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As you can imagine, with every Tekken character having - on average - more than 50 moves (this includes easier, beginner-friendly characters like Alisa or Lars), there's gonna be plenty of entries on this list.

Ergo, don't be surprised if you see overlap between this page or the Game-Breaker page, since these attacks are a part of the reason those characters are on those entries.

As an aside, if the moves on this list aren't referred to directly by the names on the in-game move list, they're either referred to by their respective Fan Nicknames (such as the Deathfist for Paul's Phoenix Smasher), or their notation (e.g., Phoenix Smasher = qcf+2).

The page is a WIP.


     General/Multiple Entries 
  • Any fast, low Hellsweep that is evasive, able to track to both sides without any direct visual indication (such as an icon on the move list, or through trails on the attacking limb), or any combination thereof. While these kinds of moves can either be ducked and punished on a read or even launched with a hopkick or Orbital, they're very hard to see coming if you're not on the ball (or are playing online, for that matter). Bonus points if it leads into a full combo on hit, too. Prime examples - Anna's Right Hand Sweep (FC df+2) or Leroy's Twin Dragon Acceptance (db+3,1+2).
  • Bryan's Mach Kick (f,F+4) - a lightning-fast attack that typically tracks to both sides, leads to a launch on Counter Hit, leaves the opponent in a crouching state (making it only punishable by down jabs), and hits like a truck, to boot. It can be ducked and launched on a read, of course, but this is often easier said than done, especially in the very dodgy online environment of Tekken 7.
  • Any one of King's chain grabs. It's one thing for them to be numerous (the most common starter of which comes from his Jaguar Step - 3+4), but not only do they usually deal almost 3/4th of your life bar in damage, they're also a pain to break even if you do guess on the right break. Did the King player get lucky and grab you? Did you fail to break it as soon as you saw it? Have fun being RDC'dnote  to death as you effectively lose the round right then and there.
  • Paul's Phoenix Smasher/Deathfist - qcf+2. Almost always one of the best whiff punishers in the game (and a solid combo ender on top of that) due to its fast startup, huge range (which can be extended further by delaying the initial quarter-circle input slightly), and - most of all - does a lot of damage if it connects on hitnote . The move is typically launch punishable on block and easy to sidestep, but the problem lies in the fact that A) it almost always has a lot of pushback on block, making the former harder than it needs to be on a per-character basis, and B) delaying the move causes Paul to realign with the opponent, meaning you have to be able to see it coming in order to step and claim your punish. The initial damage has been nerfed to 30 in 8, but that's little comfort as getting hit by a Phoenix Smasher will initiate "Heat Mode" which means that Paul can create all sorts of nastiness including using guard-breaking moves and more damaging Phoenix Smasher-type attacks!
  • Steve's Quick Hook (b+1). A very quick 13-frame, well, hook with good reach that always leads to a (usually very damaging) combo on counter hit and can be made safe by holding back to go into his Flicker Stance, wherein he has a multitude of follow-ups to harass you with up close. The bane of every Rushdown character's existence in the series, and by and large the move he's most renowned (and sometimes hated) for, as well as being the cornerstone of his poke-heavy counter-hitting playstyle. Thankfully, Tekken 7 made the move easier to deal with in a later patch by nerfing the move's recovery when going into Flicker, making whiff punishing the move much easier than it was before then.

    Tekken 
  • King's Elbow Sting (df+1). Imagine an attack that's more rewarding on block than on hit... and that attack couldn't be avoided once you block itnote . And the only way to protect yourself from the attack was to actually get hit by it anyway. Congratulations! You've just described King's Elbow Sting and one of the most broken moves in the entire series.

    Tekken 2 
  • Devil's/Angel's laser beam is very devastating. It can be dodged if you can see it coming by ducking, but given how this is a game that lacks sidesteps (a more rewarding option that wouldn't be introduced until the next game, as only a select few characters like Kazuya or Bruce had access to lateral movement in this game), it's easier said than done.

    Tekken 4 
  • Jin's Just Frame Laser Scraper (b,f+2,1,df+2). THE move that contributed to Jin's infamy as a High-Tier Scrappy in Tekken 4. The regular Laser Scraper string was already enough to deal with as it is (being a reliable, easy-to-confirm string that does great damage and can be delayed to catch mashing opponents, not to mention having reliable tracking as well, meaning sidestepping isn't an option), but adding an unblockable launcher that, with enough mastery of its "Just Frame" Bonus (hence the name), effectively guarantees a loss for the opponent if it connects is something else entirely. It's telling that not only was the move gone by the time 5 came around, but Jin was also nerfed BIG TIME into a Low-Tier Letdown as a consequence.

    Tekken 5 
  • Jinpachi's "stun palm." He creates a wave that stuns the character for a minimum of 3 seconds. It has priority over every single other action in the game, coming out as fast as a jab. If you're jumping or even just lying on the floor after a knockdown, it will reset you into a standing stunned position. It can only be blocked low with proper timing. Simply put, it makes any match against him purely luck-based, as you can only win if he takes pity on you and decides not to use it. If you're unlucky enough, the aforementioned fireball will follow said stun with a lot of damage (and, potentially, the end of the round).
  • Jinpachi's fireball attack. Like Devil/Angel's laser beam, it can be dodged if you can see it coming, and can also be low parried. However, he usually uses it after his stun attack, a move that is far harder to avoid, which means you're a sitting duck.

    Tekken 7 
  • Leroy, being the High-Tier Scrappy that he was (and for some, still is), has quite a few.
    • Chanhui Zhang (d+1+2), dear lord. If you got hit by the move, Leroy would be at +7 on hit while forcing crouch on the opponent, letting him do as he pleases with his Hermit mix-ups. If you blocked it, Leroy was neutral on block - which would mean that both he and the opponent recover at the same time, but given that the move is a lightning-fast 17 frames, he can do it again immediately after to fish for a counter hit. Oh, and on counter hit? A full combo. And lest we forget he's able to smack opponents on the ground with it (specifically after a tech roll), just to add insult to injury.
    • Hermit's Fist (b+1). While it doesn't give a combo like other moves of its kind (such as Miguel's Barrida or King's Quick Hook), before nerfs, it did a whopping 50 damage (as of Season 5, it does 40) if it connected on a counter hit, and left the opponent right by Leroy's feet, giving him free okizeme afterward.
    • Floating Axe Drop (uf+4). Orbitals in themselves are already tricky as it is; Bryan and Josie - before Leroy came along - have some of the better ones in the game. And Leroy? Take everything that's already great about an orbital (such as safety on block and evasion) and make it even more safe to the point you can continue your offense with it (being a meager -3 on block before, allowing Leroy to move should the opponent try and retaliate). As of Season 5, the move is a non-issue since now Leroy's turn is over once it's blocked.
    • His parrynote . A banally easy input that parries EVERYTHING in the game (aside from maybe bullets or lasers) at the literal press of a button and has a follow-up that damages the opponent? Sounds perfectly reasonable. Then again, if your character has a Punch Parry of their own (i.e., Jin's b+1+3/2+4 Parry or Josie's Reverse Sampaguita - 1+2), the mild threat of the follow-up is - amusingly - rendered null and void.
  • Marduk's Rage Drive. If you've ever wanted to know what a cornered beast looks like, Marduk is the way to go. While his Rage Drive is far from the best in the gamenote , what makes it a pain to deal with is the fact that blocking it gives Marduk a free 50/50 between an unseeable low that puts him in his Mount, or a fast mid that does a chunky bit of damage. And heaven forbid you whiff right in Marduk's face so that he can use it during a combo, because once it connects on hit, the round is practically over.
  • For a character that is easy enough to play and deal with, Noctis has a few moves that make him a pain to deal with in the game's online environment.
    • Delta Thrust - db+2. Prior to being nerfed to a knockdown on normal hit at the expense of leaving the opponent further away, the move was essentially a free knockdown low into a guaranteed Royal Slash (see right below) on Counter Hit (and forced crouch on normal hit) from a range that most other characters would dream of. The fact that it can't be low parried and is hard to punish due to its range (most characters' launchers can't even reach it at max range, meaning a reactionary low-crushing launcher - which some characters don't even have - is your only option at that point) just adds insult to injury.
    • Royal Slash (aka, the ORRRA) - db+1+2. A move that leads to BIG damage on hit should be launch punishable on block, right? Well, as of Season 5 it is, but for a time, no. Not only was it unreliable as hell to sidestep and punish it prior to an update that nerfed its tracking, but the pushback was so ridiculous that most characters' standard 15-frame launchers (Noctis himself aside, of course) wouldn't even connect. Did we mention it can hit OTG, too? 'Cause you certainly don't want to be caught dead on the ground as long as Noctis is on the same screen.
    • Meteor Crush (f,f,f+1+2/WR+1+2). A plus on block launcher that, again, prior to an update, was surprisingly difficult to sidestep and launch due to its deceptive tracking, and has huge range owing to being a running move (not to mention the fact that, being that we're talking about Noctis, has far better range than the average running move). Oh, yeah - just like Royal Slash, this too will hit you on the ground in case the plus frames weren't enough.

    Tekken 8 
  • In general, fast Power Crush Heat Engagers are some of the most annoying attacks to deal with in the game. As the majority of them not only have superb range, but are also often safe on block (with or without pushback). For particular examples:
    • Victor's Failnaught (b+1+2). If you started a Drinking Game for every single time a Victor player threw this move out in the open, you'd be piss drunk before the second round even starts. It's just all-around stupid good: 15F startup (e.g., the equivalent of a generic df+2 launcher - and practically unreactable at tip range), gargantuan range, safe, engages Heat, and a Power Crush. Mercifully, it doesn't launch if Heat Dashed into, but Victor can still clip you on the floor with Caliburnus for a substantial chunk of damage.
    • Eddy's Lunging Brush Fire (b+3+4note ) for similar reasons as Victor's Failnaught above. Safe, huge range, Power Crush, and has plenty of pushback on block. Throw in better reach than Failnaught and you have a move that will be mercilessly abused to the high heavens.
  • Azucena's Espresso AgresiĆ³n (WR+3,2). A jailingnote  Mid-High running string that comfortably leaves Azucena at +5 in your face for a litany of mix-ups. Couple things here; one - prior to a patch, Azucena could throw out both hits (as opposed to the second hit only coming out if it connects) and you'd be none the wiser. Two - it's a running movenote , making it an easy option for Azu to throw it out anywhere on the screen. And most importantly, three - this move is a pain in the ass to actually avoid and punish; you can sidestep duck it, but this is easier said than done when you consider Tekken's less-than-reliable netcode (and/or your opponent's connectionnote ), and janky hitbox/hurtbox interactions.
  • Victor's Caliburnus (and its Heated equivalent, Excalibur - u+1+2) - an evasive overhead sword slash that, while launch punishable on block, is greatly made up for by its evasion, deceptive block animation (the move stuns the opponent on block as if it were advantageous when it actually isn't), and the metric shit ton of damage it does on hit. Worse still, if you're on stages like Ortiz Farm or Into the Stratosphere, Victor will all but steal the round from you courtesy of a Floor Break or Blast, respectively.
  • Exaton Blow (during Gamma Howl, 2), courtesy of Jack-8. On its own, the move is already pretty impressive as it gives Jack a free guard break and does a metric shit ton of damage on hit, on top of its good reach. But it also gives Jack juuust enough advantage to get conked in the face with his Heat Smash, Meteor Raid - which for some godforsaken reason is 10 frames; the same speed as a standing jab.

    Tekken Tag Tournament 
  • Devil's Twin Pistons (df+1,2). Take the Mishimas' signature Electric Wind God Fist, remove all of the execution required to master the move, make it a frame faster, make it available from one of your most common Tekken tools and you have an obnoxiously spammable string that deals a ton of damage. Same applies to Heihachi's equivalent in 5 and DR, which basically functions the same, and is just as absurd there as it is here for Devil.

    Tekken Tag Tournament 2 
  • Need a banally easy touch-of-death combo that you can cheese people with online given the game's notoriously HORRENDOUS netcodenote ? Gato to Au Batido (b+1,4) from the Capos'note  repertoires is just for you! A 14-frame Mid (equivalent of an Electric Wind God Fist or Bryan's Jet Upper, both of which have harder inputs by comparison) that's easy to confirm into for a litany of mix-ups, not the least of which includes the Capos' notorious Slippery Kicks (an unseeable low launcher), does a disproportionate amount of damage for its easy input (you're looking at roughly 60 damage - guaranteed - if it connects on counter hit), and is safe on block. Harada help you if the Capos are in Ragenote , since you're basically guaranteed to lose the round once they get that first hit in.
  • Unknown has the Mizuchi Claw move. It involves her summoning a portal from the ground, which traps you in place and causes a large hand to appear from the ground and splat you, forcing you out of the arena with a pixel of your health and your partner in. On Solo characters, it shaves off 50% health; this can be much worse depending on your skill level because she has an inclination to use this move over and over, which means certain death if you can't sidestep. That's not even taking into account her batshit A.I. and plethora of other cheap moves.

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