Ganryu

Tekken Tag Tournament 2

Ganryu

93 moves · frame data from wavu.wiki

Also in Tekken, Tekken 2, Tekken Tag Tournament, Tekken 5, Tekken 6, Tekken 7

Throws 11

  • Body Slam

    Front 35 break 1
    or
    start
    i12~14
    block
    -6
    hit
    KND

    Throw break 1, side switch on break • Opponent recovers FUFA • Special throw animation if paired with Jaycee(press 5 after the input), 40 damage, floor break

  • Sumo Scoop

    Front 35 break 2
    or
    start
    i12~14
    block
    -1
    hit
    KND

    Throw break 2 • Side switch • Opponent recovers FU(side)

  • Upper Stream Throw

    Left 40 break 1
    or
    start
    i12~14
    block
    -3
    hit
    KND

    Throw break 1 • Side switch • 52 damage on wall splat • Opponent recovers FU(side)

  • Crotch Throw

    Right 40 break 2
    or
    start
    i12~14
    block
    -3
    hit
    KND

    Throw break 2 • 52 damage on wall splat

  • Okurigake

    Back 35
    or
    start
    i12~14
    block
    -6
    hit
    KND

    Throw break 1, side switch on break • Opponent recovers FUFA • Special throw animation if paired with Jaycee(press 5 after the input), 40 damage, floor break

  • Reverse Choke Slam

    Back 35
    or
    start
    i12~14
    block
    -1
    hit
    KND

    Throw break 2 • Side switch • Opponent recovers FU(side)

  • Pedal Press

    Back 29
    start
    i16
    block
    +1
    hit
    +1
    ch
    KND

    Grabs opponent on CH, can follow up with three different throw variations • Balcony break on BT opponent

  • Oni Tsukkake

    Front 0
    start
    i30(70~)
    hit
    KND

    Goes into Grab animation, can follow up with three different throw variations(same as CH f,F+2)

  • Tsuri Dashi

    Front 28 break 1+2
    start
    i12
    block
    -2
    hit
    +5

    Throw break 1+2 • Special throw animation if paired with Bob(press 5 after the input), 40 damage, side switch, opponent recovers FDFT

  • Choke Slam

    Front 40 break 1+2
    start
    i12
    block
    -6
    hit
    KND

    Floor Break • Throw break 1+2

  • Twin Wall

    Parry
    Synchrowiththeopponent'spunch or

Throws during Grab 4

  • Grab

    Front 24
    start
    i17~18(18~)
    block
    -9~-8
    hit
    KND
    ch
    KND

    Balcony Break • Grabs opponent on CH, can follow up with three different throw variations

  • Harima Nage

    Before 33 break 1
    DuringCounterattackGrab
  • Soto Muso

    Before 33 break 2
    DuringCounterattackGrab
  • Gokuraku Utchari

    Before 22 break 1+2
    DuringCounterattackGrab

Throws during Okuridashi Tsukami 3

  • Soto Tasukizori

    Before 28 break 1
    DuringOkuridashiTsukami
  • Shumokuzori

    Before 28 break 2
    DuringOkuridashiTsukami
  • Tsuri Otoshi

    Before 35 break 1+2
    DuringOkuridashiTsukami

Attacks 74

  • Open Palm Combo

    HHHHHHHH 66
    block
    -18
    hit
    -7
    ch
    -7

    Natural combo from 7th hit • Natural combo from 6th CH

  • Enma Harite

    HHM 59
    block
    -11c~-10c
    hit
    KND
    ch
    KND

    Bound • Natural combo from 2nd CH • Can be delayed • Opponent recovers FDFA

  • Harite to Kekaeshi

    HL 34
    block
    -12
    hit
    -1
    ch
    -1

    Natural combo from 1st CH

  • Splits Stomp

    HM 51
    block
    -12c~-10c
    hit
    KND
    ch
    KND

    Bound • Natural combo from 1st hit • Can be delayed

  • Left High Kick to Splits Stomp

    HHM 80
    block
    -12c~-10c
    hit
    KND
    ch
    KND

    Bound • Natural combo from 2nd hit • Can be delayed

  • Sumo Stampede

    HHHH 94
    ...
  • Double Hammer

    MM 54
    block
    -13~-12
    hit
    JG
    ch
    JG

    Can be delayed

  • Double Hammer Sumo Charge

    M! 85
    block
    KND
    hit
    KND
    ch
    KND

    Balcony Break

  • Double Hammer Sumo Smack

    MH 47
    block
    -7
    hit
    JG
    ch
    JG
  • Sit

  • Sit Thrust

    M 27
  • Sit Sweep

    L 10
  • Falling Statue

    M 38
    orbacktotheopponent
  • Spring Roll

    L 22
  • Splits

  • Shiranui

    DuringSplits
  • Unryu

    DuringSplits or
  • Ki Charge

  • Ducking Palm

    M 18
    start
    i14
    block
    -12
    hit
    +1
    ch
    JG
  • Neko Damashi

    H 18
    start
    i16(17~)
    block
    +4
    hit
    +12
    ch
    +12
  • Stomp Kick

    H 33
    start
    i18
    block
    -6
    hit
    KND
    ch
    KND

    Balcony Break

  • Rocket Palms

    H 40
    start
    i14
    block
    -12
    hit
    KND
    ch
    KND

    Balcony Break

  • Sumo Rush

    M 37
    start
    i23~24
    block
    -13~-12
    hit
    KND
    ch
    KND

    Head • Balcony Break

  • Freight Train Combo

    MMH 45
    block
    -6
    hit
    +8
    ch
    +8

    Natural combo from 2nd CH • Can be delayed

  • Tsukiage Harite

    M 20
    start
    i16~17
    block
    -11~-10
    hit
    JG
    ch
    JG
  • Thunder Clap

    MHHHHHHHH 86
    block
    -18
    hit
    -7
    ch
    -7

    Natural combo from 8th hit • Natural combo from 7th CH

  • Kick & Pull

    L 20
    start
    i16~17
    block
    -12~-11
    hit
    +5c~+6c
    ch
    +5c~+6c
  • Isana Uchi

    MHM 62
    block
    -14~-13
    hit
    KND
    ch
    KND

    Balcony Break • Natural combo from 2nd CH

  • Ganryu Combo

    MMM 54
    block
    -16~-15
    hit
    KND
    ch
    KND

    Balcony Break • Natural combo from 1st hit • Opponent recovers FDFA

  • Thunder Palm

    L 27
    start
    i22~23
    block
    -15~-14
    hit
    KND
    ch
    KND

    Spike • Opponent recovers FUFA

  • Rock Cleaving Palm

    M 29
    start
    i25~26
    block
    +3c~+4c
    hit
    +7c~+8c
    ch
    +7c~+8c

    Spike • Can transition to SIT with 3+4(+5c~+6c/+9c~+10c/+9c~+10c)

  • Mountain Cleaver

    MM 49
    block
    -12
    hit
    JG
    ch
    JG

    Natural combo from 1st CH • Can be delayed

  • Kabuki Palm

    LLL 45
    ...
  • Kekaeshi

    L 24
    start
    i21
    block
    -12
    hit
    -1
    ch
    -1
  • Pedal Press

    M 29
    start
    i16
    block
    +1
    hit
    +1
    ch
    KND

    Grabs opponent on CH, can follow up with three different throw variations • Balcony break on BT opponent

  • Okuridashi Tsukami

    M 22
    Onlyduringcounterattack
  • Stomp

    M 47
    start
    i43
    block
    -25c
    hit
    KND
    ch
    KND

    Spike

  • Stomp

    ! 50
    hold
  • Sumo Sweep

    L 21
    start
    i26
    block
    -21
    hit
    JG
    ch
    JG
  • Sumo Tackle

    L 67
    start
    i81
    block
    KND
    hit
    KND
    ch
    KND

    Balcony Break

  • Tackle Fake Upper

    H 22
    start
    i13(31~)
    block
    -7
    hit
    JG
    ch
    JG
  • Sumo Charge to Splits

  • Sumo Hammer

    HHM 68
    block
    +2c~+4c
    hit
    KND
    ch
    KND

    Spike • Can transition to SIT with 3+4(+4c~+6c/KND/KND) • Natural combo from 1st CH

  • Midare-uchi

    MMMM 27
    or FC
  • Jinmaku Yaburi

    MMM 62
    block
    -12
    hit
    KND
    ch
    KND

    Natural combo from 2nd CH • Opponent recovers FUFA

  • Jinmaku Harai

    MML 60
    block
    -19
    hit
    KND
    ch
    KND

    Opponent recovers FDFT

  • Toukon Slap

    MM 50
    block
    -2c
    hit
    KND
    ch
    KND

    Bound • Balcony Break • Natural combo from 1st CH • Opponent recovers FDFA

  • Headbutt

    H 25
    start
    i10~11
    block
    -13~-12
    hit
    KND
    ch
    KND

    Head • Balcony Break

  • Jamming Palm

    M 20
    or or
    start
    i18~19
    block
    -6~-5
    hit
    +5~+6
    ch
    +5~+6

    Spike • +12 on crouching opponent

  • Chanko Spin

    M 22
    start
    i21
    block
    -8
    hit
    +5
    ch
    +5

    Homing

  • Chanko Spin Okawari

    MM 39
  • Flying Press

    M 37
    start
    i18~23
    block
    -10~-5
    hit
    -2~+3
    ch
    -2~+3

    Head • Causes Nosebleed stun • Can recover FC with D(-2~+3/+6~+11/+6~+11)

  • Sumo Squash

    M 31
    or or
    start
    i34~39
    block
    +13c~+18c
    hit
    KND
    ch
    KND

    Spike • Transition to SIT • Cannot be reversed • Opponent recovers FDFA

  • Grab

    M 24
    start
    i17~18(18~)
    block
    -9~-8
    hit
    KND
    ch
    KND

    Balcony Break • Grabs opponent on CH, can follow up with three different throw variations

  • Shiko Otoshi

    M 33
    start
    i25~26(26~)
    block
    +4~+5
    hit
    KND
    ch
    KND

    Spike

  • Kamikaze Kick

    M 43
    start
    i17~18(18~)
    block
    -24~-23
    hit
    KND
    ch
    KND

    Balcony Break

  • Taiko Smash

    H 20
    start
    i13(14~)
    block
    -8
    hit
    JG
    ch
    JG

    Tag Buffer

  • Sekitori Kick

    M 67
    start
    i39~41(40~)
    block
    +7~+9
    hit
    KND
    ch
    KND
  • Sumo Swat

    M 32
    start
    i30~31
    block
    -14~-13
    hit
    +9~+10
    ch
    +9~+10

    Opponent recovers BT

  • Salt Upper

    M 29
    start
    i32~33
    block
    +5~+6
    hit
    JG
    ch
    JG

    Tag Buffer

  • Sumo Pop

    M 31
    start
    i26~27(30~)
    block
    -18~-17
    hit
    JG
    ch
    JG

    Tag Buffer

  • Strong Open Palm

    M 60
    start
    i22(26~)
    block
    -6
    hit
    KND
    ch
    KND

    Balcony Break

  • Ozuchi Strike

    M 47
    start
    i24(27~)
    block
    +9
    hit
    +32g
    ch
    +32g
  • Senryo Nirami

    ML 27
    WS
  • Rising Double Hammer

    MM 30
    WS
  • Hammer Rush High

    LLMMH 54
    FC
  • Hammer Rush Mid

    LLMMM 57
    FC
  • Hammer Rush Low

    LLMML 50
    FC
  • Triple Uppercut

    MMM 32
    FC
  • Kimen Hari

    M 20
    FC
  • Rising Double Palm

    L 23
    FC
  • Falling Hammer

    H 25
    SS
  • Falling Statue

    M 38
    Backtotheopponent
  • Spring Hammer Punch

    M 12
    Ontheback

10 Hit Combo 1

  • LLMHLLHHMM 101
    FC

Ganryu's Tekken Tag Tournament 2 movelist from the Tekken Wiki, frame data from wavu.wiki.