Beruflich Dokumente
Kultur Dokumente
Table of Contents
Tekken 7 Changes
Screws ↑
Power Crushes ↑
Rage ↑
Sidestepping ↑
Wake-Up Options ↑
Tier Lists ↑
Beginners’ Guide
Backdashing & Backdash Cancelling ↑
Instant While Standing ↑
Instant While Running ↑
Tekken 7 Streams and Videos ↑
Character Groups
Bears ↑
Mishimas ↑
Characters
Alisa ↑
Bob ↑
Bryan ↑
Claudio ↑
Devil Jin ↑
Dragunov ↑
Eliza ↑
Feng ↑
Heihachi ↑
Hwoarang ↑
Jack 7 ↑
Jin ↑
Josie ↑
Kazumi ↑
Kazuya ↑
King ↑
Lars ↑
Leo ↑
Lili ↑
Noctis ↑
Paul ↑
Shaheen ↑
Tekken 7 Changes
Screws ↑
The bound mechanic that was introduced in Tekken 6 to extend combos has been supplanted by a new system
called the “screw”. Particular moves have screwing properties, which will launch the opponent away from you and
have them bounce off the ground in such a way that you can continue your combo. The main difference between
screw moves and traditional bound moves is that they don’t really work at walls, but otherwise, you wouldn’t be far
off if you were to say the bound properties on each character’s moves have just been shuffled around to other
moves. Previous bound moves are still applicable and can be used to put your opponent into a bound state by
means of floor breaking (before or after which, a screw can be used). They can also be used as combo enders to
create okizeme situations in which your opponent cannot tech roll.
The most common notation you will see to indicate a screw in a combo is (S!). Some people may still use the old
bound notation (B!) out of habit, ignorance, stubbornness, or a mix of the three. Additionally, before the name of
this new system was officially announced, some players coined terms for it. A lot of the English-speaking
community often spoke of “tailspin” moves, and Japanese players referred to the moves as “kirimomi” moves. It’s
quite possible the former came into existence as a result of the latter, but whatever the reason, they are technically
incorrect as there is an official term. Regardless, for the same reasons as above, you may also sometimes see (T!) or
(K!). Don’t get confused, they all mean the same thing. Essentially, anything that is not (W!) can be interpreted as
combo extension.
Rage ↑
In TTT2, the rage system was very intertwined with the tag system, so it makes more sense to compare rage in
Tekken 7 to rage in Tekken 6 - it’s basically the same. Your character will enter rage status when their HP drops to
30%, and it will last to the end of the round (it won’t time out like it does in TTT2). While in rage, your character’s
attacks will deal more damage, although the multiplier is significantly lower than it was in previous games. In
addition to this, though, two new actions can be performed while in rage: rage arts and rage drives.
Rage Arts (video):
Rage arts are Tekken’s take on the typical fighting game “super move”, if you will. Each character has a unique rage
art, the input for which is shown on the character select screen. On the frame that the input is made (provided you
aren’t at minus frames), a cinematic will ensue, and then the move will be performed. If the move connects, the rest
of the cutscene will play, and damage will be dealt to the opponent with an inverse relationship to your remaining
life. Note: “if the move connects”. Rage arts are by no means guaranteed - they each have a specific range and
hitbox like standard moves and thus can whiff, and they aren’t unblockable either. In fact, most of them are launch
punishable on block. It may help to think of them as more damaging and riskier power crushes, as they have armor
properties as well. Unlike power crushes, though, they do also absorb lows.
Note that although they can be used in combos, the damage is affected by combo damage scaling. Also note that
when two rage arts are used “simultaneously” (the 2nd one used immediately, before the 1st one connects), the
first one will hit first and go through, and the second one will be interrupted, so block before responding in kind. In
addition, as the name would imply, they can only be used while in rage, and doing so will consume your rage, so you
can only perform them a maximum of once per round, and you will lose the damage bonus from rage for the rest of
the round.
Rage Drive (video):
Rage drives (formerly rage attacks) are another type of move that can be performed while in rage. Similar to rage
arts, using them will consume your rage. They are often considered a lite version of rage arts, as they come without
the cinematic and power crushing, and look very similar to regular moves, except that your character glows light
blue during the animation. However, they are much more versatile. While every character’s rage art simply “does big
damage”, each character’s rage drive is unique and their uses vary. Some are launchers, while others are punishers.
Some can be used to wall carry or extend combos, and a few can even be used to create unblockable situations via
means of putting your opponent into huge minus frames (think Bryan’s taunt). They also serve to make Nobi’s
dunks even more brutal. Although they usually don’t give as much immediate damage as rage arts do, they can put
you into very advantageous situations (on block and on oki in particular) which may be more beneficial to you in
winning the round than a rage art would be.
Sidestepping ↑
Compared to TTT2, sidestepping in T7 is much more difficult. According to Harada, though, sidestepping in T7 is the
same as it was back in T5/6; it was just TTT2 that had really broken sidestepping. In his opinion, people were too
used to the sidestepping in TTT2, so reverting back to the old sidestepping numbers made it seem very weak in T7.
That isn’t the case of course, as sidestepping is still perfectly doable and essential for proper movement.
Nevertheless, sidestepping was buffed slightly in T7:FR, and many reports from players of all skill levels claim that
sidestepping feels much more responsive for its purpose. The console release has buffed this even further.
Beginners’ Guide
This section assumes basic knowledge of the Tekken fundamentals. Covering the actual game mechanics is outside
of the scope of this guide, as it is primarily a character information resource. However, this section will cover some
slightly more advanced techniques that are at least worth knowing, if not learning, for essentially any character, as
they will often be referred to in the character guides.
Streams
● GreenTekken
○ Broadcasts from Korea’s Green Arcade.
○ Typically goes live from 5PM KST.
○ Shows intermediate to high level play.
○ No viewer interaction.
● JDCR
○ Broadcasts from Korea’s Switch Arcade.
○ No real streaming schedule.
○ Usually shows world champions SAINT and JDCR, as well as Jeondding playing.
○ Good viewer interaction, decent English.
● Lowhigh
○ Broadcasts from Korea’s Attack Arcade.
○ Typically goes live from 5PM KST.
○ Shows high level play.
○ Good viewer interaction but no English.
● Shudy
○ Broadcasts from Japan’s Namco Sugamo arcade.
○ No real streaming schedule but it’s almost always on. Sometimes broadcasts local events.
○ Usually shows intermediate to high level play, but anyone can play on stream.
○ Low viewer interaction (usually Twitch chat only, if anything), decent English.
● Kurokuro
○ Usually broadcasts from Japan’s Tokyo Leisure Land arcade.
○ No real streaming schedule but typically broadcasts after 8PM JST.
○ Shows all levels of play.
○ Very good viewer interaction, decent English.
Videos
● BattleFinger (taktak1897)
○ Gameplay footage and deathmatches from Korea’s Green Arcade.
● GreenTekken
○ Gameplay footage and deathmatches from Korea’s Green Arcade.
● Cube Kouenji
○ Gameplay footage and deathmatches from Japan’s Cube Kouenji arcade.
● TekkenCube
○ Gameplay footage and deathmatches from Japan’s Cube Kouenji arcade.
● Shudy
○ Gameplay footage and deathmatches from Japan’s Namco Sugamo arcade.
● Knee
○ Stream archives and deathmatches from Knee’s Afreeca stream.
● Lowhigh
○ Stream archives and deathmatches from Lowhigh’s Twitch/Youtube streams.
● Kurokuro
○ Stream archives from Kurokuro’s Twitch stream.
Character Groups
Bears ↑
There doesn’t seem to be any major differences between the two. The Rage Arts have different animation and
Kuma allegedly has slightly more range on some moves, but I haven’t heard anything else.
Mishimas ↑
Introduction
Mishima characters are born of the Mishima bloodline and practitioners of Mishima style karate. As such, they are
defined by specific moves that the style uses. The Mishimas share some staple moves, though their properties and
sometimes even their inputs may differ, but if there’s one thing they all have in common, it’s that they’re all very
difficult to play. Here we’ll try and talk about how to go about learning them so you at least have a place to start
instead of brainlessly grinding EWGFs.
As a fair warning, it will probably take you somewhere between 6-12 months of frequent practice to get somewhat
good at Mishimas. Unlike someone like Jack or Bob, who you could learn completely within a couple of minutes,
Mishimas require a lot more dedication and practice.
The Mishimas
The three “true” Mishimas are Heihachi, Kazuya and Devil Jin, in order of generation. They each possess certain
characteristics that differentiate them from the rest of the cast, the most notable of which being the Electric Wind
God Fist - the EWGF. It’s a 14 frame (with fastest inputs), just-frame launcher that gives ridiculous frame advantage
(+5!) when blocked.
Aside from this, the Mishimas also possess a movement technique called the crouch dash (CD). This movement can
be cancelled into and out of any other form of universal movement, such as backdashing, forward dashing and
sidestepping. When done correctly, the crouch dash grants extreme freedom and speed of movement, which
comprises the backbone of Mishima play. Many of the Mishimas’ most powerful moves are also done from CD
status, including the EWGF and Hell Sweep.
They also share similarities in other minor areas, such as their 1,1,2 string (the flash punches) and Twin Pistons
(left-right mid punches), but the wave dash and the moves that come from it lie at the core. Jin and Kazumi are also
of the Mishima bloodline, but their playstyles are inherently different from the other three and thus are usually not
considered “true” Mishimas. They are by no means bad characters, but you won’t find much success if you try to play
them as if they were real Mishimas.
Wave Dashing
Wave dashing is the technique of doing multiple crouch dashes in quick succession. This is unique and important to
Mishimas, as most other characters with crouch dashes either lack the motion to perform it (qcf) or simply cannot
cancel out of it without doing a move first. Wave dashing is much faster and more efficient than dash cancelling,
and it is more effective for pressure, as Mishimas have access to their crouch dash moves (hell sweep and EWGF)
and while standing moves along with the rest of their movelist, while high crushing most of the time.
Before we get into wave dashing, we need to understand crouch dashes. The input for CD is f,n,d,d/f. This motion
can be done out of literally any other form of movement in the game. On top of this, you can cancel out of CD at
any time by pressing f. This means you can do a f,n,d,d/f,f motion (f,n,qcf) with your crouch dashes. It also means
you can cancel a CD at any time safely with a block by completing the qcf motion and hitting back. All of this is
crucial to keep in mind, because now, not only are you high crushing, but you can also choose to block and punish
mids and lows that you wouldn’t otherwise be able to avoid without committing to a move. You’ll notice the best
mishima players doing just 1 rep and immediately blocking, just to see how the opponent reacts to wavedashing.
This f,n,qcf motion is what allows you to wave dash. Since you can’t forward walk out of crouch dash, you can input
another forward (f,n,qcf,f) to immediately dash out of crouch. Now, this buffer window that the second forward
provides lasts very long, and the same buffer window exists when going from a dash into crouch dash. That is, with
a dash input (ff), if you simply return to neutral, go to down, then down-forward, you will get a crouch dash. Given
the long buffer window, you are able to do it at any point during the dash, including its recovery.
All that gibberish means is that if you do a CD motion with a forward input, you can dash immediately with another
forward, and at any point during that dash, you can input the n,d,d/f portion of the crouch dash motion and
immediately return to CD state. From there, you can cancel into a forward dash once again. All this loops into what’s
called wave dashing.
Starting from neutral, the inputs should look like this:
● f,n,d,d/f,f,n, f,n,d,d/f,f,n, f,n,d,d/f,f,n, … (repeat)
It’s a lot easier to think of it as:
● f,n,qcf, f,n,qcf, f,n,qcf … (repeat)
Or if you prefer anime inputs:
● 65236 65236 65236 … (repeat)
Start out slowly to get a feel for the motion. It shouldn’t seem so awkward once you see your character moving
along with the inputs. It also isn’t absurdly difficult to just do. The hard part is repeating it consistently and at a
reasonable pace where the gap between transitions is minimal. Practice doing 2-3 in a row at whatever speed is
comfortable, then either go for more reps or speed up the few reps you can do. Both exercises are useful and will
contribute to making the other easier. And, as always, practice on both sides, as it feels completely different for
your hands on both stick and pad.
Now that you know how to do it and what it’s good for, here’s some more things you can do with wave dashing
aside from its general usefulness mentioned earlier. When you go to neutral during a crouch dash animation, you
get access to WS moves instead of CD moves, giving you an easy way to get iWS moves. This is completely preset,
though, as you will never get a WS2 with any Mishima using this technique, only the regular Wind God Fist, but you
will always get WS3 and WS4. Heihachi specifically can do iWS1.
To get access to other WS moves, there is a trick. If you tap b during a CD, your character will recover crouching
before moving to a standing guard. If you input your move during this window, the move will come out as a while
standing move. Instead of explaining exactly how to do it, it’s easier to see how you can mess it up, so you can
correct it and pinpoint it yourself. Let’s say you want ws+1,2 for Kazuya or Devil Jin.
● If you hit back too early in the CD animation, you will get either a b+1,2 (if you hold back), or standing jabs,
1,2 (if you tap back and reset to neutral).
● If you hit back too late, you will simply get Thunder God Fist (CD 1).
● If you hit back and 1 on the same frame (just-frame) or earlier, then you will get Thunder God Fist regardless
of when you pressed back in the CD animation.
● If you hold back for too long and press 1, you will always get b+1,2, regardless of when you hit back.
With this, you should be able to find the sweet spot in no time. You essentially have to find that window, and be
sure to hit back, and then 1 a frame or two later. This technique is useless for Heihachi but extremely useful for the
other two; Kazuya’s ws+1,2 is a 13-frame mid launcher, and Devil Jin’s ws+2 is a 15-frame mid launcher.
Since the forward input from f,n,qcf is buffered into anything you do afterwards, you can also use it for any ff+x
moves or WR moves (wr+3 for Mishimas). Simply input f+x out of CD to get whatever ff move you want. For wr+3,
just add another forward input. If you’re trying from range 0, then the iWR rhythm applies here. If you mess it up,
you get f+x moves instead. Another way to get f+x moves is, if there is overlap with a ff+X move, you can do the
iWR attempt, but just-frame the last forward input with the button you want.
So now that you know pretty much everything about wave dashing - how to do it, how to practice it, how to get into
it, how to get out of it and how to do any move you want from it - you just have to learn how to apply it.
Wave dash pressure is some scary stuff. As the Mishima player, you’re moving the opponent closer and closer to the
wall while paralyzing them with the fear of what you could possibly do. If you use it for pressure after getting in
normally or on okizeme, then the opponent will probably respect you, and maybe just try and stop you with safe
jabs/crouch jabs (which are still dangerous).
However, more often than not, wave dash pressure won’t be respected if you don’t make it threatening. You’ll get
hopkicked as soon as you start your 2nd wave dash. As such, the most important and effective thing you can do
while wave dashing (before any mind games come into play) is block and punish or sidestep and punish. Again, all of
this will come to you over time as long as you practice.
As an added boon, wave dashing also makes up for the Mishima characters’ general lack of good tracking moves.
Changing the timing of your moves can allow normally very linear moves like EWGF and Hell Sweep to connect even
if the opponent is trying to step away from you. This is because additional wave dashes will realign you with your
opponent. Normally when you have plus frames, the opponent will expect the 50/50 and try to sidestep to avoid it.
Instead of throwing out the 50/50 anyway and having it whiff and punished, you can let go of your frame advantage
and wave dash to move along with your opponent, and then go for your mixup. This is a relatively advanced
technique in terms of mind games. It’s really not something you should concern yourself with at a beginner level, as
people are more prone to panic mashing or holding back when scared, but remember that there is a lot of cool mind
games that come with wave dashing. Once you reach a higher skill level, it’s definitely something you should try to
learn about. JDCR is one of the best at this sort of thing, and he explains it very well in one of his Tekken Tips
videos.
Characters
Alisa ↑
rip suitecards ;_;7
ICKYMAS! bustaz its time to learn alisa. here’s what you need to know:
● She's got wicked poke range
● Will poke the fuck out of you
● Is sugoi
● Bitches don't know about mah chainsaws
● one of the few characters with good customise options
● ICKYMAS*
● slow lows that no-one's gonna react to without prior experience
● lows no one's gonna see
● small as fuck, bitches will drop combos
● sugoi floor poke oki (people WILL try to avoid your floor damage after they taste their first d2,4)
● 1+2+3_1+2+4
● b1+3_b2+4
● u/f1+2
*translator's note: ickymas means 'here i come!' in nipon
let's get started
The first step in your training is to BE the little girl. Slow, deep breaths. Meditate in a quiet room. Reflect upon how
different your life would be if you were a chick robot with titties. Imagine yourself back in high school in math class as
a terrorist busts in and you save the day with your rocket fists. Think of all the fun times you'd have going to the fair
with other girls. Imagine the boys you would crush over.
Anyway, don't play Alisa like any other character! Your mindset should be to abuse Alisa's strongest assets, which is
what-the-fuck-how-does-that-reach tier range and
what-do-you-mean-i-can't-punish-that-mid-homing-wallsplat-move tier safeness.
Aris likes to talk about ideal ranges for characters. Alisa's is WAAY THE FUCK BACK. BACK YOUR ASS UP SON WHAT
ARE YOU DOING AT RANGE 1 YOU CAN'T PRESSURE GET THE FUCK OUTTA THERE.
ALSO Alisa has a sugoi backdash. It will get our ass out of range of most attacks, and outclasses a lot of other
characters’ backdashes in this game.
Anyway.
To start you off, I would like you to muck around with alisa for a bit. Try her out in practice first then get your arse
into ranked with these attacks in mind. Oh relax, everyone sucks at beginner rank. If you're too babby scared for
ranked, unranked will do and if you can’t do that, arcade mode works okay too but you can't play mindgames with
the AI.
When you’re in practice, make sure you feel out the absolute, maximum range for your attacks. Get a feel for
pushback, for her backdash, learn what moves move her forward, what moves knock the other guy away, get an idea
of what range you can land most of her poke attacks, and what range you can land the launches.
POKES
With these pokes, you will ideally be out of jab range and preferably out of df1 range. Once you’re in the sweet spot,
you can land either of these attacks:
● d/f+4
○ your safe, i12 keep-out kick. -7 on block so don't spam it, unless you hit (+4 on hit means you can trap
into a magic 4). Use this when you want to tease them and keep them juuuuust out of range. If you're
blocked, chill the fuck out and backdash, just don't attack or you'll get CH'd. Expect to see frustrated
chumps continuously walk into this one.
● d/b+3
○ your best fucking tool in the game. i16, a full, clean high crush, and it’ll tech-crouch under mids with
high hitboxes. -12 on block makes it almost completely safe. Did I mention it's unseeable? Seriously, try
reacting to that shit. I have a better time breaking throws, son.
○ Try and find her max range for this move, it leaves you out of range from ANY punishment outside a
low parry. +4 on CH, -1 on hit but no one knows it so go for a FC mixup son! FC df1+2 is low, ws4 is mid,
and if you’re ballsy you can try ws 1+2 – it has a charge up animation that can spook out the other guy
(well actually, it sucks in competitive, but you’re on beginner rank, right?).
OTHER MOVES
Those two are Alisa’s main pokes. I know there are others, but they are outclassed by these two, or are otherwise not
worth mentioning. When you’re not at poke-range, then these are attacks that you have available to you:
● d+3
○ a new move in t7 that completely changes the way she plays ever since the d/b+3 nerf. It’s a
mid-screen range low poke that’s +9 on hit and launches on CH. Also has a bunch of followups and
other gimmicks. It basically gives you an even bigger range low poke and a mixup on hit so back the
fuck up and spam this shit.
● wr+2
○ another move you can use from long range. +5 on block high that guarantees f1+2 on hit. A bit of a
different use case to d+3 since it usually gives plus frames instead of the chip damage you get from
d+3, so experiment with it and see how it works for you.
● wr+3(4)
○ your running mid option. It’s not really a mixup since it can be fuzzy guarded it but you will get
destroyed if you only spam low and high from long range so use it to keep your opponent in check. 2nd
hit is -7 but first hit only is -4. People generally won’t move if you do only the first hit though because
they will fear the second hit, so it’s kind of like mental frame advantage. First hit is +6 and you get a
knd if you finish the string.
● FC d/f1+2
○ amazing low poke and one of her best moves. Unfortunately an FC move but that’s not a huge deal
because plenty of her moves leave her in FC so you can just mix up afterwards with this and ws4 or
whatever else.
● f+3,2
○ i14 launcher and great range whiff punisher. If your opponent is trying to attack you from your poke
range, chances are they’re going to whiff so be ready to bust out the chainsaws with this.
● f2+3
○ rage drive, and one of the better ones. I see people use it like a rage art almost, wait for them to run at
you and then mash it and you almost always win. Gives a combo and can go into ickymas after with
3+4. It’s 0 on block and doesn’t use up your screw in a combo as well.
● d/f+1,2
○ safe 13 frame mid-mid poke. NCC and the 2nd hit on CH gives a guaranteed db1+2.
● d/f+2
○ your safe, 16f launch. thats right nigga SAFE LAUNCH that leads into a 70~damage solo combo which is
quite a bit because ITS A SAFE LAUNCHER HOLY SHIT USE IT. This works juuust outside of jab range,
you’ll have to experiment with it yourself. Doesn’t launch crouching unless it’s a CH.
● b+3
○ your safe, slow-ass (20f) mid wallsplat move and one of your best keep-out tools. seriously, you can't
step it and it's impossible to interrupt on reaction so bitches gotta block it and it knocks them WAAAY
the fuck back. that's right asshole, fuck off. git back, GIT. just dont spam it or you'll get CH'd
● b+1
○ your safe, mid poke which leaves you in crouch. +8 on hit so you in a prime position to MIX IT UP BABY
not only that but it will float those cheeky cunts using hopkicks! fuck yeah! use it if you're at close
range for whatever reason. This move has similar range to df2.
● 1,1
○ your safe, 10f jab string. Does like, 25 damage on hit which is a lot and gives you +5 on hit, which
means you have enough advantage for another 1,1 or a magic 4 if they're retarded. It’s -3 though so
don't spam your pokes. ALSO BEWARE BECAUSE IT DOESN’T JAIL, THE SECOND HIT CAN BE DUCKED
WHICH MEANS NIGGAS WILL LAUNCH YOU HOLY SHIT I'VE EVEN SEE MISHIMA'S EWFG UNDER THE
SECOND HIT
● 3,2
○ NC, safe, mid mid, leaves you in destruction. It sounds mediocre, but at close range it will really help.
Alisa generally doesn't pressure, but when she does, it's with chainsaws, and what better time to do it
than when the other guy is in your face? can probably be stepped so beware.
● u/f+4,4
○ Hopkick. This is important because it’s how you’re going to launch punish unsafe lows. Additionally, it’s
i15 (making it faster that df2) but it’s -13. Learn its application.
○ *Ahem* For example - you can’t launch punish, say, Steve’s db2 (low sweep punch) with anything else
other than this move. Make sure you practise your punishes!
● Standing 4
○ It’s an i13 instant screw magic 4. Go into practise mode and turn on random counter hits – practise
reacting to this move’s CH and try comboing off it every time.
● B+4
○ i15 mid CH launcher. -4 on normal hit and -13 on block so it’s not safe and idk how good it actually is
but I feel like I see people using it sometimes so maybe it’s ok.
WORTH MENTIONING
These moves are actually not good. They’re slow and launch punishable, which means that you can’t use these
against good players. That being said, everyone slips up sometimes and some of them aren’t as easy to react to as you
might think. Additionally, when they DO hit, they leave the other guy in a bad spot. Get a feel for these moves – only
experience will tell you when they’re suitable.
● d/b+4
○ your unsafe, slow, seeable low knockdown. -17 on block which means anyone except steve will launch
you (but he'll still beat the shit out of you with ws1,2). The reason why I told you to go on ranked is
because the AI will block this move (unless you're a pussy faggot playing on anything but MANLY MEN
ULTRA HARD DIFFICULTY), but punks online will not, as it is silent (IE, she doesn't make any tell-tale
verbal cues and it looks a lot like db3) and is a full high~mid crush, like db3. Leaves them FDFT,
guaranteed follow ups are weak so you’re better off dashing in to try a combo catch.
● d3+4
○ downward swishy kicks - mark of a true scrub. Land this and you get a guaranteed d24 follow up, which
really, really hurts. Other than that, this move is slow, loud, flashy and easy to see coming. Back up
playa, because if you blow it, you will be launched.
● b3+4
○ backward swishy kicks – actually, these are okay. It’s a launcher and it has surprisingly good range.
Downsides are that, again, it’s very unsafe and easy to punish. If you whiff, you can be jabbed for a
float combo (actually, this is the best case scenario, as it does less damage than getting launched).
They are also slow and linear. Just don’t ever do the extension, and you might land a good combo
sometimes.
● f3+4
○ Ickymas. Yes, ickymas. You're thinking - holy shit sweetz, ickymas is the dumbest, most unsafe stance
she's got! And I'd say, you're right, but the other guy doesn't know that. That's the thing with ickymas -
it looks so goddamn safe. Ickymas 4 (launcher), for example, knocks the enemy back and has them
raise their hands in the air, a blockstun animation similar to EWGF… but it's actually like, -9999. I
mean, Steve can hopkick launch that shit, that's how bad it is, but it just looks so deceiving. Also, it has
a good deal of pushback to back up the fact.
○ Also, this stance is linear, so you can (and oft will) be stepped. So at least you know. That being said,
there are ranges you can do it safely where they generally won’t react fast enough to step you –
around two character lengths away.
○ Ickymas 3
■ a cool low which lets you mix shit up. It's like, -14 on block though, but you can’t react to it, and
they’ll generally want to be wary of the more deadly ickymas 4 (mid launch). On CH, you can
combo off it.
○ Ickymas 4
■ the aforementioned launcher. Unsafe as hell, but not everyone knows that. I would say use it
sparingly, but fuck it, you shouldn't be using ickymas in high level play anyway, go for your life
and spam that shit anon.
○ Ickymas 2
■ a mid knockdown. It can get you a wall combo if you're near one. Anyway, it's completely safe,
asides from being high.
○ Full ickymas
■ she has this weird ass combo in ickymas. only use it in combos since it’s not natural and niggas
gonna block you and launch you.
le chainsaw stance
Transitions - Generally, holding 1+2 or F after some moves will leave her in this stance. Just look in her command list,
dude.
Anyway, she can't guard low, so remember that you can cancel this stance with db. It's generally unsafe-ish, so try
waiting a split second before you do anything to get a counter hit. So in the stance, try and harass with lows and use
mids when they get sloppy. I dunno, I don't really use chainsaws, they're not my cuppa tea. I think there’s a frametrap
there somewhere, but whatever.
Holy shit I just wanted to provide a few moves for dudes to try and I ended up writing most of her stuff. Well.
Punishers
Standing:
● -10
○ 1,1
● -13
○ 4
● -14
○ f+3,2
● -15
○ u/f+4,4
● -16
○ d/f+2
Crouching:
● -11
○ ws+4
● -13
○ ws+1,2
● -15
○ u/f+4,4
● -17
○ ws+2
Combos
● d/f+2_u/f+4,4
○ b+1, ws+1,2, d+4,1+2 (s!), d+3,1
● ws+2
○ 3+4, ickymas 3, ws+1,2, d+4,1+2 (s!), d+3,1
● f+3,2 (s!)
○ f3+4, 2,1
● CH 4 (s!)
○ b+1, ws+1,2, 1, u+3,2
● CH d+3
○ 1 (s!), b+1, ws+1,2, d+4,1+2
Bob ↑
Bob is an oppressive poke-based character. He has plenty of moves that leave him at almost neutral on block and a
number of long strings that can’t really be fuzzy guarded. They force your opponent to continually block as they
don’t know when you’re going to end the string, giving you lots of mental frame advantage and a strong mind
game. He also has many rewarding counter-hit tools which can be utilised to punish players who become aggressive
under pressure. His weaknesses include his large size, mediocre combo damage and lack of a standing launcher until
i18. Interestingly, he has a true wave dash and all of the tricks that come with it, but he plays nothing like a Mishima.
Key Moves
● b+2(2)
○ Fast mid poke with great block/hit frames and plenty of extensions (b+2,2,4,4) for heaps of mental
frame advantage. This single move can control the pace of a round. 2nd hit onwards is NCC.
● d/b+3+4,4
○ Low, low poke that gives significant frame advantage and forces crouch. Useful to continue pressure
because it doesn’t KND. Launch on block.
You can win most games with just these two moves.
Combos
● u/f+3_ws+2,1_ch d/f+2_ch sb+1_Low Parry
○ d+2,3, d/f+1, d+3,4 (s!), 4,3,3+4
○ d/b+2, b+4,4 (s!), ff+3, d+2,3, b+1+2_b+3
○ f+4 (s!), ff+3_cd+1, d/b+2, d+2,3, b+1+2
● ch cd+1_ch sb+2 (s!)
○ ff+3_cd+1, d/f+1, d/f+1, d/f+1, d+2,3, b+1+2_b+3
○ cd+1, d/f+1, d/b+2, d+2,3, b+1+2
● d/b+1+2_ff+1+2
○ f+4 (s!), ff+3_cd+1, d/b+2, d+2,3, b+1+2
○ ff+3_cd+1, d/f+1, d/f+1, d+2,3, b+1+2_b+3
● ch 4
○ f+4 (s!), ff+3_cd+1, d/b+2, d+2,3, b+1+2
○ u/f+1+2,4 (s!), ssl, ff+3, d/f+1, d+2,3, b+1+2_b+3
● sb+4_floats (slides and stuff)
○ ws+2,1, u/f+1+2,4 (s!), 4,3,3+4
● ch b+3_b,b+4
○ b+2_d/f+1, d+3,4 (s!), ff+3_cd+1, d+2,3, b+3
○ b+2,2,4,4 (s!), d+2,3, b+1+2_b+3
● cd+2
○ d+(2),3, d/b+2, d/f+1, d+3,4 (s!), 4,3,3+4
○ cd+1 (s!), cd+1, d/f+1, d/f+1, d+2,3, b+1+2_b+3
○ f+3+4, sb+2 (s!), ff+3, b+2,2, d+2,3, b+1+2_b+3
● Wall Carry
○ d+2,4
○ d/b+2
○ f+2,3
○ d+2,1(2)
○ b+2,2
○ u/f+3+4(4)
● Wall Enders
○ u/f+2,3,3+4, d+3+4
○ b+2,2, d+3+4
● Wall Break
○ cd+4,1+2
● Floor Break
○ ff+2
Bryan ↑
Bryan is a character with quick and powerful high attacks as well as plenty of great mid and low poking tools that
generally have strong tracking. As such, he is a great poking character at any range, and thanks to his beefy high
attacks, can output lots of damage with strong whiff punishment and combos. While he is primarily a defensive
character, his wall pressure and damage is quite possibly the scariest in the game thanks, in part, to his unique
taunt, which will be discussed later on. He doesn’t have a traditional hopkick or a safe high crushing move from
standing, so when put under pressure, Bryan is generally forced to be patient and block properly. As such, he is a
fine beginner character to learn Tekken with, and he has plenty of complexities to him in execution, setups, and
tricks so that you will never really get bored of him.
Players to Watch: Knee, Mr Naps, Take, Haisha
Key Moves
● df+2
○ Great quick mid elbow poke. It’s 13 frames, moves Bryan forward, +5 on hit, and safe on block. It has
a followup (df+2,1) that’s a high jab and there is df+2,3 to catch them ducking the high.
● Jet Upper (fb+2)
○ Bryan’s signature 14-frame high launcher. Good for whiff punishing, has decent range for a launcher,
and is safe on block, so it’s usually worth trying for when you’re baiting a whiff or when you sidestep
up close.
● Mach Kick (ff+4)
○ Great homing move. It moves forward and has a built-in sidestep to Bryan’s left, making it evasive on
top of fast and hard hitting. It also launches on counter hit. Of course, as a high, it can be ducked.
● Mach Punch (ff+2)
○ Bryan’s secondary whiff punisher is also his power crush move. It has high damage, knocks down, wall
splats, can come out as fast as 14 frames, and moves far forward. Again, a high attack. -10 on block,
but not punishable with pushback in open ground.
● Machine Gun Punches (df+1,1,1,1,2)
○ These punches are short range, track left (and right surprisingly well), and somewhat slow to come
out, but all four 1 punches are delayable, and thus hit confirmable into the 2 punch. While they are all
unsafe (except the first one), each one is a frame trap because of how long you can delay it.
○ Note that while these track well to the left, the 2 finisher does not, so you can catch a sidestep but
the 2 can still whiff completely.
● b+1
○ In contrast to df+2, this forward moving elbow is slow at 20 frames, but gives +3 advantage on block
and launches on counter hit, allowing you to start range 0 pressure.
● db+3
○ Great low poke, and while Bryan has many, this is notable for the range, high crush, and that it pushes
the opponent off-axis, making it weird to punish when Bryan’s shins or foot hit the opponent.
● Low Soccer Kick (qcb+3)
○ This is an amazing standing low, most useful because of the ability to use it out of back sway (qcb),
the absurd tracking to Bryan’s left, and the guaranteed qcb+4 on counter hit. It’s also not launch
punishable by most characters on block at -13.
● Orbital Heel (u_uf+4)
○ Another signature launcher of Bryan’s, Orbital is most useful to catch extended limbs and crush lows
while hitting mid. It is completely safe on block as well, but that’s because it is very slow (25 frames).
○ Unlike other orbitals where the uf variant is almost exclusively used, u+4 has deceptively long range
and will often still reach the opponent or catch their limbs/dash without putting yourself at much
risk.
● qcb+2,4
○ Another strong whiff punishing move, as it is a hit confirmable mid-high string that moves forward
out of qcb. Useful to throw out, as the first hit doesn’t have much for the opponent to whiff punish.
● 3+4
○ This move is a super buff mid kick. Huge range, counter hit launcher, safe on block thanks to
pushback, and knocks down on hit. Great keep out tool.
● f+3
○ Forward moving mid knee that’s 0 on block, moves the opponent off-axis a bit to Bryan’s right,
launches on counter hit, and it’s only 16 frames. Decent to get in and set up whiffs as well.
● FCdf+4
○ This is a 15f high crushing homing mid that launches on counter hit, and it’s only -10 on block for all
that. It auto screws when it launches, and as a screw move it also naturally wall splats.
Punishers
● -10f
○ 2,3
■ Standard. Good damage, but no real advantage on hit.
○ 1,4
■ Less damage, but better frame advantage.
● -12f
○ 4
■ Only for moves that push out of jab range.
● -13f
○ df+2,1
■ Gives good frame advantage after, so you can make the first move.
● -14f
○ fb+2
■ One of few 14f standing launchers. You can buffer the input, so you shouldn’t have a hard
time.
○ ff+2
■ Used to punish moves with pushback. While it’s possible to do this move in 14 frames, the first
forward has to be input on the same frame you exit blockstun. As such, it’s not very practical
for -14 punishes, but it’s not likely that -14 moves push away from Jet Upper range. Moves
with large pushback but are supposedly heavily punishable (DEATHFIST) are what Mach Punch
is for.
● -15f
○ f+2,1,4
■ Decent range, huge damage, mid-mid-mid, and knocks down.
● -18f
○ f+4,1
■ Only for long range moves that put the opponent in crouch. Very rare cases, though.
● -11f from crouch
○ WS4
■ Standard with good advantage on hit.
● -12f from crouch
○ WS3
■ More damage, good advantage as well.
● -15f from crouch
○ WS1
■ Clean launch with high damage combo after.
● -19f from crouch
○ WS2~f_b+2
■ This will punish any staggering low in the game at max range, but keep in mind that it
switches sides, so if you have the better wall position, consider a WS1 instead.
Open Ground Combos
● fb+2
○ dash db+2, f+1_2, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
○ dash qcf+2,1, b+3~f, qcf+4,1,4 S!, dash qcf+1+2_d+3,2
○ dash qcf+3,4, qcb+2,4 S!, dash b+3~f, qcf+2,1
○ ff+4 S!, b+3~f, qcf+3,4, ff+2
● WS1
○ db+2, f+1_2, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
○ b+2,1,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
○ fb+2, b+2,1,4 S!, dash b+3~f, qcf+4,1,2
○ qcf+3,4, qcb+2,4_b+2,4 S!, dash b+3~f, qcf+4,1,2
● WS2~f_b+2
○ b+2,1,4 S!, dash b+3~f, qcf+4,1,2_qcf+2,1
● u_uf+4
○ db+2, f+1_2, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
● f+4,1
○ u+3_db+2, f+1_2, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
● qcb+4
○ db+2, 1,2,4 S!, dash d+3,2_db+2, ff+2
○ 1+2, db+2, f+1, b+2,4 S!, dash d+3,2
○ 1+2, db+2, f+1, ff+4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
● SS1
○ SSL_SSR to realign, db+2, f+1_2, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
● df+3
○ u+3_cc db+2, f+1_2, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
● CH 4
○ dash f+1, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
○ dash f+1, ff+4 S!, dash qcf+3,4, ff+2
○ 3, 4,3,4 S!, b+3~f, qcf+2,1_qcf+4,1,2 (CH 4,3 autopilot combo)
● CH f+3
○ SSR db+2, f+1_2, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
● CH ff+4
○ dash db+2, f+1_2, b+3~f, qcf+4,1,2
○ dash b+3~f, qcf+3,4, ff+2
○ dash qcf+2,1, b+3~f, qcf+4,1,2_qcf+2,1
● CH 3+4
○ dash db+2, f+1_2, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
○ ff+3(hold) S!, dash qcf+3, qcf+3,4, ff+2
● CH b+1
○ db+2, f+1_2, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
○ b+2,1,4 S!, dash b+3~f, qcf+4,1,2
● CH FCdf+4
○ dash db+2, f+1 b+3~f, qcf+2,1_qcf+4,1,2
○ dash b+3~f, qcf+3, qcf+3,4, ff+2
○ dash qcf+2,1, b+3~f, qcf+4,1,2
○ dash qcf+3,4, dash f+1, b+3~f, qcf+4,1,2
○ dash qcf+3, qcf+3, qcf+3, qcf+3, d+3,2
● CH WS3
○ db+2, f+1, b+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2
○ 4, f+1, qcb+2,4 S!, dash b+3~f, qcf+2,1_qcf+4,1,2 (CH WS3,4 autopilot combo)
● Rage Drive (b+1+2)
○ Taunt, ff+3(hold) S!, dash qcf+3, qcf+3,4, ff+2
○ (after S! From any combo, using RD to spike), qcb+4_qcf+1+2_SSL db+1+2
Wall Combos
● fb+2_WS1
○ ff+4, b+3~f, qcf+3~4_qcf+1+2_cc db+1+2
○ U,n+4, b+3~f, qcf+3~4_qcf+1+2_cc db+1+2
● ff+2
○ backdash, db+2_d+1+2,2 W!, b+3~f, qcf+3~4_qcf+1+2_cc db+1+2
● qcb+4
○ ff+4, b+3~f, qcf+3~4_qcf+1+2_cc db+1+2
○ U,n+4,b+3~f, qcf+3~4_qcf+1+2_cc db+1+2
● Any other wall splat (fff+3, FCdf+4, wall carry combo)
○ b+3~f, qcf+3~4_qcf+1+2_cc db+1+2
○ d+3,2
○ d+3+4,2
○ 3,2,1,2
○ uf+3, db+1+2
Okizeme Tools
● Low Soccer Kick. This catches a roll to either side if done early enough, but the recovery is pretty long.
● db+3. Safe ground-hitting low.
● d+4. Long range. Small reward, but super low risk. Especially strong to force people up cancelling from
taunt.
● d+3+4(,2). Good against the wall, as the float will splat with the 2 follow up.
● d+3. Moves forward a bit for back rolls.
● b,df+4. Moves forward on its own, so it can replace a dash d+3 or whatever. Can also be feinted by holding b.
● bb+4. Crushes lows cleanly and hits grounded, but you end up grounded as well.
● Mid Soccer Kick. Great against the wall for a high splat. Best used if they’re side turned or head towards
Bryan
● qcf+3(,4). Frame trap of sorts on get up, picks up both side rolls for a float, but not back rolls.
● db+2. Catches any get up action and back roll for a float juggle, but it doesn’t hit grounded and it’s slow to
recover, so it’s good for a hard read.
● Machine Gun Punches. Because you can keep delaying them, you can just pretend to keep doing them to
keep your opponent grounded or get up blocking.
Taunt (1+3+4)
Taunt is a move unique to Bryan. It is an unblockable knee with decent tracking that can be cancelled immediately
by any directional input or button press. It has very short range, but Bryan moves forward a bit before bringing his
knee up. If you do not cancel the Taunt at all before a certain point (some frames after the unblockable knee comes
out), he goes into a long animation, which leaves him completely vulnerable and cannot be cancelled. If you decide
to do this, then he gains a stronger Mach Punch and has access to a string extension for f+2,1,4; that is,
f+2,1,4,2,1,4,2.
The thing that makes Taunt useful is that it is +16 on hit and forces stand. Because of this, you can do anything in
Bryan’s move list that starts up in 16 frames or less, including each directional input (as 1 frame each). Normally, you
would do a string that combos so you get solid guaranteed damage. Here is a list of useful followups from easiest
to hardest:
● 2,3 or 1,4. 10 frames. Super simple, good for closing out rounds reliably.
● df+2,1. 13 frames. Slightly more damage for slightly less leniency.
● f+2,1,4. 15 frames. The perfect balance of consistency, risk, and reward. All things considered, this should be
what to aim for.
● b+4. 16 frames. This is a just-frame and a 1-frame link at the same time. The special thing about this move is
that it’s +15 on hit, which means you can get something else after. However, b+4 has lots of pushback. In
open ground, you can do Mach Punch (13 frames), and at the wall, you get Jet Upper.
○ Mach Punch is much harder, as ff+x moves cannot be just-framed on the 2nd forward input (or else
they’ll come out as the f+x move), so this makes it tricky to fit into 15 frames.
○ Jet Upper is much easier because it is bufferable while you’re recovering from b+4, and there is no
pushback at the wall.
● Jet Upper. 16 frames with inputs. Taunt Jet Upper. To put the difficulty of this sequence in perspective: you
have to input forward on the same frame the taunt hits the opponent, but unlike b+4, you can only stay on
forward for that frame, as you have to hit back within 1 frame (passing through neutral) and 2 with
just-frame timing. It’s basically three 1-frame links and two just-frames within 3 frames.
So now you know how to do it, what it does, and what you can do when it hits. But that’s not even the main point of
this move. You can cancel it at any time before the full taunt animation activates with any button or directional
input. So you can just threaten to use it. Since you can make it dangerous on hit by landing damage afterwards,
people will want to avoid it. This is where you make use of crisp movement and good reads to land hits anyway or
start pressure to keep them scared.
However, it has poor range, so the opponent can easily backdash away in open ground. On okizeme and/or at the
wall, though, there is no option to backdash. This is where Taunt is the scariest. On oki, you can always cancel into
whatever you like. It’s very low risk to just Taunt near someone knocked down, as it will discourage them from
standing up immediately and instead force a punishable get up action (side roll, get up kicks, etc) or net you a free
grounded hit. At the wall, since it can track an early sidestep, you can use it, watch Bryan follow the opponent, and
react accordingly. You can also encourage them to press buttons that you can punish by cancelling it with a sidestep
or backdash, or even into a safe counter hit launcher like Mach Kick or f+3.
Get creative with it. Taunt is a tool best used as a mind game or scare tactic, but it won’t be a factor if you can’t
move well in and out of it and do something like df+2,1 at the very least when it does hit. So practice at it, starting
from 2,3 and working up until f+2,1,4. Then you should be set to focus on using it as just another tool in matches.
Claudio ↑
Claudio is a new character in Tekken 7, the supposed prodigy of an anti-devil gene cult or bloodline or something,
and the franchise’s first Italian stallion. He is a simple character with a unique mechanic called Starburst, which will
be talked about later.
As well as in canon, he is also the antithesis to the Mishimas in gameplay. He has the greatest number of homing
moves among any character in Tekken history by a large margin, he has plenty of crushing moves, and he also excels
at range 2. This is all quite opposite to the Mishimas, who lack tracking moves, have very few crush moves, and do
well at range 0 and 1. Similar to them, however, he has a few moves that put him in a good situation on block. One
such move is, like the Mishimas, a high right punch that requires quick and precise inputs.
Claudio’s gameplay is quite unorthodox. His gameplan revolves around restricting movement and limiting options.
With various homing moves and crush moves, moving around Claudio is extremely difficult and dangerous in the
open if his opponent is within range 2. At the wall, he can be quite suffocating, as the opponent can no longer
create space to get out of that dangerous range. However, Claudio’s mixups are lacking, and many of his moves are
unsafe, so a Claudio player has to be smart about how he follows up his pokes and how he might open up a
defensive player.
Starburst
Starburst (STB) is a “stance” that is unique to Claudio. This stance is quite different from other stances that you may
be used to. Normally when in stance, you are only able to perform moves from that stance; Leo’s BOK+3 is different
to her regular standing 3, but you still just press 3, for example. However, in Claudio’s case, all of his moves while in
Starburst are still the same. Instead, he gains access to extremely powerful and damaging moves and launchers as
string extensions to his regular movelist.
Also, he can only access Starburst by hitting the opponent with specific moves. When he hits with these moves, he
goes into an animation that ends with his right hand holding or being surrounded by some flame or light, which gets
consumed once Claudio performs a Starburst move. Note that Starburst does not get activated on block. It also
does not time out, but it is not preserved at the end of the round.
Furthermore, the moves that give Claudio his Starburst can be used in combos, which means you can get
guaranteed Starburst upon launch if you so wish. This makes it doubly scary to be launched by Claudio, because not
only do you take all of the combo damage, wall carry and okizeme, but you will also have to deal with his newly
gained tools once you’ve caught your breath.
Needless to say, Starburst is a central component to Claudio’s gameplay. When you don’t have the flame, your
opponent will usually want to prevent you from obtaining it. Conversely, when you do have it, your opponent will
tend to be much more wary of you. A lot of mind games can come into this as well. It may be worth holding on to
your Starburst instead of using it straight away if it causes your opponent to play more passively and you can take
advantage of that.
Notable Moves
● wr+2
○ Yaaah! +7 on block. High. Low crush.
● f+3
○ SAFE HOMING LOW CRUSHING TAILSPIN MID
● u/f+4
○ :^)
● SS+4
○ The mixup tool. Condition the opponent to block low using ss+4, then mix them up with the
mid-hitting ss f+3 instead.
● b+1
● b+2
● d/b+3
○ High crushing low. Slow and launch punishable. CH launcher as well, so it’s good to beat jab mashers.
● d+3
○ High crushes and is also launch punishable, but it’s much faster than db+3. Worse on hit and damage
though.
● b+4,2
○ Safe NCc delayable/hitconfirmable mid-mid string that gives you STB. PRETTY GUD.
● 4,3
○ Safe magic 4 string that leads into full combo even finishing the string.
● d/f+1(,2)
○ df+1 alone is decent as a pressure tool, except that it’s i15. df+1,2 is NC launch, but also launch
punishable.
● STB f+1+2,1+2
○ Turns your opponent into a spinning beyblade for a big booty combo from a good range.
● STB d+2,2
○ Low launcher, -12 on block, recovers crouching.
○ Not NC - good opponents will block the 2nd hit every time.
Punishment
Standing:
● -10
○ 1,2
■ +8
● -12
○ f+2,2
■ KND, STB, -16
● -15
○ u/f+4
■ Hopkick
Crouching:
● -11
○ ws+4
■ Standard
● -12
○ ws+1,1
■ +8
● -15
○ ws+2
■ Launch
○ u/f+4
■ Launch
Combos
● u/f+4_CH d/f+2_STB f+1+2,1+2
○ u/f+4, f+3 (S!), ssl, ff+4, b+3, f+2, b+4,2
■ Standard. Sidestep is important for wall carry and oki.
○ u/f+4, ff+4, b+3, f+2, f+2 f+3 (S!), fff+2
■
○ u/f+4, b+2,
■ With starbucks
● STB d+2,2
○ STB d+2,2, ws+1, b+3, f+2, f+3 (S!), fff+2
■
○ STB d+2,2, ff+4, b+3, f+2, f+2 f+3 (S!), fff+2
■
○ STB d+2,2, cc f+3 (S!), ssl, ff+4, b+3, f+2, b+4,2
■
● CH d/b+3
○ CH d/b+3, ws+1, b+3, f+2, f+2, f+3 (S!), fff+2
■
○ CH d/b+3 ws+1, b+3, f+2, dash b+3, f+2, f+3 (S!), fff+2
■
● CH 4
○ CH 4, 2, dash b+3, f+2, f+3 (S!), fff+2
■
● d/f+1,2
○ d/f+1,2 b+3, f+2, dash b+3, f+2, f+3 (S!), fff+2
■
● CH 4,3
○ CH 4,3 (S!) ssl, ff+4, b+3, f+2, b+4,2
Notable Moves
Devil Jin’s gameplay revolves around these moves, and neglecting to use any of them would be foregoing his full
potential. The moves aren’t listed in any particular order other than the order I thought of them in.
● EWGF; cd:2 (f,n,d,d/f+2)
○ Bread and butter of all Mishima play. 14 frame high launcher that’s +5 on block with huge knockback -
not only safe, but advantageous. It’s a just frame move, though, so it’s somewhat difficult to
consistently pull off. Non-just frame version is -10 on block with little knockback, which is jab
punishable. Very linear like most of his movelist, but Devil Jin’s EWGF actually has the best tracking
of the three Mishimas. It also has a very low juggling hitbox despite being a high, allowing for some
ridiculous combos that may not even seem possible at first.
○ There’s actually a non-launcher version of this as well, if you wait until the very last frame of the CD
and press 2 . I actually find this harder to do than a normal EWGF, and it’s not really practical. This one
is actually -4 on block but -12 on hit (both normal and counter), so you get a guaranteed b+1,2. It
takes 34 frames to come out, so a situation where this could be useful would be crouch dashing at
your opponent at the wall - they see you do a crouch dash but don’t see a move come out so they
press a button, and you catch them and get a wall splat. Let’s be honest though - have you ever seen
anyone use this?
● Hell Sweep; cd+4 (f,n,d,d/f+4)
○ Very, very good unseeable low that knocks down for a full juggle, unlike other Hell Sweeps. Use often
(but smartly). Has an extension (cd+4,4 for a 2nd mid kick), but in this game, it’s rarely used outside of
floor breaking (but Heaven’s Door is better for that). Both hits are launch punishable, so be smart
with it. Despite the animation, this move has zero tracking. If your opponent is off axis by 1 pixel, it
will whiff. Make up for this by wavedashing to realign vs good steppers.
● Step Slash; cd+u/f+3 (wr+3)
○ Devil Jin’s Slash Kick is a mid that gives +9~12g on block, and you’re in the air, so interrupting the
move only rewards minimal damage from float. You may think to iWR this, but Devil Jin actually has a
special input for the move (u/f+3 out of crouch dash). This allows him to perform the move from
range 0 much more easily, as well as realign himself with the opponent if they’re trying to step. One
of the perks of having wings, I guess.
○ According to top Japanese Devil Jin player Yanpan, cd+u/f+3 is Devil Jin’s best move. Since he
doesn’t have a fast mid that’s good on block like the standard Mishima f+4, inexperienced players
often put themselves at frame disadvantage with other moves and lose while on the resulting
defensive, without getting the chance to let Devil Jin shine. Once you’re able to consistently do the
CD Slash Kick from any situation, Devil Jin becomes very fun to play and a force to be reckoned with,
so he encourages everyone to practice this move.
○ If you’re having trouble getting this move to come out consistently, knowing the technicalities may
help so you know what to look for. You have a two-frame window to input the 3, but it’s much more
forgiving than it sounds. If you press 3 on the same frame as u/f, you’ll get a regular u/f+3. On the
2nd or 3rd frame, you’ll get the step slash. From the 4th frame onwards, you’ll just jump and no move
will come out. If you somehow press the 3 before the u/f, you will always get cd+3.
● u/f+4
○ Safe mid that crushes lows and knocks down on hit, with guaranteed follow-up (dash up b+4 or d+3).
Great mid option to use out of wave dash to keep your opponent guessing because it’s can’t be fuzzy
guarded. This is the reason Hakaiou considers Devil Jin the best Mishima character (other than the
fact that his Hell Sweep launches). Use often. The range is a little deceptive, though; it’s actually
quite short, so make sure you’re close enough for it to hit. As usual, tracking is very poor. Crushed by
AoP.
● b+4
○ Mid, safe on block (unlike Kazuya’s, which is -11) and gives full combo on CH. Great oki tool and is
literal cancer at a wall. Even hits grounded, but don’t count on that working in your favour. i17 or 18
though, so use it smartly otherwise you’ll get counter hit yourself. It’s all about the timing.
● Laser Scraper (b,f+2,1,2)
○ The most commonly stated weakness of Mishimas is their tracking. Although they can make up for
this in a number of ways, Devil Jin doesn’t even need to. This mid, mid, mid string is an excellent poke
that tracks both directions. It’s used a lot in combos but it definitely has a valuable place in neutral as
well. The 2nd hit is -10 on its own, but the 3rd hit can’t be 10f interrupted, so it will always go
unpunished. The 3rd hit can be stepped fairly easily though, and this will get punished if you are too
predictable with it.
● d/b+2
○ Low poke that crushes highs and some mids. Nerfed slightly since TTT2 (-13 on block, +3 on hit as
opposed to -12 on block, +5 on hit) but still a great move. Recovers crouching so your next input will
be WS if you don’t crouch cancel. Hits grounded reliably and has decent tracking to the right.
● d/f+1,2
○ Safe, mid, mid poke string. Great tool for both applying and relieving pressure. 2nd hit is very
delayable, but the string is NCC if you don’t delay it. Also has a “follow up” in d/f+1,2~ff, which makes
Devil Jin dash forward a little after the 2nd hit comes out. Not super useful, but ff moves can be done
from this micro-dash, so it has its place.
● f,f+2
○ Relatively long-ranged mid that knocks down on hit and wallsplats. Very useful for creating distance
from your opponent and controlling space since it has great pushback. -11 on block, but due to the
pushback, it’s not really punishable unless you’re fighting near a wall at a weird angle. Even Jack’s
f+2 doesn’t reach on open ground. Can be easily stepped and launched, though.
● ws+4,4
○ Fast, mid, mid poke that does pretty huge damage. Devil Jin also has a lite version of this (d/f+4,4)
that’s a bit slower and weaker, but trivial to pull off from standing. First hit is safe, second is launch.
Kind of delayable but not really hit confirmable (d/f+4,4 is a bit easier to hit confirm). -5 on hit
however, so be careful what you do afterwards.
○ The first hit is a great keep-out move. Your opponent will be reluctant to come in and attack since
they don’t know whether or not the 2nd hit will come out, making it a great way to close out rounds.
It’s also a very good option to beat AoP and other crushing bullshit. While not as rewarding as b+4,
the startup speed makes up for it.
Punishment
Although not quite as good as Kazuya’s, Devil Jin’s punishment is still one of the best in the game. He gets a
knockdown at 10 frames, a wall splat at 12 and a launch at 14. He has the best whiff punisher in existence in the
EWGF, as well as a means to punish pushback moves that other characters usually can’t.
Standing:
● -10
○ 1,1,2; Flash Punches
■ Hit confirmable, third hit is very delayable, knocks down.
■ -17 on block, but that should never happen because you don’t have to complete the string.
○ 1,2,2
■ A bit more damage than 1,1,2 but doesn’t knock down.
■ Slightly delayable but not really hit confirmable.
■ -12 on block, +4 on hit.
● -12
○ b+1,2
■ Good damage and wall splats. High, mid, and 2nd hit can be cancelled into a spin with a bit of
forward momentum by holding b after the 2 if you want to mix up (or pressed b+1 by
accident).
■ -14 on block now so it’s slightly less punishable, but still unsafe.
● -14
○ EWGF
■ Launcher. Pretty difficult to pull it off at -14, but it is doable.
■ Basically everything greater than -14 should be punished with EWGF, it’s just that good.
■ Needless to say, it’s the standard whiff punisher.
● -15
○ d+3+4
■ Easy mode launcher with very limited combo capability compared to an EWGF launch.
■ Sometimes necessary to launch punish whiffs that crush high on recovery. CD ws+2 or even
ss+2 is usually better in those situations if you can do it, though.
● -16
○ f+3+4
■ EWGF is still the best punisher from -14 upwards, but this can reliably punish moves with large
pushback like Death Fist or Heihachi’s ff+2 where even a dash electric may not reach or be
practical.
Crouching:
● -11
○ ws+4,4
■ Very good damage, but -5 on hit. Also launch punishable - not a punish you want to be late
with.
■ Just doing ws+4 will give you +8 on hit if you want frame advantage instead or are unsure.
First hit only is safe.
● -13
○ ws+1,4
■ This move was added to Devil Jin’s arsenal in patch D of FR. It’s essentially the first hit of twin
pistons into his ff+4.
■ Mid, high NC, glorious damage and w!, and safe on block (though 2nd hit can be ducked).
■ Also a screw, so aside from interesting combos, it can launch airborne/floating opponents too.
● -15
○ ws+2
■ “Launcher” that puts your opponent into automatic S! state, so it has limited combo options,
but combos nonetheless.
■ -12 on block, punishable.
○ CC EWGF
■ It takes 1 frame to crouch cancel, so the fastest possible startup frames for CC EWGF is 15.
Wouldn’t recommend trying this to punish -15 lows, but it’s pretty easy to do against big,
staggering lows like Snake Edge and Edelweiss. Gives you a much better combo than ws+2
does, so try to go for it when you can.
Okizeme
Thanks to his ability to wave dash, Devil Jin’s ground game is also in a league of its own. The wave dash 50/50 can be
applied to great success on a grounded opponent because they have significantly fewer options to avoid your wave
dash mixup. They essentially have to stand up and immediately guess the mixup, try and catch you with a getup kick,
or simply stay grounded. Devil Jin has tools to shut down every option.
● b+4
○ As mentioned earlier, it is literally cancer at a wall. Not even joking, your opponent will develop
tumors. If they don’t know to tech, they will eat this move over and over again. Guaranteed after
some wall enders.
○ Hits grounded unreliably, but pretty frequently.
○ If they go for a getup kick and you hit first and get CH, you’ll get a full combo so be ready with the
d/f+2.
○ Guaranteed after u/f+4 knockdown (needs a bit of a dash).
● u/f+4
○ Doesn’t hit grounded but is safe and crushes the low getup kick.
○ Connecting this move gives you more oki.
○ Knocks the opponent off to your left rather than right in front of you.
○ It’s possible to pick up the opponent for a combo if you hit this with a wall to your left.
● d/b+2
○ Hits grounded reliably for good damage and has very good tracking, especially to Devil Jin’s right.
● d+1+2
○ Devil Jin’s stomp, the down laser. The move can only be used when the opponent is grounded.
○ Deals very good damage but the range is short and it can be blocked if the opponent gets up and
blocks low. -13~16 on block depending on range, but it’s launch punishable almost every time.
● Hell Sweep (cd+4)
○ The first hit will hit grounded, the second hit will not (unless the opponent is near a wall and doesn’t
tech). Grounded damage is pretty meagre, though. The primary usage is to trip quick getups and net
a combo.
● cd+3
○ Another oki option out of crouch dash, but mid this time. Happens to hit grounded
○ Will crush low getup kick, and gives you a launch on hit.
○ Safe on block as well. The worst thing that can happen is the opponent doing a getup mid kick and
knocking you out of the air for minimal damage.
○ Very linear (just like all of his other moves), can be avoided by tech rolling.
● d+3
○ Tap kick, relatively safe option to hit grounded. Also knocks your opponent surprisingly far away.
○ Relatively low damage but will hit grounded consistently unlike d+4.
○ Forces crouch on hit (if the opponent is standing, obviously).
● b+1,2
○ Not an oki tool per se, but it is the punisher for getup mid kicks. They’re -12 but quite long range and
difficult to punish. Not for this move, though. Block the getup kick and b+1,2 to knock your opponent
right back onto the ground, or splat them onto the wall if it happens to be nearby.
Wall Game
Devil Jin has some of the best potential for wall pressure of any character, of any game. In my opinion, Devil Jin is at
his best when he has the opponent’s back to the wall. He has numerous very strong moves to utilize at the wall to
suffocate his opponent, including a variety of high-damage, wall splatting mids, and of course, the notorious EWGF.
● EWGF
○ It’s actually a viable strategy to repeatedly EWGF at the wall. The move is +5 and, done perfectly, i14.
This means if you throw consecutive EWGFs out and your opponent tries to jab in between (typically
the fastest action they can make), your EWGF will come out one frame faster and connect first. They
will have to duck eventually, and if you guess right, you can hit them with one of his devastating mids.
● ff+2
○ Excellent wallsplat mid to include in your wall pressure. -11 on block, but the self-pushback at the
wall will save you from being punished by most of the cast. This will also break walls and balconies.
● Laser Scraper (b,f+2,1,2)
○ Another great mid string to use at the wall. Although it isn’t entirely safe per se, people will be very
afraid to go on the offensive, as the string is very delayable, so guessing wrong would leave them on
the wall. Also breaks walls and balconies.
● f+1+2
○ Not a very good move to throw out for no reason since it’s -12. The main reason to use it is for the
homing properties, as it will absolutely murder people who think they can take advantage of Devil
Jin’s weak tracking to escape from the wall. It does 50 damage on its own, plus a wall splat. This move
also breaks walls and balconies.
● ff+4
○ Another homing option to use at the wall. Will wall splat for great damage, and it’s +5 on block like
an electric (although slower startup). Use this if you’re not feeling ballsy enough to go for the f+1+2.
This one also breaks things on the stage.
● ff+1+2
○ The stonehead throw. This move does splat, so it’s another good option at the wall to break through
your opponent’s defenses. Beware you will swap sides if the throw is broken though.
● wr+3
○ The slash kick finds itself worthy of mention here too. Since Devil Jin can do it instantly from crouch
dash at range 0, it’s a viable tool to use at the wall. Crushes those pesky d+4’s that try to halt your
offense and gives great pressure.
● Lightning Screw (b+1+4)
○ The short version of Devil Jin’s unblockable. It doesn’t get enough credit, it actually comes out a lot
faster than you would think. Great tool at the wall to forcibly open up a very defensive player. Will
give you a very high wall splat so you can easily go to town with a Laser Scraper or Heaven’s Door or
whatever. Players at all levels tend to just stand there and watch it come out, and even if they do
react, it will usually just be by a panic jab or something. Especially useful as wall oki.
● b+1,2
○ It’s not really a wall pressure tool just like it’s not really an okizeme tool, but it deserves a mention in
this section too. i12 punisher that will wall splat, pretty self explanatory. You can step the opponent
yourself and throw this out to get them onto the wall as well. b+1,2~b, b+1,2 is a dumb setup that
works surprisingly often.
● ws+1,4
○ NC wallsplat string that can be done out of wave dash. The cool thing about this string is that it starts
off mid, so you will catch and splat ducks. If that doesn’t work, the second hit is homing, so you can
still splat steps. Just be wary that it doesn’t jail; a sharp opponent will probably launch you if the first
hit gets blocked.
Throws
Although he’s not much of a grappling character, Devil Jin does have a handful of useful throws. While his generic
throws aren’t much to write home about, his command grabs are actually quite rewarding. He’s also one of the few
of characters that have a 3-way grab mixup, meaning he has at least one grab that requires each kind of break.
● 1+3 [1_2]
○ The generic 1 throw. Nothing really noteworthy. You will remain on the same side.
● 2+4 [1_2]
○ This is also just a generic 2 throw. The animation has been changed to Angel’s objectively better 2
throw animation, although this means they no longer remain at your feet for oki. Will swap sides with
the opponent like most generic 2 throws.
● ff+1+2 [1+2]
○ The Mishima stonehead throw. Simple input and very good next to walls as it can splat.
○ You will swap sides with the opponent if this throw is broken. This can be used to your advantage.
● Giant Swing (f,b,d/b,d,d/f,f+1+2_f,hcf+1+2) [1+2]
○ This is Devil Jin’s iconic laser grab. It has a very fast grab animation and deals great damage.
○ Since the throw begins with a forward input, it is possible (and recommended) to do this throw out of
wave dash.
○ Inconsistently swaps sides depending on the presence of nearby walls.
○ Learn to buffer this after moves like ff+2 and b+4 (on block) and d/b+2 (on hit). People will walk into
it every time.
● qcb+1+3 [1]
○ Good damage and leaves the opponent grounded in the FUFA position.
○ Inconsistently swaps sides.
● d/f+2+3 [2]
○ Good damage and leaves the opponent grounded in a very favourable position, sort of sideways on
the floor very close to you.
○ This throw can break the floor, and lets you combo afterwards. Note that this gives you an awkward
side combo, though.
○ Inconsistently swaps sides.
● Heaven’s Door (cd+1~u) [Unbreakable]
○ Probably the most common throw you’ll see from a Devil Jin player, the standard devil hit-grab.
○ Often used as a combo ender at the wall or after a wall/balcony break.
○ Now breaks the floor, so you can (continue a) combo off of this as well.
○ Inconsistently swaps sides.
○ Looks cool.
● Armbar
○ Devil Jin is one of the handful of characters that can do the armbar (1+2) after the ultimate tackle (FC
d/f+1+2). You can to punch up to three times before going for the armbar.
Rage Drive
Devil Jin’s Rage Drive is pretty garbage. I’d go so far as to say it’s one of the worst in the game. On paper, a safer
and more damaging Hell Sweep sounds great, but it doesn’t actually add anything useful to his toolkit. You will
always get more damage if you do a regular Hell Sweep into Rage Art. Being -14 instead of -23 is meaningless as
well because when you’re low enough to have rage, an i14 punisher will still kill you most of the time anyway,
especially because it’s a standing punish. Your opponent doesn’t even need to work to block the 2nd hit either - if
they block the first one, they’ll automatically stand and block the 2nd one. The system literally d oes not let them
get hit by the 2nd hit if they block the first one. Oh, and did I mention the first hit doesn’t trip? So if you trade, you’re
even worse off. You’re almost always b etter off using a regular Hell Sweep except in two very rare and specific
situations.
These are the two situations where this move is better than a regular Hell Sweep:
1. It unreliably crushes high for the first 12 frames after being blocked, so if your opponent goes for jabs or a
high i12 punish and doesn’t delay it slightly, you can sometimes get away without being hit. This isn’t a
particularly good attribute, it just relies on your opponent not knowing something, which is true of any
move. You should never be counting on this in the first place.
2. At an awkward wall position where you’re unable to do a Rage Art after Hell Sweep, you can do Rage Drive
into Heaven’s Door for about 15 more damage than the regular combo with rage. This is a slightly more
legitimate use of your Rage Drive than the previous one, and the only really valid one. Even then though,
keeping your rage is often the better choice. In every other situation though, just do a Hell Sweep man.
Fly
FLY is Devil Jin’s stance. It has a bit of startup time and only lasts about a second. It’s pretty unsafe, both the ascent
and descent and everything in between. Delayed jump kicks and most hopicks and d/f+2s will score the opponent a
float. He remains airborne throughout the stance though, so damage is scaled and moves will be crushed
accordingly. You can enter the stance by pressing 3+4, but you’ll never enter the stance this way. Some of Devil Jin’s
moves can transition into FLY by holding ~u during the animation. Specifically, he can enter FLY with u+4~u,
d/f+3,2,4~u and f+4,3~u.
In this stance, Devil Jin gains access to 4 new moves.
● FLY 1
○ A high punch which wasn’t too useful in previous games, but now screws. Typically used to follow up
u+4~u for a surprisingly damaging combo. Also 0 on block and will insta-screw on regular hit like his
ws+2. Generally better to use this instead of letting FLY time out so that you don’t get punished on
the way down, as long as your opponent doesn’t duck or backdash because the range is really short.
● FLY 2
○ Devil Jin’s other unbreakable throw. I didn’t mention it in the throw section because it’s theoretically
garbage. The animation is super slow and telegraphing, and the move can easily be sidestepped or
ducked, at which point it recovers slowly enough for the opponent to go and make a cup of tea and
then come back and launch you.
○ In practice, people get hit by this all the time and I have no idea why. Everyone just seems to forget
it’s an option. Even if they remember about it, you can usually get away without getting punished
even if they step or duck it because the way it recovers actually makes it kind of awkward to punish if
your opponent isn’t prepared.
● FLY 3
○ A mid dive kick which knocks down. Very volatile frames, -15 to -9 depending on range, but generally
you should consider it unsafe. u+4~u, FLY 3 is a legit floor breaker, though. d/f+3,2,4~u, FLY 3 also
works as a floor-breaking combo ender depending on the walls.
● FLY 1+2
○ The fly laser. Hits mid, but also very slow and, of course, linear. Don’t expect to catch anyone off
guard with this either, but if you end a combo with d/f+3,2,4~u, you might hit them as they get up.
You can also do f+1+2 from FLY to fly behind your opponent before doing the laser. Don’t do this,
though, as they’ll know the laser is coming and you will die. There are better ways to swap sides.
From what I’ve said so far, you probably think FLY is a pretty useless stance outside of the transition for the u+4
combo. You’re right, but FLY also has another niche use. Devil Jin can enter FLY directly from grounded (face-up
only) by pressing u+3+4. He flies up pretty quickly, which can be used to avoid running mix-ups and the like. Just
remember you also need to get down safely, and you can also be hit on the way up. Most wall oki will catch you
trying to fly up and it will still splat you, so be smart with how you use this.
Combos
Devil Jin has great combo potential, but tapping into that potential requires strict execution. The damage from his
easier combos is mediocre at best, although I wouldn’t go so far as to say it’s bad. Although the damage of his
combos isn’t comparable to the likes of Kazuya and his CH d/f+2 and shiny new rage drive, Devil Jin excels at
carrying his opponent (on)to the wall. With a variety of amazing wall splat combo enders like f+3+4, b+2,3 and Laser
Scraper, you’re easily able to adjust your combos and get your opponent onto the wall almost every time.
Video: https://www.youtube.com/watch?v=Z9nj8Jv6vX4
● EWGF
○ EWGF, EWGF, ff+4 (S!), ff+3,1~ff, 2, f+3+4
■ Practical max damage but a bit tricky to pull off.
■ Drop one of the electrics for easy mode.
● (It’s not that hard, try to learn to do this consistently.)
○ EWGF, EWGF, ff+3,1,2 (S!), ff+3,1~ff, EWGF
■ Good mix of difficulty and reward.
■ Can also dash Laser Scraper post-S! for wall splat.
○ EWGF, EWGF, b+2,3 (S!), Laser Scraper
■ Easy mode, also good for high wall splats when the wall is close-ish (Souq).
● ws+2_FLY 1
○ ws+2, DEWGF, DEWGF, DEWGF, DEWGF, DEWGF
■ Practical max damage but a bit tricky nigh upon impossible to pull off.
■ You break even on damage (compared to other combos) at 3 EWGFs so if you can do that
many consistently then it’s worth going for.
○ ws+2, DEWGF, 1, ff+3,1~ff, 2, DEWGF
■ Bit less damage and a bit easier to do but probably too difficult to be useful for most.
■ May need to drop the 2 depending how far your ff+3,1 was.
○ ws+2, DEWGF, 1, 1, 1, 1, f+3+4
■ Really good wall carry but kind of hard, need to dash between all jabs.
■ Adjust number of jabs based on distance to wall. Can also end with b+2,3.
○ ws+2, d+2, ws+1,2, f+3+4
■ Salvage combo for when you inevitably mess up the electric.
○ ws+2, ff+3,1, 1, Laser Scraper
■ Easy mode, also good for high wall splats.
○ ws+2, Heaven’s Door
■ Surprisingly good damage compared to other combos.
■ Useful when there’s no space to do full combos.
● CH b+4
○ CH b+4, d/f+2, 2, b+2,3 (S!), ff+3,1~ff, EWGF
■ Can replace the EWGF with f+2,4 for a bit more damage but worse oki.
● CH d/f+2
○ CH d/f+2, ff+4 (S!), ff+3,1~ff, 2, f+3+4
■ Practical max damage. Can replace the 2 at the end with 1+4 for more wall carry.
○ CH d/f+2, 1, ff+3,1,2 (S!), b,f+2,1,d/f+2
■ Good wall carry combo.
● u+4
○ u+4~u, FLY 1 (S!), ff+3,1, 1,2, f+3+4
■ Basically the only combo.
● Hell Sweep (first hit)
○ cd+4, EWGF, 2, b+2,3 (S!), ff+3,1~ff, EWGF
■ Practical max damage but a bit tricky to pull off. Start inputting the EWGF when you see their
head hit the floor.
○ cd+4, 1+4, 2, b+2,3 (S!), ff, b+2,3
■ Pretty easy, decent damage and oki. Only “difficult” part is the dash.
○ cd+4, 1+4, 2, b+2,3 (S!), 2, f+3+4
■ Great for wall carry but the dash 2 is a bit annoying. Use fff,2 to hit this consistently.
● Rage Drive
○ cd+4,3+4, d/f+2, 2, b+2,3 (S!), ff+3,1~ff, EWGF
■ Can replace d/f+2 with EWGF for more damage.
○ cd+4,3+4, Heaven’s Door
■ Use when there’s no space to do the full combo.
■ Recovers fast so you can start inputting cd+1~u/f quite quickly.
● cd+3
○ cd+3, 1+4, 2, b+2,3 (S!), ff, b+2,3
■ Hell Sweep, 1+4 combos should all work.
● Low Parry
○ d/f+2, 2, b+2,3 (S!), ff+3,1~ff, EWGF
■ Can replace d/f+2 with EWGF for more damage.
○ iws+1,4 (S!), ff+3,1~ff, 2, f+3+4
■ Good wall carry.
● Wall Enders
○ EWGF, b,f+2,1,2
■ Max damage off of a high wall splat. Delay the last hit for unscaled damage.
○ Heaven’s Door
■ Good wall ender if few hits. Does huge damage if you grab them low on the wall.
○ b,f+2,1,2
■ Good wall ender if many hits. Standard. Delay the last hit for unscaled damage.
○ b,f+2,1,4
■ Will connect when you have an oddly angled wall splat.
○ 1,1, d+1
■ Hits a bit lower than Laser Scraper, less damage.
○ 1,2, b+4
■ Hits a bit lower than 1,1, d+1, less damage but very good recovery.
○ b+4
■ Hits a bit lower than 1,2, b+4, less damage.
○ ff+3,1,4
■ Hits when the opponent is near but not quite at the wall.
■ Useful when you can’t really get a good splat due to distance.
■ Also works as a wall combo on bigs, does a bit less damage than Laser Scraper.
● Wall Splat Combos
○ (W!), ssl, f+3 (S!), Heaven’s Door
■ Practical max damage but a bit tricky to pull off.
○ (W!), Heaven’s Door
■ Easy mode, pretty reliable.
○ (W!), d+3+4, Laser Scraper
■ Can-cans can re-splat but requires a backdash or sidestep.
○ (W!), Laser Scraper
■ Omit the can-cans for an easier combo.
○ EWGF (W!), EWGF, Laser Scraper
■ EWGF combo next to wall.
○ cd+4, b+4 (W!), d+1
■ Hell sweep combo next to wall.
■ A 2nd b+4 hits more consistently than d+1 for less damage.
● Wall Break Combos
○ [Combo w/ screw], (WB!), Heaven’s Door
■ Break with Laser Scraper if you can reach, f+3+4 if you can’t.
■ Standard ender, leaves them at your feet for oki.
○ [Combo w/o screw], Laser Scraper (WB!), u/f+2 (S!), …
■ Can go into ff+3,1 bnb or Laser Scraper depending on hits.
● Balcony Break Combos
○ [Combo w/ screw], (BB!), Heaven’s Door
■ Break with Laser Scraper if you can reach, f+3+4 if you can’t.
■ Standard ender, leaves them at your feet for oki.
○ [Combo w/o screw], Laser Scraper (BB!), u/f+2 (S!), ff+3,1~ff, EWGF
■ Can go into different screw follow-ups depending on hits.
○ cd+4, cd~ws+4, ff+2 (BB!), u/f+2 (S!), ff+3,1~ff, EWGF
■ Combo off Hell Sweep next to balconies.
○ CH b+4, f+3+4 (BB!), u/f+2 (S!),ff+3,1~ff, EWGF
■ Combo off CH b+4 next to balconies.
● Floor Break Combos
○ [bnb combo until (S!) near wall or (W!)], Heaven’s Door (FB!), ws+2, Laser Scraper
■ Do the meat of your combo and then Heaven’s Door to floor break.
■ Follow up floor break with ws+2 to get high wall splat and choose a wall ender.
■ Can follow up floor break with b+4 (W!) on the last level of Forgotten Realm.
○ [bnb combo until (S!)], Heaven’s Door (FB!), f+3+4
■ Only real option if they’re not near the wall.
■ Should carry to/near wall at almost any range.
○ cd+4,4, (FB!), u/f+2 (S!), ff+3,1~ff, 2, f+3+4
■ Standard Hell Sweep floor break combo.
○ ws+2, Heaven’s Door (FB!), b,f+2,1,d+2, f+3+4
■ Standard ws+2_FLY 1 floor break combo.
○ d/f+2+3 (FB!), b+2,3 (S!), ff+3,1,4
■ Best option due to awkward side combo.
○ u+4~u, FLY 3 (FB!), u/f+2 (S!), ff+3,1~ff, 2, f+3+4
■ Standard u+4 floor break combo.
○ FLY 2 (FB!), 1, b+2,3 (S!), ff+3,1,4
■ Best option due to awkward side combo.
● Rage Art Combos
○ [bnb combo until (S!)], ff+3,1, Rage Art
■ Standard way to end a combo with Rage Art.
■ May not connect if you did too many hits (only really happens with stage breaks).
■ Can replace ff+3,1, with cd~ws+4 if you’re unsure of hits.
○ [bnb combo until (W!)], Rage Art
■ Rage Art sequence may not occur if the wall splat is too low.
VS Devil Jin
Like all Mishimas, Devil Jin’s biggest weakness is his tracking. His 50/50 mixup can be sidestepped rather easily and
punished appropriately. Additionally, his homing moves are not very rewarding, so the Devil Jin player will generally
have to work to realign themselves if you step well. It’s much more likely for them to make a mistake realigning
themselves than it is for you to step poorly. However, it’s worth noting that Devil Jin’s electric actually has the best
tracking properties of all the Mishimas though, so be cautious when sidestepping.
Furthermore, Devil Jin doesn’t really appreciate playing against high crushing characters like Xiaoyu and Steve, as
they force him to rely on his low-hitting mids, which are mediocre at best. They’re generally very slow or
non-rewarding. His ws+2 was gimped in T7 since it puts his opponent in an auto-screw state, so he can only dish out
minimal damage (although the wall carry and resulting pressure can be devastating). The worst thing you can do is
take a CH b+4 for an actual combo if he’s going for mids when he can’t get electrics in, which is something to look
out for.
Dragunov ↑
Notable Moves
● wr+2 (mixup city, best followup options are ff1+2 throw, d2, df1, and iWR2)
● d+2 (best poke, unseeable low, high crush)
● qcf+1 (super safe high launcher)
● qcf+3 (low that attack throws on CH, only should be used as such because it’s -5 on HIT)
● qcb+2 (backswing blow)
● d/f+1
● b+4,3 (good wallsplat move
● u/f 4 (safe mid, lowcrush, guarantees d4,13 followup on hit)
Punishment
Standing:
● -10
○ 2,1
● -12
○ 4,1
● -15
○ d/f+2
Crouching:
● -11
○ ws+4
● -12
○ ws+1+2
● -13
○ ws+1,3
● -15
○ ws+2
Combos
● d/f+2_ws+2
○ f+4,4,3, b+4,3 (s!), f+3, 4,1
● ch wr+2
○ ws+4, 1, f+3,1, f+3,2 (s!), f+3, 4,1
○ ws+4, b+1,2 (s!), f+3,1, f+3, 4,1
● qcf+2
○ f+2,4, f+3, 1, f+1+2 (s!), f+3, 4,1
● d/b+3_b+2,1,3
○ d+2, ws+4, b+1,2 (s!), f+3, 4,1
Wall Combos
● B+2, ws1+2 (b+2 leaves you crouching so the ws1+2 is easy and can be buffered)
Eliza ↑
Obligatory slutty vampire from Tekken Revolution. Completely different to how she was in TR; now comes with a
meter and obligatory Street Fighter moves. I don’t know how to play her and neither does anyone else but I can at
least slap down some info for now. General consensus is that she has good damage but has to take big risks to do
anything meaningful and she sucks overall. Best way to play her is 100% buttons.
Key Moves
● 4
○ i13 homing magic 4. Keeps your opponent in check so they don’t go crazy on the buttons. Very
spammable.
● d+3
○ Her fastest low poke at i15. Guarantees DP+2 on clean hit which is really good. On CH you can even
do DP+1 for a full launch, but you can’t counter-hit confirm so you need to guess. Also guarantees
qcb+1+2 on clean hit for w! (1 bar), or qcb+1 on CH.
○ Launch punishable at -15. If you do a DP follow-up, crouching guard opponents will automatically
stand and block so you’ll be even more launchable. qcb+4 follow up makes it “safer” but the range is
short so even if they don’t backdash you’ll whiff often and be significantly minus.
● b+1(2,4)
○ Great i14 mid that consistently hits AoP. The 2nd hit is NCC so you can fish for counters with it to get
a launch. Keep in mind the 2nd hit is unsafe and people will start punishing it if you never use the 3rd
hit. The 3rd hit is also unsafe and also steppable so be smart with how you use this string.
● d/f+4
○ Fast i12 mid kick with great range and frames. Kind of like Dragunov’s d/f+4.
● d+4_d/b+4
○ Medium speed low poke that gives plus frames on hit and launches on counter hit. Think Lars d/b+4.
It’s i20 so it arguably teters on the edge of just barely being seeable by JDCR.
● b+2,3
○ Good, quick, high-mid poke string. 2nd hit is delayable but it’s not NC if you delay it. The 2nd hit is
also a CH launcher though, so it’s worth making use of that.
● ff+3,4_MG+3,4
○ High-high advancing string. It’s homing, jails and also launches on normal hit as well as being safe, so
it’s your main way to get in on people.
● MG+4
○ Eliza’s slide. Similar to Alisa’s d+3 and also knocks down. You can use it to close distance and hit low
from long range. On CH, EX Dive Kick is guaranteed (I think), which will launch them from grounded.
● f+1+2
○ Mid homing power crush that KNDs on normal hit and also guarantees MG+4. Only -13 as well.
● Jump+2
○ One of your main jump-in moves. The frame situation is determined by how high you are when the
move connects (lower = more plus), but it’s usually plus.
○ Anywhere up to +18 on hit which means b+4 is guaranteed and you get a launch. This is kind of hit
confirmable so you should probably practice that.
○ Jump+4 seems to do exactly the same thing with maybe a bit more tracking, but I find it a bit harder
to use. Maybe the frames you get at certain heights are different.
● Jump+qcb+4
○ Her neutral light Dive Kick has very short range, but you can extend its range by doing it from a
forward jump. Can come out a lot faster than Jump+2 so it has its uses.
○Similar to Jump+2, it (usually) gives plus frames on block so it’s great for applying pressure. It can
also give you up to +16 on hit which is enough to guarantee a launch from b+4. Also forces crouch on
hit and hits grounded.
● EX DP (DP+1+2)
○ Cheap move with invincibility frames that don’t belong in Tekken. Only 11 frame startup and you get
godmode and a chunky KND for the measly cost of one bar. Kind of like a power crush that always
wins. You can use it in the middle of strings and stuff, it’s pretty dumb. Hella launch though.
● EX Dive Kick (qcb+3+4)
○ Low crush “backsway” mid-mid that launches on hit. -13 on block so it’s not that great in the neutral
even with the pushback, but the kicker is that it hits and launches grounded.
Punishers
Standing
● -10
○ 1 xx DP+2
■ Pseudo launcher with huge damage, KND and w!. Use this for everything up to i14.
○ 1 xx Super
■ She can also get a launch at i10 with 2 bars if you’re gud enough to do this.
● -11
○ b+2,3
■ Don’t use this unless the i10 doesn’t reach.
● -12
○ 1+2
■ Don’t use this unless the i10 doesn’t reach.
● -13
○ 4
■ Don’t use this unless the i10 doesn’t reach.
● -14
○ 2,2 xx DP+2
■ Two whole grounded hits before the DP for beefy damage and all of the DP goodness.
■ The DP is pretty hit-confirmable as well so make sure you do this.
● -15
○ b+4 xx DP+1
■ Highest damage thanks to the strong grounded hit and high launch with little knockback.
○ d/f+2,3
■ More lenient input and longer range launcher. Better for punishing whiffs.
Crouching
● -10
○ d+1 xx DP+2
■ This is guaranteed for some reason.
○ d+1 xx Super
■ i10 launch from crouch as well with 2 bars.
● -11
○ ws+4
■ Bit of chip and some frames, don’t use this unless the i10 doesn’t reach.
● -14
○ ws+1 xx DP+1
■ Full launch from crouching at i14, you get the same combo as a regular DP.
● -15
○ ws+3
■ More lenient input and longer range, but the combo isn’t as good as a DP.
Combos
Notes:
Anywhere you have b+4 xx, d+3 xx can be done instead. It does less damage but is more consistent on smalls.
Combos that end with DP+2 can also be ended with qcf+2 for the same damage but different oki.
You can FADC a whole bunch of moves (jabs, fireballs, b+4, d+3, etc) with f,d,d/f+3+4. You will automatically go into
Moon Glide.
MG+3,4 and ff+3,4 are mostly interchangeable.
● DP+1
○ b+4 xx qcb+4, b+2,3, b+3,1 (s!), f+4, MG+1,2,1+2
■ This is the bnb you go for after getting a DP. Works regardless of how many hits you did on
the ground because those don’t add to the combo distance counter.
■ You need a bit of a dash before you do the moon glide after (s!) because the inherent forward
movement isn’t enough to cover the distance.
○ b+4 xx qcb+4, u/f~qcb+4, 4 (s!), wr+3, b+4 xx DP+2
■ Slightly weaker combo with a better ender for wall carry.
○ 4 (s!), wr+3, b+4 xx qcf+2, FADC, MG+1, b+4, qcf+2, FADC, MG+4
■ 2 bar combo, I think it’s max damage on open ground but you need a LOT of open ground to
do it. Largely impractical, you’ll probably hit a wall before you finish the combo.
○ b+4 xx qcb+4, 1, MG+1, b+4 xx qcb+1 (s!), MG+3,4
● CH+4 (s!)
○ wr+3, b+4 xx DP+1, b+4 xx DP+2
■ Standard magic 4 combo, can’t really do much better without bar. DP+2 at the end gives a
high wall splat but you can also end with qcf+2 to keep a distance, it does the same damage.
○ wr+3, b+4 xx DP+1, b+4 xx qcf+2, FADC, MG+3,4
■ You can end with a fireball and cancel it to get a MG+3,4 at the end for more damage and a
longer wall carry (the latter reason being why you’d want to spend bar).
● d/f+2,3_CH ws+2
○ b+2,3, b+3,1 (s!), wr+3, b+4 xx DP+2
■ Same as above, you can end with the fireball instead. FADCing it doesn’t give you anything
useful though.
○ b+2,3, 1, MG+1, b+4 xx qcb+1 (S!), MG+3,4
● CH b+1,2
○ d/f+1, b+2,3, 4 (s!), wr+3, b+4 xx DP+2
○ b+2,3, 4(s!), wr+3, b+4 xx qcf+2, FADC, MG+3,4
● ws+3
○ b+2,3, b+4 xx qcb+1 (s!), wr+3, b+4 xx DP+2
■ Can’t do b+3,1 (s!) because ws+3 recovers too slowly.
○ b+2,3, b+4 xx qcf+2, FADC, MG+3,4 (s!), f+4, MG+1,2,1+2
■ 1 bar combo that doesn’t do that much more damage but gives very good wall carry.
● CH d+4_d/b+4
○ ws+4, b+2,3, 4 (s!), wr+3, b+4 xx DP+2
■ Only works at super close range and timing is a bit funky.
○ ws+4, b+4 xx qcb+1 (s!), wr+3, b+4 xx DP+2
■ Less damage but a little more consistent.
○ ws+2, d+3 xx qcb+1 (s!), wr+3, b+4 xx DP+2
■ Does 1 less damage but ws+2 reaches further than ws+4.
■ Probably the best of the lot since it’s the most consistent and you can do qcf+2 instead of
DP+2 at the end and FADC it into MG+3,4 if you need to.
● CH b+2,3 (2nd hit)
○ d+3 xx DP+1, b+4 xx qcb+1 (s!), wr+3, b+4 xx DP+2
■ Standard combo.
● ff+3,4 (s!)
○ wr+3, b+1,2,4
■ There is definitely a better combo than this but I don’t know it.
○ wr+3, b+4 xx qcf+2, FADC, MG+1,2,1+2
■ 1 bar for a bit more damage and carry. Can end with MG+3,4 for a better splat.
○ wr+3, b+4 xx qcf+2, FADC, MG+1, b+4 xx DP+2
■ Same damage as above but better wall splat and potential for 2nd FADC.
○ ff+3,4_MG+3,4, b+1,2,4
○ MG+1, b+2,3, b+4 xx DP+2
○ MG+1, 1, MG+1, 1, MG+1,2,1+2
○ MG+1, 1, MG+1, 1, ff+3,4
● 3+4
○ ws+4, b+4 xx qcb+1 (s!), wr+3, b+4 xx DP+2
■ Usual substitutions can be made.
○ ws+4, b+4 xx DP+1, b+4 xx qcb+1 (s!), MG+1,2,1+2
■ Alternate combo for different wall carry, does the same damage.
● EX Dive Kick
○ wr+3, b+4 xx DP+1, b+4 xx DP+2
○ ff+3,4, b+1,2,4
○ MG+1, b+2,3, 1, ff+3,4
○ MG+1, 1, MG+1, 1, MG+1,2,1+2
○ MG+1, 1, MG+1, 1, ff+3,4
Feng ↑
Feng is a strong well-rounded character with big upfront damage. He is not lacking in any area and has no clear
exploitable weaknesses, but he doesn’t excel at any one particular area either. Some may argue his poking is his
best asset, but poking itself can be used in many ways and incorporated in any playstyle. As such, his versatility
allows any player to feel comfortable with him and he can be played to suit anyone’s needs. Due to his abundance
of stances, it may seem daunting to remember all these options and, more importantly, how, when, and where to
use them alone and with each other. It is perfectly reasonable to play without them or use them infrequently to
start out, as is the case with most Tekken characters. Even so, he is a character that is great to learn Tekken with, as
he has many tools you can use to adapt to any player, character, and specific situation, while not being
overwhelming in terms of execution or setups.
Players to Watch: Yuu, Hao, NYC Fab, Geesemaster, Knee
Key Moves
● df+1
○ One of the best mid pokes in the game at range 1. It is slower than generic df+1 at 14 frames, but to
compensate, it has great range and is 0 on block. Because of this, it is an extremely versatile move.
● b+1
○ This high palm is riskier to use due to its poor range and block frames (-10), but the reward is great.
On hit it’s +1, and on counter hit, you get a free dash b+1+2.
● db+3
○ All poking characters need a variety of useful lows, and this is a great one. It high crushes
consistently, tracks both sides fairly well, starts up quickly, and gives great advantage on hit (+4).
● df+3
○ The range on this mid launcher is poor and it’s slow, but it has great damage and it is safe on block.
Due to the lack of speed, though, it’s not advised to use in your poking or to continue your offense.
● b+1+2 (a.k.a shoulder)
○ Despite not being a launcher, this move is a great whiff punisher. It is 13 frames, mid, moves Feng
very far forward, knocks down on hit, and even wall splats. The catch is that it is easily launch
punishable by anyone’s best launcher (-23), but if you use it as a block and whiff punisher, that
shouldn’t be a problem.
● b+4
○ This is not listed as a homing move, but it functions just like one. As such, it’s amazing: super fast,
completely safe (-9), and gives advantage on hit. It’s great near the wall where people often want to
sidestep and can’t backdash out of the move’s poor range.
● f+3,4
○ Any big whiffs should be punished with this launcher. It has absurd range and damage for a launcher,
but that’s because it’s very slow, completely linear, and launch punishable. It is also possible to
reliably hitconfirm this. It will take a lot of practice, and it’s not entirely necessary, but saving yourself
from a launch punish is always useful.
● qcf+1
○ Another useful high crushing low, usually used to start offense as a heavy hitting low. This deals a lot
more damage, has more range, isn’t universally launch punishable (-14) and launches on counter hit.
It’s just pretty slow, even after inputting crouch dash.
● f+4
○ This high kick launches on hit and leads into interesting situations on block. Generally, you want to
cancel into back turn, as that makes it -5 and creates more space to help reset the situation. Great
move to use in neutral, but not so much in pressure because of how slow it is.
● qcf+1+2
○ Great tool up close or to start your pressure game, as it moves far forward with decent high crush
coming out of crouch dash and gives frame advantage and forces crouch on block. On counter hit,
you get a free hit as well (d+3+4).
● SS4_db+4_BT d+3
○ Yet another high crushing low. This one launches on natural hit and has good tracking to both sides. It
does, however, stagger on block, meaning you will be punished severely. db+4 and BT d+3 require a
clean hit, so those have to be closer. They also recover in crouching.
Punishers
Standing
● -10
○ 1,2,2
■ Solid damage with the option to go into back turn after for a mixup with extra frame
advantage
○ 2,4
■ More range than 1,2,2 and can cancel into stances.
○ 1,3
■ +6 on-hit, 24 damage so less damage but more frame advantage than 1,2,2. Also safe on
block.
● -12
○ b+4
■ Only for things that push off-axis or have pushback where 1,2,2 or 2,4 won’t reach.
● -13
○ b+1+2
■ Big damage, knock down, mid, good range. Destroy hopkicks with this.
● -15
○ uf+4
■ The range on this is poor even for a hopkick, so if you’re unsure about the pushback, just use
b+1+2.
● -18
○ f+4
■ This launcher still has mediocre range, and as a high, it won’t punish moves that leave the
opponent in crouch.
○ df+3
■ This hits mid, but the range is, again, quite bad.
Crouching
● -11
○ WS4
■ Pretty standard WS4. Make use of the frame advantage afterwards.
● -14
○ WS1,2
■ Excellent range on this one. +1 on hit, and has a very delayable 1 ender to the full string.
● -15
○ WS3
■ Clean launch that moves forward and high crushes the whole time, so you can use it as a
reliable launcher for whiff punishing if you duck a move or string. Much better than uf+4.
● -21
○ f+3,4
■ You have to crouch cancel this with u,n beforehand. It’s not possible in 21 frames, but most
moves that stagger are about -25, so you should be fine to get this. If not, WS3 is still good.
Stances
Feng has 3 Stances which all are pretty situational but add a huge part to his 50/50 mixup.
The 3 Stances are Shifting Clouds (STC) Kenpo Step (KNP) and “Backturn(ed)” (BT) They can all be
accessed manually or out of his other moves.
● STC is an auto-parry-Stance (parries highs and mids) that can for example be used to pressure
the opponent. Can be accessed by f+3+4, holding F after d/b+1 or holding F while in KNP.
Options are as follows:
○ 1: unsafe (-11~14) knocks down on hit for guaranteed b+1+2 (probably the worst option since:)
○ 2: launches for combo and also wall splats. This is still unsafe at -12~13, but not launch punishible and
part of his “high” risk high reward mixup.
○ 3: duckable high, but is +8~9 on block and knocks down on hit for a guaranteed d+3+4
○ 4: unseeable low, -14 on block, +2 on hit, knocks down on CH
● KNP is an evasive stance which auto-blocks and is mainly used to force whiffs and then punish. You can even
dodge and launch Dragunovs WR2 with this. This is spammed by many high level Feng players. It is also good
as a round starter since it dodges many options the opponent can throw at you. Access this by b+3+4, d/b+1,
B, or holding B while in STC
○ 1: unseeable low, -13 on block but +8 on hit. Leaves you crouching. Can be used as poke or to whiff
moves that leave the opponent in crouch/has too fast recovery for KNP3 (or Lings AOP)
○ 2: high palm that knocks down the opponent for guaranteed dash b+1+2 followup. -9 on block.
○ 3: mid launcher only -11~12 on block. Mainly used as a whiff punisher but can also be used as a mix up
with KNP.
○ 4: long range mid, that is safe on block (-7~4 depending on range) and knocks down on hit. You end
up lying on the floor though (can jump up by pressing 3+4 to lower frame disadvantage).
● BT is really more of a mixup option than a real stance. You can enter it manually by pressing b3~4 or holding
back while doing 2,4,1_f4_1,2,2. This can be used as an Oki option -> run up BT, or out of these 3 moves for
either frame advantage or a nice mixup opportunity. Though this is used often by high-level Fengs it is quite
risky since you can’t block in BT and against trigger happy opponents this might hurt if you are not fast. Also
the most damaging Options are a launch punishable low launcher and a grab, which both can be ducked.
Still you can get huge damage out of this if you use this in a good way.
Also you have the standard BT Options available like BT-hopkick/jab/lowjab so I just mention the ones I think
are most important.
○ 2,(2): Just pressing 2 once leaves you BT, is safe on block and KND on hit. This is your fasted mid
option(i12). Pressing 2,2 is unsafe (-~12) on block but knocks down on hit for a stomp (d+3+4).
○ 1+2: your second mid option, is safe on block, knocks down on hit (does not W! though) and leaves
you in BT. (i22 though)
○ 1+4: BT Command-grab which does 50!!! Damage. While Feng only has 1+2 command grabs this one is
hard to see since it comes out of BT.
○ D+3: unseeable highcrushing low launcher. -26 on block though so be careful! You can either crouch
cancel this into f+1+2 or pick up with a WS1 (since you are in crouch) into d/b+1, 4.
○ 4: While this is a high kick and also duckable it is pretty fast and safe and also W! so it might be useful.
Open Ground Combos
● f+3,4
○ f+1+2 S!, (SSR) f+3,4, f+1, f+3,4
● uf+4
○ f+1+2 S!, (SSR) f+3,4, f+1, f+3,4
● f+4~b
○ df, db+1,4 S!, dash f+3,4, f+1, f+3,4
● df+3
○ 2, db+1,4 S!, dash f+3,4, f+1, b+1+2
● STC 2
○ f+1+2 S!, (SSR) f+3,4, f+1, f+3,4
● Low Parry
○ (1+4_df+1,) db+1, 4 S!, dash f+3,4, b+1+2
(leave the df1_1+4 for easier combo but a little less dmg and wall carry. Applies to almost all combos)
● KNP 3
● WS3_qcf+3
○ f+1+2 S!, (SSR) f+3,4, f+1, f+3,4
● SS4
○ SSL_SSR to realign, f+1+2 S!, dash f+3,4, 1, f+3,4
● db+4_BT d+3
○ cc f+1+2 S!, (SSR) f+3,4, 1, f+3,4
○ Ws1, d/b+1, 4 (S!), dash, f+3,4, b+1+2 [for an easier alternative]
● FUFT 3+4
○ db+1,4 S!, dash f+3,4, f+1, f+3,4
● CH qcf+1
○ 1+4, f+1, f+1+2 S!, dash f+3,4, b+1+2
○ df+1, f+1, f+1+2 S!, dash f+3,4, b+1+2(1+4_df+1,) db+1, 4 S!, dash f+3,4, b+1+2 [actually not sure if
the above ones work at all]
Wall Combos
● Normal splat (b+1+2, CH b+1, wall carry combo)
○ 1,2_1,3, b+1+2
○ 3,3,4
○ ff+3
● High splat (f+3,4, WS3_qcf+3, etc)
○ 1,2, 1,2_1,3, b+1+2
○ UF,n+4, 1,2_1,3, b+1+2
● Stuns/trips near wall (SS4, db+4_BT d+3, CH (1),1, etc)
○ 1,2_1,3, b+1+2
○ 3,3,4
Heihachi ↑
Heihachi is a Mishima fighting style character, meaning he has all the signature moves associated with it. Compared
to Devil Jin and Kazuya, Heihachi has the best consistent range 0 pressure and counter hit tools among them,
making him an offensive monster. His mids are extremely powerful, and all of his harder combos hit extremely hard.
His pressure against the wall is super scary, as he has a 10f hitconfirmable wallsplat, a hitconfirmable 13f mid-mid
wall splat, a wallsplatting mid homing kick, and pretty much all of his counter hit launchers also naturally wall splat.
His main weakness, as you might have guessed from no mention of low attack yet, is his lows. He has very
rewarding ones, but they are all extremely risky, and those that aren’t risky are not rewarding. Another shortcoming
is the lack of a 15f launch from crouch, meaning when he blocks certain lows, he is not able to get as much as most
characters. Nevertheless, working the lows into your offense smartly will make Heihachi that much scarier to deal
with, and his standing punishers are still very strong. If you want to rush people down with hard-hitting, consistent
offense and pressure coupled with an electric, look no further than this indestructible old fart.
Players to Watch: JDCR, qudans, Ji3moonAce, KoDee
Notable Moves
● EWGF
○ One of the single best moves in Tekken, EWGF will always be a staple and reliable launcher. Comes
out fast (14f with fastest inputs), reaches very far, tracks to your left, and deals a crapton of damage.
While Heihachi is not incredibly reliant on this move as, say, Kazuya, you should have it practiced,
both in and out of combos and movement. This move allows Heihachi to play defensively/keep out
when he needs to due to its strength as a whiff punish and its +5 advantage on block.
● df+1 series
○ Being 13f, -1 on block, and tracking to your left makes this the crux of Heihachi’s offense along with
his jab series. It has two followups: df+1,1 for just extra damage while only being -2 on block, and
df+1,2 which is a hitconfirmable/delayable mid followup that knocks down and wall splats.
● 1,b+2_b+2
○ Hei’s jab strings are actually very versatile. 1,b+2 is a high-mid NCc, which is huge damage for a 10f
string, and this means frame trapping with 1, 1,b+2 is very strong. It is also only -2 on block, which is
no worse than df+1,1. b+2 on its own is also a CH launcher, so basically cycling through 1 and 1,b+2 is
a prime way to catch eager mashers.
● d+4
○ Your eyes are not deceiving you, this is just generic FCd+4, and it is a key move. As mentioned, Hei is
lacking dearly in the lows, and this is his only unseeable, not launch punishable low. It deals only a bit
of damage and is -2 on hit, but sometimes you need a quick unseeable low to keep people on their
toes and encourage ducking so your mids will hit, so this is important to sprinkle into your offense.
● ff+2
○ Obnoxious mid launcher. -17, but pushback makes it safe against a lot of characters. While it is slow,
it does high crush, so it’s fair to throw out in neutral just to fish for it. It is linear, however, so avoid
doing it against people who are stepping in their movements to avoid getting launched yourself.
● db+2
○ One of two high-risk, high-reward lows. This deals lots of damage, gives great frame advantage, high
crushes completely, tracks left, but is launch punishable. This would be a strong reason to get people
to duck, because not only do they not want to eat the damage, they want to launch your ass.
● f+4
○ This is a great move to gain plus frames up close, and it grants great rewards on hit and CH. If you hit
them crouching, df+1,2 is completely guaranteed as a followup, and on CH, d+3 or dash d+4 is
guaranteed. It is +3, so a df+1 and d+4 trade at worst, but is essentially a nice legit 50/50.
● Hell Sweep (CD4 series)
○ Heihachi’s hellsweep is not as immediately rewarding as the other Mishimas, but it has its use. CD4,4
is actually a low launcher, and CD4,n+4 is just standard WS4 string, and neither are NC. So if the first
hellsweep hits, you get a free 50/50. The preferred option is the low because it launches and is only
-12 on block despite being a stagger animation, whereas going for the mid only yields mediocre
damage and high plus frames unless you finish the string, which is good damage but is launch
punishable on block. The absolute safest option is to just CD4,n+4, as the frame advantage even on
block is good.
● f+3_f+2,3
○ Great safe knee mid CH launcher
Punishment
Standing:
● -10
○ 1,1,2
■ One of the few 10f wall splat block punishers in the game.
● -12
○ 1+2
■ Not used too often because the knock down is not that good.
○ f+1+2
■ Short range punisher, free qcf+2_d+3_d/b+2.
● -13
○ df+1,2
■ Good knockdown and wallsplat. Might not reach certain moves.
● -14
○ EWGF
■ 14f launch. While not really feasible in a real match 100% of the time, the threat is great, and
landing even one or two is enough to turn the tide, especially given Hei’s offense and raw
damage.
Crouching:
● -11
○ WS4,4
■ High damage and good advantage. You can also not finish the string and use the +9
advantage.
● -14
○ WS1
■ Guarantees qcf+2_d+3_f+3. Great for -14.
● -23~
○ cc EWGF
■ Tap up to stand, then fist them. Staggered lows don’t actually recover in crouching.
○ uf,n+4
■ Easier alternative.
Combos
● EWGF_ff+2_OTGF
○ EWGF, f+2,3, bf+2,3 S!, f+3+4, RAI 2,1
○ EWGF, f+2,3, bf+2,3 S!, dash bf+2,3_bf+2,1
● CH b+2_CH f+3_Low parry
○ CD4,n+4, b+1,2_bf+2,3 S!, dash CD4,4,1
● ff+3
○ bf+2,3 S! CD4,4,4,1
Hwoarang ↑
Hwoarang is a character that epitomizes everything a new player hates to come up against in a fighting game. He is
a rushdown monster that steamrolls anyone who is not prepared for his vast number of options and unique
situations he can force on the opponent. This is not to say it is all safe pokes and pressure. In fact, Hwoarang is quite
a risky character. The range 0 situations are unique because they involve Hwoarang being in his flamingo stances,
during which he is completely unable to block. Couple that with a large chunk of his block pressure requiring high
and/or linear attacks and duckable high followups to strings in order for it to continue seamlessly on block, and it’s
easy to see where the holes are. Luckily, he is a character with so many offensive options that he has tools to call his
opponent’s defensive tendencies out, and he has many ways to alter timings and delay his strings to catch people
trying to defend on autopilot or with catch-all options. He has hellsweeps, long range lows, poking lows, launching
lows, command grabs, plus on block mids, fast homing mids, slow homing mids, generic df+1, mid CH launchers, safe
on block mid launchers, the best power crushes in the game, empty flamingo step, a wavedash, practical guard
break/unblockable sequences, an orbital...I could go on.
Make no mistake, Hwoarang is one of the hardest characters in the game to play well. It’s easy to get quickly
overwhelmed with the sheer number of options and stances to choose from, and there’s no time to stop and think
about these options when playing. He requires a lot of practice to get into a flow that people will fear, and it’s easy
to get lost in his stance transitions and end up on the wrong foot. He is both a mountain of information to learn to
play as and play against, but we can start small and take it step by step. The point is, if you’re looking for offense in
the form of a sheer number of options and situations to overwhelm and test your opponent with and play truly
unique to anyone else who plays the same character, look no further.
Players to watch: Bats/Buts/Battsu/バッツ, Asellas, Maddogjin, Speedkicks, Muse, Starscream
Key Moves
● ff+4 (Peacekeeper)
○ New to Tekken 7, this move lets Hwoarang play at range 2 without committing to things like WR3. It
leaves you in RFF, does a grip of damage, knocks down far on regular hit, lets you get a float combo if
you catch them airborne, and hits mid. It is linear, however, so get a good read on the opponent’s
movement to make sure it’s at least blocked, because even though it is -12, it’s safe due to pushback.
● RFF 3~4 (Backlash/Whiplash)
○ While this move is nothing new, they buffed the fuck out of this move. It is a homing, plus on block
naturally launching power crush that screws. The only detriments to this move is that it is both slow
to start up and hits high. Luckily, the recovery is short, so it is tricky to duck and punish or even whiff
punish, so use it when you think the opponent wants to come in on you.
● d+3,4
○ Party starter. It’s a low-high NC string that can be used from any stance but RFS since it ends in RFS.
The pushback on hit forces you to create delays or choose from a small range of things to use in open
ground. This does not apply when your opponent is at the wall. If the opponent block this move, use
RFS f+4 to prevent a launch punish.
● db+3
○ While this low is not the best for pressure, it is a reliable high crush, tracks right, and has great range.
Being 0 on hit and -13 on block is not bad at all for all that. This is a low poke you can use at around
range 1 and range 0 as a decent defensive tool because of high crush and long range which down
jabs, your normal defensive high crush, lack.
● f,n,df:4 (Just Frame Sky Rocket aka JFSR aka TWAH)
○ This move is really dumb. It’s a safe (-10 with pushback) mid launcher that leads to fat damage and it
can come out as fast as 21 frames. And Hwo’s df+4 is a fast, safe mid homing move. This move is
pretty important the better you get, but you definitely don’t absolutely need it when you’re starting,
so don’t spend all your time grinding this out. Hwoarang has other safe mid launchers anyway.
● b+3_RFF f+4~4_BT RFF 3_ BT LFF 4 (Plasma Blade)
○ This is Hwoarang’s main whiff punisher at pretty much every range. While all the variants have
slightly different frame data and leave you in different stances, the purpose of them are basically
identical. They all have great range and move Hwoarang forward a bit, and the subsequent combo
reliably does 70+ damage. Also note b+3 hits grounded, but the others do not.
● df+2
○ While this is generic, that’s also what makes it good to just throw out. It’s safe on block, 15f, has a
brief high crush window, and launches everything except crouching opponents (unless it’s counter
hit). The speed and crush window separate it from JFSR. You can use it at range 1 for keep out, or at
range 0 to frame trap or sidestep and whiff punish without really having to visually confirm a whiff.
● b+1 (Stealth Needle) & b+2 (Bolt Cut)
○ Because Hwoarang’s power crushes are limited to stances that take time to get into, these two
evasive moves along with down jabs and his many different low crushes are his defensive tools. b+1
hits mid and has a built in left sidestep (SSL), whereas b+2 hits high and has a built in right sidestep
(SSR). You can buffer the respective steps with these moves for extra evasion, and it’s worth noting
that b+1 specifically can be used in LFS.
Punishment
Standing:
● -10
○ 1,2,3_1,2,4
■ Basic jab punish but you should always try to go into flamingo pressure at least get one mixup
because why not?
● -11
○ 4,3
■ Good damage, range, and advantage. You can feint the 3 to go into LFS, but that’s more or
less a gimmick because they can just mash.
● -14
○ uf+3+4,4
■ The range on this lets you punish things like Jack df+2 or Paul deathfist both at max range.
● -15
○ df+2
■ Standard. Hwo’s has particularly short range, but it serves its purpose.
● -16
○ b+3
■ It’s important to know when you can get this block punish. It punishes deathfist and demo
man at not-tip ranges, for example.
Crouching:
● -11
○ WS4,4
■ Leaves you in RFF at +2 with forced crouch. Kind of a weird situation, but the damage and the
options from being in RFF makes it a strong punish.
● -14
○ WS3
■ Gives guaranteed ff+3 or b+3 after. The ff+3 will let them get up safely after with back roll,
whereas b+3 flips them over so you have a smidge more time to stay on them if you want.
● -16
○ ub+3,3
■ Launch from crouch, but it instantly screws and forces LFS, so the combos you get are
definitely worse or just unreasonably difficult to net similar damage to, say, df+2.
● -21~
○ uf,n+4
■ Standard delayed hopkick for stagger lows.
○ cc b+3
■ Another option. There can be an input overlap/error with doing qcb+3, which is a command
throw, so make sure you have clean inputs (not hitting down when trying to crouch block).
○ cc JFSR
■ Style points. Only works on -25 or more. Let Jack scrubs know not to debug.
Combos
● JFSR_LFS uf+4_LFF BT 4_RFF f+4~4
○ RFF 3~4 S!, dash RFF f+3, LFS 2, RFF f+3, uf+3,4,3_uf+3+4, df+3+4
○ RFF 3~4 S!, ff+4, RFF 3,4, RFS b+4
○ RFF 3~4 S!, ff+4, RFF 3, 2,3, LFS 3~f, uf+3+4
○ RFF 3~4 S!, dash RFF 3~4, 1,2,3, LFS 3~f, uf+3+4
○ u+3_RFF f+3, LFS 3,4, RFS b+4 S!, dash RFF f+3, uf+3,4,3_LFS 3~f, uf+3+4
○ RFF f+3, LFS 2, RFF 3,4, RFS b+4 S!, dash uf+3,4,3_dash RFF f+3, uf+3+4
● df+2_b+3
○ ff+4_u+3_f+2, RFF 3,4, RFS b+4 S!, dash RFF f+3, uf+3,4,3_LFS 3~f, uf+3+4
○ f+4, RFS 2, dash RFF 3,4, b+4 S!, dash uf+3,4,3_dash RFF f+3, uf+3+4
○ f+4, RFS b+3, fF+4, RFF 3,4, RFS b+4 S!, dash uf+3+4
● u+3+4
○ db+4~f, RFS 2, dash RFF 3,4, RFS b+4 S!, dash uf+3,4,3_dash RFF f+3, uf+3+4
○ db+4,4 S!, ff+4, RFF 3,4, RFS b+4
● RFF f+4~4
○ RFF 3~4 S!,
○ u+3, LFS 3,4, RFS b+4 S!, dash RFF f+3, uf+3,4,3_LFS 3~f, uf+3+4
○ RFF f+3, RFS 1, RFF 3,4, RFS b+4 S!, dash uf+3,4,3_dash RFF f+3, uf+3+4
● RFF 3~4_CH RFF 4,4_CH RFF db+3,3 S!
○ ff+4, RFF 3,4, RFS f+3,4
○ ff+4, RFF 3, 2,3, LFS 3~f, LFS 3~f, uf+3+4
○ ff+4, RFF 3, 1,2,3, LFS 3~f, uf+3+4
○ dash RFF f+3, RFS 1, RFF f+3, uf+3,4,3_uf+3+4, df+3+4
● RFF BT 3
○ u+3, LFS 3,4, RFS b+4 S!, dash RFF f+3, uf+3,4,3_LFS 3~f, uf+3+4
○ f+4, RFS b+3, fF+4, RFF 3,4, RFS b+4 S!, dash uf+3+4
● RFS df+4
○ ff+4, RFF 3,4, RFS b+4 S!, dash RFF f+3, uf+3,4,3_LFS 3~f, uf+3+4
○ db+4~f, RFS 2, dash RFF 3,4, RFS b+4 S!, dash uf+3,4,3_dash RFF f+3, uf+3+4
○ db+4,4, S!, ff+4, RFF 3,4, RFS b+4
● RFS d+3_RFS db+3_LFS d+4_LFS df+4
● ub+3,3 S!
○ df+3~f, LFS f+4, RFF 3,4, RFS f+3,4
○ (LFS 1), ff+4, RFF 3,4, RFS f+3,4
○ df+3~F, LFS 2, RFF f+3, LFS 3~f, LFS 3,4, b+4
○ df+3~F, LFS 2, RFF f+3, LFS 3~fx3, uf+3+4_LFS db+4_LFS f+3
● uf+3,4
○ 2,3, LFS 3,4, RFS b+4 S!, dash uf+3,4,3_dash RFF f+3, uf+3+4
○ 1,2,4, RFS 2, dash RFF 3,4, RFS b+4 S!, dash uf+3+4
● u+3
○ LFS 3~f, LFS 3,4, RFS b+4 S!, dash RFF f+3, uf+3,4,3_LFS 3~f, uf+3+4
● CH SS4
○ dash RFF 3,4, RFS b+4 S!, dash uf+3,4,3_dash RFF f+3, uf+3+4
○ db+4~f, RFS 2, dash RFF 3,4, RFS b+4 S!, dash uf+3,4,3_dash RFF f+3, uf+3+4
○ db+4,4, S!, ff+4, RFF 3,4, RFS b+4
● CH b+4
○ RFF 3~4 S!, SSR ff+4, RFF 3, 1,2,3, uf+3+4_LFS 3~f, LFS f+3
○ RFF 3~4 S!, SSR ff+4
● CH RFF b+3
● CH RFS f+4,4
○ u+3_RFF f+3, LFS 3,4, RFS b+4 S!, dash RFF f+3, uf+3,4,3_LFS 3~f, uf+3+4
○ RFF f+3, LFS 2, RFF 3,4, RFS b+4 S!, dash uf+3,4,3_dash RFF f+3, uf+3+4
● CH SS3,3
○ LFS 3,4, RFS b+4 S!, dash RFF f+3, uf+3,4,3_uf+3+4
Wall Combos
● df+3,4_ff+4_3~4_LFS f+3_RFS 4_RFF 2,b+4_RFF 3~4_LFS b+3_RFS b+4_CH LFS 3,3_CH RFF 4,4 W!
○ df+1_2_1, d+2_d+1, WS4,4
○ RFF 3~4, d+1, WS4,4
○ RFF f+3, LFS 1, iWS4,4
○ f+4, RFS 2, iWS4,4
○ RFF f+3, LFS f+3, LFS 3,f+4
○ f+4, RFS 2, RFF f+3, LFS 3,f+4
○ d+3,4, RFS df+4, b+3
○ 1,2, b+3
○ 1,2,4, RFS b+3
○ b+3+4,b, RFF 4,4 W!, any above
● JFSR_df+2_b+3_LFF BT 4_RFF BT 3_RFS b+3 W!
○ (LFF) b+4, any above
● Low Parry_CH df+3_CH b+4_CH RFF b+3_CH f+1+2
○ df+1_2_1, d+2_d+1, WS4,4
○ f+4, RFS 2, iWS4,4
○ f+4, RFS 2, RFF f+3, LFS 3,f+4
○ d+3,4, RFS df+4, b+3
● CH LFS f+3
○ LFS f+3 W!, LFS f+3, LFS 3,f+4
Basic Pressure
● d+3,4, RFS 1
● d+3,4, 3+4, LFS db+4
● d+3,4, RFS f+4_RFS 2,4~f
● 1,2,4,(blocked) RFS 2
● 1,2,3,(blocked), uf+3,4
● RFF df+4~f, RFS 2_RFS 2,4~f
● RFF df+4~f, RFS 1
Jack 7 ↑
Jack is a fairly simple and easy character to play. He doesn’t require any difficult inputs and you can get started with
just ten moves or so. His strengths are long reach, good lows, high damage, overall safety and strong throws. His
biggest weakness is his large size which makes it difficult to avoid attacks with movement. He doesn’t have a low
crush move with good reward and his main high crush tool is okay, but again lacks reward. He only has one useful
panic move, which means you’ll have to block more than with most characters.
His basic gameplan revolves around using a lot of safe mids to make your opponent scared of ducking. His strongest
mid, f,f+1 is really rewarding on hit and has some pushback, making it hard for your opponent to get their offense
going even after blocking it. Once your opponent respects f,f+1, you can start hitting them with fast lows. Simply
dash in as if you were doing a f,f+1 and go for a db+1 or FC db+1 instead. The next level of this mind game is to fake
a FC db+1 by going to crouch and hitting them with a iWS1 instead. At some point your opponent will try to stop
you from dashing in with keep out moves. Bait them and whiff punish accordingly.
Jack players to watch: Anakin, Saint, Kagemaru, Noroma
Useful moves
Top 10
● f,f+1
○ Jack’s go-to mid. It’s safe and has decent pushback. Good damage, free EMGF on hit. Spam this move.
○ On hit, you can do another f,f+1 instead which hits techrolls and a lot of other wakeup options. Easier
than EMGF but it can be avoided by staying down.
● db+1
○ i12 low, +2 on hit. Very spammable.
● FC db+1
○ Fully high crushing, safe low. +5 on hit. Learn to do this move fast from standing by holding db a for a
short time before pressing 1.
● 2,1
○ High, mid. i11 jab string. +3 on hit. The second hit being mid makes it harder to duck and punish. Has a
follow-up that launches but is -12. 2 is a decent keep out move on its own.
● df+2
○ i15 long range mid launcher. -14 on block. Tracks right, Jack’s weak side
● ws1
○ More damaging and safer than df2. Mix-up with FC db+1
● df+1
○ i14 mid poke with long range. Has a follow-up which is unsafe.
● d+4_fc d+4
○ Safe, fully high crushing low. +2 on hit
● f+2
○ i10 high panic move. -12 on block. Free f,f+4 on counterhit.
● ws+2,1
○ i14 mid,mid knd, -14 OC on block. Slightly delayable. Launches on CH.
Other Good Moves
● df+4
○ i12 mid poke. Linear.
● uf+2
○ Jumping mid elbow. +2~3 on block OC. A little slow.
● f,f+1+2
○ Long range launcher, -15 on block. Mainly used for whiff punishing. A little weaker now since he
doesn’t get a tailspin combo off it.
● db,d,df+1
○ Debugger. High damage homing low, but slow and death on block.
● WS_df+3,2
○ Hit-confirmable knd mid, high. Mainly used for wallsplat.
● f,f+4
○ Strong, safe knd mid. Wallspat.
● b+2
○ +5 on block mid. Has some pushback so save it for wall pressure.
Oki tools
● f,f+3
○ Ground hitting mid. +4~5 on block in case your opponent gets up.
● EMGF (hcf,df+1)
○ Ground hitting big launcher. Bad on block, but has pushback.
● db+4
○ Your fastest ground hitting low from standing.
● FC d+3
○ Fastest ground hitting low from crouch.
● db+2
○ Decent damage, risky.
● Debugger (b,d/b,d,d/f+1)
○ High damage low but very risky. Hits grounded.
Throws
Jack’s command throws cover all the break options, which is a big advantage due to the new throw break mechanic
in Tekken 7.
● db,f+1+2
○ Tombstone. Does big damage and breaks floors.
● uf+1+2(d,df+2)
○ The follow-up is recommended since it wallsplats and does way more damage. It also scales with rage
and counterhit (ki charge).
○ Can be blocked by tapping b just as their feet hit the ground so go for another throw instead if your
opponent is able to do it.
● df+2+4
○ Launch throw!
● df,df+2+4
○ Stronger launch throw!
● db+2+3
○ Deals a little damage and leaves your opponent at -14 in crouch. Free shoulder (wallsplat), f12 or
crouch throw mixup when not broken.
● d1+3_d2+4
○ Crouch throws. Too risky to be useful outside of the free mixup after df2+3. d1+3 breaks floors but
doesn’t give a combo
● df1+3,1+2
○ Unbreakable, has to be crouched or avoided.
○ Breaks floor into full combo.
● qcf+1
○ Decent damage and oki with nothing guaranteed.
○ Breaks floor into full combo.
● qcb+2
○ Basically qcf+1 but without floor break. Use df2+4 instead.
Punishers
Standing
● i10 f+2
○ 27 damage, +5. Super longe range, can punish some moves no one else in the cast can.
● i11 2,1
○ 29 damage +2
● i13 df+3+4
○ 40 damage shoulder, knd
● i14 f+1,2
○ 34 damage, +5
● i15 df+2
○ Mid launcher, long range
● i16 f,f+1+2
○ Mid launcher for moves with pushback, like deathfist. Difficult to do perfectly due to input.
● i15~16 f+1+2
○ Weaker long range punish with easy input.
● i19 f,f+2
○ High damage, decent range
Crouching
● i10 FC d+1+2
○ 6 damage, +6. Crouchjab
● i11 WS4
○ 27 damage, +4
● i14 WS2,1
○ 44 damage, knd
● i16 WS1
○ Launcher
● i16 f,f+1+2
○ Long range launcher
● i19 f,f+2
○ Highest damage launcher
Combos
● df+2_WS1 df+3,2 S! dash f+4, b+3,2,2
● df2, 2, dash 2, df3,2 S! b3,2,2
○ max range
● f,f+1+2, b+3,2, 2, dash b+3,2,2
● f,f+2, u+1+2, df+3,2 b+3,2,2
● df2+4, b[2]
W!
● b+3,2, df+3+4
● 2, f,f+4
● f+1+3_f+2+4 (wall throw)
Jin ↑
Jin is a very poke and pressure orientated character. He’s the closest thing you’ll get to a ‘pseudo Mishima’, as he
has the wave dash, a cd+4 low sweep and just frame cd+2 high (which now gives an instant screw on normal hit,
making him even more Mishima-esque). He requires a lot of the same movement and execution as the real
Mishimas, so the skills can carry over, but his strengths and playstyle are rather different.
Overall, Jin shines when he’s in the opponent’s face applying pressure and using his many great poking tools to
wear down his opponent’s defence, something the standard Mishimas lack. Moves like 2,1 and d/b+4 make the
backbone of Jin’s poking arsenal but he isn’t without his faults. Jin generally isn’t the best at getting your opponent
in the air and doing tons of damage like the Mishima’s with their EWGFs and massive damage combos. Many of his
poke strings can be countered or interrupted if the opponent has good knowledge of Jin and his lows leave a little
to be desired.
In the right hands, Jin can be an extremely solid character. Many of his poke strings and lows are either safe or not
launch punishable, allowing Jin to keep up constant pressure and force mixups with little risk. He can also utilise his
various moves which give plus frames on block to set up frame traps to abuse his plethora of counterhit launchers.
Jin’s basic game plan is to harass the opponent and force them to make a mistake by pressing a button at the wrong
time which you can punish with either whiff punisher if you space yourself correctly, or a counterhit launcher if they
don’t respect frame advantage. Safe, simple and rewarding.
Also, even though Jin isn’t a true Mishima, TheMainMan did make a guide for him as well. Be sure to check it out.
Players to watch: Hao, Shudy, CherryBerryMango, Kazek, Asellas, Chikurin, Orange
Stances
● Crouching Demon Stance (CDS)
○ Executed by hitting b+1. Jin takes a quick step back while crouching, and crushes highs and even
some high hit-box mids.
○ CDS can be canceled two ways. Either by inputting f or d/f. Inputting f will give you a ff motion
allowing you to do ff moves from CDS, and d/f will give you a crouch dash allowing you to do CD
moves. For example b+1, f+2 will give you ff+2, while b+1, d/f+1 will give you cd+1. Note that it is
impossible to do the just frame versions of CD+1 and CD+2 using this method.
○ Cannot be transitioned into from another move.
● ZAN (ZEN)
○ Essentially the same stance as CDS. The only differences are the ability to transition into the stance,
cancel out of the stance, and the crushing properties of the stance.
○ Can be entered manually by inputting d+1+2. Rather than taking a step backwards like in CDS, Jin
takes a step forward and crouches slightly. Allows him to go under some highs.
○ Because the stance pushes Jin forward, ZAN 3+4 connects better in combos as opposed to CDS 3+4.
○ Can be transitioned into from the following moves by holding f during the animation of the move:
f+4~f, d/f+3,3~f, b+3~f, b,f+2,3~f, ws+1,2~f
○ ZAN does not have as good crushing as CDS (because it’s i10 as opposed to i5) and all mids will hit
him out of this stance and even some highs.
○ Can only be cancelled with d/f (which will put you into a crouch dash) unlike CDS, which can be
cancelled with f or d/f.
● ZAN Cancelling
○ Transitioning a move into ZAN and then cancelling the stance can help with making some of Jin’s
moves safer on block. The most notable example of this is f+4. F+4 by itself is a decent mid poke, but
is -8 on block and due to the long range of the move, if you happen to score a counter hit at max
range you’ll be left too far away from the opponent to follow up with a juggle.
This can be counteracted by utilising the ZAN stance cancel. You can do f+4~f to go into ZAN and
then input d/f to cancel ZAN into a crouch dash, then immediately block with b. The entire input
should be f+4~f~d/f~b. If done correctly, this makes f+4 only -6 on block while ensuring that Jin is in
range to follow up with b+2,1 to juggle if the f+4 happens to connect and counter hit.
● Moves from CDS and ZAN
○ CDS+1+2
■ Fastest move from CDS
■ - 13 on block, has a lot of pushback, similar to Heihachi’s ff+2 and Paul’s deathfist.
■ High crush, high Launcher and leads to big damage. Not usually a move you’d do from CDS
since it’s a high, and some characters can punish it.
○ CDS+1,2
■ The 2nd fastest option from CDS or ZAN
■ Mid mid, knock down, hit confirmable. The 1 is safe on block at -3. The 2 is hit confirmable
after the 1 hits but is -14, so make sure to always hit confirm this move.
○ CDS+2
■ Evasive knockdown and wallsplat mid. Jin moves to the right and evades many linear moves.
This move is -14 like CDS+1,2 so use it smartly.
○ CDS+3
■ New move in FR. Mid, homing, screws but -9 on block. Move animation resembles ws+3 and
CD+3. Nothing really special unless you know your opponent isn’t going to duck and you want
to put them into annoying block stun.
○ CDS+3+4
■ Flying kick similar to Kazuya’s CD+3. High, +8 on block. Nothing really special unless you know
your opponent isn’t going to duck and you want to put them into annoying block stun. This
move can be used to close the distance (and for bonus style points) after EWHF launches
opponents.
○ CDS+4
■ Huge sweep. Gives an Oki situation with the opponent being left in the advantageous FUFA
position. d+2 can be used as a follow up for big damage.
■ At the wall, ws+1,2 will combo and spike the opponent.
■ Death on block, at -19 (Block stun in Tekken 7, so possible -30?)
■ Launches on clean hit and allows for ws4 pick up combos if the opponent is close.
Parry
Jin has a unique parry that can be done by inputting b+1+3 or b+2+4. This replaces the standard reversal, but it’s
much, much better. Rather than catching the incoming attack and dealing damage to your opponent in a throw-like
sequence, Jin brushes the attack to the side, forces the opponent to whiff and completely avoids block stun. As an
added bonus, his parry cannot be chickened.
His parry deals no damage but it’s great for completely avoiding attacks and strings while remaining safe. Jin’s parry
is the best parry in the game as it can deflect every mid and high in the game (barring projectiles), including elbows,
knees, shoulders and even swords, as opposed to standard counters which only work on limbs.
As Jin completely avoids the incoming move, it’s best to use this parry for big moves that would otherwise leave
you in a block stun. A notable example would be Dragunov’s WR+2. Usually this would be amazing pressure tool for
Dragunov. However Jin’s parry essentially forces the move to whiff. From this, Jin can turn what would normally be
a good situation for Dragunov into a situation where Jin can punish with a launcher.
The reason why it’s better to use Jin’s parry on moves with long animations is that his parry acts more like a forced
whiff rather than a true counter. So moves that recover worse on whiff are usually best to use this parry against. For
example:
If Jin were to block a typical hopkick, he can punish with a d/f+1,4. However if Jin were to parry a hopkick he’d still
only be able to punish with d/f+1,4 as the hopkick recovers at the same speed on block as it does on whiff. In the
case of Dragunov’s running 2, though, if he blocks the move, Jin is at disadvantage frame-wise. Using his parry
means he can avoid the block stun and punish as if Dragunov had whiffed.
With inhuman execution, Jin’s parry alone could arguably make him the best character in the game. However, this
involves reacting perfectly to the slightest twitch, which is impossible. This shouldn’t deter you from using the
move, though. It’s not too difficult to pull off successfully with a good guess and knowledge of strings, and you
should definitely try to incorporate it in your gameplay.
It’s worth noting that Jin’s parry has a 3 frame startup time and is active for 6 frames. This means that a good time
to use it is when Jin is at -7, as this will allow him to parry anything from jab retaliations to d/f+1’s and all the
options in between.
It also has an additional recovery of 3 frames after he successfully parries a move. The punishment window you
have is essentially have 3 frames fewer than the remaining recovery of the move you parried. This is why he is
unable to punish certain moves when parried, but is still be able to punish them when he sidesteps.
Useful Moves to parry after:
● d/f+2
● f+4~f~df~b (ZAN cancelled)
● b+3 (no ZAN cancel)
● u/f+2
● b,f+2
● b,f(2,1,)2
● ws+1,2 (no ZAN cancel)
● non electric cd+2 (f,n,d,d/f,2)
TheMainMan also has a video guide for Jin’s parry, if you want to check that out. He probably explains it better than
I have.
Useful Moves
● EWHF (CD:2)
○ The Electric Wind Hook Fist, Jin’s pseudo EWGF. It got buffed in this game and now gives an instant
screw on normal hit. This is the reason why I consider Jin to be a pseudo Mishima in this game even
more so than in previous games, as he doesn’t require a counterhit to get a juggle from this move
anymore. It’s a high, i14 and +5 on block. The move also has great tracking and good range if you do it
dashing (ff,n,d,d/f+2) and is a great whiff punisher. If you mess up and get the non-just frame version,
you’re left at -9-10.
● 2,1(,4)
○ 2,1 is the backbone of Jin’s poking and pressure game. i10 high, mid string which is safe on block (-3)
and good frame advantage on hit. The 4 is a quite delayable mid which will catch anyone trying to
retaliate back after blocking 2,1. 2,1,4 is also safe at -9 but stops your pressure and momentum.
However, you should only be using the 4 extension if the opponent is jab happy after blocking 2,1.
Make them respect the 4 and hesitate after blocking 2,1 and from there you can continue offense.
● 1,2,3
○ The first of Jin’s three main jab strings. 1,2,3 is a high, high, mid string which is +0~2 on block and
knocks down on hit. Good for keeping your opponent locked down and at negative frames and leaves
Jin in an advantageous oki situation with the opponent being knocked down in the face-down
feet-away position.
● 1,2,4
○ 1,2,4 is the counterpart to 1,2,3. As 1,2,3 can be interrupted by jabs, 1,2,4 will be sure to catch people
trying to jab interrupt 1,2,3 and is also safe on block at -4. 1,2,4 is an all high string so it can be ducked
and punished which is where 1,2,3 comes into play. Use these two strings to start up your offense
and keep your opponent guessing.
● 1,3~3
○ 1,3~3 can be thrown in after conditioning the opponent with 1,2,3 and 1,2,4. It’s high,mid but is the
slowest of the three options and can be reacted to and interrupted, use it when the opponent is
hesitating as it leaves Jin at a whopping +6~+9 on block, perfect for leading into more pressure and
mixups.
● b+2,1
○ Long range, mid mid, safe on block. Everything you could want with a long range poking string. This
move is great at longer ranges for whiff punishing if you don’t want to go for a launcher, decent
damage and +2 on hit. It’s -9 on block though so expect the opponent to want to set up their offense
after blocking this string.
● ff+4
○ Jin’s lockdown move. It’s a long range mid, hits grounded, forces crouch and gives plus frames on
block. A very good move for keeping your opponent stunned and crouching. The move forces crouch
on block and is +4~+7 on block and a whopping +8~+11 on hit. It also hits grounded, and is also good
in oki situations; if they stay on the ground they get hit by ff+4, and if they stand up, they get are
forced into crouch and are still at huge minus frames.
● d/b+4
○ Jin’s go to pressure low. Tons of damage, +3 on hit and leads to a full combo on counterhit. It’s -13 on
block making it pretty safe considering the potential reward. Decent tracking to Jin’s right, but has
no crushing attributes whatsoever.
● ff+3
○ Similar to ff+4 and the standard Mishima ff+3. +2~4 on block, mid and launches on normal hit. Good
pressure move to use from Jin’s wavedash, mid option as a counterpart to cd+4.
● L.L.R.K (CD+4 )
○ The Lunging Low Roundhouse Kick, a slower version of the Mishima Hellsweep. Gives a combo on
normal hit, but again, is quite slow, so it can’t really be used as a mixup to the same extent as the
Mishima hellsweep can. Use it if your opponent is hesitating and they’re scared of you going mid.
● f+4
○ f+4 is a great whiff punisher, and is the only move Jin can use to punish moves like Heihachi’s ff+2
and Paul’s deathfist. Safe on block and launcher on counterhit. Can transition into ZAN stance by
holding f and benefits from using the ZAN cancel.
● u/f+2
○ Evasive mid poke. Jin steps to his left when using this move, and can evade some linear moves from
the opponent. Safe on block at -6 and gives a launch on counterhit. Great move to score a counterhit
at the wall as it gives DOS, which can be followed up with 1+2 to hit the opponent in the standing
state of the stun and give a full heavy wall stun and lead into a wall combo of your choice.
● u/f+3
○ Low crushing mid poke. Safe on block -9 and +6 on hit. Also gives a combo on counter hit. Similar wall
properties to u/f+2.
● ff+2
○ OG Demon Paw, one of the moves they didn’t dare remove when Jin and Devil Jin became separate
characters. Long range powerful knockdown mid. Safe at -7~8. Very scary option when the
opponent’s back is to the wall and will make the opponent think twice about whiffing moves in that
position.
● d+4
○ Standard high crushing low poke. Few and far between in Jin’s arsenal and is a warm welcome to
apply pressure to the opponent. -3 on hit and -14 on block, but it’s Jin’s fastest low.
Punishers
Standing:
● i10
○ 2,4
■ Bar none the best i10 punisher in the game. Does a grip of damage, knocks down, wall splats if
the wall is anywhere from your right side to the opponent’s back. High, high so only use it for
punishment, but it’s one of the reasons why throwing out unsafe moves against Jin isn’t the
best idea. Beware of its short range though.
● i12
○ 1+2
■ Nothing special, does 1 more damage than 2,4. The only benefit to this is that it’s a mid.
Otherwise just stick to 2,4
● i13
○ d/f+1,4
■ No longer knocks down on normal hit, but still wall splats. Can be hit confirmed, though it is
difficult. Does one more point of damage than 2,4 in previous games, not sure if it’s more
damage to do this in Tekken 7, but if you want the knock down stick with 2,4.
● i14
○ f+1+2
■ Big damage, knock down, wall splat, high high string. Not much use outside of punishment as
it’s high high and is punishable on block. Use this move strictly as a punisher, despite how cool
it looks.
○ EWHF (if you’re a gangsta)
■ If you’re feeling really good with your punishment you can use this. The move is i14 if done
perfectly, but it’s impractical as an i14 punisher due to the difficulty of the input (f,n,d,d/f+2).
However, you should still aim to punish whiffs and moves greater than -15 or -16 with this
move. Instantly screws on normal hit, but still leads to big damage just because of how
damaging this move is and Jin’s capability to deal damage after an instant screw.
● i15
○ d+3+4
■ Can can kicks, mid mid, high damage launcher. This is when Jin gets his full launcher. The can
can kicks are high damage for an i15 launcher and lead to all of Jin’s standard combos. This
move should be strictly used as a punisher as it’s -18~-19 on block, definitely a punisher you
don’t want to be late to the party with.
○ u/f+4
■ Jin actually has a hopkick in this game, in addition to the can cans. This does less damage than
the can can kicks but if you’re not feeling 100% with you punishment and you don’t want to
risk being launched because you were late with your d+3+4, use this punisher instead. It
launches like every other hopkick and leads to a full combo. Only -13 on block, so much safer
than the can can kicks. The only drawbacks are, again, the damage and range.
Crouching:
● i11
○ ws+4
■ Generic ws+4, nothing too special about it, does ok damage but has a good +6 on hit
● i13
○ ws+1,2
■ Pretty good damage for an i13 ws punisher. Ok frame advantage on hit at +3~4 and can
transition into ZAN stance by holding f. You can use ZAN’s tools coupled with the frame
advantage from ws+1,2 for some mixups and pressure.
● i14
○ ws+2
■ Jin gets a launcher 1 frame faster than most of the cast in the game, a stand out in his
otherwise mediocre ws punishment. The move recovers extremely quickly on hit, allowing Jin
to go for big combos to compensate for the move’s rather insignificant damage. Combos like
ws+2 EWHF or ws+2 u/f,n,4 (delayed hopkick) are possible, leading to big damage.
Okizeme
● d+2
○ Jin’s d+2 is a dedicated ground-hitting move, basically his equivalent to a stomp. This move is the
main reason people are afraid to stay on the ground vs Jin. Fast, high damage low and safe on block if
the opponent gets up and blocks low at the right time. It’s easily spammable on grounded opponents
to quickly net high amounts of damage. You should use this move whenever you have the
opportunity to hit a grounded enemy. Guaranteed follow up to a successful CDS+4. -13 on block.
● d+4
○ A quick, low damage low which will catch people trying to sideroll away from d+2. If people are
starting to sideroll on the ground to avoid d+2 you can start implementing d+4. The sweeping motion
of the move ensures that it tracks both ways against siderolling opponents. However the damage is
rather insignificant to that of a d+2, so don’t make this your go to option for okizeme.
● ff+4
○ ff+4 is a great option for Okizeme as it’s a win-win situation whenever you use it. It’s a good ground
hitting mid, which does a little less damage than d+2 but where it truly shines is if you’re anticipating
a tech roll or a get up of some kind. If the opponent tech rolls or gets up in any way and they block
ff+4 they are forced into a situation where they are at -4~-7 and in forced crouch, making it easy for
Jin to set up his offense.
● f+4
○ f+4 is one of the best ways to catch a back get up. It’s got super long range and will hit opponents
that think you are too far away to initiate oki and go for an unsafe get up. The damage is also on par
with d+2 so throw it in sometimes if you can predict the opponent’s get up. Even if you whiff this
move, it can transition to ZAN if you want to utilise the stance’s tools. Doesn’t hit grounded though.
● [4~3]
○ Jin sort of awkwardly falls to the ground with his feet out to hit the opponent. It can crush low get up
kicks and track side rolls. It has high damage but the one downside to this move is that is leaves Jin
grounded, meaning that there’s no follow up Oki and the opponent is free to techroll and get up. It’s
better to use it to end a round, as you don’t need to worry about preserving your positioning.
● ZAN or CDS+4
○ Jin’s biggest damage ground hitting low. This move does tons of damage to grounded opponents
and can be used as a mixup tool after a whiffed f+4. It’s Jin’s slowest option for okizeme so don’t
expect it to be guaranteed after a knockdown. This move will get you launched if the opponent
guesses right and blocks low after they get up.
Combos
● u/f+4, ff+3, cd+1, CH d/b+4, d+3+4
○ B+3 b+3~f ZAN+1 4 S! Dash b+3~f ZAN+1,2
○ B,f+2,1 dash f+1,2,4 S! Dash b+3~f ZAN+4
● EWHF S!
○ ff,n,d,d/f,2 b+3~f ZAN+1 (microdash) b+3~f ZAN+1,2
● Ws+2
○ EWHF 4 S! (microdash) d+1+2 ZAN+3 b+3~f ZAN+1,2
○ u/f,n,4 b+3~f ZAN+1 4 S! Dash b+3~f ZAN+1,2
● CD+4
○ B+2,1 4 S! d/b+2,2,3
● CH F+4
○ CH f+4~f ZAN~d/f b+2,1 f+1,2,4 S! Dash b+3~f ZAN+4
○ CH f+4~f ZAN~d/f,n ws+4 b+3~f ZAN+1 4 S! Dash b+3~f ZAN+1,2
● W!
○ 3,1 1+2
○ b,f+2,1>2 (Delay last hit)
○ 2 d/b+2,2,3
● CH Options at the wall
○ CH u/f+2 1+2 W!
○ CH u+3 or u/f+3 d/f+1,4 W!
● Low Parry
○ B+3 b+3~f ZAN+1 4 S! Dash b+3~f ZAN+1,2
Mastering Jin
Jin is going to require a lot of work to master, his main difficulty in T7 can be associated with reach, he doesn’t have
the best trackings, anything fast is either high or short and anything long is either super slow with mostly no
tracking at all, you will see people often poking out of your advantages, panicking out of your advantages when you
try to initiate a 50-50 pressure game, getting harassed with pressure if you don’t know how to defend yourself
against it, so in order for your game to work you will have to make them respect your option as they are taking even
more risks, have a good knowledge of fundamentals, an amazing defense and to top it all, superior execution.
This includes backdash cancels, since Jin doesn’t really have a good one and can feel super stiff without it.
Movement is key
While being really good at poking, Jin gains much more if he is able to move as much as he needs to, specially doing
sidesteps on specific setups.
One thing in particular worth adding to its gameplay are intimidating dashes, multiple front dashes(vaccum dash),
stance canceling(Hao Canceling) and fake wavedashes(Flicker dash) are 3 forms of creating a widen option with
50-50s without actually do them, its more like a momentum killing which creates doubt into players minds and make
them think either if its a good or a bad idea pressing anything at all during that time, among very well known Jins
that use this effectively are: Orange, Chikurin, Amigo, Knee and Rebellijin
Do not overdo
Most Jin players lose in matches because they try to do too much, sometimes even a little twitch a simple
insignificant poke or just simply guarding its enough to beat panickers, sometimes there is a even bigger reward
behind the reward you though it was rewarding.
Dealing with mashers
Any move that is under +4 on hit or block, against happy panickers its a good idea to step away after using those or
side step
At +6 its a good idea to either step away or use a move that would be an equivalent to 10 frames post hit, like b3~f
which is i15 or df2
Mishima specific tech worth learning
Like Devil jin, Jin has an iws2 which is actually faster than doing ff3 or cd4 from wavedashes, its kinda dificult but if
you find yourself having people trying to crush or trying to react to/fuzzy guard cd4/ff3 mixup this is an option to
kill them for it, the only drawback its that its not a homing like DVJ but its one frame faster and can deal more
damage if it connects.
Unlike mishimas you can wavedash into WS3 if one is way too itchy trying to kill your momentum, its a safe mid CH
launcher.
Wall game, featuring df14 a deadly 13f mid that has a wallsplat option
While Jin poking game is good, Jin becomes the overlord if he corners someone, this is where you want to take
them all the time during mostly any set, not only the wall makes your damage go way beyond average, but his mid
low options are much harder to escape at the wall creating some deadly 50-50s, resplats and one of the fastest
setplays of the game.
While at the wall, d1/d2 game is hard to guess d1 beats and splats players trying to block d2 and vice versa, if d2
hits df1 becomes inescapable, forcing them to take the next 50-50, trying to escape may result in wallsplat with df1,
4.
CD4 at the wall ensures a free d2, but that doesn’t actually kills the momentum, in fact if they try to wakeup with
buttons or back, the next df1 becomes guaranteed which you can hit confirm into df1, 4 making a wallsplat option
super annoying to deal with. You can also CD3 instead and beat duckers for a wallsplat.
Df14 is super deadly at the wall just be sure to hit confirm instead of just doing it players who duck everything
specially at the wall will going to hate this move for ever.
○
VS Jin
The basic game plan vs Jin is to make him come to you, as he has plenty of safe counter hit launchers that he can
throw out if you try to close in on him. Jin is one of the best pressure characters in the game, so don’t try to go toe
to toe with him at range 0. Naturally, spacing him out is the best option. Jin has trouble with keep-out characters
who excel at ranges 2 and greater meaning that characters like Dragunov and Leo give him quite a bit of trouble.
That being said, if Jin does happen to get into range and starts pressuring you with his poke strings and lockdown
moves/frame traps, what should you do? One of the worst things to do against Jin when he’s pressuring and poking
is to block low. Jin does not have many abusable lows outside of d/b+4, but he has many deadly mid options.
Remain calm and block appropriately, as there are often gaps in between hits/strings that you can use to relieve the
pressure on yourself.
On the other hand, Steve (or anyone with a fast counterhit launcher) actually fares a little better than most
characters when dealing with Jin’s pressure, believe it or not. Again, Jin has pretty bad tracking on most of his
pokes. The only real answer he has to this is his standing 4. This is the fastest homing move in the game at i11
however it deals very little damage on normal hit and is also a high. The recovery of this move is super slow on
whiff, so baiting a Jin to use this move by feigning sidesteps should be in your best interests. Once again this is
something Steve excels at, his 3 and 4 sways can avoid a wide range of Jin’s fast poke moves. Another fault in Jin’s
pressure is that he has no true high crush and his low options do not give much reward on normal hit. As a result of
this, Steve’s b+1 is a pretty good option to throw out against Jin when he’s at negative frames. Jin’s crushing overall
is very weak, his d+4 only crushes jabs, other highs will hit him out of it and both L.L.R.K and d/b+4 have no crushing
at all and are relatively slow.
Extra notes:
● The 2nd hits of d/f+1, 4, 2,4 and b,f+2,1 are highs, so duck and launch.
● If you see Jin’s leg stagger after 2,1 block low and launch punish. There is no mixup.
● Block low after these two strings: 3,1,(4) and 1,d+3,(4). The follow up 4 is always a low but it’s -13 so don’t try
to launch it.
● Jin’s d/f+1 has pretty abysmal tracking, so sidestepping against a Jin who is using it as their main poke is a
good option. Stepping to Jin’s right will avoid his d/f+1 100% of the time if Jin’s trying to make it track by
using a dash d/f+1.
● Most of Jin’s lows are launch punishable except d/b+4 and strings with the same animation (3,1,4 and
1,d+3,4).
● Option select Jin’s jab strings (1,2,3 1,2,4 and 1,3~3) with a crouch jab. It’s fast enough to interrupt the two
mid options and it will crush the high option. Watch out for 1,2 hopkick or 1,2 low parry.
● If the Jin player thinks he’s a Mishima and is wave dashing in your face, don’t freak out. His wavedash is not
on par with that of the real Mishimas as his L.L.R.K (CD+4) is very seeable at i23. Be on the lookout for that
move, block it, and launch.
Josie ↑
One of the new additions to T7 and Bruce’s replacement. Compared to Bruce, Josie is a bit more of a “stringy”
character with lots of new canned string mixups to break the opponent down with. Her poking game is a bit
unorthodox as she lacks a generic i13 df1 mid poke that most chars have, but she makes up for this in other ways.
Up close, Josie is strong at chipping the opponent down with her poke lows and strings. She can use feints in her
strings and a manual backsway to psych the opponent out and mix her offense up. Josie has access to a command
dash which gives her 2 extremely strong tools amongst others; a hard hitting low (CD3) and a strong mid whiff
punisher (CD2). This gives Josie a powerful approach from range to start offense with CD3, or to bait out whiffs at
range and whiff punish with CD2. With her feints/string pressure and her ranged pokes/whiff punishment, she can
switch the pace from an offensive style to a defensive style in an instant. Something to note about Josie is her
punishment, she has some of the best punishment tools in the game; especially an i13 launcher from crouching so
she can punish poke lows harder than almost anyone else. She punishes mistakes hugely, on block and on whiff,
making her defensive aspect very strong. While her neutral and block punishment damage is strong, she has
relatively low damage output in infinite stages. Her tracking is pretty weak to her left (opponent’s SSR) but she has
decent homing moves to shut this down.
Simply put:
She provides fantastic pressure and simple options to open your opponents. With simple and versatile
combos, and with a bit of fumbling damage-wise, she may just be your character.
Resources:
● Discord for character discussion: https://discord.gg/xZf4X52
● Zaibatsuwiki Forums: http://www.tekkenzaibatsu.com/forums/forumdisplay.php?forumid=28
Key Moves
● f+1+2
○ Incredible pressure move. Moves Josie forward, hits quick, bounces on CH. Also good for air
carry combos.
● uf+4
○ You guessed it, it’s her hop kick. Shit’s pretty fast. It’s a hop kick. Use it to rack up the
damage with your training room combo. (Probably uf+4, f+3, 4, f+2, 3, 4, S!, fF~f+2, 3, 4)
● df+3+4
○ Big armor move. Launches you up and at an angle that’s awkward to punish. Good for run up
oki. Hits low.
● EKS (Eskrima Kickboxing Stance)
○ Her switch stance. It’s pretty solid. You can go into it in a number of ways, and it’s got some
incredible options, many you can make a combo out of. Also denoted SWS.
● 3, (f), 3
○ 3, 3 and 3, f+3 are amazing. They feel like cheating. The distance is great and the pay off is a
run up oki situation for you!
● f+2, 3, 4
○ This is her walk up, post-S! Combo. It Screws! Too. So you can use it, run up, use it again. It’s
based.
● b+3+4
○ Her manual backsway. Got a sick launcher, you get to pretend to be Steve, and it’s got other
good options. Great defensive tool.
● b+1, 2, 4, (4)
○ Often overlooked, good for tripping people up. Great simple conversion off b+1 which is i11.
The last 4 should be more of a mixup, as it comes out twice as slow as the previous hits, but
results in a KND.
● (1), 2, 4, d+3
○ So 2, 4 gets you to her EKS (SWS), and d+3 is a great option out of it. It hits low, and if you
get a CH, it spiral launches your opponent, which means a free combo. (My combo of choice
is: (1), 2, 4, d+3, LAUNCH, f+3, 4, f+2, 3, 4, S!, fF~f+2, 3, 4.
Kazumi ↑
Kazumi is a new playable character in Tekken 7, whose existence was alluded to from as early as Tekken 2. Despite
being of the Mishima bloodline, though, she isn’t a “true” Mishima as she lacks their signature crouch dash and the
moves that come out of it; in particular, the EWGF and Hell Sweep. Although she does have some similarities such as
the jab strings (1,1,2 flash punches and 1,2,2) and splits kick (ff+4), missing the core components of the Mishima
arsenal means her to playstyle is very different. She has relatively poor launchers and her combo damage is nothing
special. However, she excels at applying pressure, and the majority of her damage comes from continually chipping
away at the opponent’s health bar with her amazing pokes.
Players to watch: KKokkoma (KR), Karei (JP), Ulsan (KR), Taris Cutter (JP)
Playing Kazumi
Kazumi is a poke heavy character that relies on good spacing, movement, and whiff punishment.
Key Moves
● df+1 and df+1,2
○ Your bread and butter poke. Extremely good whiff punishing move, block punisher, and pressure
tool. df1 is an i13 mid, -3 on block. This will be your go to move for conditioning and keeping your
opponent in check.
● 1,1 and 1,1,2
○ Extremely good poke option. 1,1 is 10f start up, only -1 on block and easily hit confirmable into 1,1,2.
The entire 1,1,2 string is -17 on block, so don’t complete the string unnecessarily often.
○ Kazumi’s flash punches actually have better range than the standard Mishima flash punches, allowing
her to punish things like max range mid getup kicks with it.
● b+2
○ i15, mid homing move that is -9 on block. Fast and reliable homing move. Also wall splats. Your go-to
screw move if your juggle is off axis. On hit this move leaves you at +12k* and leaves considerable
space between you and the opponent ***
● ff+4
○ Slow mid launcher. -6 on block. Good pressure tool to keep them guessing between your mids and
lows. This move gives them less incentive to randomly crouch. Not entirely the best move for
Kazumi’s neutral game, but is excellent for gauging your opponent’s timing.
● db+4
○ Slow but still difficult to see. This low is +4 on hit which makes it an excellent tool for continuous
pressure. -13 on block, although because of it’s decent range, characters like Kazuya will have their
i13 punishes whiff sometimes. Guaranteed dash->d+2 on CH.
● d+3
○ Launch punishable on block, but don’t let that deter you. Most of the cast will struggle to even
punish, let alone launch this poke when done at max range. High crushes and reliably hits grounded.
● WR2
○ Great Approach Tool. ~-4 on Block and huge pushback. Knocks down on hit and pushes the
Opponent to the Wall. Can be sidestepped though so be careful.
● 4
○ “Magic 4”: -9 on block, +5 on hit and leads to full combo on counterhit. Great for keepout.
Punishers
● -10f
○ 1,1,2
■ Strong damage, knocks down, hit confirmable but -17 on block so make sure you’re on point.
○ 1,2,2
■ Better damage, gives small frame advantage (+2) instead of knockdown, -12 on block.
● -12f
○ 1+2
■ Very to similar to Jin’s 1+2 in that it’s i12 and -14 on block. In open ground 1,1,2 is often better
for punishing moves that are -12 since it has much better oki and allows you to continue your
pressure even after you KND your opponent. Where 1+2 shines is at the wall; you get 40+
damage and a wall splat. Note that you will have to use a sub-optimal wall combo since the
recovery of this move is slow - b,f+2,1,1+2 and most of your other staple wall combos will not
work. The easiest combo to do if this hits near the wall is d/f+1, 1+2. Ending wall combos with
1+2 does however ***
● -13f
○ df 1,2
■ Excellent punishment tool. Knocks down/wall splats on hit. Good range, good damage.
● -15f
○ 3,2
■ Guarantees 1+4 or d2 on hit. D2 is preferable for better oki options. 1+4 does more damage
so can be used as a round ender. 3,2 has significantly better range compared to her other 15f
punisher.
○ uf4
■ Hopkick. Short ra
nge
knee. Not very reliable, but is still decent in most situations.
● -18f
○ df2
■ More of a whiff punisher than a block punisher due to the startup frames, but this is your
go-to if your opponent somehow puts themselves that minus.
■ Can be used to punish moves like Law’s ws2 which is -17~18 (hopefully you get lucky with the
frames)***
● -11f from crouching
○ ws 4,4
■ Mid, high. Puts opponent into spin state. Strong frame advantage in this situation. Also wall
splats.
● -12f from crouching
○ ws 1,2
■ Hit confirmable, and very delayable. Knockdown/wall splat on hit. Good damage. Inconsistent
as a punisher due to range.
● -15f from crouching
○ uf4
■ Hopkick
● -18f from crouching
○ ws2
■ Rising uppercut. Good range single hit launcher.
Stance
Kazumi’s “Stance” Fearless Warrior (Fly or RSS) can be accessed by f+3+4 (you can also b+3+4 to fly back) or f+3F
(which is important for the combos listed below).
Outside of Combos this is best used after a knockdown (e.g. 1,1,2; df+1,2 or WR2) to Fly in and do a mixup. Don’t
become predictable with this though since it can be punished quite hard and all moves are pretty linear. Options are
as follows:
● RSS1: -13f mid launcher
● RSS2: -6 high launcher (can be ducked or stepped)
● RSS3: -7 mid, knockdown on hit, hits grounded
● RSS4, (2): Kazumi’s Hellsweep. Similar to Kazuya’s and launch punishable.
● RSS1+2: +2 on block, knockdown on hit, pretty slow startup though (i22~38?) Can also be “charged up” by
inputting RSS f+1+2 to be an unblockable but is even slower than normal.
If you hit f3+F these options are uninterruptible and cannot be stepped (but ducked).
Throws
● RSS b1+2 unblockable throw, frame advantage and wallsplats but super slow as well.
● Df+1+2 her only command grab so can only be “mixed up” with normal throws, but this one wallcarrys and
wallsplats so it is still quite useful.
Combos
●uf4_ff+4_ws2_RSS2
○ f+3F, RSS2, 3,1 (S!), dash, f3F, RSS4,2 [BNB]
○ f+3F, RSS2, bf+2,1,4, dash bf+2,1,1+2 [Better for Wall-Carry but harder IMO because of BF-input
● CH4
○ b2, dash, f+3F, RSS4, df+1, bf+2,1,1+2 [b2 will whiff if CH4 hits at max range]
● Rage Drive (f F+1+2)
○ Uf+3,4,3, uf+3,4,1
● (W!)
○ 1, df+1, 1+2 [There are more damaging combos, but this one is consistent.]
○
(Combos are taken from That Blasted Salami’s Kazumi Guide)
Kazuya ↑
Kazuya is a Mishima fighting style character, which means he has all the moves that are associated with it. He is by
far the most defensive Mishima, and is generally considered the best turtling character in all Tekken games, but
that doesn’t mean he is not capable of mixups and pressure. In fact, he has quite possibly the scariest sets of
mid/low 50/50s in the game, both in pressure and okizeme situations. This means he can force scramble situations
in clutch moments and unfavorable positions but also continue to force mix-ups when he has momentum on his
side. This is only one side of the coin, though. Kazuya also happens to have the best block punishment in the game,
and even without perfect execution, it’s still up there.
In my opinion, Kazuya is the easiest Mishima to start with. His EWGF input has the most leniency in terms of inputs
(f,n,df and f,n,d,df both work to initiate a crouch dash, and f,d,df, a Shoryuken motion, works for an EWGF
specifically). His combos are extremely simple and do great damage even without EWGF as a juggle filler, and his
movelist in general is very small. Trust me when I say you will be more rewarded much more handsomely for
knowledge and experience rather than execution with Kazuya.
Players to watch: Choksae, Knee, JDCR, qudans
Devil Kazuya
Devil Kazuya is a transformation that Kazuya can undergo in rage. To enter devil mode, you just need to input
u/b+1+2. Unlike in TTT2, however, the devil transformation can only be done when in rage, and it will consume your
rage, which means you won’t be able to perform a rage art for that round. Considering how powerful rage arts and
Kaz’s rage drive are, you’d think forgoing yours for devil mode must mean that devil mode is great, and you’d be
exactly right. TTT2 Devil Kazuya isn’t really used because he loses some valuable tools, but T7 Devil Kazuya rewards
you handsomely for the trade-off.
In devil mode, Kazuya gains access to new and powerful moves. The most notable of which is his new EWGF, which
becomes a glorious mid. He also gets the improved twin pistons that can be done from standing, and the demon’s
paw (not that you’d need it with a mid EWGF). In addition, he gains access to the typical devil moves - the lasers,
heaven’s door, ss+2, etc. Another buff he gets is the ability to do cd+1 (and the u/f extension for heaven’s door) out
of hell sweep 1, resulting in some insane combo potential. However, he loses access to his df+1 series, as that is
now his standing twin pistons launcher (df+1,2), so you’ll need to adjust your combos accordingly. Also keep in mind
it takes a bit of time to transform, so try not to do it until you have some space or knock your opponent down.
Key Moves
● EWGF (CD:2)
○ Your bread and butter launcher. Extremely good whiff punishing move, block punisher, and pressure
tool. While it is high, most people find it difficult to launch from crouch on reaction. Keep in mind this
can be sidestepped to Kazuya’s right.
● Hellsweep (CD 4)
○ Extremely good low option. While it staggers on block, it is unseeable and leads into a knockdown,
and even wall splats with the 1 option (CD 4,1). Keep in mind that Kazuya does have other much safer
lows, so don’t rely on this.
● f+4
○ A slow, but rewarding safe mid poke. It gives you advantage on block (+4), forces the enemy to
crouch, and knocks down on counter hit, giving a free grounded hit at most ranges. This is one of the
safest things you can do to apply pressure. It is completely linear, though, so beware of good
steppers.
○ In devil mode, if you catch an opponent crouching with this, you will stun them long enough to get
off a mid electric or DVK df+1,2 for a full launch. The f+4 counts as the first hit in that combo.
● ff+3
○ Another slow, safe, but linear mid poke. Unlike f+4, this move has good range, is only slightly minus
on block, but still forces crouch. The biggest difference is that this move is a launcher on hit. Safest
mid option if you’re trying for a mid/low 50/50, but beware of being counter hit or stepped.
● ff+4
○ A new move in Tekken 7, but always a staple of Devil Jin, Kazuya now has a fast ground-hitting mid
attack that launches on counter hit. While it is -11 on block, it can be spaced to be safe in open
ground. Because of this, you can use it as a mid poke and another keep out tool.
● db+4
○ This is a great long range low option that is nowhere near as risky as a hellsweep. And that is its main
selling point. On hit, it gives Kazuya good frame advantage (+5). The damage is good for a long range
poke, and the animation of the move has Kazuya standing the entire time, making it somewhat
difficult to see. The new counterhit properties of the move in Tekken 7 (shin grabbing animation)
gives huge frame advantage.
● df+1
○ This move is a short range mid, but it’s safe and gives paralyzing frame advantage on hit (+9), making
it useful in up close pressure. It also has useful followups. df+1,2 is amid-mid string that forces
crouch. d/f+1,4 is a mid-high string that wall splats. df+1,f+2 is a mid-mid string that has great
knockback but is punishable. This can’t be used like a generic df+1, so don’t bother trying.
● uf+3
○ Kazuya’s only useful low crush option. It’s no hopkick, but it yields a knockdown, wall splats, and is
safe (still -9). It is also linear.
● df+2
○ This is Kazuya’s main homing move. It’s a quick mid at 14 frames, gives good advantage on hit, but it
is punishable on block (-12) and has pretty poor range. This is the main way you discourage strong
sidesteppers. It is also a counter hit launcher, so it’s worth throwing out, especially given that Kazuya
has generally linear moves.
○ Leaves the opponent stunned in a standing state for 13 frames on counter hit, so you can actually get
a full launch with PEWGF afterwards, but it’s a just frame in addition to the PEWGF just frame. Hit
analysis will be your best friend if you’re looking to practice this. Don’t try it in a match unless you
can also do the salvage combo (missed PEWGF, EWGF, DEWGF, DEWGF).
● WS4 and df+4,4
○ These are safe mid pokes with ok range that serve similar purpose. One is done from crouch (or
crouch dash), the other is done standing. df+4,4 can be hitconfirmed with some training, whereas
WS4,4 cannot be delayed at all. WS4 is much better in terms of frames, but both WS4,4 and df+4,4
are exactly the same.
Punishers
● -10f
○ 1,1,2
■ Strong damage, knocks down, and easily hitconfirmable in case you mess up.
○ 1,2,2
■ Better damage, gives frame advantage instead of knockdown, and also hitconfirmable.
● -11f
○ b+1,2
■ Great damage, knocks down, and also hitconfirmable.
● -12f
○ 2,2
■ Similar to 1,2,2, it gives a little more damage and frame advantage than b+1,2.
○ 1+2
■ Decent option against the wall, but it is punishable and b+1,2 wall splats anyway.
● -13f
○ f,n,df+2
■ A perfectly input EWGF (PEWGF). This is pretty much impossible to do consistently. You
basically have to know when the blockstun ends so you can input the forward that only lasts
one frame on the exact frame you exit blockstun before going to neutral for one frame then
hitting df without any other input and hitting 2 within the same frame.
■ Just do your -11f or -12f punishers here.
● -14f
○ EWGF
■ This is also pretty much impossible to do consistently in matches, but it’s easiest with Kazuya
because of the input leniency.
■ Stick to -11f or -12 punishers, as any other 14f move (df+2, 3, 3+4) is terrible for punishment
unless range/pushback is an issue.
■ It’s possible to attempt the PEWGF as a punish here, since even if you are a frame late it will
still come out at i14.
● -15f
○ EWGF
■ Use EWGF for any sort of punishment past -14. -15f is much more doable in matches when
your execution gets quick enough, and that should be your aim, as that’s when almost every
character gets a launch punish. But keep in mind even the best Mishima players of all time
can’t even do this consistently for every -15 move, so practice, but don’t expect to be perfect.
It continues to get easier the more frames you have to execute it, but knowing blockstun is
the main problem with EWGF punishment, as you cannot buffer any of the inputs. So for any
EWGF punish, which is basically every punish from here, it’s a case-by-case thing. Just
remember: you get a df+2 if you mess up inputs, which is +5 on hit and launches on counter
hit, so you might still get a launch.
■ Alternatively, you can use df+1,4 when you have the opponent’s back to the wall, and df+1,f+2
when they’re a little further from it for wall splats.
● -11f from crouch
○ WS4,4
■ Great damage, but you’re actually at frame disadvantage on hit by completing the string. So
you can either go for the damage or keep it at WS4 for a potential mix-up or frame trap after,
as it has amazing frame advantage (+9).
● -13f from crouch
○ WS1,2
■ Mid-mid natural hit launcher. That’s right, you get a clean launcher at -13. The range is pretty
poor, though, so it won’t punish everything.
● -16f from crouch
○ WS2
■ Homing mid launcher that hits like a truck..
● -18f+ from crouch
○ Dash EWGF or crouch cancel EWGF
■ For any staggering lows, this is how you can punish them. Most staggering lows have longer
range where WS2 won’t reach, so you need to be able to do this. It’s nowhere near as difficult
as -15 standing punishment with EWGF, as you can buffer the movement option (u,n or ff) out
of blockstun which gives time to input the EWGF’s motion.
Example Combos
● EWGF
○ EWGF_df+3, df+1,4 S!, dash b+3,1, DEWGF_ff+2
○ dash 3,1,4, dash df+1,4, S!, dash df+1,4_df+1,f+2_CD4,1
○ EWGF, b+4 S!, (1,2,)4,3, DEWGF
○ EWGF, dash 1, dash 1, dash 1, dash df+1,4 S!, dash df+1,f+2
● ff+3
○ b+2,4, df+1,4 S!, dash df+3, df+1,4_df+1,f+2
○ df+3, df+1,4 S!, dash b+3,1, DEWGF_ff+2
○ df+1,4, S!, (1,2,)4,3, DEWGF
● WS2
○ dash 3,1,4, df+1,4 S!, dash df+1,4_df+1,f+2_CD4,1
○ b+2,4, df+1,4 S!, dash df+1,4_df+1,f+2_CD4,1
○ b+4 S!, (1,2,)4,3, DEWGF
● WS1,2
○ dash 3,1,4, df+1,4 S!, dash df+1,4_df+1,f+2_CD4,1
○ b+2,4, df+1,4 S!, dash df+3, df+1,4_df+1,f+2
○ df+1,4 S!, (1,2,)4,3, DEWGF
● SS3
○ dash df+1,2, ff+4
○ dash df+1,4 S!, dash df+3,2,1
● CH df+2
○ PEWGF into any EWGF combo
○ EWGF, EWGF, DEWGF (salvage combo for PEWGF miss)
○ b+2,4, df+1,4 S!, dash df+1,4_df+1,f+2_CD4,1
○ b+4 S!, (1,2,)4,3, DEWGF
○ 3,1,4, df+1,4 S!, dash df+1,4_df+1,f+2_CD4,1
● CH 4
○ SSL, b+2,4, df+1,4 S!, dash
○ SSL, 3,1,4, df+1,3, dash
● CH b+4
○ dash b+3,1, b+2,4, ff+2
○ (1,2,)4,3, DEWGF, (D)EWGF
○ (1,2,)4,3, df+1,4_df+1,f+2
● CH ff+4
○ df+1,4 S!, (1,2,)4,3, DEWGF
○ df+3, df+1,4 S!, dash df+3, df+1,4_df+1,f+2
○ b+2,4, df+1,4 S!, dash df+1,4_df+1,f+2_CD4,1
● DVK EWGF
○ EWGF_uf+1+2, b+4, S!, dash CD4,1,CD1~uf
○ 3,1, f+1, b+4 S!, dash CD4,1,CD1~uf
○ EWGF_df+3, 2,2 S!, dash CD4,1,CD1~uf
○ EWGF, 2,2 S!, dash CD4,1,CD1~uf
● DVK df+1,2
○ 2,2 S!, dash CD1~uf
● DVK f+1+2
○ CD4,1,CD1~uf
Wall Combos
● EWGF
○ EWGF, b+2,4, df+1,4
○ EWGF_UF,n+4_df+1,4_b+4, df+1,2_db+2, cc d+3+4
○ 2,2, b+2,4, df+1,4
○ EWGF, WS4, df+1,4, 1+2
● WS1,2
○ b+2,4, df+1,4, 1+2
● df+1,4_df+1,f+2_b+4_f+2_ 1+2_ff+2_WS3_CD3_CD4,1_b+1,2_uf+3_fff+3_b+1+4
○ b+2,4, df+1,4_df+2
○ WS4, df+1,4, 1+2
○ df+3,2,1
○ 1,2, ff+4
50/50 Mixups
There are many options Kazuya has to use when forcing 50/50 situations, and there are two main ways that you
force them: by wavedashing, or on okizeme. In both cases, you want to be able to get another knockdown to force
more 50/50s or whatever you want (pressure, wall positioning, creating space, etc).
Wavedash Tools
● Mids
○ f+4. Standard safe mid poke.
○ ff+3. Standard safe mid launcher.
○ FC df+3+4. Complete high crush and knocks down. Can be done out of crouch dash by just doing the
motion and 3+4.
○ WS1,2. Unsafe mid launcher, but much quicker than any other mid launch option.
○ WS2. Unsafe mid launcher, but it catches people trying to step out of your linear moves.
○ ff+4. Barely punishable (-11), but it launches on counterhit and knocks down on hit.
○ uf+3. Only to crush if you’re expecting a panic generic crouch 4 or crouch jab.
○ DVK EWGF. It’s a fucking mid what the fuck.
● Lows
○ CD 4,1. The most threatening low because it knocks down close enough to do whatever you want.
○ db+3. High crushes and is only -12, so it has its uses.
○ db+4. Has better tracking than db+3, but it doesn’t crush.
Okizeme Tools
● Mids
○ FCdf+3+4. Forces crouch on block, so it can restrict movement. Knocks down again on hit.
○ b+4. Quick mid, catches side rolls to Kazuya’s right very well.
○ df+3. Slow to start, but moves forward and gives floats for some free small combos.
○ f+4. Catches back rolls, and late side rolls.
○ ff+3. Catches back rolls best and can float for a combo.
○ WS4. Very safe option, and can also float for a combo.
○ 4~3. Cleanly crushes get up low kicks and hits grounded anyway.
○ DVK EWGF. Even hits grounded. Fucking broken.
● Lows
○ CD 4,1. Knocks down for more mixups.
○ CD 4,4. This followup works against the wall, where the 1 followup whiffs completely.
○ d+3+4. Standard stomp. Big damage, good situation afterwards.
○ db+3. Not very useful because it doesn’t crush get up mid kicks, but it can beat characters who have
get up stances, like Alisa and Devil Jin, by at least crushing staying under their flight attacks.
○ db+4. Tracks well, and leads to another 50/50 if it floats.
○ d+1+2. Slow and seeable. Can be feinted to bait out a low block or any get up attack.
○ DVK d+1+2. Ground laser. Only ever useful against the wall.
King ↑
Lars ↑
Lars Alexandersson is a rather unique character (if that means anything in a game like Tekken) in the sense that he
lacks a traditional hopkick or d/f+2 launcher. Instead, his signature move is the arguably better Arc Blast, which
you’ll usually find Lars players using to start combos. It’s no EWGF, but there are several setups for it which make it
quite easy to pull off, in addition to the simple and very lenient input. Naturally, his play revolves mainly around
setting up and getting off Arc Blasts, but don’t tunnel too hard into trying to achieve that one objective. It is a
punishable move, and many players will be wary of it and will try to avoid giving you chances to use it, so you’ll need
to remember your other options too. As far as difficulty goes, Lars is pretty easy outside of some of his harder
inputs. They’re not Mishima tier, but a lot of his more damaging combos demand very strict timing, and one of his
most commonly used moves (f,b+2,1) has an awkward input. He also has a just frame in the Triple Barrel, and
Dynamic Entry cancelling takes some practice as well.
Compared to his “near-perfect character” status in T6 and TTT2, Lars has basically been nerfed to the ground, and
many now consider him lower-mid tier. His u/f+3 and u/f+4 launchers in particular, which were almost broken in
previous games, are now a lot more bearable. They no longer have bullshit invincibility frames and crush every mid,
and it’s actually relatively easy to jab him out of the moves for a float. His CH d/f+2 is also completely gone, and he
now has to commit to a d/f+2,1 mid, high string; nowhere near as good as his old d/f+2. He’s not the worst character
in the roster, though, and die-hard Lars mains have still found success with him in tournament play, but the game is
no longer Lars and friends - he’s an actual balanced character now. This isn’t to say he’s a terrible character, though -
he’s still a demigod of punishment (the true god being Kazuya, of course), and his combo damage (with walls) is still
one of the best.
Notable Moves
● Arc Blast (f+1+2)
○ Lars’ bread and butter “launcher”. It doesn’t throw the opponent up in the air but it starts a combo
nonetheless, and it comes out decently quickly at 15 frames. It’s a great whiff punisher and most of
your set-ups try to achieve Arc Blasts. The move to throw out after forcing a whiff. Be careful of its
short range and bad block frames (-14).
● d/f+2,1
○ His new sad replacement for his old d/f+2. It’s his main way to screw in combos, but also pretty useful
in the neutral game. Nothing like his old d/f+2 (though I doubt anything ever will be), but it’s NC and
will give an instant-screw launch on hit. The first hit still high crushes a little, and the 2nd one will
knock down if it hits on its own.
○ Note that the string is mid, high and doesn’t jail so the 2nd hit can be ducked. Good opponents will be
wary of this and try to avoid the 2nd hit, and you can take advantage of this by doing the first hit only
and forcing them to wait and see if the 2nd hit comes out, giving you mental frame advantage.
● ff+2
○ Launcher with ff notation. f,b+2,1 is probably better, but ff+2~f puts you into SE and makes you
switch sides with the opponent, which can be useful if you’re trying to line them up against a balcony
or something. Also much better range thanks to ff notation.
● ff+3+4
○ Lars’ slide. Comes out rather quickly for a low-low string. No guaranteed follow-up but good poke
regardless. Should be noted that Lars doesn’t go under his opponent and swap places like Law or
Shaheen would.
● ff+4,3
○ Low, mid natural combo. Does huge damage but it’s launch punishable so be smart with it. It’s now 0
on hit, so your neutral isn’t immediately over when you throw it out.
● u/f+4
○ Lars’ orbital heel, a low-crushing launcher. Crushing properties were heavily nerfed as far as mids go,
but you should still be able to get over all lows with it. Safe on block.
● u/f+3
○ High-crushing launcher. Again, crushing properties were heavily nerfed, but it’s still supposed to be a
crushing move, for what it’s worth. Doesn’t really give a good combo.
● b+1
○ Staple homing move. Safe on block, and now a screw so it launches airborne. Doesn’t w! for some
reason.
● b+2,1
○ Mid, mid poke string. Second hit is pretty delayable. Also gives DOS on counter hit so you can get a
combo with dash, d/b+2,1.
● b+2,3
○ Mid, high that can be ducked for a ws launcher, but does a ton of damage, especially against a wall
since it splats. Also safe on block.
● d/f+1
○ 13 frame mid with slight tracking to Lars’ left and very slight high crushing. Only -1 on block, but +5
on hit. Great move to abuse for frame traps, can also be used to relieve pressure.
● d/b+4
○ Typical low poke. 21 frame startup and -21 on block, but it has incredible range, so it’s a good poke
tool from greater distances. Basically homing and completely high crushing. Also crushes some mids
at max range, and launches on CH. Consistently hits grounded too.
● d+1+2
○ Pretty slow KND low, but hits grounded. If a stomp is guaranteed, so is this, and this does more
damage, so use this instead.
● FC d/f+1+2
○ Low, low string that’s kind of slow, but does decent damage and is +1 on hit. You can recover
crouching by holding d, and it’s only -11.
● ss+2
○ Lars’ only move out of sidestep, but it’s a good one. Safe on block and knockdown on hit for
guaranteed stomp. You can input ~f after the stomp to transition to SE for a mix-up, but you can get
kicked out of this with get-up ws+4.
● DE+2
○ Gives stun on counter hit for combo. Also hits grounded now, great oki tool.
● iSW (fff+2+4)
○ Instant Shining Wizard, Lars’ iconic command throw. Can be used to grab mid-air opponents. Also
wallsplats. Its namesake comes from King’s Instant Shining Wizard, the first throw with this property,
having the same input. Not as good as it once was with the new combo scaling, but still a rather
unique tool. Lars has an alternate input for this in DE+2+3 (f+3, 2+3). Easy way to do this throw from
DE is to press f+3 to enter DE and buffer the 3 (hold it down), then press 2.
Punishers
Standing:
● -10
○ 1,2
■ Typical jab string for +7 on-hit.
○ 2,1
■ More range and 1 more damage than 1, 2 but only +4 on hit.
● -12
○ f+2,4
■ Good damage, good range, knocks down & wall splats. Amazing punisher.
■ Better than all of his 13 frame punishers.
● -14
○ f,b+2,1
■ Launcher.
● -15
○ Arc Blast (f+1+2)
■ Gives full combo on regular hit, go-to punisher for anything >i15.
● -16
○ d/f+2,1
■ Instant-screw combo so not as good as Arc Blast damage-wise, but has better range.
Crouching:
● -11
○ ws+4
■ Laughable damage but +5.
● -13
○ ws+2,1
■ Decent damage & tracking, not much else.
○ ws+2
■ Less damage than ws+2,1 (obviously) but can be cancelled into both stances.
■ Cancelling to DE will move you backwards. Very useful.
● -15
○ ws+1
■ Slight left tracking and launches for full combo.
● -16
○ u/f+3
■ Alternate launch option, but ws+1 is easier and does more damage.
Combos
● Arc Blast
○ f+1+2, d/f+2, d/b+2,1, d/f+2,1 S!, d/f+1, b+3~f, SE+3_SE+1
● u/f+3
○ u/f+3, ws+4, d/f+2,1 S!, d/f+1, b+3~f, SE+3_SE+1
● u/f+4
○ u/f+4, d/f+1, f+1,2,3~d, d/f+1, b+3~f, SE+3_SE+1
○ u/f+4, DE+2, d/b+2,1, d/f+2,1 S!, d/f+1, b+3~f, SE+3_SE+1
● f,b+2,1
○ f,b+2,1, DE+2, d/b+2,1, d/f+2,1 S!, d/f+1, b+3~f, SE+3_SE+1
● ws+1_ff+2
○ ws+1~f_ff+2~f, SE+3, d/b+2,1, d/f+2, 1 S!, d/f+1, b+3~f, SE+3_SE+1
● CH d/b+4
○ d/b+4, ws+4, d/b+2,1, d/f+2,1 S!, d/f+1, b+3~f, SE+3_SE+1
● Low Parry
○ d/f+1, d/b+2,1, d/f+2, 1 S!, d/f+1, b+3~f, SE+3_SE+1
Countering Lars
It's worth noting that while he has a huge, huge pool of mid attacks, his lows are ass. They are extremely seeable,
even if you were to get hit by them they are not rewarding to the Lars player at all so don't randomly duck. His
tracking is also very poor compared to previous games, with b+1 being his only real homing option that only does
like 25 damage with no guaranteed follow up or significant frame advantage.
Silent Entry stance: activated after strings like f+1, 2~f, he goes into a low hunched over pose. All of Lars' options
are mids except for one extremely slow low, so block high first then react to the low if necessary.
Dynamic Entry stance: he dashes forward with a sort of shoulder bashing animation. 1 is a high, 2 is a mid, while he
has a throw that can be broken with 1+2. In fact, all of his special throws are broken with 1+2.
Leo ↑
Leo is a strong all around character. She has most of the good generic tools you could hope for, a df+1, hopkick,
parries, the male version of WR3. She excels at long range thanks to her strong whiff punishment, crouch dash and
the BOK stance. However, she does just fine closer up too.
Her basic gameplan involves a variety of safe, scary mids and strings for conditioning, and huge lows for really
annoying mixups. Her poking and whiff punishing is pretty up there too. Her wall pressure is also quite scary thanks
to her safe or hit-confirmable mid wallsplatting moves and lows that lead into free damage or otherwise favorable
situations.
Players to watch: OnlyPractice, Kurokuro, I’m so hot
Useful moves
● df+1,(2)
○ Basically a generic df+1.Has a high follow-up that knocks down.
○ d/f+1 by itself is -5 unlike other generic d/f+1’s
● df+2
○ Similar to a generic df2, except for the fact that it’s -13 on block and has longer range. Doesn’t launch
crouch.
● 1,2_1,4
○ Jab strings. 1,2,4 is h,h,l and 1,2,1,1 and 1,2,1,4 are h,h,h,m and h,h,h,h cheese strings.
● d+4,(2)
○ Decent low poke. Slightly minus on hit and doesn’t low crush. Cheesy high follow-up.
○ Natural combo on counterhit
● df+2+3
○ knd low. -14 on block. FC df+3 guaranteed on hit at the wall.
○ Ff+2 will catch get up options.
○ Ff+3 is an option to hit grounded in the open
● df+3
○ Safe mid knd homing move.
● db+4,1
○ Hellsweep. Good damage especially on clean hit. The range is a little short and the move is death on
block. Run up f+1+2 should be able to punish backrolls (Needs confirmation)
● d+3+4
○ Generic d+4 with a different input. Fast and high crushes but leaves you at disadvantage on hit.
● 4
○ i12 CH knd. Technically a magic 4 but the combos are hard and kind of ass.
● b+1+4
○ Low and high in the same attack. Free b+2,1+2 on counterhit in the open and hopkick at the wall.
● df+4
○ Long range mid poke. Pretty linear.
● d+1
○ Mid Counterhit launcher. Hold d to go into crouch. Quite linear
● d+2
○ Plus on block mid.
● db+1+2,1
○ knd, high damage, hit confirmable mid. Your go-to mid at the wall.
○ Can be used to transition into BOK by db1+2~d
● FC df+3
○ Sweep. Staggers on block now. Guarantees another FC df+3 at the wall.
● uf+2,1
○ Safeish, mid,mid. The second hit is parryable and probably sidesteppable. However, you will probably
get away with it against 99% of players.
○ Can be converted to a full combo with a just frame qcf+3. Otherwise you only get a d+4,2.
● f,f+1+2
○ 1+2 throw. Can reverse wall situations even when broken and gives a combo when not broken if a
wall was close enough to your back.
● 1+3_f+1+3
○ Her 1 throw. Should give a free d4 or b1+4 or oki if the guaranteed damage isn’t enough.
○ B+2,1+2 can be used to catch quick rise in an oki situation, guaranteeing a 1,2,1,4 string at the
opponent’s back
● f+2+3
○ Evasive high (built-in SSR) that’s safe on block, knd & wallsplat.
○ Very good tracking to both sides, especially her left; can be used to discourage steppers at the wall.
Oki tools
● d+3+4
○ Stomp. Big damage. Frame advantage on hit and not that punishable in case it gets blocked.
● qcf_WS3
○ Fast mid, hits grounded at some angles.
● WS2
○ Ground hitting mid launcher. Can also catch people trying to get up to block low.
○ Good for interrupting opponents who are ‘get-up kick happy’
● f,f+3
○ Long range ground hitting mid. High damage
○ Transitions into BOK f,f+3~d
● d+4
○ Fast low.
Stances
Crouch dash
Leo’s crouch dash is a decent tool for closing distance to your opponent and setting up mixups. It’s performed by
either inputting qcf or cancelling her KNK stance with df. Her new WS4,1+2 makes it stronger than in previous
games. I find it better to go for the fast WS kicks or go for a full crouch mixup by inputting f,df instead of qcf. From
FC your main mixup is WS2 or FC df+3.
● CD4,1+2_WS4,1+2
○ Same as her WS+4,1+2. Big damage and knocks down. Only -10 on block with some pushback
meaning most characters cannot punish this move.
● CD3,(1,2)_WS3,(1,2)
○ Safe knee. Hits grounded. Second hit of the string is launch punishable and the third hit is high and
unsafe.
● CD2,(1)
○ Safe long range mid poke.
○ No longer launches on CH like it did in TTT2, so it’s pretty useless now.
○ Both hits are safe and the 2nd hit on CH gives a free ff+3
● CD1
○ The only low from CD
○ On counterhit, WS4,1+2 afterwards is guaranteed
○ Ws+2 is guaranteed in some situations
KNK
Your main ways to enter this stance are f+4 and b+1,4. Both moves are +8 on block, but your limited options from
KNK means you don’t get that much out of it. Canceling KNK is done by tapping df and will put you in a crouch dash
state. It’s used quite a lot in combos and can be used to go into crouch dash or full crouch mixups.
● KNK2
○ Fast, high, counterhit launcher. Catches sidesteps. Safe on block
● KNK4
○ Your only low option. Launch punishable on block and -5 on hit.
○ Good frame advantage on CH
● KNK3(4)
○ The first hit is a mid launcher that’s not too bad on block. The problem with this move is that the low
mixup isn’t very scary, making catching people crouching rare. SSL avoids this option too. The
follow-up tracks slightly but you don’t get a combo from hit. It also jails, so you won’t catch people
trying to punish the first hit.
● KNK1,2
○ Unsafe high mid string with no tracking and no real reward on hit. No reason to use this.
○ KNK 1~d transitions into BOK stance
BOK
You can enter BOK manually by pressing d1+2. During BOK Leo crouches down really low, similar to AOP. And just
like AOP, you can evade a lot of highs and even mids with this stance. BOK only lasts for a moment, during which
you can use the attacks from this stance. If you wait a little longer Leo will recover in crouch, making it possible to
go into FC mixups from BOK. It is possible to go into BOK from crouch, making it possible to do it repeatedly by
pressing d1+2 as soon as you recover.
● BOK2
○ Big launcher. -11 with enough pushback to be safe against most of the cast
○ This is the main thing you are looking to land when you go into BOK. Use the stance to evade an
attack and punish with BOK2.
● BOK3
○ High homing move, +9 on block, tailspin on normal hit
○ This move is useful for catching people trying to sidewalk BOK2 as well as creating pressure using the
heavy frame advantage. Leaves you in your opponent’s face on block so you are free to do almost
anything without having to worry about whiffing.
● BOK4
○ Basically the same move as f+4. Doesn’t really have any advantages over other options. No real
reason to use this.
● BOK1,2
○ Your fastest attack from BOK. Does decent damage but is -14 on block. The first hit is decent on its
own as it’s +9 on hit and only -4 on block.
● BOK1+2
○ High sabaki attack. Not that great since most opponents will not attack into the stance.
Punishers
Standing
● i10 (f)1,4
○ 27 damage, +6.
● i11 2,1,3
○ The start of her 10 hit combo. Mainly useful for ending rounds because of the disadvantage on hit.
● i13 uf+1,2
○ 40 Knd or wallsplat.
● i14 f+2,2
○ 34 damage, +6 Pretty long range. Pushes back on hit making it harder to make use of the frames.
● i15 df+2
○ Mid launcher, decent reach. Doesn’t launch crouch.
● i15 f,f2
○ Long range knd mid for moves with pushback
Crouching
● i10 FC d+1
○ 6 damage, +6. Crouchjab
● i11 WS4,1+2
○ 34 damage, knd
○ Wall splats at certain distances away from the wall, similar to Kazuya’s hellsweep
● i13 WS3,1
○ 31 damage, +3
● i13 uf+1,2
○ 38 damage, knd, high, mid
● i15 uf4
○ hopkick
● i16 WS+2
○ Long range launcher.
Combos
● df+2 f+2 b+1,4 KNKc WS3 f+4 KNK2 S! f1+2
● df+2 b+1,4 KNKc WS3 f+4 KNKc WS3 f+4 KNK2 S! Dash f4 KNKc WS1+2
● BOK2 f+3 3,2,4 KNKc uf+1 ff+4,3 S! f4 KNKc WS1+2
W!
● FC2 WS1,4>1
○ Delay the last hit to get a low wall hit for more damage.
● b+1,4 KNK3,4
Countering Leo
Leo is a very strong character who tends to like to play at longer ranges, around range 2. This helps her take
advantage of her long range, advancing mids and mixups, such as the long range d/f+2 or crouch dash mixups along
with the advancing BOK stance. She has lots of safe mids which lead into favourable situations for her, however her
lows are lackluster, meaning that there is very little reason to duck against Leo. The only time you should be
ducking is if Leo is abusing her Hellsweep predictably. Her tracking isn’t too good on most of her main pokes such as
b+1,4 d/f+4 and d/f+1, this makes stepping a good option to avoid offence and potentially get a launch. Watch out
for her main homing moves though (which just happen to be safe mids) d/f+3 and qcf+3+4.
Don’t crack under pressure at the wall. Lots of her safe mids like d/f+3, u/f+3, d/b+1+2 and b+4,1+2 are -9, so you
can try to find an opening in the barrage to get her off of you. Most of these mids, barring d/f+3, are pretty linear so
again, stepping is a good option; just step then block repeatedly until you are away from the wall. If that don’t
work, her lows aren’t too scary anyway (besides d/f+2+3 at the wall which guarantees a free FC d/f+3, but is again
steppable). Just make sure her (pseudo) strings are completed before you make any inputs to avoid being counter
hit.
Leo actually fares rather poorly on the receiving end of pressure as well, as her tools to relieve this pressure are
pretty much limited to her jabs, d/f+1 and d/f+4. Her main pokes (b+1, d+1) are too slow to deal with
pressure-heavy playstyles, so this could be another strategy worth trying. Keep in mind her 1+2 throw (ff+1+2)
while her back is to the wall, as it can wall splat you if left unbroken, and still switches sides even when broken,
which will reverse the pressure game in her favour.
KnK Stance:
The main defence against KnK stance would be a crouch jab, her fastest option, KnK+2, is a high, meaning that it can
be ducked and punished. However, Leo also has a hopkick from KnK which will crush crouch jabs. Best to just not
press any buttons against this stance as KnK+2 covers sidesteps.
BOK Stance:
To defend against the BOK mixups, you can sidestep if you think the mid launcher is coming or duck if you think the
high homing move is coming. BOK+3 is i22, meaning it’s barely seeable, try react and duck this move if it comes out.
The optimal defence would be to sidestep and then duck, if you’re confident you can pull it off.
Lili ↑
Assuming you are new to the game, then Lili is a defensive style character. She does have an average backdash, but
her sidestep is one of the, if not the, best in all of Tekken. Also, her main/signature moves go under/over/through
your opponents moves allowing you to be somewhat aggressive if you can read your opponent well. Mechanically,
Lili is on the easy side with no hard inputs. The only hard inputs you may have to do are for her best juggles, but
those can be replaced with simpler juggles for a minimal decrease in damage (around 2~6 difference).
Notable Moves
● d/f+1
○ +7 on hit, -1 on block. SLIGHT tracking to her left, but this is pretty much Lili’s only mid poke, so get
used to using this move a lot.
● f+3
○ You know what Lili’s main weakness is? Her tracking. It sucks so bad, so if people abuse it, you have to
let them know that you can and will use f+3 when you’re in jab range.
○ Homing knee that also wall splats. -9 on block but has some pushback.
● ff+4
○ Stomp, power low. +3 on hit, -13 on block.
○ Has a ~b extension for some BT shenanigans.
○ The tracking on this move comes mostly from the ff motion but otherwise doesn’t track that well.
○ CH gives a small stun/more plus frames and if you go BT with ~b BT12 is guaranteed..
● d/f+2
○ Launcher, useful tool for picking up to convert combos.
● u/f+3
○ Hopkick.
● d+3
○ Low poke, +1 on hit and -12 on block. Has pretty good tracking to her left and great range.
● d+1
○ Low poke akin to d+3, but with worse frames/tracking. Only use for its high crushing properties.
● d/b+4
○ Somewhat slow low but reverted to its T6 status where it gives a full combo on regular hit.
○ Tracks to her right and very good crushing properties that can even go under some mids. You will die
if it gets blocked.
● d/b+3+4
○ Another low that is death on block. Knocks down on hit.
● d/f+4, 4
○ Natural combo string on CH, tracks to her right. First part of the move is minus frames, both on hit
and block.
● b+1, 4
○ Natural combo string, has ok tracking to her left. Pretty hard/impossible to hit confirm but it can’t be
interrupted.
● qcf+3+4
○ A fast high high move. +6 on block. For comparison, EWGF is +5.
○ d/f+4, u/f+3, u/f+3+4, f+1+2 and f+3+4 are all mids that can’t be stopped after doing qcf+3+4.
○ Also has some tracking to her right and slightly to her left.
● d/f+3+4
○ The cartwheel of death according to noobs.
○ This move is unsafe as it’s -6~-4 and leaves you BT (so you need another 5 frames to turn around and
block). This means jabs will be unblockable, but you can duck them. However, if you duck, you’re
opening yourself up to take launcher mids, so it’s a mix-up mostly in the opponent’s favour.
○ If you get a CH out of this move, it’s generally a full launch.
● u/f+3+4, 3
○ 15 frame natural combo hopkick lite string. Want to throw out a low crush move but not sure if they
are actually going to do it? Throw out this instead. By itself it is safe, but the extension is high and
-11, so only do it when you can hit confirm the string.
● qcf+1, 2
○ 2-hit, long range natural combo that goes under a TON of stuff. Covers a lot of ground and wall
splats.
○ Has a ~b extension where it cancels the 2 to recover BT.
○ People that can react fast enough will stop you in your tracks, but it’s okay to throw out once in
awhile.
● BT 1+2
○ 13 frame mid move from BT. Launches at close-ish range with the follow up of d/b+1, ws+2.
● BT 2
○ Safe mid wallsplatting move that tracks to her right.
○ Is now a screw move.
● BT d+3, 4
○ Natural combo string on CH, but BT d+3 by itself is launch punishable. The entire string is -12, though.
Good damage and can’t be stopped if they blocked the low.
○ 2nd hit now wall splats and the move is now homing.
● BT d+3+4
○ Tripping low. Seeable so only do it if they are pressing buttons because it crushes highs and some
mids. Generally you can only get another one or BT d+3, 4 on hit, but at longer ranges (near the tip)
you can recover front turned with ~f and pick up with d+1, 2~b, 2.
Punishment
Standing:
● -10
○ 2, 4
■ Better damage, knocks down, shitty range
○ 1, 2
■ Less damage, better range, +8 on hit
● -12
○ 1+2
■ High damage, knocks down.
○ 4, 1
■ Can be used to punish mid getup kicks from FUFT
● -13
○ f+2, 3
■ Pretty much your go-to whiff punisher
● -14
○ f+1+2
■ I highly doubt you would actually use this move since f+2, 3 is better and it has around the
same range as 4, 1 but it is a mid so maybe it can be useful?
● -15
○ u/f+3
■ Her hopkick. Launches of course, and has pretty good range, but I think it’s a bit shorter in T7.
○ 3, 1
■ AMAZING range.
● -16
○ d/f+2
■ Alternate launcher with more range/damage than hopkick (but less range than 3, 1).
● -17
○ d+3+4
■ Most damaging launcher that launches super high.
○ b+1, 4
■ Wallsplats from a good range
Crouching:
● -11
○ ws+4
■ Knockdown on hit and CAN combo with d+4, albeit inconsistently.
● -13
○ ws+1, 2
■ Mid, high string that’s +8 on hit.
● -14
○ FC d/f+1
■ Free d/f+3+4 afterwards and they will float if they move
● -15
○ u/f+3
■ Crouch cancel into hopkick
● -16
○ ws+3
■ Same juggle as u/f+3, just more damage on the launcher
● -17
○ ws+2
■ Great range
Combos
● d/f+2
○ d/f+2, f+2, 3, ff+3~f, 3+4 S!, ff+3~f+1, 2
○ d/f+2, f+2, 3, ff+3~f, u+1, 2, 4 S!, d/f+3+4, 3+4
● ws+2
○ ws+2, f+2, 3, ff+3~f, u+1, d+2, 2, 3 S!, d/f+3+4, 3+4
○ ws+2~b BT! u/f+4, d/f+2~b BT!, 2 S!, ff+3~f+1, 2
Okizeme
From juggles, BT 1+2 will launch getup kicks. BT d+3 will also hit everything except standing straight up and
blocking low. BT 3+4, BT d+3+4 has some uses if they hesitate. You could also end with f+3+4 with the choice of
d/f+2 or u/f+3 as pick ups
From her throws, 1+3. d/b+1 and d/f+2 will pick up quickstand. ff+4 and d/b+4 for people who wait there. 2+4 and
d/f+1+2 have the same options with d/f+3+4 or ff+4. Her wall grab oki is pretty good, d+3 or dash in d/b+4 for
people that stay there and f+2, 3 or f+1+2 or d/f+3+4.
Countering Lili
As mentioned before, she has very weak tracking. Step often, but be wary of her homing knee. Don’t fall for her
cartwheel bullshit. When she flips, just calmly block the whole thing and punish. Often, she leaves herself back
turned, which means she can’t block. Go to town with either a launcher or a long jab string. Steve’s 1, 2, 1, 2,
Hwoarang’s 1, 2, f+4, Leo’s 1, 2, 1, 4, etc. are all high strings which aren’t NC, but will work against a BT opponent. A
lot of her lows, especially her d/b+4, are really slow, so if you’re on the lookout for them, you can easily block and
punish accordingly.
Noctis ↑
Notable Moves
● (´・ω・`)
Punishers
Standing
● -10
○ 1,2,2
● -12
○ b+1,2
● -14
○ b+3,1
● -15
○ d/f+2
● -16
○ f1+2
● -17
○ u/f+3
Crouching
● -11
○ ws+4
● -13
○ ws+1,2
● -15
○ ws+2,2
● -17
○ u/f+3
Combos
● d/f+2
○ 4,2~2, 1, 1, 1+2 (s!), ff+4
○ d/f+1, 4,2~2, 1+2 (s!), ff+4
● u/f+3
○ cc 4,2~2, 1+2 (s!), ff+4
○ ws+3, 1, 1, 1, 1+2, ff+4
● u/f+2_wr1+2_d/b1+2
○ d/f1+2 (s!), 4,2~2, ff+4
● ws+2,2
○ 4,2~2, 1, ff+4
● ch u/f+1
○ ssr d/f+1, 4,2~2, 1+2 (s!), ff+4
● ch d/b+2
○ d/b+1,1+2, d+2,2 (s!), 2,2,b+2
● ch ff1+2
○ d/f+1, 4,2~2, 1+2 (s!), ff+4
● Wall Combos
○ d+4,2,1+2
○ b+4,1+2
○ 1, d/f+1, f1+2
● Wall Carry
○ d/b+1,1+2
○ 2,2,2(2)
○ d/f+1,4
○ b+1,2
Paul ↑
Paul Phoenix is the best character in the game. He is second in realness only to Gigas. He has literally no weakness.
Player to watch : JiSang. Gen1us. Justice.AK(PINOY TERROR KID) Max. Franky. Dave. !!! DO NOT WATCH KNEE !!!
Also BKC, spero gin, sir paskis, and for boring bluepill noobs : rushcash, furumizu, chetchetty
NOTABLE MOVES
B1,2 - probably top3 moves in the game and pauls best move (actually new in t7), Fastest homing move in tekken
seven, super low hitbox for a high, KND on hit into RETARDED oki, good damage even without oki lol, safe on block.
duckable but delayable and twitch confirmable meaning u see they mash u mash u win XD oki btw hahahaha also
float screw lol
DF+2 - reliable high evade launcher that is safe on block and goes back like stupid in startup + stupid fast recovery
in whiff. Reliable to mash, tracks ssland has pretty underwhelming range actually but clips a lot making everybody
think the range is great, as a punisher it often wont reach but who care mash it in whiff. “Df2 df2 df2” - justice
DF+1~B - i14 df1 that is +3 when you go to back sway u can then cancel backsway into literaly anything but b or
quarter cricle inputs mash it a lot become unstopbble god of mash. Df1b u is very good also if u are a god like me do
df1b1+2 and get a lot of pussy and free win
QCF+2(deathfist[phoenix masher if ur a huge fucking faggot]) - the best move of all time, this is the only choice
(atleast should be most of the time) as your whiff punisher for big whiff (i believe that you gain more by just
mashing this when they whiff rather than whiff punishing with a launcher). Very unsafe, high iq players will punish
this everytime. higher iq paul players will space it so it is unpunishable (indeed especially at the wall but even in the
open u can find that sweet spot and deathfist it so that the pushback makes your deathfist impossible to punish by
pretty much anything in the goddamn game except maybe that faggot noctis but who cares he sucks cock)
hahahahahahhaa looool dedbist!!!
D4,2,1+2 (demoman) - the ultimate scrub destroyer, clean hit on D4 they will alt f4, good at wall, launch punishable
on block. Backdash always beats it hahahaha...ha….
Fucking does not clean hit for no fucking reason at the wall if they kbd into the wall holy fucking shit what a shit
fucking game just kill me at this point also parts of it always fucking whiff for no fucking reason drastically
decreasing the guaranteed free damage because harada sucks gigantic big gay faggot cocks like murray
QCF1+2 (RAGE MODE ACTIVATED) - deathfist but blue, crazy wall carry on hit or in combo, 1 frame faster than
regular, pLUS ON BLOCK!!!! WALL DAMAGE ON BLOCK!!! WALL CARRIES INTO MIXUP ON BLOCK (+9 if hits the
wall lol)!!!! LITERALLY FREE CHANCE TO FAIL AT WALL 50/50 AND TRY AGAIN!!!!!! RESPLATS EXCEPT AFTER
DEATHFIST!!!!!!! disclaimer : does not actually do more damage than regular deathfist, CLIPS STEPS LIKE CRAZY
NICE STEP XD DEDBIST ALSO HEADSHOT GIRL AT WALL!!! LIKE BIG BOY 36 DAMMIES B) america fuck yeah!!
Db+2 - high crush (also crushes some mid i believe *needs testing) that is -11 with knockback, basically safe in
open,KND on hit, launches on CH, hits grounded aswell. (can get a setup from df+1+2 throw). A move that i’ll throw
out in round start. Basically use it to hit if they stay on ground like baby, good to mix up with dash d1 at b1,2 oki
UB+2 - a slow safe mid that is homing and crushes or evades highs, launches in CH for huge damage, -9 on block,
splats to the left. For big brain use only but magical if ur actually big brain
F+1+2 - a move that gives +3 on block, forces foes on crouch on block and hit, KND on CH or W! Also spikes as ender
to do oki mixup between d2 [GROUND PUNCH] and any mid u like
B+2,1 - new paul move that is safe (mid , mid) the (1) is chargable and givs + frames (can be interrupted). Second hit
Launches on CH into big damage
D+1 - good mid check with mid and low extensions (INCLUDING CHARGEABLE DEATHFIST), -9 on block though (i
continue the string as round ender). It also fucks up rlx hahaha, basically is stupid good mixup if extensions can kill,
can recover crouched if holding d for good ol snake edge for example, very good tracking to both sides and i14
which make it great and can be used as splat, also on float of rlx or cali roll u get d1,4,2 which is breddy gud :DDD
QCB+4 - one of paul greatest move that knds on hit, plus 4 on block, insane fuckin recovery in whiff, around 30
damage in nh, also wall splats to the left and since its out of backsway u may sometimes evade shit hahahaha.
Launches on CH that leads to 80+ damage and leads to infamous 138 dmg combo with rage lololol. But its a high
QCB+1 - slowish mid 0 onblock with opponent crouch , KND on hit into guaranteed dash db2, launches on CH for
huge damage, very linear
QCF+1 - MINUS FOUR elbow launcher that LITERALLY CRUSHES highs, this move is a filler for his combos if you are
autistic or a god like me, also huge range for whiff punishing and basically fuckin neutral on block looool and does
10 more damage than df2 or uf4 or b3 etc but since its out of crouch dash if u step a move since off axis u might
have funny NOT FUNNY interactions.
QCF3+4 - tiger knee ~30 damage -9 in block does combo damage in 2 fucking hits evades highs crushes lows and
fucks ur bitch
Great as a mixup tool and wallsplat tool, before a wall or balcony break unlike qcb2 this will not actually break but
give a high splat after which u shall deathfist and enjoy ur retarded death combo
FF2 SERIES - too complicated ask someone else. (fuzzyable but the cancels are actually good if u mix them up and
dont always cancel like a retard but watchout for madmans init)
4 - usual magic 4, nothing much to say about it, bad tracking
LOWS
QCF+3 - +1 on hit -14 pretty much homing EXTREME RETARDED RANGE, Free Demoman on CH except on big
fuckers like jack-7 (or ws3,2 if your a god like me, 2 frames to ws after 39 and 40 frames of waiting so have fun
trying to be god like me))(also b12 if ur crazy fag but needs off axis and maybe hurtbox dependent), pretty good
but gets u launched by chars with i14 launchers so like half the fucking roster what a bad game
SS+3 - P L U S F O U R good low, counter hit gives a free b1,2 or d+1+2 (do this at wall for splat), a bit slow (-13 in
blockus), they can react to you stepping but not to the actual move so u can use this to mix them up with like qcb2
or qcf3+4 if theyre retarded and will block low lolol and mash it at wall its fucking nuts, also actually kinda hard to
backdash in open for example after df1bu
QCB+3- low, bad on hit, bad on block, but has -10 mid uninterruptible extension that goes into either high or low so
gets respected most of the time, if low hits ch everything is guaranteed, if mid hits natural extension is guaranteed
for 100000 damage, finally if u are a fuckin nerd ch qcb3 guarantees ws3,2 but watchout for the range and fuck u
also hahahaa nerd
I love using this like a fucking retard bitch and delaying the extension like a faggot with no life, the low extension
actually gives a db2 on ch hahaha and since delayed people will eat it even sometimes in ch and get fucking mad
and will not challenge it for a good 5 games hahahahahahaha bitch sit down, pretty good move to finish round at
the wall vs idiot or good player asleep and even then its a mixup, shit does 14 damage and cant be punished yo it be
dumb lit on god
D4- demolition maniac hell yea B) (use at wall or die)
B4- slowish low (same as ss3) that gives u +4 on hit (-13 on block), super funny animation haha
Grounded d2 - good for 50/50 after a spike at the wall also looks fucking funny hahahaha shit
PUNISHERS IM NUCLEAR
i10
1,2
1,2,3 > VERY UNSAFE DO IF UR A REAL MAN (DO THE 10 STRING IF YOU S A REAL ONE) (or do 123 if ur a normal kid
but it will kill lol)
i12
B+1,2 > very nice homing gigantic busted range KND ~30 dmg STUPID GOOD OKI ALWAYS GO IF NO WALL and
DEMO GUARANTEED IF PARTICULAR ANGLE TO WALL!!!!!! Often u will use this instead of -14 or even -15 -16 cause
they will not reach but who gives a shit its such a retarded good punisher lol if they just sideroll to not eat a dumb
mid and eat d1 its basically 45-50dmg for i12 punish XD
D+1+2 > shoulder fucking wallsplat!!!!
i14
B+3 > launcher but specific because high and poor range, safe knee so goodby asuka hell yeah B)
i15
UF+4
Df+2
Uf+3,4
Qcf+2 (gods among men, i like it a lot at -17 and up since u will find a lot of pushback stuff to be around those
frames like demoman for example)
3,2 (long range punisher if knockback is huge)
I16
Ff+2:1 > somewhat hard for 16 and 17 but doable, pretty good range so u will need it sometimes
While standing
I10
Ws+1 +7~8 B) > can fuck with setups a lot which is pretty funny like for example it beats drag ws4 after his d2
instead of trading ws4s lol stupid fucker eat my shit
i11
Ws+4
i13
Ws+3,2 > be wary of not using that move for anything or u will try punishing a -12 move with it and get duck
launched like a fuckin retard
I14
Fc df+2:1 > giant range, can be the best depending on wall range also u need it for dumb moves like….. Paul
ff2,2...
i15
Uf+4
i16
Ws+2 > excellent range but in my opinion only use it for that, the damage is better than uf4 but u lose in wallcarry
and wallsplat potential because its a backturn launch, also cant RA cancel it like u can with uf4
COMBOS
Basically his go to damage combo is just Launcher > DF 1 B 4 >(S!)> QCF 2.
2 more damage and better carry but a little bit harder is Launch > QCF 1 > Df1 B~4 >S! > QCF2
Dont forget that u are paul, the wall is an overwhelming win condition that is very hard to not fuckin lose to when
facing him, so not getting an actual splat is not the end of the world if u still get the wall positioning. Be wise my
friend and good 50/50s and 10 second rounds will come to u.
For wall carry: *Be creative with qcf+1 (i.e = df 2 , qcf 1 , df 1 b 4 , qcf 1 , d 4 , 2 , 1+2)
Launch ( doesnt work on WS2, UB2, DB2)
● 3,2 > B 1 2 >S! FF2:1_ D4,2:1+2 (this is also the B+3 combo)
● QCF+1 > DF1B~4 > QCF1 > D4,2:1+2_FF1:2
● Qc1 qc1 qc1 b1,2 dash deathfist for style
EXCEPTIONS:
UB+2 (CH)
● Ws+3,2 > QCF+2 > FF4 (excellent damage)
● Ws+3,2 > QCF+1 > D4.2:1+2
● QCF1 > DF 1 B 4 > QCF + 2
QCB+4 (CH)
● QCF+1 > DF 1 B~ 4 > QCF+2
● Ssr > ws3,2 > qcf2 > ff4 for 84 or 94 damage i believe, hard to beat even with a wall
● (RAGE, easy undroppable) ssr > RA > ssr > qcb4 > qcf2 > ff4, 121 dammies lol
● (RAGE, somewhat inconsistent so for youtubers or nuclear paul engineers only) ssr > RA > ssr > qcf2 > ff4 >
ws3,2 > qcf2, 138 damage no walls
DB+2 (CH)
● B +1 , 2 > QCF+2_B2,1
WS+2
● B+1,2 > QCF+2_B+2,1
● “EXTREME VERSION B+1,2 S! QCF1 QCF2 GUARANTEED GROUNDED FF4 LIKE HALF THE TIME BE A BIG
BOY NOTHING TO FEAR NO MORE TEARS ! ! ! “ t. reddit , tekken zaibatsu etc basically they can sideroll it
so its fake as fuck lol shitty launcher for fagots like joey fury and knee sama
● U can do b1,2 qcf1 b2,1* and they either take the -8 or the gigantic fuckin damage but still this feels
gimmicky as shit just hopkick alright thanks
QCF3+4
● Ff2:1, the most consistent off axis because qcf2 is very likely to straight up not connect even a little off axis
● Qcf2 or even QCF1+2 into wall :baul:
● Shit like dash into jab dash into b1,2 or even just doing f4 or qcb4 is very inconsistent when they duck and u
will use that move to mix up with things that make them duck so for that reason fuck u justice is a big faggot
hack, qcb4 is just frame link that doesnt work on overwhelming majority of the cast when ducking and if for
some fucking reason u hit it when they dont duck then great do qcb4 and eat my dick
Ch 4
Tough one, its fine if u opt for doing 3,2 and confirming or not that the b1,2 after will hit but that whiffs 3 times out
of 4, the rest is high execution and dashing might make you dash after it hits in normal or in block
● 3,2 b1,2 S! Ender
● Dash 1, df1b4 S! Ender
● HOLD F b1,2 S! Ender (my personal go to, the dash isnt needed here)
● Qcb4 S! Ender, this one is optimal but really hard
Ch qcf3
● Demoman is guaranteed except on fat fucks
● Iws3,2 for full combo you have 2 frames to do it or you will get 3,2 (too early) or ws3 will hit grounded (too
late)
H̶̶I̶D̶D̶E̶N ̶ ̶L̶O̶W ̶ ̶P̶A̶R̶R̶Y ̶ ̶C̶O̶M̶B̶O ̶ ̶T̶H̶E̶Y ̶ ̶D̶O̶N̶T ̶ ̶W̶A̶N̶T ̶ ̶Y̶O̶U ̶ ̶T̶O ̶ ̶K̶N̶O̶W ̶ basic ass bitch boy combo for 59 basic ass
damage : LP QCF1 QCF1 QCF1 B1,2 S! QCF2
Real shit : lp ssr ws3,2 S! Ssr qcf2 ff4 45+16 damage for grand total of
Shaheen ↑
Shaheen is probably the most basic, true-to-tekken character in Tekken 7. He has zero usable gimmicks, no plus on
block attacks outside of jab, and no unseeable knockdown low. Despite that, he has lots of other strong tools:
generic df+1, slide and the mixups with it, high crush low, tracking low, orbital, generic df+2, safe (and long range)
mid homing move, Lee’s d+2, fast high homing move, magic 4 with string extensions, great block punishment, and
probably the best hopkick in the game (better than Claudio’s imo). So while he is a very basic character, he has more
than all the tools you need to win, but there’s nothing besides jab and df+1 that’s really abusable (and this applies
to similar characters like Lee or Law or Bob). Shaheen greatly rewards patience on both defense and offense. Since
his block punishers, while specific to each frame interval, are very strong and so is his whiff punishment thanks to
things like hopkick and db+2,1, staying patient on defense will pay dividends. Same with offense, where Shaheen is
great at poking and prodding with basic jab, df+1, low pressure combined with movement and hitconfirming more
threatening things like db+2,1 or frame traps that then open up slide mixup, you can play fast offense but the
rewards are more long-term conditioning. And if this shit isn’t Tekken, I don’t know what is.
Players to watch: LowHigh, Tsubumi. Yes that’s literally it.
Key Moves
● df+1
○
● df+3
○ Mid homing move
● uf+4
○
● b+3
○
● db+2,1
Mid-High NC, can be HC, string -14 on block huge knockback, duckable be careful.
● d+3
○
● d+4
○
● f+4
○
● FCdf,d,df+3 (slide)
Combos
DF2_UF4_LOWPARRY
Launch > 3 df snk2, f2 4 4 ,S! Db2 df snk3 _ 3 df snk 3
Exclusions
CH B+1_UF3
> D2 >4,1 > F+2,4,4 > DB+2 , df , 3 (max damage) _ db+3,4 (wall carry)
○ Be creative for carry using df3 and db2 snk 1 ( its also used as pick up after the launcher) for carry,
○