Tekken7 Blog Kunimitsu

Biography

Kunimitsu (州光) is a title given to two kunoichi characters in the Tekken fighting game series.

Kunimitsu Get idea of Fighting

Kunimitsu is cone of the most agile playable characters in the Tekken7 series, as Kunimitsu attacks have the highest amount of frames per second.Though lacking in strength and range, she can perform acrobatics to dodge, confuse, and evade her opponents. Kunimitsu fights using Japanese called ninjutsu. its majic

Practice Mode

Attacking Frame and Punishiment

Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage d+1+2m5520 pc8~17-22ThrowThrowRage art
f+2+3m, m (throw)20,6,20166throwthrowRage drive
1, 1h, m7, 1210-566
1, 1, 1+2h, m (KAT)7, 1210-744
1, 1, 1h, m, m (TJ)7,12,2110-11KNDKNDTail spin
1, 1, 2h, m, m7, 12, 2410-9KNDKND
1, 1, 4h, m, m (TJ)7, 12, 23103KNDKND
1, 2h, h7, 810-177
1, 2, 2, Bh, h (BT)7, 910-16-8-8
1, 2, 2h, h, h7,8,1110-1244
1, 2, 4h, h, m (TJ)7,8,2010-14KNDKND
2h1212-511
2, 2h, m12,1412-655
2, 2, 1+2h, m (KAT)12,1412-655
2, 2, 2h, m, h12,14,1612-922
2, 2, 2, Fh, m, h (SET)12,14,1612-477
2, 2, 2, 2h, m, h, h12,14,16,1612-722
2, 2, 2, 2, 2, Bh, m, h, h (TJ) (BT)12, 14, 16, 1612-21-12-12
2, 2, 2, 2, 2h, m, h, h, m (TJ)12,14,16,16,2112-10KNDLaunch
3h1716-977Homing
3, 4h, h17,2116-5KNDCSTail spin
4h1612-9-3-3
4, 2h, h (TJ) (special)16,1412-366
3+4m (TJ)1432 js20~-5+6s+6s
3+4, 3+4m, m (TJ)14,1632-5+6s+6s
f+2h1213-922
f+2,3h, h12,2013-6KNDKNDHoming
f+4m1415-8-1-1
f+4, Fm (SET)1415077
f+1+2m2014-11KNDKND
f+3+4h (TJ)2018 js10~-2KNDTail spinHoming, Tail spin
d/f+1m1013-255
d/f+1, 2m, m10,1213-1011
d/f+1, 2, 2m, m, m10,12,2013-14sKNDKND
d/f+1, 3m, h10,2013-95Launch
d/f+2m1315-12LaunchLaunch
d/f+3m1417-624
d/f+3, 2m, l (TC)14,2017-15KNDKND
d/f+3, 2, Dm (TC) (cancel)1417s-13-5-3
d/f+4m1312-922
d/f+1+2m, m (TJ)9,2017-14KNDKND
d/f+3+4m, m10,1017-4+3s+3s
d/f+3+4, Bm, m (BT)10,1017-4+3s+3s
d+1m2319-3s+5sKND
d+1, Dm2319s-3s+5sKND
d+2m1116-9+2s+2s
d+2, 1m, m11,716-12-1-1
d+2, 1, 2m, m, m11,7,716-944
d+2, 1, 2, 1+2m, m, m, m11,7,7,2016-13KNDKND
d+3l1216-14-3-3
d+3, 4l, h12,16-900
d+3, 4, 1l, h, sm (Special)12,16,10,25-11ThrowThrow
d+4l (TC)712 cs4~-13-2-2
d+1+2m2319-3+5KND
d/b+1sm (TC)510 cs4~-566
d/b+2m1516-677
d/b+2, 4m, m15,1516-922
d/b+2, 4, 2m, m, m (TJ)15,15,2116-8sKNDKND
d/b+3 of FC d/b+3l (TC)818 cs6~-25-14-14
d/b+3, 3l (TC), l(TC)8,719 cs6~-19-7-7
d/b+3, 3, 3l (TC), l(TC), l(TC)8,7,720 cs6~-19-7-7
d/b+3 x 4l (TC) x 48,7,7,521 cs6~-19-7-7
d/b+3 x 5l (TC) x 58,7,7,5,5,22 cs6~-19-7-7
d/b+3 x 6l (TC) x 68,7,7,5,5,5,23 cs6~-47-35-35
d/b+3, 3, …, 4l (TC), l(TC), …, m8,7,…,1524 cs6~-8KNDKND
d/b+4l1117-120+8s
d/b+1+2m2527-14KNDKNDWall bounce
b+1h9171712
b+1, 1h, h9,10175611
b+1, 1, 1h, h, h9,10,11175611
b+1 x 4h x 49,10,11,12175611
b+1 x 5h x 59,10,11,12,13175611
b+1 x 6h x 69,10,11,12,13,1417-72-71-66
d/b+3 (after b+1 (,1))l (TC)717-20-9-9
d/b+3, 3 (after b+1 (,1))l (TC), l (TC)7,517-19-7-7
d/b+3, 3, 3 (after b+1 (,1))l (TC), l(TC), l(TC)7,5,517-47-35-35
d/b+3, 3, 4 (after b+1 (,1))l (TC), l(TC), m7,5,1517-8KNDKND
b+2m2317 pc8~-13+8k (+20k wc)+8k (+20k wc)Power Crush, Wall Crush
b+3m1021-10+1s+1s
b+3, 4m, m10,2321-20KNDKND
b+4m (TJ) (BT)1518 js17~-866
b+4, 3m, m15,2018 js17~-16KNDLaunch
b+1+2h, m10,2017-11+4s+4s
b+3+4(BT)17
f, F+2m2419 js21-10KNDLaunch
f, F+4m119 js9~-17-1-1
f, F+4, 2m, m11,239 js9~-17KNDKND
f, F+1+2h!2030KNDKNDKND
f, F+3+4m1522-1211
f, F+3+4, Bm (BT)1522-1211
f, F+3+4, 2m, m (,h) (TJ)15,15,2322-17KNDKND
f, F+3+4, 3m, m (TJ) (BT)15,2022-3KNDKND
f, F+3+4, Um (TJ) (Special)1522-61-48-48
f, N, d, d/f+2m (,h)15,2314 js16~-17KNDKND
qcf+1m (special)10,2515-11ThrowThrow
qcf+2m2113-12sKNDKND
qcf+1+2m2720 js20~-9DD
f, f, f+2h (throw)20, (,10, 10)150throwthrow
f, f, f+3m3023 js3~�0KNDKND
u/b or u or u/f+1m1218 js9~-12-1-1
u/b or u+2h1713-75throw
u/b or u+2 (counter hit)h17,2513throw
u/f+2l1935 js10~-148KND
u/f+2, D(cancel)35 js10~
u/b+3(special)js6~
u+3(special)
u/f+3m1315 js9~-13LaunchLaunch
u/f+3, 4m, h13,2015 js9~-13LaunchLaunch
u/b, u or u/f+4m22 (20)24-7KNDKND
u+1+2m!2151DKNDKND
u/b+3+4m2519 js9~-17LaunchLaunch
u+3+4m, m10,1239 js12~+5sKNDKND
u/f+3+4(MUS)
MUS 225l25-18KNDJG
MUS 4m3013-14KNDKND
u/f, N, 4m2524 js9~-14KNDKND
u/b,b(special)js10~
u/b,b+3m (TJ)3068�0KNDKND
FC 1sm (TC)510-566
FC 2sm (TC)811-477
FC 3m (TC)1216-17-3-3
FC 4m (TC)1012-15-4-4
WS 1m1113-744
WS 1, 1m, m11,1513-12+3sKND
WS 2m1414-911
WS 2, 4m, h14,2014-9+11kKNDTail spin
WS 2, 4,Fm, h (SET)14,2014-9+11kKNDTail spin
WS 3m1615 js9~-13LaunchLaunch
WS 4m1511-655
FC d/f+2m (TC)1622-132+15g
FC d/f+3m (TC)2018-26KNDKND
SS 2m1317-655
SS 2, Bm (BT)1317-566
SS 2, 1+2m, m, m13,10,2017-10+4s+4s
SS 4l2324-37KNDKND
1+3+4 or BT 1+2+3
2+3+4 or BT 2+3+4
1+2+3+4(special)
(back agains wall) b, b, u/b21m37-3KNDKND
BT 1h (BT)1515-655
BT 1, 2h, m15,1215-833
BT 1, 2, 1h, m, m (TJ)15,14,2115-11KNDKND
BT 1, 2, 2h, m , m15,14,2415-9KNDKND
BT 1, 2, 4h, m, m (TJ)15,14,23153KNDKND
BT 1, 3h, m15,1215-611
BT 1, 3, Fh, m (SET)15,1215188
BT 2h1212-622
BT 2, 3h, h12,2012-6KNDKND
BT 3m (BT)2024 js6~-3KNDKND
BT 4h1713-3+16kKND
BT 1+2m, m10, 1514-277
BT 3+4 (counters h)m!253~12KNDKND
BT f+1+2m2116-12KNDKND
BT d+1sm (TC)2010 cs1~-299
BT d+2l2017 cs6~-13+3sKND
BT d+3l1210 cs1~-1133
BT d+4l, l10, 1020 cs4~-14+1s+1s
1+2(KAT)
KAT 1m1415-5612
KAT 2m2122-11KNDKND
KAT 3m10-6+2s+2s
KAT 3, 2m, m10,1518-16LaunchLaunch
KAT 4l (TJ)1622 js1~-16-2-2
KAT 4, 2l, h16,2322 js1~-9KNDTail spinTail spin
KAT F(SET)
KAT B(BT)
KAT U(special)
f+3(SET)
SET 1h1010-388
SET 1, 2h, h10,1310-688
SET 1, 2, 1h, h, m (TJ)10,13,2110-11KNDKNDTail spin
SET 1, 2, 2h, h, m (TJ)10,13,2410-9KNDKND
SET 1, 2, 3h, h, m (TJ)10,13,2310-4KNDKND
SET 1, 2, 4h, h, m (TJ)10,13,2310+3sKNDKND
SET 2m1712-9+12kTail spin
SET 2 (counter hit)m17,1012KND
SET 3l1718 cs6~-160sKND
SET 4m1618-866
SET 4, 3m, m (TJ)16,2318-13KNDKND
SET 3+4(special)js 8~
SET D(special)
SET B(special)
SET u/f+4m1213 js11~-14
SET u/f+4 (hit in front)m12,2513 js11~throwthrow
b+1+3 or b+2+4 (counters h)353~12throw
Kunimitsu combo guide Wonda
Nobi Japanese Professional Gamer Reference Video

Novi is Japan of professional gamers . In 2015, orz became a sponsor and became a professional. Yamasa has been a sponsor since January 2016 .

He specializes in the Tekken series and has a track record of winning three world championships. The character used is ” Sergei Dragunov “. He is working with Yu and Take, who belong to the same Yamasa.

In addition to participating in the tournament as a player, he also holds Tekken training sessions with Yu and Take to improve the skills of the players

Tekken7 Blog About Lidia Sobieska

Biography

Lidia Sobieska (リディア・ソビエスカ Ridiya Sobiesuka) is a karate which is martial art from Jpana. She is from Poland. She made her debut in Tekken 7 as DLC in the Season 4 Pass. Intodeuce about Frame and fighitng technique. Shōtōkan-style of Karate, her wide stances, straight closed fist strikes and performing the Kankū-dai kata in her reveal trailer, a signature kata of Shōtōkan

Lidia Sobieska Get Idea of Fighting

Shōtōkan-style of Karate, her wide stances, straight closed fist strikes and performing the Kankū-dai kata in her reveal trailer, a signature kata of Shōtōkan. Kazuya Mishima’s fighting style is also based on Shōtōkan but Lidia’s is much more traditional. Shōtōkan is the most widely practiced style of Karate and also the most influential, with nearly all other styles of Karate (and some other martial arts as well, such as Taekwondo) listing it as an influence.

Several of Lidia’s attacks were motion captured from Tatsuya Naka of the Japan Karate Association and a 7th dan master that teaches Shōtōkan-style Karate.

Lidia’s background was sent out as a care package to some fans by Bandai Namco. A letter is included that is sent from Heihachi Mishima to Lidia in her capacity as head of state.

In the same above mentioned care package, a black belt with Lidia’s name on it is provided. The belt has the polish word “Potęga” (power) sewn onto it, along with “Polskie Karate” (Polish Karate), indicating she is likely has a black belt in a style of karate.

Her surname is possibly based on Jan III Sobieski, King of Poland who commanded the Polish Winged Hussars against the Ottomans in Siege of Vienna in 1683 in the largest cavalry charge of all time.

Her surname could indicate she is a descendant of, or named after the Sobieski household, a real-life noble Polish family which existed during the 16th and 17th centuries.

Lidia Sobieska for Frame
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage d+1+2m5520-22KNDKNDRage art
in rage f, f+2+3m (CFO on block)3013+15tail spintail spinRage drive
in rage TAW 4, 2l, m12, 1420-12KNDKNDRage drive
1h710+1+8+8
1, 1h, m7, 17-11+5CS
1, 2h, h7, 8-2+5+5
1, 2, 2h (to CFT on hit)7, 8, 10-10+8+8
1, 2, 3h, h, h (TJ)7, 8, 20-6KNDKNDTail spin
1, 2, 4h, h, l7, 8, 15-13+3KND
1, 2, 4, 4h, h, l, h7, 8, 17, 20+6sJGJGTail spin
1, 4h, h7, 17-8+1+1
2h10100+6+6
2, 1h, h10, 13-10+1+1
2, 1, 4h, h, h10, 10, 15-9+2+2
2, 4h, m10, 13-8+4+4
3h1017-7+9+9
3, 2h, h10, 12+2CSCS
3:2h, h10, 14+2CSCS
4h1713-8+1+1
4, 2h, h11–2+7+7JG when 1st hit coutners
4, 3h, m (TJ)17, 23-10+8k+8kTail spin
1+2m2031-9KNDKND
1+2* (hold)m3036 to 64-5CSCSStartup depends on time input is held
1+2** (max hold)m3065+17gCSCS
1+2*, f (cancel)(special)
1+2*, b (cancel)(special)
f+2h1012-5+6+6
f+2, 4h, h10, 23-13+5+5
f+3m (TJ)1717~19 js6~-9+4+4
f+4m1717-4+1+1
f+4, 3m, m (TJ)17, 15-1000
f+4, 3, 1m, m (TJ), m17, 15, 28-12KNDKND
f+4, 3, 4m, m (TJ), h (TJ)17, 15, 23-5KNDTail spinTail spin
f+1+2hm4,514-8+3+3
f+1+2, 3hm, m4,5, 5-14-3-3
f+1+2, 3, 2hm, m, m4,5, 5, 4-14-6-6
f+1+2, 3, 2, 1hm, m, m, m4,5, 5, 4, 20-15+4 (+16 wc)+4 (+16 wc)Wall Crush
d/f+1m1313-5+2+2
d/f+1, 2m, h13, 10-3+8+8
d/f+1, 3m, m13, 17-13KNDCS
d/f+2m (to CFT on hit)1715-6+12KND
d/f+3m1514~15-8+5+5
d/f+3, 4m, m15, 20-12KNDKND
d/f+3~1h1332~33-3+5+5
d/f+3~1, 2h, h13, 20+7KNDKND
d/f+4m1615-4+4+6
d/f+4, 2m, h16, 25+1KNDKND
d/f+4, 3m, m (TJ)16, 23-10+8k+8kTail spin
d/f+4~4h2724~25+6sJGJGTail spin
d/f+1+2m (parries right punch)2123 (parry 2~17)-2+7+7
d/f+1+2, (on parry) 2m, h21, 29KNDKND
d/f+3+4m2522~23 pc8~-12+9k+9kPower crush, tail spin
d+1m2019~20+2s+8s+8s
d+2sm (TC)811 cs4~-4+7+7
d+3l915-14-3-3
d+3, 1l, h9, 8+4+9+9
d+3, 4l, h9, 21-3+6+6Homing, tail spin
d+3, 4, 4l, h, l (TC)9, 21, 13-26KNDKND
d+3, 4, 4, 4l, h, l (TC), m (TJ)9, 21, 13, 25-14KNDKND
d+4l (TC)712s cs4~-13-2-2
d/b+1sm (TC)510s cs4-5+6+6
d/b+2l (TC)1418~19 cs6~-14-1+12g
d/b+3 (far)l1016-26-7-7
d/b+3 (clean)l1516-26+3+3
d/b+3, (on hit) 2l, m15,18throwthrow
d/b+4l1722-13+1KND
d/b+1+2m2520 pc8~-14KNDKNDPower crush, Wall bounce
d/b+3+4 (parries low attack)m (parries low attacks)2122 (parry 2~13)-3+6+6
d/b+3+4 (on parry) 1m, h21, 21KNDKND
b+1h1311~12-7+4+4
b+1, 2h, m13, 15-10+5s+5s
b+2h1413-5+6+6
b+2, 1h, h14, 15-6+5+5
b+2, 3h, m14,17-9+4CS
b+3m1617~18-7+4+4
b+3, 1m, m16, 10-11+5+14
b+3, 4m, h16, 16-900
b+3, 4, 1+2m, h, m16, 16, 19-10KNDKND
b+3, 4, qcf>1+2m, h, m16, 16, 21-10KNDKND
b+4h2116-3+6+6Homing, Tail spin
b+4, 4 (far)h, l (TC)21, 10-2600
b+4, 4 (clean)h, l (TC)21, 7-26KNDKND
b+4, 4, 4h, l (TC), h (TJ)21, 7, 25-14KNDKNDrecover crouch
b+1+2m1416~17-8+6+6
b+1+4 (parries h/m punch)m!3560 (parry 2~25)KNDKNDKND
u/b+1m2519-12KNDKND
u or u/f+1m (TJ)1218 js9~-12-1-1
u/b or u or u/f+2h1715~16-12+9+9
u/b+3m2521 js9~-17KNDKND
u or u/f+3 or BT u/f+3+4m (TJ)2025~27 cs11~-7+4sKND
u/b+4m (TJ)1115 js9~-19-8-8
u or u/f+4mh (TJ) (CFT on hit)2615~16 cs9~-13Tail spinTail spin
u/f, N, 4m (TJ)2523~25 js9~-11LaunchLaunch
f, f+2m (CFO on hit)2013-2+15+15
f, f+3m2119~20-14LaunchLaunch
f, f+4m2115-3+7+7
f, f+4~3h2132~33+8CSCS
f, f+1+2m2315~16-13~14KNDKND
f, f+3+4m (TJ)2219~21 js10~-8~-6KNDKND
qcf+2m1416-800
qcf+2, 2m, m14, 17-14-1-1
qcf+2, 2, b,f+1+2m, m, m17, 17, 25-16KNDKND
qcf+2, 2, b,f,f+1+2m, m, m17, 17, 30-16KNDKND
WR+1 or f, f, f+1h2413~15+7~+9KNDKND
FC+1sm (TC)510s-5+6+6
FC+2sm (TC)811s-4+7+7
FC+3l (TC)1216s-17-3-3
FC+4l (TC)1012s-15-4-4
FC+d/f+2m2812-14KNDKND
FC+ d/f+3l (TC)2020s-26KNDKND
WS+1m1213~14-3+4+4
WS+1, 2m, h12, 18-5+6+6
WS+1, 4m, m12, 20-13KNDKND
WS+2m1515~16-12LaunchLaunch
WS+3m1414~15-8+3+3
WS+3, 2m, m15, 23-13KNDKNDWall bounce
WS+4m1311~12-4+7+7
WS+4, 2m, h13, 12-6+8+8
SS+1m18180s+5sKND
SS+4h2116-6KNDKNDTail spin
Opponent down d+2l2723-13-7s-7s
1+3+4(special)
Back agains wall b, b, um (TJ)2136 js5~0sKNDKND
BT 1 or 2h158-8+3+3
BT d+1 or d+2sm (TC)1010 cs1~-2+9+9
BT d+3 or d+3l (TC)1210 cs1~-11+3+3
f+3+4 (CF0)(CF0)44
CF0 1h22194KNDKND
CF0 2m1717-10+4CS
CF0 3h2826~27-1Tail spinTail spinTail spin
CF0 4m2028+4KNDJG
CF0 or CFT b(special)40 js11~
CF0 or CFT b, 1h!4516~18KNDKND
CF0 f (HAE)(HAE)43
HAE 1m1716-6CSCS
HAE 2l (TC)2520~21s cs8~-13+4sJG
HAE 1+2h2516+14KNDKND
b+3+4 (CFT)(CFT)44
CFT 1m2320-10KNDKND
CFT 2h1714~15-9+2+2
CFT 2, 3h, m17, 15-6+5+5
CFT 2, 3, 1h, m, m17, 15, 25-12KNDKNDWall bounce
CFT 3h2313~14-4+11kgTail spinTail spin
CFT 4l (TC)719~20-26 11cs~00
CFT 4 (clean hit)l (TC)1019~20-26 11cs~KNDKND
CFT 4, 4l (TC), h, (TJ)10, 25-14sKNDKND
CFT 1+2m2717-10KNDKND
CFT f (TAW)(TAW)45
TAW 1m24 (36)22+6KNDKND
TAW 2m2215-7KNDKND
TAW 3m1917-6+4+4
TAW 3, 1m, m19, 21-6+9KND
TAW 4l2320-13KNDJG
b+1+3 or b+2+4 (UP)(parries h/m punch)(parry 2~10)
UP 2h5-13+8+8
UP 2, 1h, h5, 5-13+8+8
UP 2, 1 (on hit) 2h, h, h5, 5, 20 (22)-13KNDKND
LIDIA SOBIESKA combo guide Wonda

About Xiaoyu Tekken7

Biography

Ling Xiaoyu (Chinese: 凌曉雨; pinyin: Líng Xiǎoyǔ; Japanese: リン・シャオユウ, romanized: Rin Shaoyū) is a fictional character from the Tekken franchise by Bandai Namco Entertainment. Following her debut in Tekken 3 (1997), she has appeared in every subsequent game in the series. Xiaoyu is a cheerful Chinese teenager who is a friend of the series’ main character, Jin Kazama, as well as a potential love interest,[3] while trying to interfere with the affairs of the increasingly corrupt Mishima family.

Xiaoyu Get idea of Fighting

Ling’s move stance is unique called AOP(entered by pressing d+1+2) AOP has a variety of attracking mode. You can also tap down to evade even more mids. If you enter AOP while in full crouch perfome as well. AOP is quite interesting.

AOP has slight built-in sidestep right properties, sidestep right before entering AOP you will basically perform two sidesteps while being in AOP. Sidestep right AOP is abbreviated as SSR AOP. Real Menace’s video explanation of SSR AOP

What is AOP? Reference Guide
Xiaoyu Special Move for Frame
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage b+1+2 or WS+b+1+2 or AOP b+1+2m5520 pc8~17-27KNDKNDRage art
in rage RDS d+3, 3+4l, m, (Special)7,10js11~-4~-3KNDKNDRage drive, Tail spin
1h710+1+8+8
1, 2h, h7,810-1+5+5
1, 2, 1h, h, m7,8,2010-9~-8KNDKND
1, D+2h, m7,1010-4~-1+7~+10+9~+12
1, d+2h, m(RDS)7,1010b-3~0+8~+11+10~+13
1, d+2, 1+2h, m, m7,10,2410-12~-10CSCS
2h810-2+6+6
2, 1h, m(RDS)8,1010b-4+7+7
2, D/F+1h, m8,1010-4+7+7
3h1714~15-11~-10KNDKNDTail spin
4h1511-9+8Launch (JG?)
4~3m (TJ)2323~25s (24~) js10~-1~+1s+3~+5sKND
4~3, d+1+2m (TJ), (Special)2323~25 (24~) js10~0~+2s+4~+6sKND
1+2m2420~21-7~-6CSCS
3+4 or u+3+4(Special)(Absorbs 1 h/m hit)2~10(+5b)
d+3+4(Special)(Absorbs 1 h/m hit)2~10(+5b)
f+2m1216~17-7~-6+4~+5+4~+5
f+2, 1m, h12,1416~17-3+8+10
f+2, 1, 4m, h, m12,14,2016~17-9~-8KNDTail spinTail spin
f+3m1416~18-9~-7+2~+4+2~+4
f+3, 1m, m(RDS)14,816~18-4~-2+7~+9+7~+9
f+3, 1, 1+2m, m, mm14,8,6,2016~18-12~-11+7~+8s+7~+8s
f+4h2319~20+1~+2KNDKNDTail spin, Homing
f+1+2m2512~13-16~-15KNDKND
f+3+4(Special)s
f+3+4, 3+4(Special), mmm (TJ)8,8,1420~21, 28~29, 37~40s (46~) js23~+7~+10 (+14~+17g wc)KNDKNDWall crush
f+3+4, 3+4 (second and third hit miss)(Special), m820~21 (46~)-46-35-35
f+3+4, d+1+2(Special), (AOP)18~19 (44~)
d/f+1m (TC)(RDS)1314b cs6~13-2+9+9
D/F+1m (TC)1314 cs6~13-4+7+7
d/f+2m1515-6+5a+5a
d/f+2~1mm8,1215~16, 22~23 (15~16)-13~-12JGJG
d/f+2~1 (Second hit only)m1222~23-12~-11Launch (JG?)Launch (JG?)
d/f+3h2323~24 pc8~22-8~-7KNDKNDPower crush
d/f+4m1212-4+7+7
d+1mmm7,7,717~19, 21~23, 26~32s-9~-3+2~+8s+2~+8s
d+1 (Third hit miss, Second hit only)mm7,717~19, 21~23s-14~-12-3~-1s-3~-1s
D+1mmm, (AOP)7,7,717~18, 21~23, 26~32s-13~-7-2~+4s-2~+4s
D+1 (Third hit miss, Second hit only)mm, (Special)7,717~18, 21~23a-18~-16-7~-5s-7~-5s
d+3l (TC)1214s cs6~-12-3+1
d+3, 4l (TC), h12,2114 6~0~+1KNDKND
d/b+1m2518-9KNDKND
d/b+1 (clean hit)m3718-9KNDKND
d/b+2l(RDS)1318 cs6~-8(RDS)+5s+18g
d/b+3l(!)015+2+2s+12s
d/b+4l1418-12+7sKND
b+1m(RDS)108~13(b)+1+1
B+1m108~13-12~-7-1~+4-1~+4
b+2m(RDS)1315~16-6~-5+5~+6+5~+6Homing
b+2, 2m, l(RDS)13,1515~16b-8~-6+3~+5KND
b+3h(RDS)2218~19b+3~+4+8~+9sKND
b+4m1413~15-11~-90~+20~+2
b+4, 4m, h14,1713~15-9~-8+14kg+14kgTail spin
u/b+3+4m (TJ)2322~24 js18~-17~-15Launch (JG?)Launch (JG?)
u/b+3+4, d+1+2m (TJ), (AOP)2322~24 js18~-19~-17Launch (JG?)Launch (JG?)
u+1+2mm5,516~18, 22~24s-11~-90~+2s0~+2s
u+1+2, 2mm, m5,5,1216~18, 22~24-12-1-1
u+1+2, 2, 1mm, m, m5,5,12,2016~18, 22~24-12~-11KNDKND
u+1+2, 2, 1, b (Cancel)mm, m, (RDS)5,5,1216~18, 22~24b-19-8-8
u+1+2, 3+4mm5,516~18, 22~24-16~-14-5~-3s-5~-3s
u or u/f+1l (TJ), (AOP)1533~35 js9~23-7~-5+10~+12s+10~+12s
u/b+3m1116~17 js9~-13~-12-1~0-1~0
u+3m1516~17 js9~-13~-12KNDLaunch (JG?)
u/f+3m1316~17 js9~-13~-12Launch (JG?)Launch (JG?)
u+4m (TJ)2023~26 js9~-7~-4+4~+7sKND (+4~+7s)
u/f+4m (TJ)2323~26 js9~-3~0+8~+11sKND
u/f+4, Dm (TJ)2323~26s js9~-7~-4+4~+7sKND
u/f+4, d+1+2m (TJ), (AOP)2323~26 js9~-9~-6+2~+5sKND
u/f+1+2m (TJ)2326~27 js9~+3~+4s+7~+8sKND
u/f+1+2, Bm (TJ)(RDS)2326~27b js9~+3~+4s+7~+8sKND
u/f+3+4mmm (RDS)(TJ)8,10,1216~17 ,27~28, 36~37(b) js9~-3~-2KNDKND
u/f+3+4 (Third hit miss)mm (RDS)(TJ)8,1016~17 ,27~28(b) js9~-21~-20
f, F+1m1915(16~)-110s0s
f, F+1, Dm, (AOP)1915(16~)-5+6s+6s
f, F+1, 3m, h19,2015(16~)-1~0KNDKND
f, F+1, 4m, m19,2015(16~)-12~-11KNDKND
f, F+2m1215(16~)-5+6+6
f, F+2, 1m, m12,2015(16~)-12~-11KNDKND
f, F+2, 1, b (Cancel)m, (RDS)1215b(16~)-19-8-8
f, F+3m(RDS)1314~15b (15~)-5~-4+6~+7+7~+8y
f, F+4m (TJ)2524(25~) js9~20+1KNDKND
f, F+4, When guarded4m (TJ), (Special)24(25~) 9~20+5
f, F+1+2m1214~16 (15~)-9~-7+5~+7+5~+7
f, F+1+2, 1+2m, m12,2114~16 (15~)-8~-7+5~+6sKND
f, F+3+4m (TJ)2537~45~js9~-5~+3KNDKND
f, f, f+3m (TJ), (Special)2023~30 (26~) js3~+7~+14gKNDKND
WS+1m1013~14-4~-3+7~+8+7~+8
WS+1, 4m, m(RDS)10,2013~14-10+12kg+12kg
WS+2m(RDS)1713~15b-4~-2+7~+9Launch (JG?)
WS+2, b or fm1713~15-6~-4+5~+7Launch (JG?)
WS+2*m(RDS)2022b-3Launch (JG?)Launch (JG?)
WS+2*, b or fm2022-5Launch (JG?)Launch (JG?)
WS+3m2222~23+3~+4s+6~+7s (KND)Launch
WS+4m2011~13-10~-8KNDKND
WS+b+4 or QCB+4h2014~16-4~-2+1~+3CS
FC+3l (TC)1115~17s cs1~-15~-13-4~-2-4~-2
FC+3, 2l (RDS)(TC), h11,615~17 1~b0+7+7
FC+3, 2, 1l (RDS)(TC), h, h11,6,615~17 1~-1+6+10
FC+3, 2, 1, 4l (TC), h, h, m11,6,6,1215~17 1~-18~-16Launch (JG?)Launch (JG?)
FC+d/f+2l (TC)1019s cs1~-17-6-6
FC+d/f+2, D/Fl (TC)(RDS)1019bs cs1~-8+3+3
FC+d/f+2, 1l (TC), l (TC)10,14s cs1~-1100
FC+d/f+2, 1, D/Fl (TC), l (TC)(RDS)10,14bs cs1~-8+3+3
FC+d/f+4l (TC), (AOP)1318~20 cs1~-7~-5+4~+6+4~+6
FC+d/f+4, 4l (TC), l (TC)13,13s cs1~-6~-4+5~+7+5~+7
SS+3l (TC)2327~28 (36~) cs6~-23KNDKNDHoming
SS+3, d+1+2l (TC), (AOP)2327~28 (36~) cs6~KNDKNDHoming
SS+3, b (Cancel)(RDS)bs
SS+4l (TC)1918~19s (27~) cs6~-13~-12-2~-1KND
1+3+4(Special) (TJ)18~19 (27~) 6~
2+3+4(Special)18~19 (27~) 6~
d/b+1+2 (SSR)(HYP)18~19 (27~) 6~
u/b+1+2 (SSL)(HYP)18~19 (27~) 6~
HYP 1+2(HYP)18~19 (27~) 6~
HYP 1+4(Special), Parry18~19 (27~) 6~+5
HYP 2 (After on step)m(HYP)2522(42)-4KNDKND
HYP 2 (After two step)m(HYP)3022(67)+5KNDKND
HYP 2 (After three step)m(HYP)3522(92)+24KNDKND
HYP 4h2014~16 (34,51,84)-4~-2+1~+3CS
HYP 3+4h (TJ)2625~26a (45,70,95) js12~+2~+3KNDKND
HYP 2+3 (After on step)!?(HYP)4061(81)KNDKNDKND
HYP 2+3 (After two step)!?(HYP)5061(106)KNDKNDKND
HYP 2+3 (After three step)!?(HYP)6061(131)KNDKNDKND
b+3+4(RDS)b
FC+d/b+3+4(RDS)(Special)b
RDS u/f, f(Special)
RDS u/f, f, D/F(Special)s
RDS 1m1716~18-5~-3+4~+6CS
RDS 1, 4m, h (TJ)17,24js12~-6~-3KNDTail spinTail spin
RDS 2h(RDS)912b0+6+6
RDS 2, 1h, h9,812-1+6+10
RDS 2, 1, 4h, h, m9,8,1512-18~-16Launch (JG?)Launch (JG?)
RDS 2, 2h, m9,1212b-7~-5+4~+6+4~+6
RDS 2, 2, 1h, m, mmm9,12,7,7,712s-13~-7 (-18)-2~+4s-2~+4s
RDS 2, 2, 1, Dh, m, mmm, (AOP)9,12,7,7,712-13~-7 (-18)-2~+4s-2~+4s
RDS 3m (TJ)2518~19b js9~-14~-13KNDKNDWall bounce
RDS 4m1713~15-18~-16Launch (JG?)Launch (JG?)
RDS 1+2mm6,616~18, 23~24-5~-4+6~+7+6~+7
RDS 1+2, 1+2mm, mm6,6,6,616~18, 23~24s-11~-100~+1s0~+1s
RDS 3+4 or u+3+4(Special)16~18, 23~24
RDS d+3+4(Special)16~18, 23~24
RDS 1+4Parry(RDS)1~+5
RDS f+1+2m(h or m punch parry)2123-8+3(CS)+5
RDS f+3+4(Special)?(RDS)b
RDS f+3+4, 3+4m(RDS)2312~13b (25~26) ar1~-11~-10Launch (JG?)Launch (JG?)
RDS b+3+4(RDS)b
RDS d+3l1216-12+7s+7s
RDS d+3, 4l, h12,2016-5~-4KNDTail spinTail spin
RDS d+4l2124~26s cs8~-26KNDLaunch
RDS d/b or d or d/f+1+2(RDS)24~26 8~
RDS d+1+4Low parry1~
RDS d/b or d/f+4l(!)015+2+2s+12s
RDS u or u/f+1l (TJ), (Special)2233~35 js9~23-7~-5+12~+14s+12~+14s
RDS f, F+3m (TJ)(RDS)1816b(17~) js3~15-5+6KND
RDS f, F+3+4m (TJ)(, !(Throw))25(,20)39~51 (47~) js10~-3~+9KND(Throw)KND(Throw)
RDS 1+3 or 2+4h(Throw)(RDS)3512Throw(KND)
RDS f, F+1+3 or f, F+2+4(Special) (TJ), h(Throw)(RDS)3531a(32~) js1~26Throw(KND)
d+1+2 or FC+1+2 RDS d+1+2(Special) (TC)(AOP)(cs1)
AOP 1m1118s-5+6+6
AOP 1, 2m, h(RDS)11,1518b-6~-5+7~+8+7~+8
AOP 2m1013~14-11~-100~+10~+1
AOP 2, 1m, m10,2013~14-12~-11KNDKND
AOP 2, 1, b (Cancel)m(RDS)1013~14b-14~-13-3~-2-3~-2
AOP 3l (TC)1925~30s cs1?~-16~-110~+5KND
AOP 4m1412~13-3~-2+8~+9+8~+9
AOP 4~3l (TC)2523~25s (a)(23) cs5?~-33KNDKND
AOP 1+2m2519-5KNDKNDWall bounce
AOP 1+3 or 2+4(Special) (TC), h(Throw)3512(42)Throw(KND)
AOP f+4l (TC), (Special)1318~20 cs1~-7~-5+4~+6+4~+6
AOP f+4, 4l (TC), l (TC)13,13s cs1~-6~-4+5~+7+5~+7
AOP d+1l (TC)13(,25)19~21s cs1~-12~-10-1~+1KND(Throw) +19
AOP d+1+2m2126 cs1~25-8Launch(JG?)Launch(JG?)
AOP u/b or u or u/f+3m (TJ)1415~17 js10~-17~-15Launch (JG?)Launch (JG?)
AOP u/b or u or u/f+3, 1m (TJ), m (TJ), (Special)14,22js1~22-4~-3+7~+8s+7~+8s
AOP u/b or u or u/f+3, 3m (TJ), h (TJ)14,25js1~-8KNDKND
AOP u/b or u or u/f+3, 4m (TJ), m14,19js1~12-14~-12-3~-1+22g(KND)
AOP u or u/f+4m (TJ)1216~26s js8~-10~0+1~+11+1~+11
AOP u or u/f+4, Bm (TJ)(RDS)1216~26b js8~-15~-5-4~+6-4~+6
AOP u or u/f+4, d+1+2m (TJ), (Special)1216~26 js8~-12~-2-1~+9-1~+9
AOP u or u/f+4, 4m (TJ), m (TJ)12,12s js18~-12~0-1~+11-1~+11
AOP u/b or u or U/F(Special) (TJ)js9~
AOP u/b or u or u/f, n+3m (TJ)3012~16 (28~30) js1~-23~-19+6~+10b+6~+10b
AOP u/b or u or u/f, n+3, d+1+2m (TJ), (Special)3012~16 (28~30) js1~-10~-8+19~+21b+19~+21b
AOP u/b or u or u/f, n+4m (TJ)258~9 (23~24) js1~-8~-7KNDKND
AOP u/b or u or u/f(When landing)4m (TJ)259~10 (40~41) js1~5-10~-9+1~+2+1~+2
AOP u/b or u or u/f(When landing)3l (TC)1915~16s (46~47) js1~6 cs7~-18~-17KNDKND
AOP d/b or b or d/f or f(Special)15~16 (46~47) 1~6 7~
AOP b, b or f, f(Special)15~16 (46~47) 1~6 7~
AOP d(Special)15~16 (46~47) 1~6 7~
AOP b+3+4(RDS)(Special)b
AOP f+3+4(Special)s
AOP f+3+4, d+1+2(Special) (TJ), (Special) (TC)(AOP)
Xiaoyu Basic Move for Frame
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h810-2+6+6
3h1714~15-11~-10KNDKNDTail spin
4h1511-9+8Launch (JG?)
f+1h710+1+8+8
f+2m1216~17-7~-6+4~+5+4~+5
f+3m1416~18-9~-7+2~+4+2~+4
f+4h2319~20+1~+2KNDKNDTail spin, Homing
d/f+1m (TC)(RDS)1114b cs6~13-4+7+7
d/f+2m1515-6+5a+5a
d/f+3h2323~24 pc8~22-8~-7KNDKNDPower crush
d/f+4m1212-4+7+7
d+1mmm7,7,717~19, 21~23, 26~32s-9~-3+2~+8s+2~+8s
d/b or d+2Sm (TC)811s cs4~-4+7+7
d+3l (TC)1214s cs6~-12-3+1
d+4l (TC)712s cs4~-13-2-2
d/b+1m3018-9KNDKND
d/b or d+2Sm (TC)911s cs4~-4+7+7
d/b+3l(!)015+2+2s+12s
d/b+4l1218-12+7sKND
b+1m(RDS)108~13(b)+1+1
b+2m1315~16b-6~-5+5~+6+5~+6Homing
b+3h2218~19b-4~-3+7~+8sKND
b+4m1413~15-11~-90~+20~+2
u/b+1m (TJ)1218 js9~-8+3+3
u or u/f+1l (TJ), (AOP)1533~35 js9~23-7~-5+10~+12s+10~+12s
u/b or u or u/f+2h1715~16-12~-11+9~+10g+9~+10g
u/b+3m1116~17 js9~-13~-12-1~0-1~0
u+3m1516~17 js9~-13~-12KNDLaunch (JG?)
u/f+3m1316~17 js9~-13~-12Launch (JG?)Launch (JG?)
u/b+4m (TJ)1515~17 js9~-19~-17-8~-6-8~-6
u+4m (TJ)2023~26 js9~-7~-4+4~+7sKND (+4~+7s)
u/f+4m (TJ)2323~26 js9~-3~0+8~+11sKND
u/f, n+4m2523(30,36) js9~33-18(-17)Launch (JG?)Launch (JG?)
WS+1m1013~14-4~-3+7~+8+7~+8
WS+2m1713~15b-4~-2+7~+9Launch (JG?)
WS+3m2222~23+3~+4s+6~+7s (KND)Launch
WS+4m2011~13-10~-8KNDKND
FC+1Sm (TC)510s cs1~-5+6+6
FC+d/b or d+2Sm (TC)811s cs1~-4+7+7
FC+3l (TC)1115~17s cs1~-15~-13-4~-2-4~-2
FC+d/b or d+4l (TC)1012s cs1~-15-4-4
SS+1h710(11~)+1+8+8
SS+2h810(11~)-2+6+6
SS+3l (TC)2327~28 (36~) cs6~-23KNDKNDHoming
SS+4l (TC)1918~19s (27~) cs6~-13~-12-2~-1KND
RDS 1m1716~18-5~-3+4~+6CS
RDS 2h912b0+6+6
RDS 3m (TJ)2518~19b js9~-19~-18KNDKNDWall bounce
RDS 4m1713~15-18~-16Launch (JG?)Launch (JG?)
RDS b+3h2510-8KNDKND
RDS d+1 or 2Sm1010s cs1~-2+9+9
RDS d+3l1016-12+7s+7s
RDS d+4l1924~26s cs8~-26+5~+7sKND
RDS d/b or d/f+4l015+2+2s+12sTail spin
u/b+3+4m (TJ)2322~24 js18~-17~-15Launch (JG?)Launch (JG?)
u/b+3+4, d+1+2m (TJ), (AOP)2322~24 js18~-19~-17Launch (JG?)Launch (JG?)
u+1+2mm5,516~18, 22~24s-11~-90~+2s0~+2s
u+1+2, 2mm, m5,5,1216~18, 22~24-12-1-1
u+1+2, 2, 1mm, m, m5,5,12,2016~18, 22~24-12~-11KNDKND
u+1+2, 2, 1, b (Cancel)mm, m, (RDS)5,5,1216~18, 22~24b-19-8-8
u+1+2, 3+4mm5,516~18, 22~24-16~-14-5~-3s-5~-3s
u or u/f+1l (TJ), (AOP)1533~35 js9~23-7~-5+10~+12s+10~+12s
u/b+3m1116~17 js9~-13~-12-1~0-1~0
u+3m1516~17 js9~-13~-12KNDLaunch (JG?)
u/f+3m1316~17 js9~-13~-12Launch (JG?)Launch (JG?)
u+4m (TJ)2023~26 js9~-7~-4+4~+7sKND (+4~+7s)
u/f+4m (TJ)2323~26 js9~-3~0+8~+11sKND
u/f+4, Dm (TJ)2323~26s js9~-7~-4+4~+7sKND
u/f+4, d+1+2m (TJ), (AOP)2323~26 js9~-9~-6+2~+5sKND
u/f+1+2m (TJ)2326~27 js9~+3~+4s+7~+8sKND
u/f+1+2, Bm (TJ)(RDS)2326~27b js9~+3~+4s+7~+8sKND
u/f+3+4mmm (RDS)(TJ)8,10,1216~17 ,27~28, 36~37(b) js9~-3~-2KNDKND
u/f+3+4 (Third hit miss)mm (RDS)(TJ)8,1016~17 ,27~28(b) js9~-21~-20
f, F+1m1915(16~)-110s0s
f, F+1, Dm, (AOP)1915(16~)-5+6s+6s
f, F+1, 3m, h19,2015(16~)-1~0KNDKND
f, F+1, 4m, m19,2015(16~)-12~-11KNDKND
f, F+2m1215(16~)-5+6+6
f, F+2, 1m, m12,2015(16~)-12~-11KNDKND
f, F+2, 1, b (Cancel)m, (RDS)1215b(16~)-19-8-8
f, F+3m(RDS)1314~15b (15~)-5~-4+6~+7+7~+8y
f, F+4m (TJ)2524(25~) js9~20+1KNDKND
f, F+4, When guarded4m (TJ), (Special)24(25~) 9~20+5
f, F+1+2m1214~16 (15~)-9~-7+5~+7+5~+7
f, F+1+2, 1+2m, m12,2114~16 (15~)-8~-7+5~+6sKND
f, F+3+4m (TJ)2537~45~js9~-5~+3KNDKND
f, f, f+3m (TJ), (Special)2023~30 (26~) js3~+7~+14gKNDKND
WS+1m1013~14-4~-3+7~+8+7~+8
WS+1, 4m, m(RDS)10,2013~14-10+12kg+12kg
WS+2m(RDS)1713~15b-4~-2+7~+9Launch (JG?)
WS+2, b or fm1713~15-6~-4+5~+7Launch (JG?)
WS+2*m(RDS)2022b-3Launch (JG?)Launch (JG?)
WS+2*, b or fm2022-5Launch (JG?)Launch (JG?)
WS+3m2222~23+3~+4s+6~+7s (KND)Launch
WS+4m2011~13-10~-8KNDKND
WS+b+4 or QCB+4h2014~16-4~-2+1~+3CS
FC+3l (TC)1115~17s cs1~-15~-13-4~-2-4~-2
FC+3, 2l (RDS)(TC), h11,615~17 1~b0+7+7
FC+3, 2, 1l (RDS)(TC), h, h11,6,615~17 1~-1+6+10
FC+3, 2, 1, 4l (TC), h, h, m11,6,6,1215~17 1~-18~-16Launch (JG?)Launch (JG?)
FC+d/f+2l (TC)1019s cs1~-17-6-6
FC+d/f+2, D/Fl (TC)(RDS)1019bs cs1~-8+3+3
FC+d/f+2, 1l (TC), l (TC)10,14s cs1~-1100
FC+d/f+2, 1, D/Fl (TC), l (TC)(RDS)10,14bs cs1~-8+3+3
FC+d/f+4l (TC), (AOP)1318~20 cs1~-7~-5+4~+6+4~+6
FC+d/f+4, 4l (TC), l (TC)13,13s cs1~-6~-4+5~+7+5~+7
SS+3l (TC)2327~28 (36~) cs6~-23KNDKNDHoming
SS+3, d+1+2l (TC), (AOP)2327~28 (36~) cs6~KNDKNDHoming
SS+3, b (Cancel)(RDS)bs
SS+4l (TC)1918~19s (27~) cs6~-13~-12-2~-1KND
1+3+4(Special) (TJ)18~19 (27~) 6~
2+3+4(Special)18~19 (27~) 6~
d/b+1+2 (SSR)(HYP)18~19 (27~) 6~
u/b+1+2 (SSL)(HYP)18~19 (27~) 6~
HYP 1+2(HYP)18~19 (27~) 6~
HYP 1+4(Special), Parry18~19 (27~) 6~+5
HYP 2 (After on step)m(HYP)2522(42)-4KNDKND
HYP 2 (After two step)m(HYP)3022(67)+5KNDKND
HYP 2 (After three step)m(HYP)3522(92)+24KNDKND
HYP 4h2014~16 (34,51,84)-4~-2+1~+3CS
HYP 3+4h (TJ)2625~26a (45,70,95) js12~+2~+3KNDKND
HYP 2+3 (After on step)!?(HYP)4061(81)KNDKNDKND
HYP 2+3 (After two step)!?(HYP)5061(106)KNDKNDKND
HYP 2+3 (After three step)!?(HYP)6061(131)KNDKNDKND
b+3+4(RDS)b
FC+d/b+3+4(RDS)(Special)b
RDS u/f, f(Special)
RDS u/f, f, D/F(Special)s
RDS 1m1716~18-5~-3+4~+6CS
RDS 1, 4m, h (TJ)17,24js12~-6~-3KNDTail spinTail spin
RDS 2h(RDS)912b0+6+6
RDS 2, 1h, h9,812-1+6+10
RDS 2, 1, 4h, h, m9,8,1512-18~-16Launch (JG?)Launch (JG?)
RDS 2, 2h, m9,1212b-7~-5+4~+6+4~+6
RDS 2, 2, 1h, m, mmm9,12,7,7,712s-13~-7 (-18)-2~+4s-2~+4s
RDS 2, 2, 1, Dh, m, mmm, (AOP)9,12,7,7,712-13~-7 (-18)-2~+4s-2~+4s
RDS 3m (TJ)2518~19b js9~-14~-13KNDKNDWall bounce
RDS 4m1713~15-18~-16Launch (JG?)Launch (JG?)
RDS 1+2mm6,616~18, 23~24-5~-4+6~+7+6~+7
RDS 1+2, 1+2mm, mm6,6,6,616~18, 23~24s-11~-100~+1s0~+1s
RDS 3+4 or u+3+4(Special)16~18, 23~24
RDS d+3+4(Special)16~18, 23~24
RDS 1+4Parry(RDS)1~+5
RDS f+1+2m(h or m punch parry)2123-8+3(CS)+5
RDS f+3+4(Special)?(RDS)b
RDS f+3+4, 3+4m(RDS)2312~13b (25~26) ar1~-11~-10Launch (JG?)Launch (JG?)
RDS b+3+4(RDS)b
RDS d+3l1216-12+7s+7s
RDS d+3, 4l, h12,2016-5~-4KNDTail spinTail spin
RDS d+4l2124~26s cs8~-26KNDLaunch
RDS d/b or d or d/f+1+2(RDS)24~26 8~
RDS d+1+4Low parry1~
RDS d/b or d/f+4l(!)015+2+2s+12s
RDS u or u/f+1l (TJ), (Special)2233~35 js9~23-7~-5+12~+14s+12~+14s
RDS f, F+3m (TJ)(RDS)1816b(17~) js3~15-5+6KND
RDS f, F+3+4m (TJ)(, !(Throw))25(,20)39~51 (47~) js10~-3~+9KND(Throw)KND(Throw)
RDS 1+3 or 2+4h(Throw)(RDS)3512Throw(KND)
RDS f, F+1+3 or f, F+2+4(Special) (TJ), h(Throw)(RDS)3531a(32~) js1~26Throw(KND)
d+1+2 or FC+1+2 RDS d+1+2(Special) (TC)(AOP)(cs1)
AOP 1m1118s-5+6+6
AOP 1, 2m, h(RDS)11,1518b-6~-5+7~+8+7~+8
AOP 2m1013~14-11~-100~+10~+1
AOP 2, 1m, m10,2013~14-12~-11KNDKND
AOP 2, 1, b (Cancel)m(RDS)1013~14b-14~-13-3~-2-3~-2
AOP 3l (TC)1925~30s cs1?~-16~-110~+5KND
AOP 4m1412~13-3~-2+8~+9+8~+9
AOP 4~3l (TC)2523~25s (a)(23) cs5?~-33KNDKND
AOP 1+2m2519-5KNDKNDWall bounce
AOP 1+3 or 2+4(Special) (TC), h(Throw)3512(42)Throw(KND)
AOP f+4l (TC), (Special)1318~20 cs1~-7~-5+4~+6+4~+6
AOP f+4, 4l (TC), l (TC)13,13s cs1~-6~-4+5~+7+5~+7
AOP d+1l (TC)13(,25)19~21s cs1~-12~-10-1~+1KND(Throw) +19
AOP d+1+2m2126 cs1~25-8Launch(JG?)Launch(JG?)
AOP u/b or u or u/f+3m (TJ)1415~17 js10~-17~-15Launch (JG?)Launch (JG?)
AOP u/b or u or u/f+3, 1m (TJ), m (TJ), (Special)14,22js1~22-4~-3+7~+8s+7~+8s
AOP u/b or u or u/f+3, 3m (TJ), h (TJ)14,25js1~-8KNDKND
AOP u/b or u or u/f+3, 4m (TJ), m14,19js1~12-14~-12-3~-1+22g(KND)
AOP u or u/f+4m (TJ)1216~26s js8~-10~0+1~+11+1~+11
AOP u or u/f+4, Bm (TJ)(RDS)1216~26b js8~-15~-5-4~+6-4~+6
AOP u or u/f+4, d+1+2m (TJ), (Special)1216~26 js8~-12~-2-1~+9-1~+9
AOP u or u/f+4, 4m (TJ), m (TJ)12,12s js18~-12~0-1~+11-1~+11
AOP u/b or u or U/F(Special) (TJ)js9~
AOP u/b or u or u/f, n+3m (TJ)3012~16 (28~30) js1~-23~-19+6~+10b+6~+10b
AOP u/b or u or u/f, n+3, d+1+2m (TJ), (Special)3012~16 (28~30) js1~-10~-8+19~+21b+19~+21b
AOP u/b or u or u/f, n+4m (TJ)258~9 (23~24) js1~-8~-7KNDKND
AOP u/b or u or u/f(When landing)4m (TJ)259~10 (40~41) js1~5-10~-9+1~+2+1~+2
AOP u/b or u or u/f(When landing)3l (TC)1915~16s (46~47) js1~6 cs7~-18~-17KNDKND
AOP d/b or b or d/f or f(Special)15~16 (46~47) 1~6 7~
AOP b, b or f, f(Special)15~16 (46~47) 1~6 7~
AOP d(Special)15~16 (46~47) 1~6 7~
AOP b+3+4(RDS)(Special)b
AOP f+3+4(Special)s
AOP f+3+4, d+1+2(Special) (TJ), (Special) (TC)(AOP)
Xioayu combo guide Wonda Reference
Tanukana Japanese Professional Gamer Reference Video

Tanukana, She mainly plays Xiaoyu blongs to a Red Bull athlete and CYCLOPS athlete gaming. The second female professional gamer in Japan.

The main title is the Tekken series, which is famous as a Xiaoyu messenger.
The ranks are Guren for Tekken 6BR, Demon God for Tekken TAG2, Holy Emperor for Tekken 7, and Fujin for Tekken 7FR (as of November 2017).
There are still many chances that it is misunderstood that “just being a woman is over-lifted”, but its ability is certain, and even including male players, Xiaoyu is often called a national class.
It features an accurate and aggressive play style backed by an extraordinary battle experience. There is also an aspect as a theoretical sect, and his teammate Dogura has described it as “a great amount of knowledge.”

The players I admire are Novi , a powerful player representing the Tekken area, and Maxi , who was a pioneer as a female Tekken player .
Even in the United States, attention has been increasing since he was active in Combo Breaker 2017, and fans continue to have a passion for Tekken and a sincere attitude toward fighting games.
Every time I go to an overseas tournament, there is a long line of photography.

Tekken7 Blog Beginners Guide “Frame Idea”

Tekken Frame Data describes how much of an advantage or disadvantage a character is at after a move he or she performs is on block or hit.

Every attack in Tekken 7 has some Startup Frames and Recovery Frames on block, hit, and whiff. How fast a character recovers from an attack determines whether you can punish the attacker or not. For instance, every character’s 1 is a punch with 10 Startup Frames and is +1 on block. It means that if Player-A did 1 punch and Player-B blocked it, Player-A’s next move will come 1 frame faster than Player-B’s.

It is important that you have an idea of what your quickest attacks are and how to punish your opponent’s misplays. Now coming to attacks that are -10 frames or higher on block, all of them are considered punishable. Punishing an opponent depends upon a variety of factors like your character’s moves, wall-placement, etc. Generally, an attack that is -10 frames on block is punishable with a quick 1, 2. You can launch an opponent for a combo if you manage to punish an attack that is -15 on block.

Finally, coming to whiffs, every whiffed-attack in Tekken 7 is punishable. You can force an opponent to whiff an attack by moving out of its range, sidestepping, or by crouching the High attacks. For instance, if you manage to whiff Law’s 1, 2 by crouching as Jack-7, you should easily punish it with your WS + 1 with a quick follow-up combo.

What is frame

A frame, in the context of video games, refers to a frame of animation. If we were to analyze this static King of Fighters image above, it would count as 1 frame of animation.

Why frame data is an important?

Whether you want to crunch the numbers or not, frame data is one of the key elements that drives how a game works. Without knowing it, you probably already use your sub-conscious knowledge of frame data to determine the best course of action. If you at least understand the high-level concepts of frame data, you’ll be better understand how the game works, why certain things play out the way they do and how to use frame data to your advantage.

It is always good to experiment with different characters and “know your enemy frame”

Authorized All media contents by all my freinds,Tekken Team

Understanding of Taking advantage of “Attacking Frame”

General Guide for Frame below :

Attacking of Jab

When your attack with your opponent, it hits you hvae an oppotunity to attack continously since you have +frame such as +8 for Jab. Because of opponent player are hit the opponent player status is -8 which make more difficult to fight againt you.

Understanding of Taking advantage of “Defending Frame”

As I stated above Block which means +1 for Jab which give you advatnage of +1. next Jab you attempt  10 frame goes to 9 frame since you are blocked +1

Defending of Jab

Using “Practice Mode” to strength your frame

Since you are ready for understanding of frame concept you can mix up with any of frame within + or –

Frame advantage can be represented as a positive or negative number. There are also two different types of frame advantage for each move, as frame advantage is different for when a move hits and when a move is blocked. Let’s use Xiaoyu against Zafina in practice mode.

Conclusion

Understanding of Taking advantage of “Attacking Frame”

Understanding of Taking advantage of “Defending Frame”

Knows”Frame Concept”

Using “Practice Mode” to strength your frame

7 essential Tekken 7 tips for beginners. There is still much to learn such as frame pacing for each move and a plethora of combos to practice with. However, this beginner’s guide should put you on the right path to become a better player. Keep at it and remember, Tekken 7 is a difficult-to-master fighting game.

In Next Page, Guide you Punish Idea below

Tekken 7 beginner’s guide

Here is right way to understand Tekken concept showing general idea of tekken fighting,Practical Mode Play,Frame and Combo

When you play Tekken 7 for the first time, you will spend on amount of time considering which character might fit you as well as practing to remenber right buttom to attack or defend.

Also, you need to understand the opponent character to attack or defend which makes you struggle.

However, you’ll guradually improve attack or defend skill.

In my guide, I’ll provide you with Tekken 7 beginner’s guide written below. Keep in mind that this Tekken 7 beginner’s guide only covers the basics. Only with dedication and practice will you have a chance of becoming the next King of Iron Fist.

First,Pick Your Character Wisely

It is not good idea to master all of the Tekken 7 characters spending on amount of time. But It is always good to experiment with different characters and “know your enemy” when you are an absolute beginner, you need a character that is comparatively easier to use.

Authorized All media contents by all my freinds,Tekken Team

#めんまさんの日常 #xiaoyu #yoshiden

Guide Tekken Button

After picking the character you want to focus on as a beginner, you need to learn the basics of attacking in Tekken 7. The game follows a four-button attack layout, with each representing a character limb. In basic terms, you have two buttons, one for each arm, and two buttons, one for each leg.

As an example, controls for PS4 are as follows:

Tekken 7 has three distinct basic attacks, namely high, mid and low. The high-attack will hit standing opponents, while the mid-attack will hit both standing and crouching opponents. Lastly, the low-attack will hit both standing and crouching opponents. Pressing or holding in directional buttons while pressing one of the attack buttons will also open up possibilities for other attack moves. Just don’t forget to mix things up. Never spam the same basic attack over and over again, as that is a recipe for disaster.Armed with the basic knowledge of attacking, you can head into the Practice Mode and start learning some easy combos. We suggest you learn the basics of movement in a 3D space.

Fighting Movement in a 3D space

Tekken 7 is about 3D fighting mode. Moving forward and Back dash is an important.For Example you opponent is too fast to defend because of back dash
you are not enough to reach to attack you ight get damaged. The opponent player is smart enough to adjust the distance how you get counter attacked.
There are three keys to understand the movements below.

Dealing balance role in Fighting much.

Practical Mode Play – Understand of Frame and Combo

Undertsanding of New character came up 2021 called “Lidia”

As with any fighting game, practice makes perfect. Therefore, it is essential that you head into Tekken 7’s Practice Mode. This mode allows you to practice all the previous points in Tekken 7 beginner’s guide and more. You have access to visual queues for all combos, special moves and launchers. The Practice Mode also provides you with a variety of options and what stances your opponent should take. You can even set your opponent to mimic all your movements.

This is where you truly start to understand the intricacies of the game and how deep it really is. You can go deep into hit or guard or set up certain attacks and so much more. Tekken 7’s Practice Mode is one of the most advanced out there.

Conclusion

7 essential Tekken 7 tips for beginners. There is still much to learn such as frame pacing for each move and a plethora of combos to practice with. However, this beginner’s guide should put you on the right path to become a better player. Keep at it and remember, Tekken 7 is a difficult-to-master fighting game.