE—,25
qcf+2,2Grizzly Claw SmashLowi33~34 rel-18+21d—,22
R.df+1+2Close Call! Panda Storming FlowerMid20-18+0d—55+
Right throwChoke SlamThrow12~14-3+1—40—
ROL.1Bear ShoveHigh15~16+4+35d (+27)—31
ROL.1+2Giant RollMid sm10~40-30+45a—22—
ROL.2Bear BackhandMid17~19-17+28a (+18)—21—
ROL.3Bear SlideLow18~26-18+33a—20—
ROL.4Bear Rolling KickMid26~30+7+26a—20—
SIT.1—Low21~22-12+4+915—
SIT.1,1Double Trout SweepLowi25~26 rel-12+6—,13—
SIT.2Trout SmashMid19~21-12+73a (+57)—18
SIT.3+4ReboundMid25-12~-10-4a / -2a ROL—20—
SIT.fBear Roll—26-6 to +6+7~+12 / 0~+5 HBS———
SS.1+2Salmon SwipeMid22~23-3+6c—23
u+1+2Big Bear AttackMid18~23-8~-7+6 / +7 HBS+8a / +9a24
u+3+4Pancake PressMid34~39+14 g+20d—21
ub+1+2Bear SkipLow31~32-17+12a—25
uf+1Hornet SweepMid26~28-6+22a—20
uf+1+2HeadbuttThrow12~14+0+26d (+7)—35
uf+2Ultra KumaMid28~30-6+30a+65a (+45)20
uf+3—Mid16~17-13+30a (+20)—13
uf+3,4—Midi10~12 rel-11+30a (+20) / +21a (+14)—,13
uf+3,4,1+2Bear Double Hop Kick ComboMidi18~19 rel-15+16a / -2a—,22
uf+4—Mid29~30-6-10a (-20)—20
uf+4,3Kuma Hell AxleMidi20~21 rel+7+21a (+14)—,25
ws1—Mid13~15-11+2+713—
ws1,2Killing ClawsMidi18~19 rel-13+6 (+20g)+18,20
ws1,2*Killing ClawsMidi35 rel-12+18c+33a (-2),28
ws1,2**Fresh Killing ClawsMidi44 rel+3+27a (-9)—,38
ws2Mad AnglerMid15~16-12+29a (+19)—20—
ws3Spinning Bear KickMid18~20-9+17 (+8)—21
ws4Paw SmashMid11~12-6+5—20—