Safe mid CH launcher, has a wide hitbox, some high evasion and pushback. Katarina’s hopkick. Pushes Kat away making it very safe. One of the best 10f punishers in the game. KND on CH, f,f+4 or d+3+4 is guaranteed. Poking with -13 lows against Eddy is much riskier than usual. The regular b+2 is unsafe on block. Your normal df1 to check people, has a high extension and mid extension to discourage people from sidestepping/pressing a button after. Encourages people to duck. 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). Jack only has 2 great safe mids, d/f+1 and ff+1. The mid hitbox is quite “high” and while there is slight tracking, it’s not reliable. Evasive mid that tracks to his left (their right). Dangerous as wall oki, Fast, high-crushing low with good tracking. A straight screw on normal hit like ewhf leading into massive damage. Good range and reaches most -12 moves. Long range safe mid. move in combos. Tier Ranking: 44th: Tekken 7 Tiers: Popularity: 28th: Featured moves Dark Buzzsaw. If fast enough, can mix this up with a dash in giant swing to mixup a 1 with a 1+2 break. A 15f safe mid which launches on CH, 15 Damage. 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. Occasionally you can do the 2nd, punishable hit. Wallsplats. Df+2,1 is the mid,high extension and safe but the mid is duckable. Good oki tool since it hits grounded opponents and puts you in RFF. Because it’s a powercrush, and it wallsplats to her left. People are not likely to press buttons after blocking df+1 because of the extension df+1_2. Air grab that can’t be broken, does good damage, floor breaks and let’s king do oki. Staple move to nina’s pressure game. Her i10 punish, KND, wall splats, will not reach in some cases. Tick throws, lows, EWGF setup, SS to give up your turn if you’re expecting buttons, or the like. Ultimate Granblue Fantasy: Versus Mortal Kombat 11 Tekken 7 Samurai Shodown More site features Tiers Podcast i13 mid. Heavy-hitting low that will crush highs. Also has no range so a single backdash will lead to you eating a launcher. Steves “deathfist”. 0~+1 on hit. HMS transition for guaranteed followup on CH (example HMS+4). It requires a real break and it is important since Tekken 7s throw system has changed a bit. If you've just got Tekken 7 and would like to compete in tournaments in the future, we have some top tips from Tekken pro and streamer Justin 'King Jae' Nelson. One of nina’s best launchers, hit confirmable and decent range. 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. The d/f+1,1 ender is a -10 mid, and d/f+1,2,1,2 is a string of highs. Safe on block mid launcher with huge range, comes from evasive stance which crushes all highs and some mids, Scrub-killer. Similar to Marduk’s WS+4. Natural combo. Unsafe on block but effective as a secondary i10 frame block punishment tool. Useful against people that try to sidestep BOK2. One of the only 12f mids in the game, also her main i12 punish with minor pushback. Practice this JF. Not as fast as giant swing but has the same start up animation. Quick mid poke. +3f on hit. Can be used in juggles to get a wall splat and then go for a break, wall grab or jab into ground grab mixup. Long-range sweep. If the last low hits, the mid is guaranteed. Can be easily done from a Wavedash which in turn scares those interrupting the WD. 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. A key special move in Akuma’s combos but not very useful otherwise. Fairly long range. Slides are now low parryable so keep that in mind. Mid homing move, safe in the open, and can go backturned by holding B. It’s also a screw attack. On regular hit can buffer a throw like giant swing or tijuana twister to catch your opponent afterwards. Great move when fishing for wall splats. Use this move if opponents are not standing up and are just laying on the floor, chilling. High crushes and tracks one direction. A Safe mid launcher that hits grounded, 21 Damage. Enough said. Speaking of the 1, 1 part, it can be used to apply pressure too! 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. High damage mid launcher, good range and can lead to BT mixups, Generic uppercut launcher, doesn’t launch crouching opponents. “Hadouken”. A very difficult to see low that is a ch launcher. Insane as wall oki since hitting it near the wall guarantees a second one. Also wall splats. A very long ranged launcher. Good range, can be done out of df+1,b for pressure. -10 on block but has very quick animation so can be difficult to reliably punish. He then became a man with a mission; he dreamed of … Akuma’s knockdown sweep. Another great low. For Tekken 7 on the PlayStation 4, Guide and Move List by Catlord. Generic standing 4 but has really good reach and can be good for getting a magic 4. Recovery can be canceled by holding back. Can’t be low parried. Other one of the CH fishing tool for him. Gives +14 on hit (+17 if it hits close to the ground), which means a free b+1 into full combo. 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. Devil Kazuya Version gives +17 frames on crouched opponent, df+1,2 or ewgf is guaranteed thus making it a launcher for mix-ups. Is also the start of his 10 string and +5 on hit. NC with long range. 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. The console version contains a lot of stealth changes, most of it are not yet known, so don’t be surprised if you encounter something that contradicts the info here, but most of it should still be relevant. A high crushing low that’s 0 on hit, good to approach the opponent with and keep the pressure on upclose. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. It’s an annoying low with SCT stance options built in. Standing 4 is an i12 mid with good range, it’s also safe at -9. Steves 11 frame WS punish and arguably one of the best WS-punishers in the game. This lowers Xiaoyu’s hurtbox and crushes highs and probably more than it should mids as well. While standing launcher. Tekken 7 Combo. +3 on hit. She can set up and fish for this CH 4 using her poking style and movement. As a standalone move it is still good; after evading something using CDS you can use this to punish. The stun has 13f standing status thus d+1+2 is guaranteed which leads to damaging wall combos. the followup db+4,4 is -9 on block and +3 on hit. b+2,2. Best utilized if done from snakedash (d, df~n+1). TIGER UPPERCUT!! Unsafe as hell. It does good damage and is a good wall carry. When Cancelled into dp+2 it’s a decent i10 punish that can be done from full crouch as well. Leaves her BT, 2nd hit on ch gives a free bt b+3. Also wallsplats. Used for mixing up his SAV db3. Quick running shoulder. One of the best in the game along with Josie and a few others. KND on hit and pushback on block which prevents most punishment. The second hit can be delayed to try to catch people attacking if the first hit is blocked. Powerful 12 frame punish that KND and wall splats on hit. Hold forward on hit to go into SE-stance for a full combo. Can be used while pressuring the opponent or to prevent opponent from conducting strings from the mid-to-close range. Mid CH launcher elbow that’s + on block. The Rage Drive also causes some block damage if the opponent is close to the wall. 23 damage. Guaranteed after a deep jump in 2 or 4. One frame slower than most d/f+1 pokes but has more range due to Gigas’ long arms. This move is faster when you’re crouching doing it. Safe, mid, CH launcher, also now buffed to KND crouching opponents (FDFA). Arguably the best i11 WS punisher in the game. n/a Rating. Also usable as damage filler and a wall carry in combos. Linear. Looks sick tho. Effective CH string and safe on block and plus frames on hit. Complementary to b+1 but also grants STB on hit. Can use 4 by itself as a CH launcher. Can be done from a Wavedash for mix-up. Unblockable low sweep that leads to a full combo. Good for keeping the opponent in place. Big damage throw. Safe on block and jails. Anti-ssr. However it comes out in 15 frames and hopkicks are always nice! Hope You will Enjoy the video.Don't Forget to subscribe to the channel...I would also like to thank ALL subscribers for your support...!All copyrights belong to Namco bandai and WWE...I just made this video for demonstration of similarity in moves!! Another fast mid poke with good range and admirable tracking used when pressuring opponents. It also has decent tracking. Safe mid launcher. Long range, high crush, can apply WS and FC mixups afterwards. Grants a juggle on CH and evades under highs during the startup. Also launches on CH. Tons of damage on CH. Scariest low in the game which trips on NH for a Juggle. Her hop kick. 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. Special cancellable. 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. Bob’s “electric”, good to advance after f,f+2 scares the opponents from crouching. Fast, good range, good tracking and instant high crush that it’s difficult to punish from maximum range. Any further out i would wait for the whiff punish with hopkick. A CH launcher from crouching, can be cancelled with ~d and is good for closing the gap with the opponent. Easy understanding with buttons and common legend. Helps Akuma hold his ground. Wallsplats, hits grounded and knocks down standing opponents. On block you can side step or try to interrupt opponent with d+1 or d+2. Launches if wall is to dragunov’s right, pickup with iWS4 or d+2. Homing mid that will cause a knockdown and is safe on block. If you can do the instant version this is a good poke to look for CH’s. Good tool to use in a Wavedash mix-up. +2 on hit lets you continue your pressure game. His main whiff punisher, decent range and launches. Mid knee with pushback on block. Tracks her weak side well if u draw out the qcf. Akuma’s i13 punish, gives +6 on hit, doesn’t jail. http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132429 A knee that launches on CH, safe but linear. 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. Vastly improved Jack-7’s list myself (Novril). Easy understanding with buttons and common legend. 2,1 by itself is +6 on hit, allowing for pressure shenanigans. Spinstuns on NH. Wallsplats, KNDs and tailspins should you catch a float with it. Demon Steel Pedal, 22 damage. A really good + on block ch launcher. A decent round ender, she does a hop into a really damaging low. 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. Just be careful of getting low parried. ... 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. Good mid poke to start offense. Is good in the neutral. Use with SS 1+2, (ss) df+3 for SS mixups. it is imperative to dck cancel the move at all times to make it safe. 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. Above-average hopkick. Breaks with a 1 and can be quick rise teched to reduce damage (unless it hits a wall). Good for oki. A quick mid poke with a built in sidestep to the left. 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. Long range i17 punish, causes flipover on hit leaving opponent face down head towards. Law’s main low poke, good to mix up with df+1. Can mix it up with f+2,d+1. Scary at the wall or as a FC mixup. 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. Causes knockdown on hit, and can be wallcarry. Combos into dp+1 on normal hit for a full combo. Kazuya’s infamous hellsweep. WS1>2 are his good old twin piston. Both are NC and give W!, d/f+2,2 knocks down. Learn and add some combos to improve your gameplay and rock juggle to your opponent. Jin’s flavor of the standard Mishima launcher. A ranged low that leaves the opponent in crouching at +4 meaning they cannot step one way. Superman punch. Refer to this video on how to do it: Long range mid launcher but unsafe on block. The second hit doesn’t jail though, but can be mixed up with db+1,2 which is mid,mid (and -12 on block). Unseeable low with good tracking, damage and +4 on hit, allows user to continue pressuring on hit. 2nd hit duckable on block. Only -13 on block too which is not a huge punish considering the reward. 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. Extremely powerful as a whiff punisher. First hit tracks vs your opponents left. Decent ranged whiff and block punisher, where hopkick and df+2 would whiff. Holding B makes it -8 instead of -11. 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). WS44 is also an effective ws punisher (besides ws1). Her fastest mid poke, +7 on hit, leaves you right in your opponent’s face, can sidestep(ss) after it, hard to whiff punish. Wallsplats, safe mid check in neutral that leads to a knock down on hit. Great pressure tool. Great pressuring tool against an opponent whose back is at the wall. Generic but good low poke that’s harder to react too than SS4 and on CH gets a juggle. Great pressure tool. 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. The only thing this move doesn’t do is your laundry. A knockdown low that guarantees a F2 at the wall and rage drive in open. Decent high crushing low poke that leaves you neutral on hit. ‘3’ is a homing attack, ‘4’ is a linear + on block divekick, ‘1+3_2+4’ is an unbreakable throw, and no input during DFLIP gives a knockdown low. 53 combos for Asuka. d3+4 (new move) is guaranteed on CH, can also transition into his SAV stance. For Tekken on the PlayStation, Move List and Guide by ... - Kazuya - Paul - Law - Yoshimitsu - Heihachi - Nina - Anna - Armor King (note that these combo moves have not been verified so please ... (hold) + LK (up to 5x, dizzy on the 5th) -The Tornado moves are interchangable (ex. High crushes, +3 on hit. Short range low from stance, but huge plus frame window on hit allowing free mixup opportunities in stance after. A 13f mid, mid safe string which sets up the base for his poking game, 26 Damage. I believe that this Video deserves 1M + ViewsI have made this video to show Tekken 7 King's move performed by WWE superstars. It creates extremely nasty oki at the wall when used as an ender in conjunction with qcf+2. The move is strong to use up close but don’t get too greedy. Giant Swing and Tomahawk will do a Shining Torpedo (multiple hits and ends with the opponent on the ground at your feet). Knowing what moves will punish your opponent, which are safe, and which are launch punishable are very necessary. This can be hit confirmable so just hit the breaks after hitting 1, 1 if they are blocking those. Really good to shut down people sidewalking Asuka, and to keep the advantage on block if you “guessed wrong” on their stepping. Double-hit NC low poke that requires full crouch. Great hitbox, gives Lili a safer approach to her opponent, +9 on hit if cancelled into crouch dash. n/a Rating. Safe mid poke, decent range and has a high extension with 2 or mid with 4 (mid extension is -14). Unseeable, damaging low (33 damage) that knocks down for Wavedash mix-up, death on block. Relatively fast homing move, safe on block, screws during juggles. Second hit have some tracking properties ( please confirm). Safe NCc string and the last hit is heavily delayable, leading to mindgames and delay catches. Safe, high damage knock down and wall splat that’s used to discourage opponents from ducking her WR2. The optional, delayable followup (d/f+1,4,2) can make the opponent scared to attack afterwards. Also makes for a good mixup with the low when done from stance. CH launcher, high crushes, can be done out of qcf. In one of his fights, King was grievously wounded and collapsed in front of a monastery. Mid launcher from crouch dash. Short ranged hopkick, well, hop knee actually. If the second hit scores CH then the final hit is guaranteed, and also grants you a free d+3+4 afterwards. Her i12 punisher, does good damage, knocks the opponent far away. Tijuana Twister does a spinning power bomb, which can floor break. U+3 is harder to punish. Law’s main mid poke tool, good when paired with his low poke db+3. Can also be used as a combo and wall ender.Unsafe with heavy pushback if last hit blocked. Safe mid CH launcher knee. As Lee doesn’t have an i11, or i12 punisher that knocks down, this is the go to move if you want to punish them hard in the -10~12 area, 13 frame punisher (buff carried over from TR) which gives KND, 14 frame ws punisher, fewer matchups can launch punish it (compared to TTT2 when it was -16), with it’s former T6 properties returned (to some extent), makes this a viable FC mixup tool both in the open and by the wall, Decent low poke, now trips on CH for guaranteed BK (flop over) or f+3+4 (oki), Refer to d/b+3+4, FC alternative. Fastest WS launcher in the game at 13f, 22 damage, can punish -13 lows and really good for “duck and punish” highs in strings. Dark Cyclone. What makes this move extremely good is doing ss1~b or ss 1~f at the wall gives heavy frame advantage forcing an instant frame trap or mixup. I … Considering this is his fastest launcher means that -16 moves against him can’t be launch punished. This is one of the tools that helps define Kazumi as that “poke heavy” kind of character. Cancels into FLK afterwards. Shaheens orbital. His i11 punisher, launches on CH, and has follow ups (4,3. F+4 has 1 more frame of advantage but slightly more pushback (and a KND on CH). 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. High crushes, Tracking invisible low with good damage and neutral on hit, +10 on CH. CH4 and CH4,3 both lead to combos. d+3,qcb+3 is NC on clean hit. Fast mid, tracks slightly to his left. This move and the mixups stemming from it deserve its own section. A safe mid launcher that doesn’t launch crouching opponents. King Tekken 7 moves Overview. Block punishment that will lead into knockdown scenario. Tracks to his left. 2 Hit 13f mid mid safe string that is a NC and can be delayed as well as hit confirmed. 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