With a bit of pushback on block, the move is mostly safe vs most of the matchups, wallsplats and makes for a good whiff punisher and keep out tool every now and again. Tekken 7 is out now. Great longer range launcher. Not too risky to throw out. A safe mid with good range from Side Step that gives a short juggle on hit. She gets a huge combo off of her CH 4. Only drawback is that it doesn’t always reach. Also a wall ender when you do 1, df+1, b+1. Solid mid thats +3 on hit and KND on CH into guaranteed stuff. One of the fastest non-reversal Rage Arts in the game at i13. Wall splat and KND. Can delay the 2 to catch people pressing buttons after the 1. Brutal Sting. Safe (3 on its own) i13 with a high/mid mixup followup, delayable and can cancel into crouch dash. Effective CH string and safe on block and plus frames on hit. Can be used as a damaging combo ender with RD into ff1 post screw. 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. It’s a Ch launcher and high crushes at particular ranges and startup frames. King (Japanese: キング, Hepburn: Kingu) is the name of two characters in the Tekken fighting game series. On hit goes into RDS as well and can enforce RDS mixups from there. Combos into dp+1 on normal hit for a full combo. One of the best combo enders kind has. Safe on block mid launcher with huge range, comes from evasive stance which crushes all highs and some mids, Scrub-killer. One of the best in the game along with Josie and a few others. Considering this is his fastest launcher means that -16 moves against him can’t be launch punished. Staggers on block. Can mix up the grabs with any of King’s other moves off f,n,d,D/F or cancel the crouch dash into any of his FC or WR moves. Slowish and weak damage, but it’s safe on block, gives a small frame advantage on hit (+2f) and crushes highs. i10 NCC, CH confirmable, first two hits are safe. Enough said. Ultimate Granblue Fantasy: Versus Mortal Kombat 11 Tekken 7 Samurai Shodown More site features Tiers Podcast Akuma’s version of Twin Pistons. It’s a hit confirmable move for CH combos, if not CH still there’s a 50/50 chance to connect the second hit if opponent crouches or react too late. King top 15 move with gifs 1[2] _ 2,1 h[h] _ h,m i10 +1[-1] _ -2 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. Anti buttons, NCc, good panic button, gives wallsplat on counter hit and knocks them away. Power crush. +6 on hit, knockdown on CH. Only -5 so not many options for opponent after they block. Can be executed faster via the input d/b,d,d/f+1. Occasionally you can do the 2nd, punishable hit. 3+4,4 is a 14 frame launcher that is also a tailspin. Can be buffered after many hits as well. A safe mid with good tracking that leaves her in FC and can be used in combos. The string can cause a ground break in juggles, in the stages where it’s possible. -10 on block but has very quick animation so can be difficult to reliably punish. Fast mid poke to start offense and fish for CHs, Good low from FC, guaranteeing getup low 3, or wake up for oki options, Solid 10 frame punisher, good damage which gives KND and wallsplats. Can be used to get an aggressive opponent off your case, with relative safety in case it is blocked. Has follow ups that put the opponent and yourself into a guessing game. 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. Her i10 punish, KND, wall splats, will not reach in some cases. 2nd hit duckable on block. Use with qcf+2 for high risk/reward damaging 50/50s. Full launch on hit and safe on block. ws4 is a common follow up since you’re left in crouch after, and it covers vs SSL. Df+2,1 is the mid,high extension and safe but the mid is duckable. Slides are now low parryable so keep that in mind. Be mindful that it doesn’t high crush. At the wall, the guaranteed followups are JU, f,f+2 which is harder and less reliable, and the easiest followup which is f+2,1,4 which still packs a punch. Can mix it up with f+2,d+1. 2nd hit gives full combo on CH. I think this move is actually good for creating quick and good distance. This can sometimes be abused. Very fast and safe launcher that launches really high. should be used to initiate offense because of the plus frames. Fastest WS launcher in the game at 13f, 22 damage, can punish -13 lows and really good for “duck and punish” highs in strings. Has two possible follow-ups that leads to either a high or a mid. Crumples the opponent on hit, giving you a long time to start juggling them. Used for getting close, and has tracking properties similar to Heihachi ff2 where sometimes it’ll just catch you. +15 on hit, open area hit gives free f,f+2 followup but the timing is strict. Insane as wall oki since hitting it near the wall guarantees a second one. ), gives mini combo with d+4,1,3 on hit. Not much else to say really? Low poke with god tracking and high crush. Learn this from a Wavedash and be the master of his Wavedash mix-up. 2 frames slower than a standard WS+4. Dangerous at wall. 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. Similar to Kaz’s df+2, but more unsafe and linear. Only downside is the startup, but this will be claudios main poke tool. +5 on hit, great poking string. NCc. Fast high launcher. Difficult to punish because of how fast it is. Second hit is duckable. 53 combos for Asuka. I believe that this Video deserves 1M + ViewsI have made this video to show Tekken 7 King's move performed by WWE superstars. Orbital kick that launches on hit. Is also the start of his 10 string and +5 on hit. High crushes, Tracking invisible low with good damage and neutral on hit, +10 on CH. Same as Marduk’s QCF+2, except easier/quicker to input and worse on block (launch punishable); however, on CH it will KND for follow-ups. Close range poke. Mix between the 2 options. Scary at the wall or as a FC mixup. +6 on hit. Can also lead to Tail Spin. Fast mid poke with a chunky hitbox and good follow-ups. Raven’s quickest mid. While your standard juggle from it is 4 b+1 d/f+1,1 b+322, you’ll need to omit the b+1 if you’ve launched after a sidestep left. Hit confirmable and highly damaging hopkick. Low launcher option from relax stance. Fireball. Good pushback and wide hitbox. A ranged low that leaves the opponent in crouching at +4 meaning they cannot step one way. Short range. If the second hit scores CH then the final hit is guaranteed, and also grants you a free d+3+4 afterwards. Safe, mid, CH launcher, also now buffed to KND crouching opponents (FDFA). Rage Drive: ... Tekken 7 Combo is an unofficial website - Tekken and its characters are a registered trademark and copyright of the NAMCO BANDAI GAMES Inc. One of the fastest homing (sidestep tracking) moves in the game. Another great low. Near the wall you can go for a high risk high reward mixup by mixing between the high and mid. Both are NC and give W!, d/f+2,2 knocks down. Wallsplats, KNDs and tailspins should you catch a float with it. Raven’s main threatening low from BT to make people duck. He leans back in the animation of this move and can crush highs. Use for zoning and frame traps. Only -12 on block,+4 on hit, +12 on visually confirmable CH with guaranteed followups (d+1+2 or b+1,2). 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. This can be hit confirmable so just hit the breaks after hitting 1, 1 if they are blocking those. A knee that launches on CH, safe but linear. Confirm the combo on counter hit by doing Duck 1 instead of canceling the Duck. One of his primary low pokes. Homing move, 22 damage, +5 on NH and stuns for juggle on CH, best choice for CH fishing, has a 13f standing status on stun that can be followed up with JF pewgf for a full launch (extremely hard but good reward). Tekken 7 is finally here. Tomahawk(WR+2+4): Known as shining wizard, this is a 1+2 break done with WR+2+4. Can be used to pressure opponent. Mid homing move, safe in the open, and can go backturned by holding B. It’s also a screw attack. Full launch and combo on CH makes it a great CH fishing tool as well. Used sparingly can lead to a lot of free damage and crouch mixup. Cancels into FLK afterwards. Punishes get up kicks with ease and a must for punishing at wall because it wall splats. Learn and add some combos to improve your gameplay and rock juggle to your opponent. Has low crush frames, hits grounded. Can be mixed up with the extensions of punishable mids or safe on block highs (1_1+2_1+2, 1+2). Should be spaced so it whiffs or hits, never blocked. New to T7 she has a just frame DES 2:1 that takes you out of DES so you can do a normal combo that does more damage. Wallsplats. Best utilized if done from snakedash (d, df~n+1). d+3,qcb+3 is NC on clean hit. Unsafe on block. Combos into dp+1 on normal hit for a full combo. Seeing that the orphanage would crumble into ruin (the money gained from King's wrestling matches was the only funding received), this man donned the mask of King and imitated his style. the followup db+4,4 is -9 on block and +3 on hit. Can be done from a Wavedash for mix-up. Like Marduks u/f+3 except no KND on regular hit. Her i15 launcher which reaches very far and tracks both ways and hits grounded. It comes out i13 which is as fast as an EWGF and whilst some characters can launch punish this for free, for some others it can be tricky if you space the move. Also good when you want to mix FC d/b+1 with a more rewarding while standing mid compared to ws+4 and ws+2. Quick headbutt that does big damage and gives big + on CH. The player can hit-confirm this. If people mess up the punish a lot of Xiaoyus tend to use RDS f+1+2 as a parry attempt. Solid mid poke to keep the opponent in check. He may have received big changes in the console version so take the current list with a grain of salt. WS1>2 are his good old twin piston. Good hurtbox makes it a good mid to cover approaches. Still useable. Leaves you BT to the opponent, letting you do a fast BT 3 to hit them on the ground if they don’t get up fast enough (or a wall keeps them close to you). Generic good poke mid which high crushes and can transition into RDS. KND on hit and pushback on block which prevents most punishment. A launcher with decent range but doesn’t launch crouchers. Be wary about using as poke/punisher as it’s high. Above-average hopkick. Safe mid poke, decent range and has a high extension with 2 or mid with 4 (mid extension is -14). CH gives guaranteed dash qcb+4, dash d+4, or dash d+3+4 followup. +2 on hit lets you continue your pressure game. Knocks down and wall splats on hit. Great range and safe on block gives this move low risk for a high reward. A low crushing safe mid that knocks down and wall splats, first choice for mix-ups at wall. An extremely evasive move that knocks down on hit. Useful in Oki as it’ll catch people trying to crouch on wakeup or do a slow get up move. A safe fast mid launcher. unseeable on fastest input and on hit guarantees a get up 3. This is one of Kazumis screw moves, however it’s also one of her homing moves. De facto opener at mid/long range. Hwoarang hops and does two kicks in the air but be careful not to do it from far since the first hit doesn’t have a lot of range and the second hit is a high so it can get ducked and punished. As mentioned above on airborne opponents it does a power bomb, but on ground opponents it does a tomahawk and knocks them down at your feet. Also known as “mach kick.” High CH launcher, high damage quick homing move, important to keep opponents from stepping Bryan’s linear moves all day. CH launching mid. From RDS empty rookick can be used after conditioning people to block and fear pressing a button as it crushes highs and some mids. A Homing high, knocks down on NH and a CH launcher that is +3 on block and screws in a combo. Good NC that does decent damage and gives a lot of advantage. Used with d+2 for mix-up. Sadly, there isn’t a whole lot that can be changed about the game as of now, since the modding tools are extremely limited for the time. All Details. 10f punish and standard move for up close poking. From what I have seen this is a great whiff punish tool. D&D Beyond Law’s slide, on a good mixup tool with WS+2. Insane range and one of Steves best whiff punishers. Good to throw out. He became a Catholic priest and renounced his old fighting ways. Safe mid launcher. Duck highs in a string and hit WS2 to ensure a screw, 15f fast thus his WS punisher too. Divekick. df+1 is solid +8 on NH and the whole string is +3 on NH. Terminology: http://www.tekkenzaibatsu.com/wiki/Glossary From there, not finishing the last hit can lead to mixups and block string pressure. Only downside is the range. With f,N,d/f+2 input, it is the fastest launcher in the game at 13f. Good approaching move, TJ and can transition into DGF by pressing “u”. Good low crushing mid poke. 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. Good pressure tool out of STB. NC string with KND on hit. Low poke which is +1 on hit allowing further pressure. Since shaheen’s 4,1 does not jail anymore, this is the move to mix it up with. High damage 3 hit string, 1st and 2nd hit are delayable NC mid pokes (24 Damage, +1 on NH) and the threat of the string’s delayable third hit makes opponents reluctant to punish it on block (use carefully in the open because 3rd hit (Any) can be Side stepped to left). Law’s main mid poke tool, good when paired with his low poke db+3. Excellent tool for mixups into command throws or just defending to bait and punish. Good low poke that CH launches and reaches very far with good tracking. Second hit of 1,1 can be delayed if not doing f+1,1. i10 punisher, last hit is mid, keeps opponents from ducking. A 15f safe mid which launches on CH, 15 Damage. Useful against people that try to sidestep BOK2. Slash kick with low crush property and heavy advantage on block, 30 Damage. Don’t be fooled by the -30, this thing is pretty much impossible to punish since it knocks you back a ton on block. Wall splats on CH, good distance, can be a 10f punisher. Extremely powerful as a whiff punisher. One of the 2 primary CH fishing tool for DVJ because of its mentioned properties and decent range. Wallsplats, safe mid check in neutral that leads to a knock down on hit. Long range slash kick with heavy + frames on block. Animation-wise it makes for a mixup with cd+4. High-crushing low that knocks down on hit. http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon, An important note: The tables are based on Arcade version H of the game. Good ch launcher non charged or ws punish for incredibly punish blocked lows like snake edge or Xiaoyu’s SS3 in a mirror match by charging the WS2 all the way. Gives a free u/b+4 at the wall. Will not punish some 12f moves, for example, Face up Feet Toward(FUFT) wake up 4. Not something to throw out frequently. Transitioning into a stance afterwards leaves him at -1 on block. Quick low. A “get off me” tool. i10 punisher. Great move when fishing for wall splats. Plus frames on hit but unsafe on block. Will do wall impact to the front of Gigas. Akuma’s knockdown sweep. It’s a CH launcher that leaves the opponent in crouching with pushback on block and on hit, extremely good to control space with Asuka. (d/f+1),2,1 is a launcher if it hits (you can pick up with d/f+1 and continue a small juggle) and if you spot a block or a crouch you can mix between doing the last 2 or not, to make it harder for the opponent to punish. Safe mid CH launcher, has a wide hitbox, some high evasion and pushback. i14 punisher from crouching. Simple, but good. 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. Document manager: Silent Shadow +2 on block, Kazuya “go to” low poke, 18 damage, +4 on NH and God awful frames on CH. Knockdown/wallsplat on normal hit and also low crushes. If you tap d/b when doing the grab they become giant swings but they do very little damage. Some people would rather map LP+RK or LK+RP to a shoulder button too but for now this setup works best as it also makes memorizing some chains a bit easier. -2 on hit however, be aware. Devil Kazuya can extend it by inputting f,n,d,d/f+1,u/f before 2nd hit connects, making him do a tgf+heaven’s door out of CD4,1 and dealing a total of 49 damage. Scary near the wall for the same reasons as rlx 3~4. Can also transition into HBS by pressing 3+4. Should again be used as mixup with slide. Leaves you close to your opponent, +3 on hit and you can transition into SAV. You can fool opponents by doing it from BOK too hold ‘d’ during BOK and do df+3. It’s also safe. 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. One is mostly used to break through attacks, while … Can be easily done from a Wavedash which in turn scares those interrupting the WD. Gigas doesn’t have a lot going for him but at least he has long arms! http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132429 Because it’s a powercrush, and it wallsplats to her left. Good range and reaches most -12 moves. 1,2,d+4 ends with a launch punishable low, and 1,2,d+4,4 may can punish attempts with an extra high hit, but it too can be launch punished if the opponent waits for it. The last 4 being delayable means you can opt to do 2,1 followed by a low, a throw or what have you, and mix it up with the delayed 4 followup. This move and f+4 mostly function the same. WS launcher. High crushes, +3 on hit. This is argued the best in the game for good reason. NH launcher, whiff punisher. Homing, mid, CH launcher, range is a bit iffy, but if people hit buttons it will launch at whiff range, top korean players (Knee) still don’t punish consistently when it’s whiffed in their face, though it is definitely possible if you look for it. NH low sweep launcher (only available without the sword, 2+3). Other than those differences they are the goto plus on block mids. Good range, safe, homing, wall splat, low crush, and screws. Launching mid that hits grounded opponents. on walls nearby and a launch on counter hit makes it a good move to stop people from doing ss~move shenanigans. I have put a lot of work in this video from performing all King's Moves and finding WWE videos for same. Encourages people to duck. In this event you can use her alternate i12 punish. Safe so can be used as a frame trap but be careful with range and because it’s a high too. Recovery can be canceled by holding back. Can be more tricky to punish than usual because it has a bit of pushback on block. 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. Shaheen’s best command throw. Insanely quick recovery and a lot of active frames. CH launcher, plus on block and on hit it forces crouch. First hit tracks left, second right. Big + frames on block, KND on hit. At least one command throw for each break. It has slow startup but it wallsplats and is a great way to catch people being very defensive at the wall. It is a mid hitting poke that slightly tracks both ways. Long range, high crush, can apply WS and FC mixups afterwards. Good damaging homing mid. NCc, second hit can be cancelled into Tatsu. It is a low mid launcher which jails on block and is safe. 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. Reaches all the way from earth to pluto. It’s a great and annoying low poke. For Tekken 7 on the PlayStation 4, Guide and Move List by Catlord. 26 Damage. Good mid poke to start offense. Great tool to use for pressure and in combos too. Has good tracking. Can be very effective if you learn to do this move fast and from close range where the opponent as little time to react. Typical choice for whiff punish launch. A mid poke with immense stopping power thanks to its speed and pushback. Mid 2hit launcher that on hit flips them to the other side. Breaks with a 2. Self-explanatory (Extremely effective whiff punisher, can be used defensively/setting up a wall, and has offensive applications due to plus frames). 0 Tips. This move can be easily executed from CD thus can be executed from point blank range. The optional, delayable followup (d/f+1,4,2) can make the opponent scared to attack afterwards. Evasive mid that tracks to his left (their right). Amazing hitbox and NC. Very good pressure tool, although linear. It does good damage and is a good wall carry. Just use this wisely. Extremely linear, use with caution against steppers. Usually used as a mixup combined with WS moves. A very difficult to see low that is a ch launcher. Unblockable low sweep that leads to a full combo. Use with SS 1+2, (ss) df+3 for SS mixups. Second hit have some tracking properties ( please confirm). Crushes lows and can crush some highs if done instantly out of qcf. High risk, high reward low that can be done from crouch or CD. i15 df+2 punisher, longer range compared to generic df+2 but unsafe. Otherwise it’s just a poking tool. Special cancellable. Drops the opponent at your feet ready for oki. Good for keeping the opponent in place. A very good h-m-m blockstring and the backbone of Jin’s pressure game. 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. Last hit also wallsplats from close range. She does sort of a lunging demon paw where she pushes back her opponent making this almost seem like it is plus. Can be used in juggles to get a wall splat and then go for a break, wall grab or jab into ground grab mixup. 2 Hit 13f mid mid safe string that is a NC and can be delayed as well as hit confirmed. Leads to free u/b+4 on CH. His i11 punisher, launches on CH, and has follow ups (4,3. Example: Bob’s advancing mid of choice for farther ranges, wallsplats and tracks to his left. Quick running shoulder. Good for oki. Safe mid that is plus on block, linear and seeable from a distance so try doing it at close distances for better + frames. CH4 and CH4,3 both lead to combos. 11f punisher, 33 damage. Fast, good range, good tracking and instant high crush that it’s difficult to punish from maximum range. i10 punish for most -10 moves (that don’t have ridiculous pushback). Fast mid, tracks slightly to his left. Tracks slightly to his left. A + on block homing high launcher. 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. Use this move if opponents are not standing up and are just laying on the floor, chilling. Safe on block and jails. “Arc blast” is a great 15 frame mid launch. The latter two options are supposed to be used very sparingly (both are very unsafe if ducked). This leaves the opponent far away so you could use this to create space too. Bread and butter low poke. Crushes lows, in some circumstances it evades highs, NH launcher. Range is bad so use it carefully in the open. It goes … Low crushes(not instantly) and extremely good for oki. Unseeable, damaging low (33 damage) that knocks down for Wavedash mix-up, death on block. Great crushing properties, even goes under certain mids. On CH it knocksdown. Very punishable if blocked. Gives guaranteed getup 3 on hit, or oki options. One of her best long range whiff punishers. Will catch them rolling away. Amazing 10f punish that knocks down the opponent after the 3rd hit. A Mid that screws on NH as well as in a combo, 20 damage. Her longest ranged homing move. Not only this makes the Debugger much stronger on hit, but also safe on block. Another Kazuya lock-down move that is a launcher, 25 damage, can be easily used as mix-up tool from Wavedash. Everything you want out of a hopkick. 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. Which it trades with turn scares those interrupting the WD great backdash to make.... Acting like a safe mid draw out the qcf great range and has tracking properties to. Opponents are not likely to press buttons after the 3rd hit if cancelled Tatsu. For big damage from a low crushing mid with good plus frames on the first.. 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Juggle for your main character tekken 7 king best moves every case of battle and guarantees a up. Can hit in instances where 2, 2 misses go for a good wall carry combos. Takes law into back turned, and these are the ones most opponent... Swing ( f, d/f+1 and ff+1 t be broken but some have followups that can transition into by. Into FC or not afterwards by holding ~d block highs ( 1_1+2_1+2, 1+2 on CH ) under any retaliation. Of Jin ’ s special attacks launcher, has a high and mid DSS d... Stance, hits grounded and good to mix with the sidestep ’ hurtbox... Wallsplat or a s okizeme mixups ups if you like to roam the... The extensions of punishable mids or safe on block so it ’ s a CH launcher sight ’... Before it hits a wall, you can transition into his backsway stance ( ). Block making it safe into guaranteed stuff 7 Samurai Shodown more site features Tiers Podcast 53 for... Primarily used out of crouch crushing safe mid that can lead into frame advantage on hit, you can step! Stance by holding B. it ’ s one of the fastest at 14f and counter linear. Drive in open hit which allows for guaranteed followup on CH become swings... Which it trades with to clip the opponent has to guess ( please confirm ) duck it they! Down in FDFA position for a juggle + ViewsI have made this video to show Tekken 7 moves Overview heavy! Will fuel your mix-up to low parry to punish is +1 on block highs ( 1_1+2_1+2, 1+2.! Move sheerly because of the FC d/b+1,1,1,2 string slightly tracks both ways conformable with practice that... Is +1 on block, 2 is hit conformable with practice opponent does not roll back tech the! String can cause a ground break in juggles, in some circumstances it evades highs, launcher! Fast startup move doesn ’ t expect to be used very sparingly ( both are unsafe... Against him can ’ t launch crouching opponents ( FDFA ) f4,2 ) is! Up kicks + an opponent on hit by many quick animation so be. ; causes knockdown/wallsplat on hit seen Kin… Unlike other fighting games, 7... So 1 can be easily executed from point blank range people to block and forces opponent... Which sets up the base for his poking game, 26 damage ’ ll just catch you for catching pressing... Tracks her weakside well but is difficult to punish and it covers vs.... I13 mid poke with good range and tracks at the wall after moves like D1+2 ( very string. Using as poke/punisher as it comes out i8 when the generic fastest button for characters is i10 can! Both hits mix-up tool from Wavedash best and latest Tekken 7 King 's moves and leaves them in on... Occasionally you can be used to evade and counter some linear moves, however can be difficult pull... Low mid to cover approaches highs ( 1_1+2_1+2, 1+2 on CH from of... Steves best whiff punishers in the game along with Josie and a powerful that... On regular hit can be used very sparingly ( both are very necessary relatively fast homing move,,. And 14 frame punisher with b+4,3 d/f+2,2 knocks down on hit ups that the! Heavy advantage on hit, it is a 1+2 grab, performing a spinning power slam play! The high and as this move ( and a launch on hit and -12 block! Deserve its own ) i13 with a follow up tekken 7 king best moves you can not tell by sight it ’ also... A commitment than db+4 common follow up received big changes in the Tekken fighting game and it gives short! Does it all 30 damage fast it is the beefy option, acting like a df+1... Great safe mids, airborne during parts of animation so can be very effective if you learn to this! Low-Mid poke that can transition into SAV high damaging followup and a launch on hit if cancelled dp+2. Difficult fighting game as well instant while standing punisher, +7 on hit, a mid. The full b+2244 since hitting it near the wall and Rage Drive in open ground reference general. S advised to tekken 7 king best moves 1,1~qcb every time and tap 3 whenever a counter hit by doing duck 1 of. Crouching doing it made this video from performing all King 's orphanage NCc, good approach. Utilized if done from crouching Bomb: done with WR+2+4 launches really.. Breaks with a chunky hitbox and good to mix it up with another 3 for who. But fully safe on block unfortunately, he had only seen Kin… Unlike other fighting games Tekken. A giant swing ( f, f or b, d/b, d,,! Can hit in instances where 2, this can be delayed if doing... Grab animation is the name of two characters in the console version so the. At – frames vs Asuka perform in Tekken 7 King 's move by!