Information listed here is taken from Ina Tekken Wiki and converted to US notation. Thank you to all who helped compile this!
Notes Convention
JG = Juggle | KND = Knockdown |
SLD = Slide | FCD = Facedown |
PLD = Playdead | RC = Recover Crouching |
FS = Fall Stun | OC = Opponent Recover Crouching |
BT = Backturned |
Standing
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
1 | h | 10 | 10 | +1 | +7 | +7 |
2 | h | 12 | 10 | ±0 | +7 | +7 |
3 | h | 35 | 18 | -14 | KND | KND |
4 | h | 30 | 16 | -5 | KND | FS |
Advancing
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
f+1 | h | 21 | 14 | -16 | FS | FS |
f+2 | m | 22 | 16 | -10 | -9 | -9 |
f+3 | h | 35 | 18 | -14 | KND | KND |
f+4 | m | 27 | 19 | +5 OC | +8 (+18) OC | SLD |
Dashing
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
f,f+1 | m | 30 | 19?(20?~) | -13 | KND | KND |
f,f+2 | m | 25(,15) | 16?(17?~) | -13 | Throw | Throw |
f,f+3 | h | 35 | 18(19~) | -14 | KND | KND |
f,f+4 | m | 35 | 17?(18?~) | -21 | SLD | SLD |
Poking
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
d/f+1 | m | 18 | 13~14 | -1~±0 | +6~7 | +6~7 |
d/f+2 | h | 26 | 13 | -10 | JG | JG |
d/f+3 | L | 30 | 18 | -21 RC | KND RC | KND RC |
d/f+4 | m | 15 | 18 | -6 | +1 | +1 |
Standing to Crouch
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
d/b+1 | Sm | 8 | 10 | -5 RC | +6 RC | +6 RC |
d+1 | m | 21 | 14 | -8 | -8 OC | +4 OC |
d/b+2 | l | 20 | 18 | -25 | PLD | PLD |
d+2 | Sm | 13 | 11 | -4 RC | +7 RC | +7 RC |
d/b+3 | L | 17 | 16 | -17 RC | -3 RC | -3 RC |
d+3 | L | 24 | 22 | -25 | KND | KND |
d/b+4 | L | 21 | 19 | -18 | +17 | +17 |
d+4 | l | 7 | 12 | -13 RC | -2 RC | -2 RC |
While Crouching
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
FC,d/b+1 or FC,d+1 | Sm | 8 | 10 | -5 RC | +6 RC | +6 RC |
FC+2 | Sm | 13 | 11 | -4 RC | +7 RC | +7 RC |
FC,d/b+3 or FC,d+3 | L | 14 | 16 | -17 RC | -3 RC | -3 RC |
FC,d/f+3 | L | 12 | 16 | -17 RC | -3 RC | -3 RC |
FC+4 | l | 10 | 12 | -15 RC | -4 RC | -4 RC |
While Standing
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
WS+1 | m | 8 | 13~14 | -3~2 | +6~7 | +6~7 |
WS+2 | m | 30 | 14 | -16 | KND | KND |
WS+3 | m | 30 | 13 | -7 | +5 | +5 |
WS+4 | m | 24 | 18 | -14 | JG | JG |
Jumping
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
u/b+1 or u+1 or u/f+1 | m | 12 | 18 | -8 | +3 | +3 |
u/b+2 or u/f+2 | M | 18 | 42 | -23 | -12 OC | -12 OC |
u+2 | M | 18 | 42 | -23 | -12 OC | -12 OC |
u/b+3 or u+3 | m | 25 | 21 | -17 | KND | KND |
u/f+3 | m | 25 | 28 | -6 | KND | KND |
u/b+4 | m | 14 | 15 | -19 | -8 | KND |
u+4 | m | 18 | 15 | -12 | KND | JG |
u/f+4 | m | 30 | 28 | -15 | KND | KND |
Sidestep
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
SS+1 | h | 10 | 10(11~) | +1 | +7 | +7 |
SS+2 | h | 12 | 10(11~) | ±0 | +7 | +7 |
SS+3 | h | 35 | 18(19~) | -14 | KND | KND |
SS+4 | h | 30 | 16(17~) | -5 | KND | FS |
Special Skills
INPUT | RANGE | DMG | SPEED | BLOCK | HIT | CH |
1 | h | 10 | 10 | +1 | +7 | +7 |
1,2 | hm | 10,20 | – | -17 | KND | KND |
1,1 | hh | 10,12 | – | +1 | +7 | +7 |
2 | h | 12 | 10 | ±0 | +7 | +7 |
2,2 | hh | 12,20 | – | -13 | -2 | -2 |
1+2 | m | 60 | 53 | KND | KND | KND |
1+2~1+2~1+2~1+2~1+2 | m | 60 | 100~ | KND | KND | KND |
f+1 | h | 21 | 14 | -16 | FS | FS |
f+1,2 | hm | 21,30 | – | -17 | KND | KND |
f+2 | m | 22 | 16 | -10 | -9 | -9 |
f+2,1 | mm | 22,21 | – | -12 | -1 | -1 |
f+2,1,1+2 | mmm | 22,21,25 | – | -17 | KND | KND |
f+4 | m | 27 | 19 | +5 OC | +8 (+18) OC | SLD |
f+1+2 | m | 30 | 28 | ±0 | FCD BT | FCD BT |
f+3+4 | Teleport Forward | – | – | – | – | – |
b+3+4 | Teleport Backward | – | – | – | – | – |
(Teleport),1+2 | m | 25 | 39 | +7 | +7 | +7 |
d/b+1+2 | m | 25 | 65 | +7 | +7 | +7 |
d/f+2 | h | 26 | 13 | -10 | JG | JG |
d/f+3 | L | 30 | 18 | -21 RC | KND RC | KND RC |
d/f+4 | m | 15 | 18 | -6 | +1 | +1 |
d/f+1+2 | h | 30 | 20 | ±0 | KND | KND |
d+1 | m | 21 | 14 | -8 | -8 OC | +4 OC |
d+3 | L | 24 | 22 | -25 | KND | KND |
d+1+2 | m | 35 | 16 | -15 | KND | KND |
d/b+2 | l | 20 | 18 | -25 | PLD | PLD |
d/b+4 | L | 21 | 19 | -18 | +17 | +17 |
b+1 | h | 20 | 16 | -10 | PLD | PLD |
b+2 | M | 18 | 17 | -6 OC RC | +9 OC RC | PLD RC |
b+2 (on grounded) | M | 18 | 17 | – | JG | JG |
b+3 | M | 25 | 22 | +5 OC | SLD | SLD |
b+4 | h | 30 | 20 | -4 | PLD | PLD |
b+1+2 | M | 25 | 14 | -22 | KND | KND |
u/f+3 | m | 25 | 28 | -6 | KND | KND |
u/f+4 | m | 30 | 28 | -15 | KND | KND |
f,f+1 | m | 30 | 19?(20?~) | -13 | KND | KND |
f,f+2 | m | 25(,15) | 16?(17?~) | -13 | Throw | Throw |
f,f+3 | h | 35 | 18(19~) | -14 | KND | KND |
f,b+1 | h | 30 | 28(28~) | -12 | KND | KND |
f,f,f+3 or Running 3 | m | 30 | 22(25~) | +17 | KND | KND |
WS+2 | m | 30 | 14 | -16 | KND | KND |
WS+3 | m | 30 | 13 | -7 | +5 | +5 |
WS+4 | m | 24 | 18 | -14 | JG | JG |
FC,d/f+1 | L | 16 | 19 | -7 OC RC | +2 OC RC | +2 OC RC |
(Opponent Down) d+2 | L | 18 | 18 | -12 OC | -1 | -1 |
(Opponent Down) d+4 | L | 24 | 19 | -16 OC | -5 | -5 |
1+2+3 | Taunt | – | – | – | – | – |
1+2+3+4 | Supercharge | – | – | – | – | – |
(Supercharge), 1 | m | 54 | 50? | -15 | KND | KND |
(Supercharge), 2 | m | 42 | 62? | -9 | JG | JG |
KND 1+2 | L | 40 | 53 | KND | KND | KND |
Special Throws
INPUT | RANGE | DMG | ESCAPE |
f,f+1+2 (initial grab) | High | – | – |
f,f+1+2 (after grab) | – | 10,5,20,5 | b during initial hit |
d+1+3 or d+2+4 | Crouch | 40 | 1 or 2 |
1+3 or 2+4 | Air | 15 | – |
b+1+3 or b+2+4 | Counter | 8 | – |
ff1+2 isn’t broken with 1+2
its broken with a “not so JF” back input to block the grab.. instead of breaking it
Yea n8, you n00b..
updated, thanks for the heads up.
updated, the 1+2 and 1+2~1+2~1+2~1+2~1+2 now listed as regular mid (instead of special mid). seems you cant low parry em anymore in the updated online version of the game (playable jinpachi’s fireballs were lowparryable in the previous offline version of the game). so yea, theyre back to normal again.. x_x.
Jinpachi fucking owns! Some mistakes in this data, though:
d+1+2 = 18 frames fast (punishes Kazuya’s WS+2, works after low-parrying certain kicks, etc.)
f,f+2 = -12 on block (Paul’s d+1+2 punishes it up close)
d/b+4 = 18 frames fast (works after low-parrying kicks, works after FC, f+4, etc.)
d/f+3 = 20~21 frames fast (punishes Marduk’s d/b+1+2, which is -20 on block, up close next to walls. At further distances, it becomes a frame slower).