WS1>2 are his good old twin piston. Street Fighter 5 Dragon Ball FighterZ Super Smash Bros. 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. Gives guaranteed dash up b+1+2 on CH for big damage. This move and f+4 mostly function the same. Has follow ups that put the opponent and yourself into a guessing game. Incredibly plus-on-block homing move that gives a tailspin combo on hit. This is a top 15 move sheerly because of the mixups she has from RDS in general. Fandom Apps Take your favorite fandoms with you and never miss a beat. On regular hit can buffer a throw like giant swing or tijuana twister to catch your opponent afterwards. Hit-confirmable mid-mid. Use with SS 1+2, (ss) df+3 for SS mixups. It has two options for you to choose from during your fights: Rage Arts and Rage Drive. Uf2 is also a decent high-crush. NCc. 3+4,4 is a 14 frame launcher that is also a tailspin. His best non launching punisher, KND on hit and has good pushback on block. Usually used as a mixup combined with WS moves. Mid high string, nc. Bob’s best low poke is nothing spectacular, but it leaves him at +2 on hit. Her i15 launcher which reaches very far and tracks both ways and hits grounded. 2nd hit gives full combo on CH. i17 (fastest input, but don’t try to use it as a 17f punisher ). Slides are now low parryable so keep that in mind. If fast enough, can mix this up with a dash in giant swing to mixup a 1 with a 1+2 break. http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon, An important note: The tables are based on Arcade version H of the game. King/Tekken Movelist is a list of all of the moves that King can perform in Tekken. The player can hit-confirm this. DSS 2 is guaranteed on hit. Launches if wall is to dragunov’s right, pickup with iWS4 or d+2. Long reaching punisher, gives W!, decent damage and NC. Safe mid CH launcher, has a wide hitbox, some high evasion and pushback. +6 on block, gives free stomp on hit. Df+2,1 is the mid,high extension and safe but the mid is duckable. Leaves you close to your opponent, +3 on hit and you can transition into SAV. On CH tails spins the opponent. Good whiffpunisher for ending rounds or punishing certain moves with a lot of pushback. f,N,d,d/f+2 input makes it 14f. Leaves her BT, 2nd hit on ch gives a free bt b+3. Safe long range mid, with a ZEN transition that is +9 on hit and -1 on block, allowing you to do ZEN mixups. After the first grab there is no animation to give away what the next grab is, so the opponent has to guess. Good range, safe, homing, wall splat, low crush, and screws. 4,3,4). This is argued the best in the game for good reason. Low launcher from crouch dash, makes for a mixup with eCD+1 animation wise. Not as fast as giant swing but has the same start up animation. Low poke which is +1 on hit allowing further pressure. Kazuya’s infamous hellsweep. Grants a juggle on CH and evades under highs during the startup. ), and in uncommon situations like capitalizing on backturned opponents with the full b+2244. Can be done from a Wavedash for mix-up at wake. Simple, but good. Kazumis tiger she can launch. Although its start up is a bit sluggish, but it is +4 on hit. High crushes, Tracking invisible low with good damage and neutral on hit, +10 on CH. Can be done with ff+3/wr+3 or out of SNK stance. d+3~DFLIP is a good way to pressure your opponent. Another good whiff punisher. First hit tracks vs your opponents left. Long range i17 punish, causes flipover on hit leaving opponent face down head towards. Albatross (ALB) d+2 is guaranteed after the KND. -2 on hit however, be aware. Tick throws, lows, EWGF setup, SS to give up your turn if you’re expecting buttons, or the like. Easy understanding with buttons and common legend. Encourages people to duck. 60 combos for Bryan. Not as fast as a lot of other df+1s, but in return it’s 0 on block. Can use 4 by itself as a CH launcher. Good round ender end less of a commitment than db+4. A Homing high, knocks down on NH and a CH launcher that is +3 on block and screws in a combo. Law’s main low poke, good to mix up with df+1. Used to discourage opponents from pressing buttons. In this event you can use her alternate i12 punish. The d/f+1,1 ender is a -10 mid, and d/f+1,2,1,2 is a string of highs. Double-hit NC low poke that requires full crouch. Free dash in u/b+4 if it hits. Safe mid that is +6 on NH and stuns on CH for juggle. Speaking of the 1, 1 part, it can be used to apply pressure too! Real talk if your opponent blocks this you will get launched. Dangerous as wall oki, Fast, high-crushing low with good tracking. Anti buttons, CH launch magic 4, good panic button. 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. When Cancelled into dp+2 it’s a decent i10 punish that can be done from full crouch as well. Tier Ranking: 22nd: Tekken 7 Tiers: Popularity: 2nd: Complete moveset: Featured moves Body Check. (cd) Good recovery on whiff. Only -1 on block, allowing for SS shenanigans on block.Qcf+2 is a mid NH launcher, you can mix this up if they start to duck qcf+1 out of snakedash. Can also be done with d,d/f+4. Big + frames on block, KND on hit. Safe low crushing mid with good tracking to both sides(? A CH ranged mid launcher that low crushes and has quick recovery. Special cancelable, second hit mid, NC on hit, on block can cancel into special to frametrap/restart pressure. Puts him into STB if it hits too. ws4 is a common follow up since you’re left in crouch after, and it covers vs SSL. Safe, mid, CH launcher, also now buffed to KND crouching opponents (FDFA). Whiff punisher, high damage, pushback on block so majority of cast has trouble punishing.Linear and steppable. 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. 2nd hit duckable on block. From there, not finishing the last hit can lead to mixups and block string pressure. Heihachi will be free to initiate pressure towards the floored opponent as they try to recover. The 1 is a high and as this move does not jail the opponent can duck it if they block the first hit. Use with qcf+2 for high risk/reward damaging 50/50s. HMS transition for guaranteed followup on CH (example HMS+4). Dangerous at wall. A must have in your arsenal. 3spins/2sweeps) and are best … This is one of Kazumis screw moves, however it’s also one of her homing moves. One of the 2 primary CH fishing tool for DVJ because of its mentioned properties and decent range. Can float for a combo conversion. Akuma’s version of Twin Pistons. Can sometimes duck highs at the start of the move. Insanely fast CH launcher that leads to a big combo. Just be careful of getting low parried. Really good to shut down people sidewalking Asuka, and to keep the advantage on block if you “guessed wrong” on their stepping. Second hit is a launcher on CH. Gives guaranteed getup 3 on hit, or oki options. 26 Damage. Fastest WS launcher in the game at 13f, 22 damage, can punish -13 lows and really good for “duck and punish” highs in strings. Note: Gigas is pretty awful in the arcade version. Main pressure tool, + on block CH launcher. One of the best panic moves in the game. Decent high crushing low poke that leaves you neutral on hit. Practically safe because of pushback. One of the fastest homing (sidestep tracking) moves in the game. Powerful, safe, damaging, homing knockdown with good range, has slight high crush frames at start up. 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. Great keepout poke with lots of range. 10 frames punisher, wallsplats. Grab animation is the same as a 1+2 grab, meaning you can not tell by sight it’s a giant swing. Hits on crouching opponents is +13 meaning a free df1,2 is guaranteed after for big damage. High damage mid launcher, good range and can lead to BT mixups, Generic uppercut launcher, doesn’t launch crouching opponents. One frame slower than most d/f+1 pokes but has more range due to Gigas’ long arms. A mid jab into palm slap that leave the opponent crouching. i14 NH launcher knee.No range, can only punish moves with no pushback. Unlike other fighting games, Tekken 7 characters have a smorgasbord of moves. Law’s main mid poke tool, good when paired with his low poke db+3. One of the best 10f punishers in the game. It also makes his 1,1,2 safe. High crushes early on, has decent range, can be performed out of crouch. Standard string. 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. One of the strongest whiff punishers in the game, also an extremely easy input for what it is. Can be used as a -15 and whiff punisher. Short-ish range low, but fully safe on block (opponent has to low parry to punish it) and plus on hit. It’s an annoying low with SCT stance options built in. Crushes lows, in some circumstances it evades highs, NH launcher. It is a low mid launcher which jails on block and is safe. Has a “2” follow up that you can sometimes surprise with, also safe. This move (and many other CH 4s) can also be called “Magic 4”. 12 frames punish that allows for BT mixups. This will wallsplat opponents who are standing but it is a bit risky to go for. Short range quick mid poke with good plus frames on hit. Not too risky to throw out. Some characters cannot punish df+2,3 due to pushback. Death on block. On CH it knocksdown. High crushes, +3 on hit. Can be very effective if you learn to do this move fast and from close range where the opponent as little time to react. A big low sweep that crushes highs, has long range and high damage, but very punishable on block. You’ll learn loads of moves and combos in Tekken 7, and they can be finnicky enough that unless you’re very precise, you may have trouble pulling them off. Just something you have to use. Shaheen’s best command throw. i14 launcher. Safe high crushing launcher from her DES stance, hits grounded. Good NC that does decent damage and gives a lot of advantage. Good pushback and wide hitbox. Good NC punisher that you can cancel the second hit to go into LFS if you want to sacrifice damage for a higher reward from a mixup. 23 damage, +5 on block. 53 combos for Asuka. Linear. Probably the overall best NH d/f+2 launcher in the game, amazing range, launches crouchers, goes under jabs situationally, and only -13! Punishes far whiffs faster than the hopkick. Causes knockdown on hit, and can be wallcarry. You can use this as instant while standing as well. A “get off me” tool. Used for mixing up his SAV db3. Also starts combo if only the 2nd kick hits. Launches on CH. Safe decent ranged homing move that lead to a knockdown. A low crushing safe mid that knocks down and wall splats, first choice for mix-ups at wall. It does good damage and is a good wall carry. On CH, it launches for a beefy juggle. Her i12 punisher, does good damage, knocks the opponent far away. Safe mid knockdown that gives a guaranteed follow-up on hit. http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132429 Using it from close is not recommended. Should be spaced so it whiffs or hits, never blocked. 14 frame launcher with great range. has a high damaging followup and CH launches if only the first hit is done. Full chain grab does over 100 damage. Refer to this video on how to do it: Long range mid launcher but unsafe on block. High damage, long range homing move that can be used as a wallsplat or a S! Combos into dp+1 on normal hit for a full combo. n/a Rating. 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). Massive + frames on block leading into a free ZEN mixup on block. A new addition to his arsenal in T7. Leaves Raven BT and takes a large flip backwards making it hard to whiffpunish. WS44 is also an effective ws punisher (besides ws1). Fast, safe CH launcher that leads to a decent combo. Amazing hitbox and NC. Jack’s fastest move and a rewarding panic button if it nails a counter hit, allowing you to combo into ff+1 or ff+4 which is a bit more damaging but also a bit harder to connect. 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. Used sparingly can lead to a lot of free damage and crouch mixup. A homing mid with tons of range, good to keep people in check at a range. Holding back takes Law into back turned, and is safer at -4. Safe mid that is plus on block, linear and seeable from a distance so try doing it at close distances for better + frames. Safe on block, very + on hit and gives a combo on CH. Just use this wisely. Usually safe due to pushback. Charges up whenever 1+2 is held down: the move becomes a NH launcher with level 2 charge and an unblockable launcher with max charge. Second hit of 1,1 can be delayed if not doing f+1,1. Some opponents might look for this move thanks to the “f, f” input in hopes of blocking it, so it’s important to not be too obvious with it. Can also be used as a combo and wall ender.Unsafe with heavy pushback if last hit blocked. King (Japanese: キング, Hepburn: Kingu) is the name of two characters in the Tekken fighting game series. Good hitbox. Can also lead to Tail Spin. Only downside is the startup, but this will be claudios main poke tool. 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). Long ranged low that launches on CH. Strong low poke with good high crush potential, 16 Damage. !For tutorials visit: www.techphenom.com A good get off me move to use when you feel like you’re pressured since Hwoarang doesn’t have any keep out tools. A very long ranged launcher. Also usable as damage filler and a wall carry in combos. Learn this from a Wavedash and be the master of his Wavedash mix-up. Icons: Legend: Description: d/f 1+2 . Fireball. Check out as many time as you want to find out new way of juggle for your favorite character. Leads to free u/b+4 on CH. Still useable. Good tracking. October 28th update: Wallsplats, safe mid check in neutral that leads to a knock down on hit. 23 damage. Quick running shoulder. Good for punishing get up kicks + an opponent against the walls. Its Unseeability leads to opponents ducking in fear and eating his mids thus vital for his Wavedash Mix-up. Is also the start of his 10 string and +5 on hit. Fastest mid poke he’s got. Good move for oki, will beat all wake up buttons except toe tap which it trades with. A mid that forces crouch on block, +2 on hit. High damaging low poke. The stun has 13f standing status thus d+1+2 is guaranteed which leads to damaging wall combos. 25 damage. High-crushing low that knocks down on hit. Always confirm a whiff before inputting the 2nd hit. Rage Art: f N d d/f 1+2 . Ultimate Granblue Fantasy: Versus Mortal Kombat 11 Tekken 7 Samurai Shodown More site features Tiers Podcast Three-hit NCc string that jails and can be canceled into Flicker (FLK) stance or into Peekaboo (PAB). 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). Guaranteed after a deep jump in 2 or 4. This move is faster when you’re crouching doing it. Safe mid CH launcher knee. 20 damage, +4 on block and +7 on hit, forces crouch in both cases. -12 on block). Highest damage starter without meter. Good range, can be done out of df+1,b for pressure. 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. Hold down 1+2 for 3 different levels of charge that become safer and more damaging the longer you hold. Duck highs in a string and hit WS2 to ensure a screw, 15f fast thus his WS punisher too. Will catch them rolling away. NCc knd/wallsplating tool. 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. Power crush. Great move when fishing for wall splats. i13 mid. Complementary to b+1 but also grants STB on hit. d+2~1 is an NCc low-mid poke that is most effective when opponent is low on health. I … CH launcher that can be done from crouch or CD, very good tool to make people afraid of CD. Learn your iWR. 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. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. 10f punish and standard move for up close poking. 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. Another mid from BT, this one having the best tracking out of them. Gigas doesn’t have a lot going for him but at least he has long arms! It also is safe. Decently fast at i20, and launches(!) Decent amount of damage (24) and leaves you at a range where you can use Miguels great backdash to make attacks whiff. All Details. TEKKEN 7 - King: Easy Chain-Grabs. However, the player is also rewarded for landing it in a neutral situation as well; it also launches. 1,2,4 is reactable but 2,4 has a frame slower startup, Fast low, only punishable via crouch jab or low parry, good range, very annoying, 14 frame punish, good whiff punish, gives guaranteed d/f1,4,2 on NH and CH. Be wary about using as poke/punisher as it’s high. Punisher, combo filler, pressure, this move does it all. High profiles. Quick headbutt that does big damage and gives big + on CH. Typical choice for whiff punish launch. Safe mid, that forces crouch on hit. To implement fixes, improvements, and console version changes, please contact @NBSilentShadow on Twitter after polishing them on the TZ discord. Mid-mid string that gives a KNK-mixup on block and launches for a full combo on CH. Pretty much the best use for STB. Learning it from a Wavedash will fuel your mix-up. Safe mid, mid strings will always be op. Jack’s low pokes (d/b+1, FC d/b+1, and d+4) leave him in crouch state and with frame advantage on hit, so from there his while standing attacks are a good way to continue offense. Linear, but safe with good pushback. Her best low poke that’s good plus frames on hit. 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. https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/preview, https://www.youtube.com/watch?v=Nbewxse8DlI, Sidestep primer: http://tekkengamer.com/2017/06/14/heres-direction-sidestep-characters-tekken-7-pdf-download-also-available/. U+3 is harder to punish. King used to be a street brawling orphan with no care in the world except fighting. Insane as wall oki since hitting it near the wall guarantees a second one. This can sometimes be abused. i10 punisher, last hit is mid, keeps opponents from ducking. Wall grabs: King can do a couple of grabs on wall splattered opponents. WS launcher. “Tatsu”. A safe mid launcher that doesn’t launch crouching opponents. A safe mid with good tracking that leaves her in FC and can be used in combos. Does a grip of dmg and can be hard to punish due to weird recovery, gains stb after third hit. +4~+5 on hit. Ground hitting mid which has good tracking to both sides and good range, perfect to hit low stances like RLX, it also leaves Bob with lower hurtbox so jabs will whiff, so the opponent can only block punish it with crouch jabs if they even reach. Safe (but duckable). One of the fastest non-reversal Rage Arts in the game at i13. Considering this is his fastest launcher means that -16 moves against him can’t be launch punished. Great range and safe on block gives this move low risk for a high reward. Good low poke that CH launches and reaches very far with good tracking. ... 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 ... (f4,2) which is a natural combo and knocksdown/wallsplats. Double high that wall splats and jails. Use 1,d,f,d/f+1 to punish -10 or worse on block moves. Kazuya version of a Devil Jin b+4, 22 damage, mid that is +6 on NH and stuns on CH for juggle, and only jab punishable. Unseeable, damaging, KD low that crushes highs. King’s many command throws require the correct button to break. Super long range low, +4 on hit, helps to keep people locked in place trying to block it from long range. Leads to a full combo. Wallsplats, KNDs and tailspins should you catch a float with it. Can’t be low parried. +3f on hit. 60 combos for King. A safe fast mid launcher. KND on normal hit and combo on CH. Generic good poke mid which high crushes and can transition into RDS. Confirm the combo on counter hit by doing Duck 1 instead of canceling the Duck. NC and jails on block. Reaches all the way from earth to pluto. High hitting mid that allows you to go into HBS after, potentially slipping under any opponent retaliation. Kazumis counter hit 4 is very good! First hit tracks left, second right. It also hits grounded thus making his ground game atrocious. Good for approaching in the neutral game. Since it’s double hitting the second one can be ducked and you can be launched punished. Fast pressure tool with a guaranteed follow-up on hit for easy massive damage. A mid launcher, usually safe due to the pushback. A jab with tons of followups, low followups, mid follows with even more followups after that. Cobra Clutch: Starts off with a jaguar step and either 1+4 or 2+3. Sneaky fast, high crush, really useful as a round ender. Very long range. Can be done to pressure the opponent from up close and poke around with. It is very easy to check the opponent’s offense as the string is hard to punish ending in a safe mid. Not something to throw out frequently. Second hit have some tracking properties ( please confirm). Launches on normal hit now, with very damaging combos. Hits grounded. Also knocks down on normal hit. Brutal Sting. Fastest move in the game, can punish “safe” moves and interrupt some strings. His main whiff punisher, decent range and launches. Unblockable low sweep that leads to a full combo. i14 homing high punisher, gives tailspin on NH and W! 27 damage, knocks down for good Wavedash mix-up, 1,1 is -1 on block, 2 is hit conformable with practice. +15 on hit, open area hit gives free f,f+2 followup but the timing is strict. One of the only 12f mids in the game, also her main i12 punish with minor pushback. Spinstuns on NH. Occasionally you can do the 2nd, punishable hit. 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. Gives better oki. High though, so beware. 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. It goes … A decent low that launches on CH, can go backturn for roll combo on CH. Your normal df1 to check people, has a high extension and mid extension to discourage people from sidestepping/pressing a button after. Safe high damaging launch. Has two possible follow-ups that leads to either a high or a mid. Wall splats on CH, good distance, can be a 10f punisher. Standard d/f2 launcher. Orbital, range and startup aren’t amazing, but the amount of mids this goes over is insane, even some mid Rage Arts whiff under this. On block the most characters can only punish it with a WR+4. A key special move in Akuma’s combos but not very useful otherwise. Bread and butter low poke. Quick mid that gives a lot of frame advantage on hit (0 on block). It has a very small window to hitconfirm, so the opponent may crouch if they expect the second hit (d/f+2, 1), so use it wisely, you may eat a whiff punish that leads to big damage combo so don’t be greedy. Knocks down and wall splats on hit. The regular b+2 is unsafe on block. 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. A ranged mid that complements DB3. qcb+3 links into Light Shoryu on hit. Extremely linear, use with caution against steppers. 0~+1 on hit. Quick powerful mid that knocks down on hit and pushes back on block which in turn makes it impossible to punish in the open, 24 Damage. d+3,qcb+3 is NC on clean hit. Like Jack-7’s jab’s, it’s 1 frame slower than its parallels with other characters, but it has great optional frame traps which make the opponent afraid to take turns after blocking d/f+1, allowing Jack to attack again even when on frame disadvantage. Can be done from df+1~b for pressure. Short range low from stance, but huge plus frame window on hit allowing free mixup opportunities in stance after. Kuma/Panda’s go to long range whiff/block punisher and launcher. However it comes out in 15 frames and hopkicks are always nice! 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. near a wall. Good for oki. Homing move with good reach. It is a bit slow, but it’s one of his most damaging wallsplat moves. A ranged low that leaves the opponent in crouching at +4 meaning they cannot step one way. “Arc blast” is a great 15 frame mid launch. Can be used to evade and counter some linear moves, or get around to the opponent’s side/back in tandem with ssl. Wallsplats. “Demon Flip”. if opp back is to wall. After 1,2,2 you also have the option to punish eager retaliation by finishing the string (1,2,2,2,2) with another set of h,m. 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. Leaves her BT, +5~+6 on hit which allows for BT mixups. Fully tracks to Raven’s left, has great range and is +7 on hit. Long ranged homing that has an extension (f4,2) which is a natural combo and knocksdown/wallsplats. Can not air grab but can grab a wall splattered opponent for a spinning power slam. f,N,d,D/F+(1+4 or 2+3): These lead to different chain grabs. Also known as Hellsweep, 10 Damage. Safe mid launcher, low crush. Leaves both you and your opponent crouching on hit but since it gives +4 frames on NH, it’s a very good move to go for because you can do WS-moves like WS4, WS1>2 or a throw after it without getting interrupted. Powerful mid launcher with quite a bit of push back that makes difficult to punish consistently (some punishes may be character-specific). d/f+1,2 (mid,mid, -13 on block) serves as a mixup. Muscle Buster(QCB+1+2): 1+2 break. 2nd hit needed for combo starter. It has slow startup but it wallsplats and is a great way to catch people being very defensive at the wall. No more, no less. Can be hit confirmable to uf+3, 3+4 that transitions into fly for mixups on block (careful with Jack, he can option select float for a juggle on block). Close range poke. for a full combo on CH. Crushes some mids, second hit can be cancelled into BT, last hit is a ch launcher which will catch people that try to punish the first hit. She has a number of good moves from this stance as well. Mid knee with pushback on block. This move can be easily executed from CD thus can be executed from point blank range. Very dangerous near the wall, mixup with u+3+4 near wall after knd is best. Covers Miguels weakside (opponents left) insanely good, this and df2 are the main moves you want to use to track vs opponents left. One of Steves main counter hit tools. Launches on NH, mid, safe and fairly quick. +2 on block, Kazuya “go to” low poke, 18 damage, +4 on NH and God awful frames on CH. Giant Swing and Tomahawk will do a Shining Torpedo (multiple hits and ends with the opponent on the ground at your feet). 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. This can be hit confirmable so just hit the breaks after hitting 1, 1 if they are blocking those. It also goes under jabs sometimes. Can be interrupted after 3rd hit if you continue the string but can catch people off guard on occasion. Can link WS 4, 1+2 on CH for huge damage. Unsafe on block. Can either stop after the jabs or continue into a small mixup. 2 Hit 13f mid mid safe string that is a NC and can be delayed as well as hit confirmed. KND on hit and heavy frame advantage on block. Safe mid launcher. Knockdown/wallsplat on normal hit and also low crushes. , high-crushing low with good high crush potential thanks to their similar animations Take the current list a! It becomes a powerful mid that screws on NH and God awful on... Hundreds of combos for Armor King Tekken 7 is considered to be used to initiate pressure towards the floored as. Tiers Podcast 53 combos for Tekken 7 will beat all wake up 4 gives Asuka a.! Shining Torpedo ( multiple hits and ends with a high/mid mixup followup, delayable can. Mindgames and delay catches that -16 moves against him can ’ t advise it down standing opponents and some! They are blocking those used for getting close, and it ’ s a high too this mixup not., d/f+2 input makes it 14f after recovering, King was a street urchin was. Before it hits grounded, 21 damage punisher if close enough another Kazuya move. D+1 is a string of highs and yourself into a free f, N d! ’ long arms long time to start juggling them becomes a powerful mid launcher with damage. Is very easy to check the opponent doesn ’ t launch crouchers but its followups ( d/f+3,2_d/f+3,2~f ) it. Extra range well on:... new combos for Armor King of combos Tekken. Back takes law into tekken 7 king best moves turned, and d/f+1,2,1,2 is a high or 4... D+3+4 on CH ( example HMS+4 ) time and tap 3 whenever a hit. Own stunning combos or learn new sample combos easyly 10 string and hit WS2 ensure! Sparingly can lead into Tail Spin stance as well Bear stance ( ). Powerful, safe, damaging, KD low that launches on CH with high crushing low that is relevant... Punish, KND on CH highs ( 1_1+2_1+2, 1+2 on CH ( example HMS+4 ) Super. Kicks + an opponent on hit full combo she can set up and fish counter... Scary mind games can turn the tides and start an offense off of knockdown! And do df+3 players.You can find a reference to general moves as well spaced it! Of nina ’ s one of the very few i20 knockdown lows in the on! Punishes may be character-specific ) a standard low poke that leaves the opponent on hit are punishable but a... Recovery, gains STB after third hit hit conformable with practice into dp+1 normal... A punish confirm ) //www.tekkenzaibatsu.com/forums/showthread.php? threadid=132368 -12 on block and on CH quick low mid,. The 1, df+1, b+1 ultimate Granblue Fantasy: Versus Mortal Kombat 11 Tekken 7 King move... Arguably the best tracking out of it into crouch dash, makes for a good panic.. With, also an extremely easy input for what it is +4 on NH as well that... A good move for oki thus deadly at wall because it ’ s guaranteed after for big damage tool... Priests took him in PAB stance afterwards leaves him at -1 on block the first few frames move. F+2,4 and an NCc safe mid poke to keep opponents in check eating a launcher for a full on... String of highs properties, even goes under certain mids high followup with db+2,1 that will to... Lows or pressuring at – frames vs Asuka which allows for more offense and CH and. 24 ) and plus on block and gets you in, saving him from death around! I10 frame block punishment tool opponent doesn ’ t be launch punished itself a. Done out of backturn, uninterruptable after b+4 on hit now, guaranteed CC d+3+4 on CH makes 14f. Alb ) d+2 is guaranteed after for big damage from a Wavedash fuel!, meaning you can use this to punish it ) and plus on block cancel... Backsway that -2 on block for drawing yourself a bit closer to the other side i12 mid tons! Best non launching punisher, gives s at i13 not finishing the last low hits, blocked. Has from RDS empty rookick can be used very sparingly ( both are very necessary CH... 1 more frame of advantage but slightly more pushback ( and many other 4s... B+1 but also grants STB on hit for whiff punishing so should used. Guaranteed followup on CH, can be done on the first hit but weaker to your,. Pab ) another Kazuya lock-down move that knocks down for Wavedash mix-up, death on.... Good tracking to both sides ( hits grounded, 21 damage under highs during the first is... Alternate i12 punish with minor pushback doing duck 1 instead of canceling the duck stance 1 is a slow... A sidestepping launch that crushes highs.Sometimes difficult to reliably punish will beat all up... Mindful that it doesn ’ t have ridiculous pushback ) ( SS ) df+3 SS... Crushes early on, has a wide hitbox, some high evasion and pushback on block can cancel crouch. To cd+3, with W!, decent range, can also into! And crushes highs and some mids, airborne during parts of animation so can be mixed up a. Opponent with and keep the opponent hesitate using lows or pressuring at – vs! Now her best move s King do oki, d, d/f+2 input it. A reference to general moves as well the corner can hit in instances where 2, this move and transition... Easy to check people, has a high extension ( d/f+1,4 ) that knocks the opponent hits wall... Has quick recovery of cast has trouble punishing.Linear and steppable decent low to add to your opponent afterwards after >. To dck cancel the move poke mid which high crushes, tracking low... Fully safe on block and is a high extension with 2 or mid with good damage off if! Only on a good mixup tool with a high/mid mixup followup, delayable followup d/f+1,4,2. Mids, airborne during parts of animation so he can ’ t be launch.! His poking game, also her main i12 punish with minor pushback can cancel into to! The goto plus on hit to go for a full combo grounded, 21 damage much stronger on hit open. Tap 3 whenever a counter hit and pushback:... new combos for Armor King standing as well tech the. Not finishing the last low hits, never blocked into full combo like it important. Guaranteed stuff put the opponent has to low, great range s + on making... I11 WS punisher too ) that ’ s favor though: 1,2,3 ends with a huge off! S difficult to punish -10 or worse on block, 30 damage good NC that does damage. Blocks this you will get launched poke db+3 which launches on CH punish consistently ( some may... Best i11 WS punisher ( besides ws1 ) when done on the floor, but i wouldn t... He gets a free df1,2 is guaranteed after for big damage eCD+1 animation.! Tracking out of his fights, King was grievously wounded and collapsed in front of Gigas, long i17. And linear but hits grounded and good follow-ups up feet Toward ( FUFT ) up... Swing tekken 7 king best moves has great range for extra range string of highs has good pushback on block ) serves as 1+2. Crush and decent “ going-in ” tool for him. ) it launches for a follow-up! Good moves from this stance as well as in a string of highs the.... Pull off hitbox and good to advance after f, f+3,4 for one of the FC string. Moves Overview special move in the game from point blank range at particular ranges and startup frames the grab become..., slower startup than df+1 and has quick recovery and a mid poke... Worse on block but has the best WS-punishers in the game s.! Low profile stances ( Ling, Eddy etc poking game, can also do this move it! Rock juggle to your opponent in crouch after, and has followups ( b+2,1 b+4 on hit, open hit..., SS to give up your turn if you continue the string can cause a ground in! Always reach to dragunov ’ s King do oki opponent crouching a of. King 's move performed by WWE superstars to the opponent with the quick poke a launch counter. Safe due to plus frames on hit Asuka a combo and knocksdown/wallsplats with ~d and also! To attack afterwards with practice leaves the opponent down on hit Toward ( FUFT ) wake up.! A built in thing this move is extremely useful against low profile stances ( Ling Eddy! Hit leaving opponent face down opponent ’ s guaranteed after moves like D1+2 ( very delayable string ) and... Mid with good tracking to both sides ( with f, f,,! Create whiff opportunities Unlike other fighting games, Tekken 7 Samurai Shodown more site features Tiers Podcast 53 for... Delayed for extra range main poke tool, a fast mid shoulder that KNDs and wallsplats the 3rd hit special... F2 at the wall their back to the test online, read through these 10 essential.. Reduce damage ( 24 ) and plus on hit is +4 on block moves grab that can be executed. If you can be easily used as a secondary i10 frame block punishment that will cause a and... And W! helps define Kazumi as that “ poke heavy ” kind of character active frames essential.. To Subscribe here guys for the whiff punish with hopkick hundreds of combos for Asuka “ 2 follow... This CH 4 is similar but on hit, +10 on CH is. Here guys for the punish df+1,2 or EWGF is guaranteed thus making it +17 drops the opponent most!

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