Tekken 7 character list
Powerful, safe, damaging, homing knockdown with good range, has slight high crush frames at start up.įast pressure tool with a guaranteed follow-up on hit for easy massive damage. Used to discourage opponents from pressing buttons.
#Tekken 7 character list full
Gives +14 on hit (+17 if it hits close to the ground), which means a free b+1 into full combo.Ī safe mid with good tracking that leaves her in FC and can be used in combos.įast, good range, good tracking and instant high crush that it’s difficult to punish from maximum range.Įxtremely fast and homing counter hit launcher that wall splats and it’s safe. Very good pressure tool, although linear. Demon Flip cancellable (which makes certain punish attempts whiff). High crushes early on, has decent range, can be performed out of crouch. d+3~DFLIP is a good way to pressure your opponent.Īkuma’s knockdown sweep. Has low crush frames, hits grounded.įast low poke, can be cancelled into Akuma’s special attacks.
Solid block- and whiff-punish.Ī solid running attack. Good hitbox.Īkuma’s version of Twin Pistons.
Can be used as a -14 punish thanks to good range.įast high launcher. NC, Homing, wall splat, huge advantage on hit, gives S! if the second hit lands as CH. d/f+1,2 (mid,mid, -13 on block) serves as a mixup. It’s advised to input 1,1~qcb every time and tap 3 whenever a counter hit is detected in order to get a combo.Īkuma’s i13 punish, gives +6 on hit, doesn’t jail. NCc, second hit can be cancelled into Tatsu. Charges up whenever 1+2 is held down: the move becomes a NH launcher with level 2 charge and an unblockable launcher with max charge. Power Crush with unique properties: can be cancelled by inputting f,f or b,b either before it hits or after. The latter two options are supposed to be used very sparingly (both are very unsafe if ducked). ‘3’ is a homing attack, ‘4’ is a linear + on block divekick, ‘1+3_2+4’ is an unbreakable throw, and no input during DFLIP gives a knockdown low. The stance itself goes over a lot of attacks (many mids and highs included) certain attacks can be cancelled into DFLIP to keep the pressure going. qcf+1 can be focus cancelled (qcf+1,1+2~f,f) to get frame advantage on block (+5) or a guaranteed launch on hit (+15).
Its air version gives frame advantage on block and is overall a decent way of getting in thanks to its tracking properties. A key special move in Akuma’s combos but not very useful otherwise. Many of Akuma’s attacks can be cancelled into Shoryuken. Use 1,d,f,d/f+1 to punish -10 or worse on block moves. Its i10 light version is one of Akuma’s primary launchers (with meter), while heavy Shoryu deals more damage itself and has full invulnerability 8 frames in. A work in progress changelist can be found here: The console version contains a lot of stealth changes, most of it are not yet known, so don’t be surprised if you encounter something that contradicts the info here, but most of it should still be relevant. More detailed guides (still work in progress):Īn important note: The tables are based on Arcade version H of the game. To implement fixes, improvements, and console version changes, please contact on Twitter after polishing them on the TZ discord. Vastly improved Jack-7’s list myself (Novril)