Devil/Tekken Tag Tournament Movelist

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If you are unfamiliar with this type of setup, read the legend first.

Devil/Tekken Tag Tournament Movelist is a list of all the moves that Devil/Angel can perform in Tekken Tag Tournament.

Throws[edit]

Throw Name Command Type Damage Escape Properties
Double Sweep 1+3 Front 30 1
Hip Throw 2+4 Front 28 2
Steel Pedal Drop (1+3_2+4) Left 40 1
Skull Smash (1+3_2+4) Right 40 2
Atomic Drop (1+3_2+4) Behind 60 None
Reverse Throw BT+(1+3_2+4) Any Depends on Type (1_2)
Stonehead f,F+1+2 Front 33 1+2

Moves[edit]

Move Name Command Stance Damage Hit Range Properties
One Two Punch 1,2 5,10 hh
Demon Slayer 1,2,2 5,10,18 hhh
Demon Backhand Spin 2,2 12,21 hh
Flash Punch Combo 1,1,2 5,8,18 hhm
Axe Kick f+4 27 m KNDc
Twin Pistons d/f+1,2 [~5] 18,15 mm JG
Rising Sun u/f+4,4 25,? mL KND
Demon Scissors 4~3 25 M KND
Devil Twister SS+2 [~5] 30 m JG
Devil Fist f,F+2 30 m #1
Left Splits Kick f,F+3 23 m KND
Rising Uppercut f,N,d,d/f+2 [~5] 25 Sm JG
Electric Wind Godfist f~N~d~d/f+2 25 h JG GB
Spinning Demon f,N,d,d/f+4,4 15,9 LL KND,BS
Dragon Uppercut f,N,d,d/f+1 24 m KND
Dragon Uppercut to Middle Kick f,N,d,d/f+1,3 24,16 mm KND
Dragon Uppercut to Spinning Low Kick f,N,d,d/f+1,4 24,? mL KND
Heaven's Door f,N,d,d/f+1,U/F 24,15 m #2
Tsunami Kick WS+4,4 13,18 mm
Leaping Side Kick f,f,f+3 30 m GB,KND
Supercharger 1+2+3+4 0 None
  1. If this move connects, Devil/Angel will shoot straight "through" the opponent so that he is standing behind the opponent with their back turned. This move does nothing if blocked, and it also does nothing if it connects with an opponent that is not on his/her feet.
  2. The first hit must connect for this move to work; otherwise the user will only perform "Dragon Uppercut"

String Hits[edit]

Command Hits Damage Hit Range
f,f,N,2,1,2,2,3,4,4,1,2,1 10 7,8,6,7,6,11,5,5,8,30 hhhhmmlhmm

Unblockables[edit]

Move Name Command Stance Damage Hit Range Properties
Inferno 1+2 40 (!) CF
Air Inferno u+1+2 16 (!) #1
Devil Blaster 3+4 50 [!] CF
Reverse Devil Blaster 3+4,3+4 50 [!] CF
  1. This move can only connect when an opponent is in the air for whatever reason. In some cases, it can work if the opponent's feet are just barely off of the ground - as with heavier opponents


See Also[edit]