Ironfist Insights
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Steve — character information

Every Steve move in Tekken 8: 46 rows, 8 lows, 4 throws, 4 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Steve is a counter-hit character (22 moves launch on counter hit) and stance-based (8 stances: ALB, DCK, EXD, FLK, LNH, LWV, PAB, RWV), with 1 further axis 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.

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

  • Plus on block9.5%31st 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.

    Steve: 9.5% of the movelist is plus on block — 31st of 41. The roster median is 11%.

  • Lows9.5%36th 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.

    Steve: 9.5% of the movelist is lows — 36th of 41. The roster median is 13.8%.

  • CH launchers222nd 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.

    Steve: 22 moves launch on counter hit — 2nd of 41. The roster median is 12.

  • Stances81st 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.

    Steve: 8 stances: ALB, DCK, EXD, FLK, LNH, LWV, PAB, RWV — 1st of 41. The roster median is 2.

  • Homing137th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Steve: 1 homing strike — 37th of 41. The roster median is 3.

  • Wall / balcony15.8%41st of 41

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

    Steve: 15.8% of the movelist carries a balcony break or wall crush — 41st 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.

    Steve: 2 strikes break the floor — 21st of 41. The roster median is 2.

  • Side switches217th 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.

    Steve: 2 moves switch sides on hit — 17th of 41. The roster median is 2.

  • Chip damage8.9%38th of 41

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

    Steve: 8.9% do chip damage on block — 38th 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.

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

  • Fast mids136th of 41

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

    Steve: 1 mid at i13 or faster — 36th of 41. The roster median is 2.

  • Parries / sabaki215th 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.

    Steve: 2 parries or sabaki — 15th of 41. The roster median is 2.

  • Launchable lows13.3%40th 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.

    Steve: 13.3% of their lows are -15 or worse — 40th of 41. The roster median is 37.5%.

  • Launchable mids/highs7.2%33rd 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.

    Steve: 7.2% of their highs and mids are -15 or worse — 33rd of 41. The roster median is 10.9%.

  • Turn-keeping pokes27.9%38th 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.

    Steve: 27.9% of their pokes stay plus on hit and safe on block — 38th of 41. The roster median is 35.5%.

  • Duckable highs24.7%12th of 41

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

    Steve: 24.7% of the movelist is highs — 12th of 41. The roster median is 21.3%.

  • Low crushes5.1%41st of 41

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

    Steve: 5.1% of the movelist jumps over lows — 41st of 41. The roster median is 12.8%.

  • High crushes10.1%19th of 41

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

    Steve: 10.1% of the movelist ducks under highs — 19th of 41. The roster median is 9.7%.

  • Safe evasions19%41st 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.

    Steve: 19% of their evasive moves are still safe when blocked — 41st of 41. The roster median is 45.5%.

  • Fast plus on block2.5%12th 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.

    Steve: 2.5% of the movelist is plus on block at i15 or faster — 12th of 41. The roster median is 2%.

  • Safe poke damage155th of 41

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

    Steve: their average safe poke does 15 damage — 5th of 41. The roster median is 13.2.

  • Follow-ups per move0.7612th 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.

    Steve: 0.76 follow-ups per standalone move — 12th of 41. The roster median is 0.61.

Shading shows where Steve 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 — Steve reaches it on 3 of 23.

Your back to the wall

Less dangerous than most corners. 15.8% of the movelist carries wall or balcony properties against a roster median of 24.8%, so being cornered costs you position more than it costs you health.

Their back to the wall

2 moves switch sides on hit, a little above the roster middle, so they have an out but not a reliable one.

Centre stage

1 homing strike, among the lowest on the roster — but every one of them is a high. Steve is not hard to step so much as hard to duck: crouching beats most of what punishes a sidestep.

On a breakable floor

2 strikes break the floor, about the roster middle.

Key Steve moves

Plus on block

  • LNH.1+2Swingfire Advancestancei18, high, +12 on block
  • H.2+3Bretwaldasituationali16, mid, +8 on block, needs Heat
  • f,f,F+2Eraseri20, mid, +6 on block
  • PAB.2Spite Hookstancei14, high, +5 on block

Plus you cannot ignore

  • f,f,F+2Eraseri20, mid, +6 on block

Fastest mids

  • df+1Left Uppercuti13, mid, -2 on block

Lows, safest first

  • b+1,d+2from b+1 (i13), low ending a string that opens high, -11 on block
  • PAB.d+1Patella Smashstancei15, low, -12 on block, too fast to see coming
  • after-2steps+1Sliding Low Punchi16, low, -12 on block, too fast to see coming
  • db+2Knee Clipperi26, low, -12 on block, slow enough to block on reaction

Special lows

  • db+1Crouch Jabi10, special low, -5 on block, too fast to see coming

Panic buttons

  • db+1+2Stun Guni28, absorbs a hit, -13 on block
  • b+1+3Parryparries, block frames unpublished
  • u+2Dreadnought Uppercuti17, jumps lows, -15 on block
  • uf+1Over the Topi19, jumps lows, -6 on block

Launches on counter-hit

  • LWV.1,f+1,1Centurion Rushstancefrom LWV.1 (i14), counter-hit +68a
  • PAB.2~1Swindlerstancei27, counter-hit +63a
  • DCK.f+2~1Swindlerstancei28, counter-hit +63a
  • EXD.f+2~1Swindlerstancei28, counter-hit +63a

Homing

  • PAB.2Spite Hookstancei14, homing, +5 on block
  • ub+2Bounty Hunteri17, homing, +5 on block
  • b+1,2Quick Drawfrom b+1 (i13), homing, +3 on block
  • LWV.1,2Bee Sting Combostancefrom LWV.1 (i14), homing, +3 on block

Parries and sabaki

  • PAB.2Spite Hookstancei14, Punch parry
  • b+1+3ParryParry h and m punches
  • H.df+3+4situationalAuto low parry effect, needs Heat
  • H.LNH.PTwo-FacedsituationalParries high and mid punches and kicks?, needs Heat

Free launches for you

  • FC.df+2Finishing Blowsituationali16, -15 on block
  • FLK.u+2Dreadnought Uppercutstancei17, -15 on block
  • PAB.uf+2Dreadnought Uppercutstancei17, -15 on block
  • u+2Dreadnought Uppercuti17, -15 on block
What Steve punishes you with
Steve’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,1,225—
−12 or worse2,229WS.1,229
−13 or worse2,229WS.2,232
−15 or worse1+228 launchesWS.2,232
What you get to do about Steve’s strings

Fuzzy guard candidates

  • b+1,2high, 10f before 2 slower branches
  • PAB.df+1,2high, 2f before 2 slower branches

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

  • 1,1jails — you stay in blockstun
  • 1,1,2jails — you stay in blockstun
  • 1,2jails — you stay in blockstun
  • 1,2,1jails — you stay in blockstun
  • 2,1jails — you stay in blockstun
  • …and 14 more

Jailing is unrecorded on 72% of Steve’s string continuations, so a string missing from the last list was probably never checked.

Getting into Steve’s stances

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

DCK — 9 moves out of it

  • 1,1Double Jabfrom 1 (i10), -3 on block
  • 1,1,2Lightning Combofrom 1 (i10), -7 on block
  • 1,2Left Rightfrom 1 (i10), -3 on block
  • 1,2,1,2British Edge Combofrom 1 (i10), -10 on block
  • df+1Left Uppercuti13, -2 on block
  • df+1,2~f+1+2Uppercut Psyche-out Left Right Combofrom df+1 (i13), -3 on block
  • …and 10 more

FLK — 14 moves out of it

  • 1,1,d+1Double Jab > Body Blowfrom 1 (i10), -6 on block
  • 1,2,1from 1 (i10), -3 on block
  • 1,d+1Jab > Body Blowfrom 1 (i10), -6 on block
  • 2,1from 2 (i12), -5 on block
  • b+1Quick Hooki13, -14 on block
  • df+1,2~1Uppercut Psyche-out Hookfrom df+1 (i13), -2 on block
  • …and 10 more

LWV — 9 moves out of it

  • 1,1Double Jabfrom 1 (i10), -3 on block
  • 1,1,2Lightning Combofrom 1 (i10), -7 on block
  • 1,2Left Rightfrom 1 (i10), -3 on block
  • 1,2,1,2British Edge Combofrom 1 (i10), -10 on block
  • df+1Left Uppercuti13, -2 on block
  • df+1,2~f+1+2Uppercut Psyche-out Left Right Combofrom df+1 (i13), -3 on block
  • …and 9 more

RWV — 4 moves out of it

  • 1,1Double Jabfrom 1 (i10), -3 on block
  • 1,1,2Lightning Combofrom 1 (i10), -7 on block
  • 1,2Left Rightfrom 1 (i10), -3 on block
  • 1,2,1,2British Edge Combofrom 1 (i10), -10 on block
  • df+1Left Uppercuti13, -2 on block
  • df+1,2~f+1+2Uppercut Psyche-out Left Right Combofrom df+1 (i13), -3 on block
  • …and 9 more

SWY — 4 moves out of it

  • 1,1Double Jabfrom 1 (i10), -3 on block
  • 1,1,2Lightning Combofrom 1 (i10), -7 on block
  • 1,2Left Rightfrom 1 (i10), -3 on block
  • 1,2,1,2British Edge Combofrom 1 (i10), -10 on block
  • df+1Left Uppercuti13, -2 on block
  • df+1,2~f+1+2Uppercut Psyche-out Left Right Combofrom df+1 (i13), -3 on block
  • …and 9 more

PAB — 24 moves out of it

  • 1,2,1from 1 (i10), -3 on block
  • 2,1from 2 (i12), -5 on block
  • b+1,d+2from b+1 (i13), -11 on block
  • qcf+2Low Cross Blasteri19, -18 on block
  • f+2,1Ducking Body Blow > Left Hookfrom f+2 (i21), -5 on block
  • 3+4Quick Spinblock frames unpublished
  • …and 4 more

LNH — 3 moves out of it

  • b+1,2Quick Drawfrom b+1 (i13), +3 on block
  • db+3,2Foot Stomp Right Hookfrom db+3 (i16), -6 on block
  • f+2,2from f+2 (i21), -6 on block
  • ub+3Lion Heartblock frames unpublished
  • WS.2,2Nighthawk Combinationsituationalfrom WS.2 (i13), -6 on block
  • H.2+3Bretwaldasituationali16, +8 on block
  • …and 2 more

ALB — 5 moves out of it

  • f+3+4Peekabooblock frames unpublished
  • FLK.1from a stancei12, -4 on block
  • FLK.1,1from a stancefrom FLK.1 (i12), -9 on block
  • FLK.1,1,1from a stancefrom FLK.1 (i12), -9 on block

EXD — 4 moves out of it

  • H.df+3+4situationalblock frames unpublished
  • DCK.f+3_4Ducking Infrom a stanceblock frames unpublished

9 of 9 stances in Steve’s movelist have a documented way in.

Throws and breaks

Steve has 4 throws that can start from neutral.

Default break: 2. It covers 3 of 4 breakable throws (75%).

What 2 does not cover, most damaging first:

  • uf+1+2 Armlock Throw — breaks with 1+2, 40 damage

From a stance:

  • LNH — uf+1+2. Every throw documented from here breaks with 1+2.
Steve neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Gut Wrencher1 or 235FUFAAgainst sidestepping
2+4Brain Pulverizer1 or 235FDFTOn a breakable floorAgainst sidestepping
qcb+2+4Spinning Elbow Drop240FUFA—
uf+1+2from LNHArmlock Throw1+240FUFA—

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 · 171 moves
Level
Properties

171 moves

Search any column from its heading.

Steve frame data — 171 moves
DetailsProperties
1JabHigh10+1+8—5—
1,1Double JabHighi15 rel-3+3—,7—
1,1,2Lightning ComboHighi13-14 rel-7+4—,13—
1,1,d+1Double Jab > Body BlowMidi25 rel-6+0+5,15—
1,2Left RightHighi10 rel-3+8—,10—
1,2,1—Highi14 rel-3+3—,15—
1,2,1,2British Edge ComboMidi18-19 rel-10+16a (+7)—,15
1,2,1,d+2British Edge Combo 2Lowi26-27 rel-12+1c+14d,19
1,d+1Jab > Body BlowMidi25 rel-6+0+5,15—
1+2Sonic FangMid ⋯14-12 HD+18a (+11)—7,21
1+2+3+4Ki Charge———————
1+2+4Taunt———————
1+3Gut WrencherThrow12~14-6+0d—35
2—High12-1+5—12—
2,1—Highi19 rel-5+6—,14—
2,1,2Vanguard RushMidi25 rel-11+13a (+4)—,22
2,2Cromwell CombinationMidi22-24 rel-14+6—,17
2+3Heat BurstMid16+1+2c—[12;12]
2+4Brain PulverizerThrow12~14-3+0d—35
3Ducking Left———————
3+4Quick Spin———————
4Ducking Right———————
after-2steps+1Sliding Low PunchLow16-12+17d—23
ALB.2Cyclone PunchMid23-3+16a (+7)—22
ALB.dCyclone Left (Right)—13—————
ALB.d,1Double Cyclone PunchMidi12 rel-3+16a (+7)—34
ALB.d,d+1Double Cyclone Knee PunchLowi22 rel-12+14d—30
ALB.d+2Cyclone Knee ClipLow34-12+1c+14d17
b+1Quick HookHigh13-14+2+61a10—
b+1,2Quick DrawHighi17~18 rel+3+8—,17
b+1,2~1SwindlerMidi30~31 rel-8+4+63a,17—
b+1,d+2—Lowi27~28 rel-11+0—,10
b+1,d+2,1Frigate ComboMidi25~27 rel-9+35a (+20a)—,10
b+1+2Fox FuryMid ⋯16-8+19d—8,20
b+1+2,H.1+2Five Fox FuryMid ⋯16-4+36a (+10)—8,4,3,3,20
b+1+3Parry——————
b+2Body BombMid17-13+14—20—
b+3_4Swaying——————
b+3+4Flicker Stance———————
Back throwSchoolyard BullyThrow——+5d—55—
d+1Knee BlasterLow16-13-2—12
d+2—Low17-18-5—11
d+2,1—Midi14~15 rel-11-5+0,8—
d+2,1,2Wildman ComboHighi24~25 rel-2+27a (+18)+56a,17
db+1Crouch JabLow sl10-5+6—5
db+1+2Stun GunMid28-13+29a (+21)—21
db+2Knee ClipperLow26-12+1c+14d21
db+3—Low16-13+0—10—
db+3,2Foot Stomp Right HookHighi15~16 rel-6+8—,10—
DCK.1Fox HuntMid19-7+58a (+27)+34a (+24)17—
DCK.1+2—Mid ⋯16-9+2—3,3—
DCK.1+2,1+2—Mid ⋯i5i2 rel-9+2—,3,3—
DCK.1+2,1+2,1+2—Mid ⋯i5i2 rel-9+2—,2,2—
DCK.1+2,1+2,1+2,1+2Gatling GunMid ⋯i7i9 rel-12+32a (+22)—,2,12—
DCK.2SkyscraperMid19-14+35a (+25)—15—
DCK.f+2PunisherHigh15~16+5+14c+55a21
DCK.f+2~1SwindlerMid28~29-8+4+63a17—
DCK.f+3_4Ducking In———————
df+1Left UppercutMid13-2+5—12—
df+1,2Uppercut Cross ComboHighi19 rel-6+3+5,13—
df+1,2~1Uppercut Psyche-out HookHighi30~31 rel-2+2+61a,20—
df+1,2~2Uppercut Psyche-out BodyMidi37 rel-10+36d (+28)—,12
df+1,2~f+1+2Uppercut Psyche-out Left Right ComboHigh ⋯i34i9 rel-3+0+3,8,12—
df+1,2~f+1+2,13rd hitMidi17~18 rel-19-8—,7—
df+1,2~f+1+2,1,14th hitMidi23~26 rel-25-17—,8—
df+1,2~f+1+2,1,1,25th hitMidi22~23 rel—-8—,8—
df+1,2~f+1+2,1,1,2,16th hitHighi15~15 rel-9+5—,8—
df+2Crescent HookMid16~17-11+6+10c10—
EXD.1Power Fox HuntMid19-7+44d (+36)+41a (+31)21
EXD.2Power SkyscraperMid19-14+61a (+51)—21
EXD.f+2Power PunisherHigh15~16+5+56a—28
EXD.f+2~1SwindlerMid28~29-8+4+63a17—
f,f,F+2EraserMid20~24+6+10d—30
f,F+2Beat DownMid14~17-13+12d—24
f+1+2—Mid ⋯15~16-14-3—10,12—
f+1+2,2Shotgun CombinationMidi18~19 rel-13+3d—,20—
f+2—Mid21~22-6+5—11—
f+2,1Ducking Body Blow > Left HookHighi15 rel-5+1—,12—
f+2,1~2Ducking Psyche-out BodyMidi31 rel-10+36d (+28)—,20
f+2,2—Midi16~17 rel-6+11g—,15—
f+2,2,1+2Conqueror CombinationMid ⋯i18~19i7~8i16 rel-12+5c—,5,8,20
f+3_4Ducking——————
f+3+4Peekaboo———————
FC.df+2Finishing BlowMid16~17-15+34a (+24)—20
FLK.1—High12-4+7—14—
FLK.1,1—Highi15 rel-9+0—,8—
FLK.1,1,1—Highi15 rel-9+0—,8—
FLK.1,1,1,2Spiteful CombinationMidi20~22 rel-12+17a (+0)—,22
FLK.1,1,2—Midi20~22 rel-12+17a (+0)—,22
FLK.1,1,d+1—Highi15~17 rel+0+18g+42a,23
FLK.1,1,f+1—Midi15 rel-5+0c+10d,17
FLK.1,2—Midi20~22 rel-12+17a (+0)—,22
FLK.1,d+1Power Hook ComboHighi15~17 rel+0+18g+42a,23
FLK.1,f+1Tempest ComboMidi15 rel-5+0c+10d,17
FLK.1+2Griffin ThrowThrow12~14-6+0d—40—
FLK.2Fly SwatterMid18~19-5+7d+42a21
FLK.b+2British LancerHigh14~15-9+35d (+27)—21
FLK.u+2Dreadnought UppercutMid17~19-15+34a (+24)—14
H.2+3BretwaldaMid ⋯16+8+0—10,4,2,3,3,3,25
H.df+3+4———————
H.EXD.1+3Two-Faced (TFA)High18~19————
H.EXDThrow.1Dominion RushThrow—+0+14—15—
H.EXDThrow.2Debutante BallThrow—+0+0d—50 (60)—
H.LNH.PTwo-FacedMid————15
Left throwChoke SlamThrow—-3+0d—40—
LNH.1Vigilant BlowMid14-9 HD+15g—21
LNH.1+2Swingfire AdvanceHigh18+12+51a (+31)—24
LNH.2BloodhoundMid16-13+61a (+51)—22
LWV.1—Mid14-10+1—14—
LWV.1,1Double StingerMidi24~26 rel-13+28a (+19)—,22
LWV.1,2Bee Sting ComboHighi22~23 rel+3+8—,14
LWV.1,2~1SwindlerMidi30~31 rel-8+4+63a,17—
LWV.1,f+1—Midi17 rel-3+3—,9—
LWV.1,f+1,1Centurion RushHighi16 rel+3+7+68a,8—
LWV.1+2Nemesis HookHigh14-9+8+35d (+27)20
LWV.2—Mid14~16-5+4—13—
LWV.2,1Right Shoulder Rush > Billy ClubMidi19 rel-8+4c+7d,21
OTG.d+1+2CheapshotLow17-11+2—16—
PAB.1—High12~13-2+9—10—
PAB.1,2—Highi15~16 rel+0+8—,14—
PAB.1,2,1Albion CombinationMidi18~20 rel-13+8c+44a,21
PAB.1+2Ten CountThrow11+0+0d—45—
PAB.2Spite HookHigh14+5+14c—19
PAB.2~1SwindlerMid27~28-8+4+63a17—
PAB.b+1—Mid17~18-19-6—15—
PAB.b+1,1—Highi18~19 rel-7-1—,10—
PAB.b+1,1,2—Midi18~20 rel-11-5—,12—
PAB.b+1,1,2,1Lancaster CombinationMidi21 rel-10+16a (+7)—,21
PAB.b+2Swaying HookMid28~29-13+11a (+2)—25
PAB.d+1Patella SmashLow15~16-12+2—11
PAB.d+2Knuckle PlowLow28~29-12+7+32a25
PAB.df+1—Mid15~16-9+2—12—
PAB.df+1,1—Midi19~20 rel-10+1—,14—
PAB.df+1,1,2—Midi22 rel-11-3—,12—
PAB.df+1,1,2,1Argos RushMidi16 rel-13+17d—,20
PAB.df+1,2Cross CutHighi17-18 rel+3+8—,20
PAB.df+1,2~1SwindlerMidi30~31 rel-8+4+63a,17—
PAB.df+2Cutting ElbowMid16~17-10+31a (+21)—16
PAB.f+1+2Nimrod CombinationHigh ⋯12-5+24a (+15)—12,23
PAB.f+2—Mid18~19-13+31a (+16)—18—
PAB.f+2,1Straight Punch CombinationMidi34~35 rel+1+24a (+14)—,24
PAB.uf+2Dreadnought UppercutMid17~19-15+34a (+24)—23
qcb+2+4Spinning Elbow DropThrow12~14-2+0d—40—
qcf+1Rocket LauncherMid16-10+16a (+7)—21
qcf+2Low Cross BlasterLow19-18+2c—18
R.df+1+2Dear Land of HopeMid20-18+0d—55+
Right throwThrow DownThrow—-3+0d—40—
RWV.1—Mid14~16-5~-3+4~+6—13—
RWV.1,2Hawk Swoop ComboHighi22~23 rel+3+8—,17
RWV.1,2~1SwindlerMidi30~31 rel-8+4+63a,17—
RWV.2Gut DrillMid14-13+10a (+1)+31a (+5)22
SWY.1Billy ClubMid16~17-1~+0+14c~+15c—26
SWY.1+2Position ChangeThrow10~15-2+1 / +10~17wc———
SWY.1+2~b_u_d—Throw10~15-2+1 / +13~23?wc———
SWY.2Snake CharmerMid17~18-18+36a—30
u+2Dreadnought UppercutMid17~19-15+34a (+24)—14
ub+1+2HellfireMid66~69—+12a (+1)—70
ub+2Bounty HunterHigh17+5+14c—17
ub+2~1SwindlerMid30~31-8+4+63a17—
ub+3Lion Heart———————
uf+1Over the TopMid19~21-6+5—18
uf+1+2Armlock ThrowThrow12~13+0+0d—40—
uf+2Burst HammerMid22~25-14+52a—20
uf+3—Low36~37-12+9—20
uf+3,2Jump-in Foot Stomp Right HookHighi15~16 rel-6+8—,10—
uf+4Jumping Duck KickMid23-9+22a (+5)+36a (+26)20
WS.1—Mid11~12-3+3+812—
WS.1,1Eagle JabHighi15 rel-3+3—,7—
WS.1,2WildmanMidi13~14 rel-13+3c+23d,17
WS.2—Mid13~15-7+4—17—
WS.2,2Nighthawk CombinationMidi16~17 rel-6+11—,15—