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Tekken 8 — Characters

Victor Chevalier – Frame Data

Victor Chevalier is a weapons-based super spy who pairs relentless stance pressure with outstanding keep-out. His high-impact counter hits turn into massive wall carry, where his katana IAI stance becomes a suffocating 50/50 maze. Easy to pick up, hard to shake, and because nearly every attack uses a weapon, traditional parries and low parries are far less effective.

123 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

SS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

CH Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

IAI Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

PRF Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
Rushdown Pressure Beginner
Offense
9
Defense
7
Execution
4

Weak to: Step Right

Overview

Versatile weapons and stance pressure; linear tools, some risky lows and long whiff recovery.

Heat System

Victor's heat empowers his katana and adds a low-hitting heat smash that breaks wall-stage hazards, tracks his weak side, and is only -14 — a strong mixup complement. His evasive u+1+2 becomes safe, IAI.d+2 gains extra plus frames and chip, and he gains h.db+1+2, which leaves him in IAI at +9 on block or knocks down on hit.

Strengths

Strong keep-out: 1+2, b+1+2, b+2Effective rush-down: f,f,f+2, f,f,f+1+2High-travel wall carry and potent wall pressureVery little execution requiredCounter hit moves: db+4, and 1+2 on counter hit guarantees a full combo meanwhile b+2 guarantees f+4,1 (i14).

Weaknesses & Counterplay

Susceptible to SSRMediocre low pokesTracking: Key options can be sidestepped.Recovery: Missed attacks offer substantial punish windows.
Game Plan
Fish for counter hits with 1+2 and f,f,f+2 to start your high-travel wall carry.Control space with keep-out tools (1+2, b+1+2, b+2), then shift into rush-down when they respect you.At the wall, alternate between IAI.d+2 low pressure and wall-splatting mids/lows like IAI.d+1+2 to create a 50/50.Use heat to make your offense scarier: the heat smash tracks your weak side and your lows/mids get stronger.Watch for SSR — your kit is linear, so commit when you think they won't step.
Stances
IAI — enter: Press 3+4, or transition from 2,2,2, f,f,f+1+2, PRF.3+4, f+4,2,d, f,f,f+2,d, or uf1,1,d — Katana stance with long-reach, multi-purpose pressure. From IAI you can go low with IAI.d+2 and IAI.d+1+2, mid-check with IAI.d+1 and IAI.2, and use the movement options (back, forward, down) to duck, low parry, or weave. Cannot block while in the stance. At the wall it becomes a 50/50 vortex, with multiple wall-splatting mids and IAI.d+1+2 knockdown for okizeme.Perfumer (PRF) — enter: Press f+3, or transition from 2,1,f, 1,1,2,f, ws+1+2,f, fc.1+2,f, uf+1,1,f, b+1,f, or db+1,1,f — Knife-based stance focused on neutral control and okizeme. Effective tools include PRF.1+2, PRF.1, PRF.2,2, and PRF.3; you also get your uf+1+2 throw from here. You cannot block in the stance, and the initial f+3 has a strict punch-parry window. Cancel into a crouch-dash with df or transition into IAI with 3+4.