One of the most notorious stances in the series. Mid that forces crouch, +8~+9 on hit which allows for guaranteed pressure afterwards and a Ch launcher. A very good h-m-m blockstring and the backbone of Jin’s pressure game. This can be hit confirmable so just hit the breaks after hitting 1, 1 if they are blocking those. Can wallsplat. A knee that launches on CH, safe but linear. Knowing what moves will punish your opponent, which are safe, and which are launch punishable are very necessary. You could also use it in tech trap situations as well. Can float for a combo conversion. The true strength in this string is when the opponent is conditioned to fear the last hit. Gives +14 on hit (+17 if it hits close to the ground), which means a free b+1 into full combo. Tracks, hard to punish if Side Stepped by the opponnent. Dangerous as wall oki, Fast, high-crushing low with good tracking. This lowers Xiaoyu’s hurtbox and crushes highs and probably more than it should mids as well. It has slow startup but it wallsplats and is a great way to catch people being very defensive at the wall. King Tekken 7 moves Overview. Street Fighter 5 Dragon Ball FighterZ Super Smash Bros. The move is strong to use up close but don’t get too greedy. Goes under highs, lows and occasionally mids. Safe low crushing mid with good tracking to both sides(? WS44 is also an effective ws punisher (besides ws1). De facto opener at mid/long range. Followups are NCC. Tons of damage on CH. First hit tracks vs your opponents left. Safe mid CH launcher, knocks down on normal hit. A fast mid that knocks down. Very good pressure tool, although linear. Gets a juggle on counter hit. The regular b+2 is unsafe on block. This was not the case in previous games. Unsafe on block but effective as a secondary i10 frame block punishment tool. Combos into dp+1 on normal hit for a full combo. High-crushing low that knocks down on hit. Great in conjunction with the sidestep’s evasiveness. Leaves you BT to the opponent, letting you do a fast BT 3 to hit them on the ground if they don’t get up fast enough (or a wall keeps them close to you). Brutal Sting. +6 on block, gives free stomp on hit. Insanely good 11f punisher and whiff punisher if close enough. Can also be used a poking tool. Dangerous at wall. KND homing move with a lot of pushback making it safe vs most opponents. Special cancellable. High crushes, Tracking invisible low with good damage and neutral on hit, +10 on CH. Great pressure tool. Punisher, combo filler, pressure, this move does it all. 0~+1 OC on hit. Super long range low, +4 on hit, helps to keep people locked in place trying to block it from long range. Leaves her BT, +5~+6 on hit which allows for BT mixups. One of his primary low pokes. Also known as Hellsweep, 10 Damage. The game is available on most of the platforms which include arcade, windows, PlayStation 4, … Safe mid poke, decent range and has a high extension with 2 or mid with 4 (mid extension is -14). ), gives mini combo with d+4,1,3 on hit. Seeing that the orphanage would crumble into ruin (the money gained from King's wrestling matches was the only funding received), this man donned the mask of King and imitated his style. Massive + frames on block leading into a free ZEN mixup on block. +1 with the spin effect stun on hit, with W! Rage Drive: ... Tekken 7 Combo is an unofficial website - Tekken and its characters are a registered trademark and copyright of the NAMCO BANDAI GAMES Inc. NC low, high that does a decent amount. Safe decent ranged homing move that lead to a knockdown. If you've just got Tekken 7 and would like to compete in tournaments in the future, we have some top tips from Tekken pro and streamer Justin 'King Jae' Nelson. One of nina’s best launchers, hit confirmable and decent range. Special cancellable. Also known as “mach kick.” High CH launcher, high damage quick homing move, important to keep opponents from stepping Bryan’s linear moves all day. Launches if wall is to dragunov’s right, pickup with iWS4 or d+2. Be mindful that it doesn’t high crush. From there, not finishing the last hit can lead to mixups and block string pressure. Not a NC but Delaying ability on 2nd hit helps a lot in pressuring. A “get off me” tool. Encourages people to duck. Low poke with god tracking and high crush. Since it’s double hitting the second one can be ducked and you can be launched punished. Similar to Kaz’s df+2, but more unsafe and linear. Rage Art: f N d d/f 1+2 . KND low which puts opponent FDFT. Tekken 7 King Tips to help you learn everything you need to know about playing as King, strategies, frame data, and custom combos. Unseeable low with good tracking, damage and +4 on hit, allows user to continue pressuring on hit. 0~+1 on hit. on walls nearby and a launch on counter hit makes it a good move to stop people from doing ss~move shenanigans. One of her most damaging lows that allow her to go Backturned,(BT) +4 on hit and +9 on ch which leaves the opponent in a stunned state which can guarantee a free follow up to BT1,2 if user went BT. King used to be a street brawling orphan with no care in the world except fighting. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. Slightly advantageous on block. Safe mid launcher. Used for mixing up his SAV db3. 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