Craig Marduk Marshall Law Hwoarang King Raven Asuka Kazama Feng Wei Christie Monteiro Paul Phoenix Jack-5 Roger Jr. Anna Williams Baek Doo San Mokujin Devil Jin Ganryu Wang Jinrei Bruce Irvin Kuma Heihachi Mishima Lei Wulong Steve Fox Nina Williams Kazuya Mishima Ling Xiaoyu Jin Kazama Lee Chaolan Julia Chang Yoshimitsu Bryan Fury
 
 
 

First of all you should familiarize yourself with the Legend we use throughout the site. This section was created with the hardcore Tekkenite in mind. If you really want to master your favorite characters you should definitely take a look at the frame information. And while frame data isn't the gospel, it will help you understand what are the bad moves to use and which moves would be prime retaliation options. Tekken 5 runs at 60 frames per second.

It is important to note that sometimes you can block before you can actually input a command, this is often the case with minor stuns and guard breaks. Thus a -12 for example doesn't necessarily mean you can't block for 12 frames (After Jin's Kazama Fury for example you can block almost instantly yet you cannot move for nearly half a second). Most moves with a disadvantage of 8 or less can be considered safe moves as it takes at least 8 for your opponent to execute a standard jab and in some cases your opponent will not even be within jab range and you have to add on whatever amount of frames it take for him to dash within hitting range.

Command Column
 

Pretty self explanatory, this is how you execute the listed move. The directions are in relation to which way your character is facing of course.

Hit Column
 

Indicates how many frames it takes for a move to hit after you have finished the command. This does not included the number of frames it takes to input the command.

Block Adv Column
 

The number of frame advantage or disadvantage when the move is blocked. Meaning the amount of frames it takes before you can input a new command. Positive numbers are advantages over your opponent, negative numbers indicate a disadvantage and KD indicates the opponent gets knocked down. This can either be a juggle, stun or any other kind of knock down.

Hit Adv Column
 

The number of frame advantage or disadvantage on a hit. Keep in mind a hit does not necessarily results in an advantage over the opponent. Frame advantage on stagger moves reflects the amount of stagger frames, this does not equal the number of frames your opponent cannot block attacks.

Counter Hit Adv Column
 

The number of frame advantage or disadvantage on a counter hit. Keep in mind a counter hit does not necessarily results in an advantage over the opponent.

The source for the frame data is a Japanese guide, called "Tekken 5 Perfect Guide" by Softbank. As with any publication there are errors or typos here and there and without a doubt we made a few ourselves (easily happens after a few hours of crunching these numbers). On the other hand, unless you have the actually Tekken 5 script you can't really be 100% sure about an actual frame count when in doubt. So we offer this info 'as is'.