Power crush. The other half of the full crouch mixup. Safe on block and jails. Tijuana Twister(f,b,d/b,d,d/f,f+2): good to mix up with giant swing, but it not a 1+2 grab animation. Uf2 is also a decent high-crush. On block you can duck into ws+1+4 if opponent is jab happy, Long range launcher, pretty safe from max range and can transition into KIN with 1+2 to crush highs(with kin f+2) or avoid some mids(with kin b+1+2). Short range low from stance, but huge plus frame window on hit allowing free mixup opportunities in stance after. Df+2,1 is the mid,high extension and safe but the mid is duckable. More detailed guides (still work in progress): Hits grounded. Kunimitsu Move List — TEKKEN 7 Season 4 ... From Tamaki to Secret Flower Ura. i10 punisher. Long range low-crushing low that gives her access to her d/b+1 stance and FC mixups. Dangerous as wall oki, Fast, high-crushing low with good tracking. 2 = RIGHT PUNCH (TRIANGLE).......b = back. Extension is a high that is a ch launcher(the greatest). Damage is not big. King/Tekken Movelist is a list of all of the moves that King can perform in Tekken. One of her best long range whiff punishers. Full launch on hit and safe on block. -12 on block which people still seem to forget sometimes and try to launch it…. High damage mid launcher, good range and can lead to BT mixups, Generic uppercut launcher, doesn’t launch crouching opponents. This leaves the opponent far away so you could use this to create space too. Ultimate Granblue Fantasy: Versus Mortal Kombat 11 Tekken 7 Samurai Shodown More site features Tiers Podcast He then became a man with a mission; he dreamed of … Don’t continue into the 2nd, unsafe hit unless the hits are guaranteed, as frame punishment or whiff punishment. +6 on block, gives free stomp on hit. Is good in the neutral. CH launching mid. Guaranteed stomp (d+3+4) on hit. Can be used as a damaging combo ender with RD into ff1 post screw. If the second hit scores CH then the final hit is guaranteed, and also grants you a free d+3+4 afterwards. Quick low. Reaches all the way from earth to pluto. Contributors: Combot Tuner, God Empeor-Rein, Contributors: omgitsnewton, Eddy Wang, Fist of Defiance, PR-OTOShogun, Contributors: @Ayvie3D, MrAdam0, SpaghettiRip, Weapon_X, Contributors: BoxeR, NecromancyBlack, DevilPooH, Contributors: NeedsMoarCoffee, The Smoking Cat, WMKSDM, Contributors: DivineFate, Bopper, Forbearance, Contributors: yiggs, yoite, GoldLeopard, Bopper, Contributors: Glaciating, MrAdam0, Sephiblack, Contributors: Forbearance, Galen, Psylence, Weapon_X, Bopper, Contributors: Not Combot Tuner, Fist of Defiance, In defense of SFV – A response to the video “The Consequences of Reducing the Skill Gap” by Core-A Gaming, List of Guilty Gear resources (Coming Soon), https://docs.google.com/spreadsheets/d/1r6QLOrF3vLbwRQ4-75viRZgNUs90ZVq920Pc3YrF0mo/edit, https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/preview, http://tekkengamer.com/2017/06/14/heres-direction-sidestep-characters-tekken-7-pdf-download-also-available/, http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132429, http://www.tekkenzaibatsu.com/wiki/Glossary, http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon, http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132368, https://www.youtube.com/watch?v=37rO3lmYjhY. Safe mid, that forces crouch on hit. He leans back in the animation of this move and can crush highs. Steves “deathfist”. The risk-reward ratio of this mixup is not in Josie’s favor though: 1,2,3 ends with a mid and is -11. Homing move with good reach. One of Hwoarang’s best pokes, it’s a NC but don’t use it too much since the second hit is a high and it can be ducked and punished. Can launch moves other characters can’t. From what I have seen this is a great whiff punish tool. Great range and safe on block gives this move low risk for a high reward. Can link WS 4, 1+2 on CH for huge damage. 2nd hit gives full combo on CH. If people mess up the punish a lot of Xiaoyus tend to use RDS f+1+2 as a parry attempt. What else is there to say? Strong keepout move, can be extremely awkward to punish and it gives Asuka a combo on normal hit. Gives +14 on hit (+17 if it hits close to the ground), which means a free b+1 into full combo. Not much else to say really? Safe mid that can be followed-up from multiple lows like db3, Hellsweeps, or db2 if the player does not want to follow up with another low. Very punishable if blocked. I think this move is actually good for creating quick and good distance. df+1 is solid +8 on NH and the whole string is +3 on NH. These secret characters can be unlocked and used once you do a few things in the game during a matchup. (4,1) Can be used as a panic move or as a frametrap, KND, wall splats. Tracks to her right. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. Can catch SS Right and ducking opponents. The stance itself goes over a lot of attacks (many mids and highs included); certain attacks can be cancelled into DFLIP to keep the pressure going. i11 while standing punisher, +7 on hit, and can be DSS’d making it +17. It’s also safe due to pushback. While standing launcher. d+2~1 is an NCc low-mid poke that is most effective when opponent is low on health. One of Steves main counter hit tools. Short range quick mid poke with good plus frames on hit. df+1,2/df+1,2(u/d)/df+1,2,3/ect. Helps Akuma hold his ground. Safe high damaging launch. 1+4 Oh and it comes off of RDS stance where she already has access to an i13 mid launcher and grabs.And whilst it’s not really a top move, the normal version (RDS d3,4) tailspins which is worth mentioning. It’s a Ch launcher and high crushes at particular ranges and startup frames. One of the best combo enders kind has. On CH gives guaranteed d+3+4. A mid jab into palm slap that leave the opponent crouching. Kazuya’s infamous hellsweep. +6 on hit, knockdown on CH. Generic good poke mid which high crushes and can transition into RDS. Chunky low that gives free uf3 or RA on CH. Both are NC and give W!, d/f+2,2 knocks down. This move in my opinion is by far her best move. Has extremely good strings after such as f+2,1,4(ends in high tailspins, -4) and f+2,1,1+2(+1 on hit,ends in a mid and leaves them in fc. Near the wall you can go for a high risk high reward mixup by mixing between the high and mid. Duck highs in a string and hit WS2 to ensure a screw, 15f fast thus his WS punisher too. Command grab that does 45 points of damage, get a free back combo (Only if opp quickstands) with b+2,1,3 or b+2 into a WS+1+2 or WS+4 f+1+4 and f+2+3 are 11f grabs that do 5 points more damage than your standard 1 or 2 throw and require true 1 armed throw breaks. Decent ranged whiff and block punisher, where hopkick and df+2 would whiff. King Tekken 7 moves Overview. Leaves you right in their face. Close range poke. The rookick is a launcher which will hit people who crouch in fear of throws and lows that she has from RDS.Note that it is launch punishable on block as she remains backturned afterwards. Armor King Opslaan Selecteer een character Akuma Alisa Anna Armor King Asuka Bob Bryan Claudio Devil Jin Dragunov Eliza Eddy Fahkumram Feng Ganryu Geese Gigas Heihachi Hwoarang Jack-7 Jin Josie Julia Katarina Kazumi Kazuya King Kuma Kunimitsu Lars Law Lee Lei Leo Leroy Lili Lucky Chloe Marduk Master Raven Miguel Negan Nina Noctis Panda Paul Shaheen Steve Xiaoyu Yoshimitsu Zafina Slow mid with good range that leaves you close and +6 on block, Long range poke that moves you closer, has followups but they’re interruptible on block and it leaves you +5 on hit by itself anyway. Very damaging low hits and 0 on hit. Self-explanatory (Extremely effective whiff punisher, can be used defensively/setting up a wall, and has offensive applications due to plus frames). The stun has 13f standing status thus d+1+2 is guaranteed which leads to damaging wall combos. Sometimes, it works against the High attacks. Terminology: http://www.tekkenzaibatsu.com/wiki/Glossary ws4 is a common follow up since you’re left in crouch after, and it covers vs SSL. Can be mixed up with the extensions of punishable mids or safe on block highs (1_1+2_1+2, 1+2). Kat bends sideways making it hard for some highs to hit her. On hit is +4~6. ... Tekken 7 Combo is an unofficial website - Tekken and its characters are a registered trademark and copyright of the NAMCO BANDAI GAMES Inc. Can be more tricky to punish than usual because it has a bit of pushback on block. A launcher with decent range but doesn’t launch crouchers. Ultimate Tackle (FC+1+2): Another good tool for FC mixups if you like to combine a FC+1 into a Clothesline Press or FC+d/f+2. The only way to get guaranteed damage afterwards is by buffering a EMGF very early, which isn’t that hard but will require a bit of practice to get used to. Akuma’s i13 punish, gives +6 on hit, doesn’t jail. Unsafe, but long range mid launcher and the source of Kuma/Pandas most damaging combos. Bryan’s fastest mid poke. A big low sweep that crushes highs, has long range and high damage, but very punishable on block. Hold down 1+2 for 3 different levels of charge that become safer and more damaging the longer you hold. A Lockdown mid form his backsway that -2 on block and forces crouch. Can be interrupted after 3rd hit if you continue the string but can catch people off guard on occasion. Great longer range launcher. Standing 4 is an i12 mid with good range, it’s also safe at -9. Demon Flip cancellable (which makes certain punish attempts whiff). Bob’s fastest launcher can only be done from crouching. Can be used as a -15 and whiff punisher. (cd) Good recovery on whiff. Enough said. Hits fast and very low to the ground. Grants a juggle on CH and evades under highs during the startup. Jack-7 is weak against sidestep left up close, and this move is one of his only ways to deter opponent from doing it. Another good whiff punisher. NH launcher, whiff punisher. 18f uber damaging safe mid mid string, both hits are safe on block, 2nd hit can be charged which gives +8 on block and forces crouch, uber pressuring, charged 2nd hit also hits grounded because of which the string works greatly as a combo ender, 1st hit will spike and charged 2nd hit will hit grounded, if they try to get up, there is always a threat of quick ‘2’ which will hit them. Her i12 punisher, does good damage, knocks the opponent far away. Hits on crouching opponents is +13 meaning a free df1,2 is guaranteed after for big damage. qcf+1 can be focus cancelled (qcf+1,1+2~f,f) to get frame advantage on block (+5) or a guaranteed launch on hit (+15). This is used to whiff punish opponents. Vastly improved Jack-7’s list myself (Novril). should be used to initiate offense because of the plus frames. Another great low. Still useable. On block you can side step or try to interrupt opponent with d+1 or d+2. ff+1 is the beefy option, acting like a safe launcher in terms of damage and threat. Huge pushback on block. Uses up her rage, hits grounded so it’s guaranteed after moves like D1+2 (Very strong option) anywhere. Amazing hitbox and NC. Mid is only -10 and high is +1 on block which allows for more offense and CH setups with 4,4,4. Very good to clip the opponent’s movement and harass them from range. Bob’s “electric”, good to advance after f,f+2 scares the opponents from crouching. An extremely fast CH launcher which also low crushes very early. Your generic 1,2 jabs but with Hwoarang you can go into your left/right flamingo stance depending on what you end your string and start your mixup. Street Fighter 5 Dragon Ball FighterZ Super Smash Bros. Some grabs lead to unbreakable follow ups, and these are the ones most the opponent is most likely to try and break. If the first hit is a CH then the second hit won’t knock down, if they block the first hit and get CH by the second it will knock down/wallsplat. Learn this from a Wavedash and be the master of his Wavedash mix-up. Second hit wall splats and wall breaks. Punishes far whiffs faster than the hopkick. The second hit can be delayed to try to catch people attacking if the first hit is blocked. October 28th update: Devil Jin can also do this move from his Wavedash. Long reaching punisher, gives W!, decent damage and NC. One of his primary low pokes. It is very easy to check the opponent’s offense as the string is hard to punish ending in a safe mid. move in combos. What’s even nicer is that it while many moves in the game only have a single ender as a frame trap, d/f+1 has 2 different frametrap enders, each requiring a different approach to punish. Gives better oki. A key special move in Akuma’s combos but not very useful otherwise. NC string with KND on hit. Safe mid launcher. Law’s slide, on a good mixup tool with WS+2. You can also go into his savage stance by holding forward after df1. A dream comes true version of his tgf/b+1+4, 19f, crushes high and some mids, 45 damage, can be followed up with ‘u/f’ for Heaven’s door that transforms him to Devil and does 18 more damage. With f,N,d/f+2 input, it is the fastest launcher in the game at 13f. Has an NC high followup in BT f+2,4 and an NCC safe mid followup with BT f+2,3. Steves 11 frame WS punish and arguably one of the best WS-punishers in the game. Mid 2hit launcher that on hit flips them to the other side. Good range and a solid poke. Fandom Apps Take your favorite fandoms with you and never miss a beat. This category contains secret moves, i.e. Fast entry into Switch Stance. the followup db+4,4 is -9 on block and +3 on hit. Natural hit(NH) launcher from BT, forces the opponent in a crouch state, it only being -10~-9 means the only punish the opponent can do is downjab which makes this move abusable. Fastest WS launcher in the game at 13f, 22 damage, can punish -13 lows and really good for “duck and punish” highs in strings. 2nd hit can be ducked on block and launched. People are not likely to press buttons after blocking df+1 because of the extension df+1_2. Heihachi will be free to initiate pressure towards the floored opponent as they try to recover. A really good + on block ch launcher. The downside, besides the slightly shorter range, is that it requires you to condition the opponents to respect you and let you get in and enter a full crouch state right in front of them. The basic string move for almost every character in the game.Some players crouch instantly after seeing the animation of the first hit if they block (1, 2) try not to do a mixup into command throws so often. High crushing low, slow but its followups (d/f+3,2_d/f+3,2~f) make it tricky to punish. Wall splats on CH, good distance, can be a 10f punisher. High hitting mid that allows you to go into HBS after, potentially slipping under any opponent retaliation. On CH, it launches for a beefy juggle. This allows for some good mixup. High-crushing low that knocks down on hit. i14 punisher from crouching. KND on hit and pushback on block which prevents most punishment. Basic 4 CH launcher. Hit confirmable and highly damaging hopkick. The latter two options are supposed to be used very sparingly (both are very unsafe if ducked). Safe mid that is +6 on NH and stuns on CH for juggle. Tracks, hard to punish if Side Stepped by the opponnent. Also known as ‘Sonic Fang’. The low by its own is -12, and the mid afterwards can catch punish attempts, and on block will only get you punished with a weak full crouch d+1, so mix between the 2 options. Decent oki after. Mid-mid string that gives a KNK-mixup on block and launches for a full combo on CH. CH gives guaranteed dash qcb+4, dash d+4, or dash d+3+4 followup. #3 Hold F with the first punch for 15,10 damage. Red guy symbol - power crush move, uninterruptible but still takes damage Green symbol - screw attack, if you do the move midair it allows for a followup Blue symbol - homing, hits sidestepping opponents OP's post is a reminder this game needs a tutorial mode. Can also be used as a combo and wall ender.Unsafe with heavy pushback if last hit blocked. Dangerous at wall. if opp back is to wall. Second hit have some tracking properties ( please confirm). The range isn’t all that great, but the damage (40) and it being +7 on hit makes up for that. Practically safe because of pushback. Fo shame. TIGER UPPERCUT!! Poking with -13 lows against Eddy is much riskier than usual. High damage, long range homing move that can be used as a wallsplat or a S! Can use 4 by itself as a CH launcher. Much slower and riskier compared to his other lows, but gives a combo on CH. He may have received big changes in the console version so take the current list with a grain of salt. Good tracking mid that puts her into RDS, and reaches far. Invisible low that ATs on CH. Can be done on the ground or in the air. A safe homing mid that knocks down, wall splats and stuns on CH for combo, enough said already. Causes knockdown on hit, and can be wallcarry. unseeable on fastest input and on hit guarantees a get up 3. Good for catching opponents pressing buttons when you’re + frames. Only -13 on block too which is not a huge punish considering the reward. +4~5 OC. As a ws 14 frame punisher, it’s a natural combo that knocks down. Used sparingly can lead to a lot of free damage and crouch mixup. Just something you have to use. ... King of the Hill Tournament are Announced in the Tekken … Devil Kazuya Version gives +17 frames on crouched opponent, df+1,2 or ewgf is guaranteed thus making it a launcher for mix-ups. First hit tracks vs your opponents left. has a high damaging followup and CH launches if only the first hit is done. Also useful for grabbing people rolling on the ground, but will not grab quick get up rolls. The second hit doesn’t jail though, but can be mixed up with db+1,2 which is mid,mid (and -12 on block). Can also be done with d,d/f+4. Can be done from a Wavedash for mix-up. Can be used to get an aggressive opponent off your case, with relative safety in case it is blocked. i10 punisher, last hit is mid, keeps opponents from ducking. Like Kazuya’s WS 2, this move is high risk high reward. The Rage Drive also causes some block damage if the opponent is close to the wall. Can mix it up with f+2,d+1. Fairly long range. Best utilized if done from snakedash (d, df~n+1). 0~+1 on hit. Good range, can be done out of df+1,b for pressure. Wavedash into it works great for Oki after 1,1>2 and other knd moves. 11f punisher, 33 damage. Use 1,d,f,d/f+1 to punish -10 or worse on block moves. -12 on block). A good panic button as it comes out i8 when the generic fastest button for characters is i10. Hold forward on hit to go into SE-stance for a full combo. Good for whiff punishing. +2~3 on hit now, guaranteed CC d+3+4 on CH. While it’s 11f startup, (1 frame slower than most jabs) it’s a great jab string that offers some sweet benefits: Jack’s long arms, the 1 being mid so the string can’t be crouched under and punished, and the last hit offering a great value- Being an optional frame trap that launches and only -12 on block. Very strong panic tool and was made safe in T7 from -12 in TTT2. Use with discretion. Quick running shoulder. Great string that can lead to CH combo. Beats all crushing moves and leaves them in fc on hit. #4 Leaves you in KND position. Tons of damage on CH. Incredibly plus-on-block homing move that gives a tailspin combo on hit. “Arc blast” is a great 15 frame mid launch. A mid,high string, which has a very generous delay window between both hits. Good for approaching in the neutral game. Basically a hellsweep. Leaves Raven BT and takes a large flip backwards making it hard to whiffpunish. Short range, use with caution if not at wall and in open ground. Low sweep with + frames on hit and launch on CH. For TutorialsVisit Our blog : www.techphenom.comIt Includes everything such as 4,5,6 Grapples ; Roller, Sharpshooter,John Cena STF and many other things. Cancel from special cancellable strings for pressure. Slowish and weak damage, but it’s safe on block, gives a small frame advantage on hit (+2f) and crushes highs. With Super, it becomes a powerful i10 launcher. Effective CH string and safe on block and plus frames on hit. Standard i13 mid poke that tracks to Dragunov’s left. Punisher, combo filler, pressure, this move does it all. Other than those differences they are the goto plus on block mids. Full chain grab does over 100 damage. Skip to content. Her i10 punish, KND, wall splats, will not reach in some cases. Kazumis axe kick. Superman punch. You can fool opponents by doing it from BOK too hold ‘d’ during BOK and do df+3. Good approaching move, TJ and can transition into DGF by pressing “u”. D&D Beyond A + on block homing high launcher. It has decent range and if you hit with this you have +12. One of her most damaging lows that allow her to go Backturned,(BT) +4 on hit and +9 on ch which leaves the opponent in a stunned state which can guarantee a free follow up to BT1,2 if user went BT. Safe, mid counterhit launcher, unfortunately it lost some of its tracking from ttt2, so it’s much easier to side step now. A decent round ender, she does a hop into a really damaging low. Alternate it with WR3,4 and/or f,f,f+3,4 for one of her strongest most annoying mix-ups. NC with long range. Good oki tool since it hits grounded opponents and puts you in RFF. Mid poke from stance with a HUGE hit confirm window. A 13f mid, mid safe string which sets up the base for his poking game, 26 Damage. Big launcher from ZEN/CDS that’s relatively safe and makes for some very good mixups : f+4~f ZEN 1+2 cannot be interrupted by anything slower than 13f, which can be mixed up with other ZEN moves. Doesn’t launch crouchers. Useful against people that try to sidestep BOK2. Very good pressure tool, although linear. One of the best 10f punishers in the game. Combos from d+3 for big damage from a low in the corner. RA armor makes it a very good trade tool, and it deals a good chunk of damage even when used as a combo ender. Safe to throw out, but very linear. I simply do best with that character, despite his weaknesses. Long reaching homing move, safe, jails on block, Screw launcher on normal hit. f,f+2:1(‘1’ needs to be hit right when f,f+2 hits) is NC that knocks down and Wall Splats, safe on block at -4 but 2nd hit can be crouched under. Markets a game to newbs and casuals, but doesn't give them a tutorial. Tekken 7 Move & Combo Guide List tricks hints guides reviews promo codes easter eggs and more for android application. Primary whiff punisher. NC and jails on block. Another fast mid poke with good range and admirable tracking used when pressuring opponents. Puts him into STB if it hits too. Not only this makes the Debugger much stronger on hit, but also safe on block. Safe on block but is difficult to pull off. On hit is +4~6. His main whiff punishment tool, a fast mid shoulder that KNDs and wallsplats. Take your favorite fandoms with you and never miss a beat. Safe, high damage knock down and wall splat that’s used to discourage opponents from ducking her WR2. Move in combos. Great WS punish that leaves the opponent crouching on hit and KND on CH. He is a character that can humiliate and confuse opponents into making mistakes.Against bett… Understand details of strike moves. Unblockable low sweep that leads to a full combo. cd+4 gives a backturned combo, however, so damage is sort of limited, but still a threat. Above-average hopkick. Super long range low, +4 on hit, helps to keep people locked in place trying to block it from long range. f,N,d,D/F+(1+4 or 2+3): These lead to different chain grabs. Does a grip of dmg and can be hard to punish due to weird recovery, gains stb after third hit. Your normal df1 to check people, has a high extension and mid extension to discourage people from sidestepping/pressing a button after. Staggers on block. Katarina’s hopkick. 2nd hit duckable on block. -13, so use with caution. If you tap d/b when doing the grab they become giant swings but they do very little damage. Good for keeping the opponent in place. Great crushing properties, even goes under certain mids. qcb+3 links into Light Shoryu on hit. Solid block- and whiff-punish. My Top 10 moves for King and reasons. Many of Akuma’s attacks can be cancelled into Shoryuken. Low launcher option from relax stance. Used for mixing up his SAV db3. Hit-confirmable into the secondary 4 input. Has a pseudo hitconfirmable followup in uf+4,4. A homing mid with tons of range, good to keep people in check at a range. Safe NCc string and the last hit is heavily delayable, leading to mindgames and delay catches. WS4: m: i11-4: i11 while standing punisher, +7 on hit, and can be DSS’d making it +17. This another one of Kazumis cheap moves. Good range, safe, homing, wall splat, low crush, and screws. If they for some reason duck the second hit, a hopkick is guaranteed if they don’t techroll. Lists of punishable moves with frame data and video. Ch launcher, sometimes crushes jabs, can SS after it, also the recovery of the animation makes it look more – than it is which can trick the opponent. #1 Hold F with the first punch for 15,15 damage. One of King’s longest range punishers, can very good against certain moves that are punishable but have a lot of pushback. Xiaoyu’s launcher from backturn. Good tool to use in a Wavedash mix-up. A mid with awesome range, 22 damage, safe and tracks a little from far, +5 on hit and God awful frames on CH. Very good as a keepout tool and interrupt the opponent’s approach. On block the most characters can only punish it with a WR+4. Games Movies TV Video. High crushes insanely fast, +1 on hit. From there, not finishing the last hit can lead to mixups and block string pressure. It also hits grounded thus making his ground game atrocious. High crushes early on, has decent range, can be performed out of crouch. Tekken 7 King move list. f+2 and f+2,f+1 give combo on CH. Learning it from a Wavedash will fuel your mix-up. Paired with a slightly bigger hitbox, and good sidestep tracking to Jin’s otherwise weak side, this is now an indispensible move in Jin’s arsenal. Gives a free u/b+4 at the wall. Low crush and decent “going-in” tool for drawing yourself a bit closer to the opponent. Breaks with a 1 and can be quick rise teched to reduce damage (unless it hits a wall). (i.e Kazuya, limits his other lows but this one is tough for him.). Wallsplating homing mid tool that is mainly relevant at the wall. Just be careful of getting low parried. One of the 2 primary CH fishing tool for DVJ because of its mentioned properties and decent range. A crushing mid that crushes all highs & some mids, 24 damage, knocks down on hit after which f,f+4 is guaranteed. The second hit can be ducked, but it comes out very quickly so you can mix it up by just doing f,f+4 without the 2. On wall splattered opponents it does Shining Torpedo. #3 Hold F with the first punch for 15,10 damage. +6 on hit. When sandwiching the opponent with the wall, you can continue mixing the rest of the FC d/b+1,1,1,2 string. Enough said already. Fast low poke, can be cancelled into Akuma’s special attacks. Can be mixed up with WS1+2 thanks to their similar animations. A safe fast mid launcher. Lowers Kat’s hitbox during the first few frames. Leaves her BT, 2nd hit on ch gives a free bt b+3. Long-range sweep. The optional 4 ender works similar to the aforementioned 1,2,1+2, guarantees a B+3 on counter hit, but loses to sidestep instead of blocking. Done out of his qcf so 1 can be delayed for extra range. Can be easily done from a Wavedash which in turn scares those interrupting the WD. Anti-ssr. Used with d+2 for mix-up. Long-range i15 launcher, punisher and keepaway tool. 2nd hit KND for guaranteed b+4 after. Not too risky to throw out. Enough said. Great in conjunction with the sidestep’s evasiveness. +2 on hit lets you continue your pressure game. Tekken Zaibatsu Discord server: https://discord.gg/C6EG5gA, Frame data (still incomplete): http://rbnorway.org/t7-frame-data/, Eliza Frame data: https://docs.google.com/spreadsheets/d/1r6QLOrF3vLbwRQ4-75viRZgNUs90ZVq920Pc3YrF0mo/edit, Character picking guides: This move and the mixups stemming from it deserve its own section. Evasive mid that tracks to his left (their right). Another Kazuya lock-down move that is a launcher, 25 damage, can be easily used as mix-up tool from Wavedash. This move and f+4 mostly function the same. It’s a great and annoying low poke. Mid poke, good pushback useful for keepout. Slow and linear but hits grounded and good to chase opponents after a knockdown. -10 on block but has very quick animation so can be difficult to reliably punish.
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