Bio | Throws | Arts | Back Turned | Drunken Master Walk | Phoenix Illusion | 10 Hit
Snake | Dragon | Panther | Tiger | Crane | Play Dead | Resting | Sidewind | Knockdown

Click here for the Conventions

Razor Rush Snake
          or M 10
Ends in Snake.

Razor Rush Dragon
            or MM 10,8
Ends in Dragon.

Razor Rush Panther
              or MMM 10,8,8
Ends in Panther.

Razor Rush Tiger
                or MMMM 10,8,8,8
Ends in Tiger.

Razor Rush Low Kick
                MMMML 10,8,8,8,15

Razor Rush Mid Kick Crane
                  or MMMMM 10,8,8,8,15
Ends in Crane.

Drunken Tiger Lash
        H 24
Ends in Drunken Master Walk.

Breaking Rush
              HHMM 0,0,25,30
Opponest must block 1st hit in order for the rest to come out.

Breaking Rush Low Kick
              HHML 0,0,25,15
Opponest must block 1st hit in order for the rest to come out.

Breaking Rush Mid Kick Crane
                or HHMM 0,0,25,15
Opponest must block 1st hit in order for the rest to come out. Ends in Crane.

Falling Tree
    ( or ) M/G 15
Ends in Play Dead.

Drunken Rapid Fists
    ( during sidestep )     MH 15,18
Ends in Drunken Master Walk.

Hook Punch to Spinning Back Blow
      HH 18,18
1st and 2nd hits end in Back Turned.

Hook Punch to Spiral Upper
      HM 18,20
1st hit ends in Back Turned.

Twin Snake Strikes
      HH 10,13

Twin Snake Strikes Crane
        HH 10,13
Ends in Crane.

Twin Snake Strikes Panther
        or HH 10,13
Ends in Panther.

Cannonball
      M 30

High and Low Kicks
      HL 28,20
Ends in Back Turned.

Tornado Kick
      M 30
for 2 additional hits, to end in Knockdown, Ends in Back Turned.

Axis Shifting Tornado Kick
        M 30
for 2 additional hits, to end in Knockdown, Ends in Back Turned.

Jumping Kick
          M 30
Staggers when blocked

1,2 Kick Mid
          HM 35,20

1,2 Kick Low
            HL 35,10

Clean Sweep
      M 25
Ends in Resting.

Lift Up Cannon
         LLM 7,7,35
1st and 2nd hits end in Knockdown, 3rd hit ends in Resting.

Beating Kick Low Combo
              HMMML 35,12,12,8,15

Beating Kick Mid Combo Crane
                or HMMMM 35,12,12,8,15
Ends in Crane.

Rush Combo Mid Kick
                HMMHM 15,12,5,17,20

Rush Combo Low Kick
                  HMMHL 15,12,5,17,10

Rave Spin
        LH 10,25
or after 1st hit to shift to Snake.

Rave Snake
        or L 10
Ends in Snake.

Sidewind
      Stance
Ends in Sidewind.

Drunken Master Walk
      Stance
Ends in Drunken Master Walk.

Play Dead
      Stance
Ends in Play Dead.

Back Turned
      Stance
Ends in Back Turned.

Falling Blade
    ( during sidestep ) M 15
Ends in Back Turned.

Phoenix Illusion
      Stance
Ends in Phoenix Illusion.

Snake
      or ( during sidestep ) Stance
Ends in Snake.

Low Thrust Block
    ( or ) ( or ) Reversal N/A
Advantage by 26 frames.

Supercharger
    Special Move N/A
This makes the 1st subsequent attack a counter hit, but makes you unable to guard during charge-up.

Bio | Throws | Arts | Back Turned | Drunken Master Walk | Phoenix Illusion | 10 Hit
Snake | Dragon | Panther | Tiger | Crane | Play Dead | Resting | Sidewind | Knockdown



Product questions? E-mail Jason

© 1999 Namco, All Rights Reserved
TEKKEN TM & © 1994, 1995, 1996, 1997, 1998 Namco, All Rights Reserved