Tekken7 Blog Armor King

Biography

Intoroduce about Armot King Fightig Style and Combo Guideline for Tips. Armor King  is a title that two characters have taken in the Tekken series. Even though there have been two characters who have taken the name, each is simply called Armor King in their respective games, though a numerical value is sometimes given to them to separate them as different characters, similar to King.

Fighting Style
Armor King

Armor King uses Pro Wrestling. Armor King was something of a King “clone character”, although he differed by having some slightly different button inputs and gaining some Mishima-style moves in his moveset, most noticeably the Dragon Uppercut and the Wind God Fist. These moves replaced some of King’s more complex chain-throws and 10 Hit Combo’s, giving Armor King a more offensive fighting style compared to King’s, which favored more defensive play. These changes make Armor King a more accessible and beginner friendly character than King, and arguably a better character choice for players who prefer to apply pressure to their opponents.

Combo
Armor King for Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
In rage b+3+4m (throw)5520-22throwthrowRage art
In rage f, N, d, d/f+1+2h!020+24g+24g+24gRage drive
1h710+1+8+8
1, 2h, h7,10-1+5+5
1, 2, 1h, h, m7, 10, 17-5+1+31g
2l1010+1+7+7
2, 1l, m10, 15-1+7+7
3h2517-14KNDKND
4h2013-5+6JG
1+2m1017-1000
1+2, Bm (BT)10-1000
1+2, 2m, h10, 20-3KNDKND
1+2, 4m, m10, 17-13+8KND
3+4m (TJ)1425 js11-7+3+3
3+4, 1m, m (TJ) (throw)14, 25(,5)0ThrowThrow
3+4, 1m, m (TJ)14, 250+2s+2s
3+4, 2m, m (TJ)14, 25-18KNDKND
1+4m!2552KNDKNDKND
f+2m1215-11+2+2
f+2, 1m, h12, 25-9KNDKND
f+3m1716-3+4+4
f+3, 4m, m17, 10-7+3+3
f+3, 4, 3m, m, h17, 10, 23-7KNDKNDTail Spin
f+3, 4, 3 + bm, m,17, 10-15
f+4m2123+2s+7sKND
f+1+2m2520 pc8-13KNDKNDPower Crush
f+1+4 or f+1~4m2813-20KNDKND
d/f+1m1213-1+7+7
d/f+2m2115-12+4KNDHoming
d/f+2, 1m, h21, 8-12g-1-1
d/f+3m1717-5+5KND
d/f+4m1512-4+7+7
d/f+1+2m2023-4KNDKNDHoming, Tail spin
d/f+3+4m (TC) (throw)15(,30)28 cs13-18-7-7
d/b or d+1sm (TC)510 cs4-5+6+6
d+1, 4 or FC+1, 4sm, m5, 13-10+6+6
d+2m1717-2+5s+9
d+2, 4m, m17, 17-14-3-3
d+2, 4, 3m, m, m17, 17, 20-11sKNDKND
d+3l1417-12+1+9
d+4l (TC)914 cs4-13-2-2
d+1+2m (TJ)2530 js21-800
d+3+4 or FC+3+4 or FC+d/f+4l (TC)1217 cs6-16-5-3
d+3+4, 1l, h12, 13-9+15kKNDTail spin
d+3+4, 3l, m12, 13-16KNDKND
d+1+4 or d+2+3l (special)total 27
d+1+4 or d+2+3, 1+2m (TC) (throw)18 (,15)14-19sThrowThrow
d+1+4 or d+2+3, 2l2019-13+5KND
d+1+4 or d+2+3, 1h1311+1+8Launch
d/b+2m1014-1100
d/b+2, 3m, m10, 20-13+21+21
d/b+2, 4m, h10, 20-9+13kKNDTail spin
d/b+3l (TC)2323 cs8-26+5KND(JG)Homing
d/b+4l (TC, TJ)2029 cs6 js16-20KNDKND
d/b+1+2m3026+5KNDLaunch
d/b+1+2, D(special)
b+1h1212-7+5KND
b+1, 2h, m12, 29-12+6KND
b+2m1015-9+2s+2s
b+2, 1m, m10, 8-12-1-1
b+2, 1, 2m, m, h10, 8, 20-7KNDKNDTail spin
b+3h2316-10KNDKND
b+4m1515-9+2+2
b+4 (when hit) 1+2m (throw)14, 20throw
b+1+2m018+1+5+16
b+1+4m2431-13KNDKND
b+2+3m!503JGJGJG
u/b+1h2120-6KNDKNDHoming
u or u/f+1m (TJ)1218 js9-12-1-1
u/b or u or u/f+2m (TJ)3548 js9-18sKNDKND
u/b+3m (TJ)2523-19KNDKND
u or u/f+3m (TJ)1821 js17-8+5Launch
u/b+4m (TJ)1115 js9-19-8-8
u+4m (TJ)1415 js9-13KNDJG
u/f+4m (TJ)1315 js9-13JGJG
u/f+1+2m (TJ)2535 js9+2sKNDKND
u/f+1+2 (hold)m! (TJ)4567KNDKNDKND
u/f+3+4m (TJ)2332 js8-7KNDKND
u/f, N, 4m (TJ)2523 js9-11JGJG
u/f, N, 1+2m (TJ)2570+2sKNDKND
u/f, N, 1+2 (hold)m! (TJ)45102KNDKNDKND
u/f, N, 3+4l (TJ)1252-16-5-3
u/f, N, 1+4m! (TJ)2587KNDKNDKND
f, F+2m2316-8KNDKND
f, f, N, 2l (TC)1719 cs8~37-14+7KND
f, F+3h2317+2KNDKNDHoming, Tail spin
f, F+3, Dh (special)23+4KNDKNDHoming, Tail spin
f, F+4m3017-14KNDKNDWall bounce
f, F+1+2m (TJ)2822 js18-18KNDKND
f, F+3+4h (TJ)3523 js14-10KNDKND
f, f, f+3m (TJ)3023 js3+10gKNDKND
f, f, f+3+4m (TJ)4028 js9+17gKNDKND
WR+4l (TJ)2020 js7-24KNDKND
FC+1sm (TC)510-5+6+6
FC+2sm (TC)811-4+7+7
FC+3l (TC)1218-16-2-2
FC+4l (TC)1214-15-4-4
WS+1m1616-10JGJG
WS+2m1712-9+6 (+18 wc)CSWall Crush
WS+3h28160KNDKND
WS+4m2011-6+5+5
FC+d/f+2m2324+1KNDKND
SS+2m1015-12-1-1
SS+2, 1m, m10-13sJGJG
SS+4m2219-12KNDKND
SS+3+4m (TC)2824 js13-6KNDKND
SS+3+4, Any buttonm (TC) (special)28-26gKNDKND
1+2+3+4h! (charge)3033
charge f, N, d, d/f+2m24630JGJG
charge qcf+1+2h!30730g0g0g
opponent grounded d+4l2019-16-5-5
opponent grounded d+4, 4l, l20, 8-16-5-5
opponent grounded d+4, 4, 4l, l, l20, 8, 6-16-5-5
BT 1 or 2h158-8+3+3
BT 3m2013-20KNDKND
BT 4m2018-10KNDKND
BT 1+4m!2041KNDKNDKND
BT d+1 or d+2sm1010-2+9+9
BT d+3 or d+4l1210-11+3+3
f, N, d, d/f
f, N, d, d/f+1h2315+6KNDKND
f, N, d, d/f+2h2011-10JGJG
f, N, d, d/f+3h!2331KNDKNDKND
f, N, d, d/f+4m (TJ)2216 js11-9KNDKND
f, N, d, d/f+1+2h!1228+7g~+17g+7g~+17g+7g~+17g

Tekken7 Blog Dragunov

Biography

Intoroduce About Sergei Dragunov Fighting Style and Combo. Drafunov is a character in the Tekken series. He was first introduced in Tekken 5: Dark Resurrection as one of the two new characters, the other one being Lili, and has returned in every subsequent game.

Dragunov is a member of the Spetsnaz (also known as the Russian Special Operatives) who have dubbed him “The White Angel of Death” because of his overwhelming fighting powers and inscrutable personality.

Dragunov is cold, calculating, and totally impassive when fighting opponents. Aside from a few lines of dialogue, Dragunov is an elective mute, barely uttering a single word throughout the entire series.This tends to either annoy, confuse or unsettle other characters. He serves his motherland with utmost diligence and loyally follows orders when given. He also enjoys singing as a hobby as seen in one of his win animations where he was humming after defeating his opponent.

Despite not being necessarily evil, Dragunov is very stoic and unreadable. He shows little interest in socializing with others and only focuses on the mission at hand. He shows no mercy towards his enemies or opponents and if provoked enough, will kill them if they are jeopardizing the mission. Because of these qualities, even his allies tend to be intimidated by his presence.

Combo By @wondagame6160
Fightying Style By @ThatBlastedSalami

Dragunov fights using Commando Sambo; a modified offensive style of Sambo used and trained by members of the Russian army to defend one’s self in a hand-to-hand combat situation. Sambo as a sport focuses on throwing and submissions whilst restricting chokeholds. Commando Sambo differs from the sport variation as users are given the privilege of punching, kicking and the intention of fracturing bones. The punching and kicking motions are derived from Mixed Martial Arts techniques.

Dragunov For Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage d+1+2m5520 pc8~17-22KNDKNDRage art
in rage f, f, f+1+2m3015~16 (18~)+5sLaunchLaunchRage art
in rage f, f, f+1+2 , d/b+1+2m, m(Throw)30,515~16 (18~)中Throw(KND)中Throw(KND)中Throw(KND)Rage art
1h710+1+8+8
1, 1h, h7,810-4+7+7
1, 1, 3h, h, m7,8,2210-9~-8KNDKND
1, 2h, m7,810-9+2+2
1, 2, 1h, m, m7,8,2010-14~-13KNDuKZD
1, 3h, h7,1410-7~-6+1~+2+9~+10
1, 3, 2h, h, m7,14,2010-12~-11KNDKND
1, 3, 2~1+2h, h, h(Throw)7,14,4010Throw(KND)
1, 3, 2~1+2 B (Cancel)h, h, (Special)7,1410-32~-31-24~-23-16~-15
2h10100+9+9
2, 1h, h10,810-2+6+6
2, 1, 3h, h, h10,8,2410-9~-8KNDKND
2, 1, 4h, h, l10,8,1410-12+3s+3s
3m1015~16-9~-8+2~+3+2~+3
3, 1m, h10,815~16-2~-1+7~+8+7~+8
3, 1, dfm, h10,815~160+8+8
3, 1, 2m, h, m10,8,2415~16-12~-10KNDKND
3, 1, 4m, h, h10,8,2715~16-9KNDKND
4h1512-9-1+7
4, 1h, h15,1212-6~-5+8~+9+8~+9
4, 3h, m15,2012-12~-11KNDKND
4, 4h, m (TJ)15,23s js22~+3~+4KNDKNDTail spin
1+2m2521~22 pc8~20-14KNDTUKDPower crush
3+4h (TJ)2525~26d js13~-14~-13CSCS
3+4, Any buttonh (TJ), (Special)2525~26s js13~-24~-23gCSCS
f+2h1619~20-8~-7+3~+4+8~+9
f+2, 4h, m16,2419~20-7~-6KNDuKZD
f+3m1120-6+2+2
f+3, D/Fm, (Special)1120-1+7+7
f+3, 2m, h11,2020-9~-8KNDKNDTail spin
f+3, 3m, m(, (throw))11,14(,20)20-12Throw(KND)Throw(KND)
f+3, 3m, m11,1420-12~-9-1~+2s+4~+7s
f+4h1614~15-7~-6+4~+5+4~+5
f+4, 4h, h16,1414~15-11~-100~+1Launch (JG?)
f+4, 4, 3h, h, h16,14,2014~15-5~-4KNDKND
f+4, d+4h, l16,1214~15-12+3s+3s
f+1+2h2017~18-9~-8KNDKNDTail spin
d/f+1m1313-2+7+7
d/f+1, 4m, h13,2313-7~-6KNDKND
d/f+2m1415~16-12~-11Launch (JG?)Launch (JG?)
d/f+3 (Close)m(, (throw))16(,20)17-6Throw(KND)Throw(KND)
d/f+3m1617~20-6~-3+5~+8s+10~+13s
d/f+4m1412-9+2+2
d/f+1+2 or FC+d/f+1+2(Special)(lReturns move)20~12(s)Attack returned(KND)
d/f+3+4m2322~24-7~-5+12~+14+12~+14Tail spin
d+1m1818~19+1~+2s+8~+9sKND
d+2l (TC)1718~19s cs6~-13~-120s+13~+14g
d+3l1317~18-14~-13-3~-20~+1s
d+3, 4l, m13,1817~18-11+5+23g(KND)
d+4l1215~16-15~-14-9~-8-4~-3
d+4, 1l, h12,815~16-11~-10+5~+6+5~+6
d+4, 1, 3l, h, h12,8,2115~16-16~-15KNDKND
d+4, 4l, h12,2315~16-15~-14KNDKND
d/b+2m1214~15-7~-6+4~+5+4~+5
d/b+2, 1m, m12,1014~15-10~-9+1~+2+3~+4
d/b+2, 1, 2m, m, m12,10,2014~15-14uKZDuKZD
d/b+3 (Close)l (TC)2127 cs6~-26?KNDThrow(KND)
d/b+3l (TC)1427 cs6~-26?-5?KND
d/b+3~1+2l(Throw)4538Throw(KND)
b+1m1417-10+1+1
b+1, 2m, m14,1817-13~-12+9~+10kKNDTail spin
b+2m1415s-3+8+8
b+2, 1m, h14,1115-5~-3+6~+8+6~+8
b+2, 1, 3m, h, l (TC)14,11,24(,30)cs15~-26KNDThrow(KND)
b+2, 1, 3 (Far)m, h, l (TC)14,11,16cs15~-26-7~-5KND
b+2, 1, 3~1+2 (Cancel)m, h, l(Throw)14,11,4515~Throw(KND)
b+2, 1, 3~1+2, d (Cancel)m, h, (Special)14,1115~s-36~-34-25~-23-25~-23
b+3h1714~15-9~-8+11~+12kg+11~+12kgHoming, Tail spin
b+4m1515-4+7+7
b+4, 2m, m15,1515-7+4s+5s
b+4, 2, Dm, m15,1515s-7+4s+5s
b+4, 2, 1m, m, h15,15,1715+1~+2+5~+6+12~+13
b+4, 2, 1+2m, m, m(Throw)15,15,515Throw(KND)
b+4, 2, 1+2, 1 or 2 or 3 or 4 (Cancel)m, m, (Special)15,1515a-50-39s-38s
b+4, 3m, h15,2215-9~-8KNDKNDTail spin
b+1+2m2622~23+6~+7KNDKND
b+3+4h(Absorbs 1 h/m hit)2228~29 (7~15)-2~-1KNDKND
b+2+3!6063~64KNDKNDKND
u/b+2h1820-5+9CS
u/f+1h2015-9KNDKND
u or u/f+2m (TJ)2030~31 js9~29-5~-4KNDKND
u/f+3m (TJ)1617~21-7~-3KNDKND
u/b+4m (TJ)2122~23 js9~-17~-16KNDKND
u+4m (TJ)2122~23 js9~-13~-12KNDKND
u/f+4m (TJ)2122~23 js9~-9~-8KNDKND
u/f+3+4h(Throw)?, (TJ)4238~42(d)~js20~Throw(KND)
f, F+2m2015~16 (16~)-12~-11KNDKND
f, F+2~1+2h(Throw)4043~44Throw(KND)
f, F+3h3521~23 (22~)+5~+7 (+17~+26g wc)KNDKNDHoming, Tail spin, Wall crush
f, F+4m2126~28as (27~)-1~+1+3~+5sKND
qcb+2m2326~27 (26~)-15~-14Launch (JG?)Launch (JG?)
f, f, f+2m2515~17 (18~)+6~+8KNDTFU
f, f, f+4m(, (throw))25(,25)20~21 (23~)-7~-6Throw(KND)Throw(KND)
WR+3l(, (throw))20(,20)17 cs12~ ar10~-15Throw(KND)Throw(KND)
WR+3 (Far)l2017~18 cs12~ ar10~-15~-14KNDKND
WS+1m1212~13-3~-2+4~+5+4~+5
WS+1, 2m, h12,1812~13-7~-6+10~+11kgKNDTail spin
WS+1, 3m, m12,2012~13-15~-14KNDKNDWall bounce
WS+2m1515~16-12~-11Launch (JG?)Launch (JG?)
WS+3m2116~17-9~-8KNDKNDWall bounce
WS+4m1511~12-5~-4+6~+7+6~+7
WS+1+2m2812~13-14~-13KNDKND
SS+2m1620~21 (29~)-10~-9-4~-3+1~+2
SS+2, 3m, h(, (throw))16,17(,20)20~21 (29~)-9+5Throw(KND)
SS+2, 1+2m, hm16,8,1220~21 (29~)-4~-3+2~+3s+2~+3s (+8~+9s)
SS+2, 1+2, 4m, hm, h16,8,12,2820~21 (29~)-10~-9CSCS
SS+2, 1+2, 1+2m, hm, m(Throw)16,8,12,520~21 (29~)Throw(KND)
SS+2, 1+2, 1+2, 1 or 2 or 3 or 4 (Cancel)m, hm, (Special)16,8,1220~21 (29~) Air-51~-50-45~-44s-45~-44s (-39~-38s)
SS+3+4(Special) (TC)s
BT d+3m2016-11KNDKND
Face down Grounded 1+2(Special)s(b)
Face down Grounded 1+2, 1+2(Special), m(Throw)530Throw(KND)
Opponent Down d+3+4On grounded opponent(l)1924-1100
qcf(Special)24
qcf+1h2015~16 (17~)-3~-2CSCS
qcf+2m2518~19 (20~)-14Launch (JG?)Launch (JG?)
qcf+3l (TC)17(,20)17s(19~) cs12~ ar10~-15-6Throw(KND)
qcf+3 (Far)l (TC)1717~18s (19~) cs12~ ar10~-14~-13-5~-4KND
qcf+4m23,(10)17~18 (19~)-10~-9Throw(KND)Throw(KND)
qcf+4 When hit 1, 3, 4, 2Chained25,10,2017~18 (19~)Throw(KND)
qcf+4 When hit 2, 4, 3, 1Chained25,10,2017~18 (19~)Throw(KND)
qcf+1+2m2812~13 (14~)-15~-14KNDKND
Dragunov For Basic Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h10100+9+9
3m1015~16-9~-8+2~+3+2~+3
4h1512-9-1+7
f+1h710+1+8+8
f+2h1619~20-8~-7+3~+4+8~+9
f+3m1120-6+2+2
f+4h1614~15-7~-6+4~+5+4~+5
d/f+1m1313-2+7+7
d/f+2m1415~16-12~-11Launch (JG?)Launch (JG?)
d/f+3 (Close)m(, (throw))16(,20)17-6Throw(KND)Throw(KND)
d/f+3m1617~20-6~-3+5~+8s+10~+13s
d/f+4m1412-9+2+2
d+1m1818~190~+1s+7~+8sKND
d+2l (TC)1718~19s cs6~-13~-120s+13~+14g
d+3l1317~18-16~-15-4~-30~+1s
d+4l1215~16-15~-14-9~-8-4~-3
d/b+1Sm (TC)510s cs4~-5+6+6
d/b+2m1214~15-7~-6+4~+5+4~+5
d/b+3 (Close)l (TC)2127 cs6~-26?KNDThrow(KND)
d/b+3l (TC)1427 cs6~-26?-5?KND
d/b+4l (TC)712s cs4~-13-2-2
b+1m1417-10+1+1
b+2m1415s-3+8+8
b+3h1714~15-9~-8+11~+12kg+11~+12kgHoming, Tail spin
b+4m1515-4+7+7
u/b or u+1 or u/f+1+2m (TJ)1218 js9~-8+3+3
u/f+1h2015-9KNDKND
u/b+2h1820-5+9CS
u or u/f+2m (TJ)2030~31 js9~29-5~-4KNDKND
u/b+3m (TJ)1617~21-17~-13-6~-2-6~-2
u+3m (TJ)1617~21-13~-9KNDKND
u/f+3m (TJ)1617~21-7~-3KNDKND
u/b+4m (TJ)2122~23 js9~-17~-16KNDKND
u+4m (TJ)2122~23 js9~-13~-12KNDKND
u/f+4m (TJ)2122~23 js9~-9~-8KNDKND
u/f, n+4m2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
WS+1m1212~13-3~-2+4~+5+4~+5
WS+2m1515~16-12~-11Launch (JG?)Launch (JG?)
WS+3m2116~17-9~-8KNDKNDWall bounce
WS+4m1511~12-5~-4+6~+7+6~+7
FC+1Sm (TC)510s cs1~-5+6+6
FC+2Sm (TC)811s cs1~-4+7+7
FC+3l (TC)1216s cs1~-17-3-3
FC+4l (TC)1012s cs1~-15-4-4
SS+1h710(11~)+1+8+8
SS+2m1620~21 (29~)-10~-9-4~-3+1~+2
SS+3m1015~16 (16~)-9~-8+2~+3+2~+3
SS+4h1512(13~)-9-1+7
BT 1 or 2h158-8+3+3
BT 3 or 4h2510-8KNDKND
BT d+1 or 2Sm1010s cs1~-2+9+9
BT d+3m2016-11KNDKND
BT d+4l1210s cs1~-11+3+3

Tekken7 Blog Leroy Smith

Biography

Intoroduce about Leroy Smith fighting style as well as Tekken7 frame Leroy Smith is a character in the Tekken series of video games created by Bandai Namco Entertainment. Making his first appearance in Tekken 7, he is an American martial artist introduced as part of the third season pass, originally announced alongside Zafina during the EVO 2019 finals.

Nearly a half century ago, a young boy named Leroy Smith lost his entire family to the violence in New York.

Many years passed…

Combo by @wondagame6160

Amidst Leroy’s quest, a gang lord familiar with the old days informed Leroy that it was the Mishima Zaibatsu that was behind the war that tore the city apart a half a century ago. Surprised that the mega conglomerate currently waging a war to split the world in two was also responsible for the atrocities committed so long ago, Leroy nonetheless resolved to eradicate the corporation if it truly was behind all of the evils he had seen. To carry out his quest, he decided to enter the King of Iron Fist Tournament, which was organized by the Mishima Zaibatsu itself.

Fighting Style by @ThatBlastedSalami

Leroy fights using Wing Chun, a fighting style developed around defensive counters to opponents advances. Wing Chun is characterized by its defensive stance and use of parries and evasion to provide opportunities to land fierce debilitating strikes to opponents vital areas and weak spots.

Like Kazumi Mishima and Devil Kazumi, who can summon their pet tiger or white tiger respectively, Leroy also summons his pet in battle; a female pit bull named Sugar. Sugar is less obedient than Kazumi’s tiger, however, and may not attack his opponent depending on whether she decides to follow her master’s orders or not.

Basic Move for Leroy
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
In rage d/f+1+2 or HRM d/f+1+2m (throw)5520-22throwthrowRage Art
In rage f+1+2mmm10,5,25152KNDKNDRage Drive
1h710188
1, 1h, m7,710 (18~19)-922
1, 1, 1+2h, m, hhhh7,7,1210 (19~20)-13-2-2
1, 1, 1+2, 1h, m, hhhh, m7.7.12,1510 (23~24)-16+4~+5 (+16~+17 wc)+4~+5 (+16~+17 wc)Wall Crush
1, 2h, h7,910 (12)-155
1, 2, 1h, h, h7,9,1710 (27~28)-688
1, 2, 3h, h, h (TJ)7,8,2110 (23~24)-6KNDKNDTail spin
1, 2, 4h, h, m (HRM)7,8,1110 (16)-933
2h1210099
2, 2h, h12, 2010 (25~26)-77KND
2, 1h, m12, 1210 (12~13)-744
2, 1, 2h, m, h12, 12, 1710 (20~21)-744
2, 1, 2, 1h, m, h, m12, 12, 17, 2110 (21~23)-13KNDLaunch
3m1415-833
3, 3m, l14, 1715 (18)-142KND
4h1512-1100
4, 4h, m15, 1312 (15~16)-1333
1+2hhh9,3,314-600
1+2, 1+2hhhhhh9,3,3,3,3,314-900
1+2, 1+2, 1hhhhhh, m9,3,3,3,3,3,2714-17KNDKND
2+3l16100-26160
f+2h1514-922Homing
f+2, 3h, m15, 1514 (18)-1022
f+2, 3, 4h, m, m (HRM)15, 15, 2014 (21~22)-9+8KND
f+3m1714-777
f+3, 1+2m, h, h, h17,5,5,514-12-60
f+3, 1+2, 4m, h, h, h, m17,5,5,5,2014-16KNDKND
f+4m1416-944
f+4, 4m, h (TJ)14,2416-6KNDKNDTail spin
f+3+4108
f+3+4, Fm!8056KNDKNDKND
d/f+1m1213-3+3+3
d/f+1, 1m, h14,913-155
d/f+1, 4m, m (HRM)14,1613-9+3+3
d/f+2m715-666
d/f+2, 1+2m, hm7,5,1015-18LaunchLaunch
d/f+3m1416-1100
d/f+3, 1m, h14,1216066
d/f+3, 1, 1+2m, h, m14,12,2516-13KNDKND
d/f+3, 1, 4m, h, l14,12,716-18-7-7
d/f+4m (HRM)1413-666
d/f+4, 3m, m14,1413-97KND
d/f+1+2m2324-14KNDKNDWall Bounce, Power Crush
d+1sm (TC)510-566
d+1, 2sm (TC), m5,810-10-1-1
d+1, 2, 4sm (TC), m, m (HRM)5,8,1110-933
d+2l (TC)1115 cs6-15-4+1s
d+2, 4l (TC), l (TC)11,1115-13-2KND
d+3l1016-13-2-2
d+3, 2l, h (HRM)14,1016-388
d+4l914-12-1-1
d+4, 4l, m9,1614-1111
d+1+2m2117-4+6sKND
d/b+1m (TC)1216-911
d/b+1, 3m (TC), h15,1716088
d/b+1, 1+2m (TC), m15,2516-10KNDKND
d/b+2sm (TC)811 cs4-477
d/b+3l1218-26-9-9
d/b+3, 1+2l, m12,2518-16KNDKND
d/b+4l (TC)1317 cs6-14-3sKND
d/b+1+2m2532-11KNDKND
b+1h14(,25)11-66throw
b+3h2118-6KNDKNDTail spin
b+4m (TJ)2117 js9-8+5~+6+5~+6Tali spin, Homing
b+1+2m1712-102KND
u/b or u+1m (TJ)1218 js9-12-1-1
u/f+1h1716-955
u/b+2m2020-955punch sabaki 4-12
u or u/f+2m (TJ)2524 js91KNDKNDWall Bounce
u/b or u or u/f+3m (TJ)2120 js9-8KNDKND
u/b+4m (TJ)1621 js9-311
u+4m (TJ)2021 js9-8KNDKND
u/f+4m (TJ)2223~25 js9-8~-6KNDKND
u/f+3+4mm (TJ)8,1014 js8-14KNDKND
u/f+3+4, 1+2mm (TJ), m8,10,2514 js8-13KNDKND
u/f, N, 4m (TJ)2523 js9-11LaunchLaunch
f, F+2m814-1100
f, F+2, 2m, m8,1314-15KNDKND
f, F+3h (TJ)2318 js11-2KNDKND
f, F+4m (HRM)1616-499
f, F+4, 2m, m16,2116-14KNDLaunch
f, F+1+2m2517-9KNDKND
f, f, f+3m (TJ)3024 js3+7gKNDKND
qcf+2h2016-6LaunchLaunch
FC d/b+1sm (TC)510-566
FC d/b or d+2sm (TC)811-477
FC 3l (TC)1216-17-3-3
FC 4l (TC)1012-15-4-4
WS+1m1413-744
WS+1, 4m, m (HRM)14,1613-966
WS+2mmm8,3,1015-14JGJG
WS+3m1414-777
WS+3, 1+2m, h, h, h14,5,5,514-12-60
f+3, 1+2, 4m, h, h, h, m14,5,5,5,2014-16KNDKND
WS+4m1611-655
FC d/f+4l (TC)1415-13-2+3s
FC d/f+4, 1l (TC), m14,1515-13LaunchLaunch
SS+4l1618-12+4s12
(Opponent down) d/b+2l1317-16-5-5
(Opponent down) d/b+2, 1+2l, lll15,5,5,1517-13-2-2
d/f+2+3mmm10,10,1522-7LaunchLaunchOnce per match
1+3+4(special)115
1+2+3+4(special)60
(back against wall) b, b, u/bm21351KNDKND
BT 1 or 2h1810-8KNDKND
BT d+1 or d+2sm (TC)1010 cs1-299
BT d+3 or d+4l (TC)1210 cs1-1133
3+4(HRM)
HRM 3+4(Cancel)16
HRM 1m1724-64KNDm/h punch sabaki 3~12
HRM 2h1412-655
HRM 2, 1h, h14,2012-4KNDKNDTail spin
HRM 3l8-13-2-2?
HRM 3, 4l, m8,16-1511
HRM 4m (HRM)1311-777
HRM 4, 1+2m, mm13,5,2011-14KNDKND
HRM 1+2mmm5,5,2015-10KNDKNDWall bounce
HRM f+1h17140+15kKNDTali spin
HRM f+4m (TJ)2126~29 js130~+3KNDKND
HRM b+1m21204+7sLaunch
HRM b+4l (TC)1720 cs8-13+4sKNDHoming
HRM u or d(Special)20KNDKND

Tekken7 Blog About Asuka

Biography

Intoroduce about Asuka Kazama showing fighting style and combo guideline. Asuka Kazana is a character in the Tekken series who was first introduced in Tekken 5 and she has returned for every subsequent game in the series. She has high reputation for Okizeme which means she can gain block frame +Hit and continous fighting using +Hit.

Fighting Style By @ThatBlastedSalami

Asuka has a tomboyish personality and is quite brash and arrogant. Although her profile states that she breaks up fights regularly, she seems to have no qualms about fighting and seemingly revels in it. In her story mode, after defeating her target, Feng Wei, she decides to remain in the tournament in order to “have fun”. Her pre and post-match quotes also demonstrate her confidence. As stated in her Tekken 5 / Dark Resurrection prologue, Asuka is also known as being a “nosy kid” who likes to solve other people’s problems, “usually by knockout”. According to her Tag 2 ending, she often goes around looking for gang fights to stop in Shinsekai, which is known as Osaka’s most dangerous neighborhood.

Asuka fights using the Kazama style martial arts, same as her relative Jun and while they share some moves, they have a lot of differences, to the point that one can’t learn one and assume they can play the other. Asuka’s style is more unorthodox and includes some street fighting elements while Jun’s style is more by the book.

Combo By @wondagame6160
Asuka Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage d/f+1+2m5520 pc8~17-22KNDKNDRage art
in rage f, F+1+2m3021(22~)+11~+12gLaunchLaunchRage drive
1h810-2+9+9
1, 1h, m8,1510-7+4+4
1, 1, 3h, m, m8,15, 1710-5+6KND
1, 2h, m8,910-8~-7+3~+4a+3~+4a
1, 2, 3h, m, m8,9,2410-2~0KNDKNDTail spin
1, 2, 3, *, n (two spins)h, m, m8,9,2610+6~+7KNDKNDTail spin
1, 2, 3, * (three spins)h, m, !8,9,2810KNDKNDKNDTail spin
1, 2, 3, B (Cancel)h, m8,910-18~-17-7~-6a-7~-6a
1, 2, 4h, m, m8,9,2010-12~-11KNDKND
1, 3h, l8,1010-1100
1, 4h, l (TC)(LCT)8,14cs6~-11~-90~+2+3~+5
2h912-1100
2, 1h, h9,1012-3~-2+8~+9+8~+9
2, 1, 1+2h, h, hh9,10,8,2012-7~-5KNDKNDTail spin
2, 1, d+1+2h, h, m9,10,2312-10s+3sJG
2, 3h, m (TJ)9,20js18~-19~-18KNDKND
3m1714-7+9+9
3, 1m, m?17,1714-11~-10+8CS
4h1811-7+7Launch
3~4l (TC)2226~28s (27~) cs6~-26KNDKNDHoming
1+2m2116~17-9~-8CSCS
3+4mm (TJ)10,2123,30~32 js5~-6~-4KNDKND
3+4, (d/b, d or d/f)mm (TJ)10,2123, 30~32s-6~-4KNDKND
1+4 (First hit only)l514-19-8-8
1+4lh5,814,31-3(-19s)+9+9
1+4, 2lh, h5,8,1014,31-2+9+9
1+4, 2, 1lh, h, h5,8,10,1214,31-2+9+9
1+4, 2, 4lh, h, m5,8,10,2614,31-9+4KND
1+4, 2, d+4lh, h, l5,8,10,15cs10~-23KNDKND
1+4, 3lh, m5,8,2410~-2~0KNDKNDTail spin
1+4, 3, b (Cancel)lh5,810~-20(37s)-9-9
2+3h(Absorbs 1 h/m hit)2123~24 (7~)0~+1KND (CS on parry)KND
f+2m2017~18-18~-17LaunchLaunch
f+2, d/b or d or D/F (Cancel)(Special)s
f+3m2414~16 (31~33)-2~0KNDKNDTail spin
f+3, *, n (two spins)m2612~13 (52~53)+6~+7KNDKNDTail spin
f+3, * (three spins)!2812~13 (70~71)KNDKNDKNDTail spin
f+4h2119~21+3~+5KNDKNDHoming, Tail spin
f+1+2h2615~16 pc8~14-9KNDKNDPower crush, Wall bounce
d/f+1m1013~14-3~-2+8~+9+8~+9
d/f+1, 2m, h(, (throw))10,13(,25)13~14-1Throw(KND)Throw(KND)
d/f+1, 4m, m10,2213~14-12~-11KNDCS
d/f+2m1415~16-6~-5Launch(+5a)Launch
d/f+3m2320~21-8~-7KNDKND
d/f+4m1612-9+2+2
d+2m1818-4s+9sKND
d+1+2 or FC+d/b or d+1+2l (TC)2020 cs15~-18KNDKND
d+3+4lh (TJ)5,2014,24 js5~-6(-25s)LaunchLaunch
d/b+1m (TC)1314 cs6~13-9+7+7
d/b+1, 2m (TC), h13,2514-9KNDKNDTail spin
d/b+2m2220~21 cs3~20-11~-10LaunchLaunch
d/b+3l1720-12+4s+14g
b+1l (TC)(, (throw))1729~30s cs6~-10~-9+6~+7Throw(KND)
b+1, d/b or d or D/F (Cancel)(Special)s
b+2m1215-4s+1s+1s
b+2, 1m, m12,1415-7+4+4
b+2, 4m, l(LCT)12,14cs15~-11~-90~+2+3~+5
b+2, 1+2m, h12,715~-9+2+1
b+2, 1+2, d (Cancel)m1215~s-6s-1s-1s
b+2, 1+2, 4m, h, m12,7,2015~-13~-12KNDKNDTail spin
b+3m (TJ)1516~17 js10~-19~-18LaunchLaunch
b+3, 2m, m?15,2016~17 10~-20~-19Launch (JG?)Launch (JG?)
b+3, 2, (d/b, d or d/f) (Cancel)m, (Special)?1516~17 10~s-33~-32Launch (JG?)Launch (JG?)
b+3, 4m (TJ), l (TC)(LCT)15,14cs1~-11~-90~+2+3~+5
b+4m1715~16-7~-6+8~+9CS
b+4, 2m, m17,1215~16-12~-11+4~+5s+4~+5s
b+4, 2, 3m, m, m17,12,2115~16-16~-13KNDKND
b+1+4hl15,812,29~30-8~-7+5~+6+5~+6 +7~+8
b+1+4 (First hit only, Second hit miss)h1512-25-14-14
b+1+4, 3hl, l?15,8,1812-13~-12-2~-1KND
b+1+4, 4hl, m15,8,2312-14~-13+5b+5bTail spin
b+2+3m(absorbs 1 h/m kick)2324~25 (4~)-9+6 (CS on parry)+6
u/f+2h (throw)20(,25)14-7Throw(KND)Throw(KND)
u/f+2 (No throw)h2014-7++
u/b or u or u/f+3m (TJ)1720~21 js11~-3~-2+8~+9KND
u/b+4m (TJ)2520~21 js9~-15~-14LaunchLaunch
u or u/f+4m (TJ)2520~21 js9~-13~-12LaunchLaunch
f, F+1m3023~24 (24~)+4~+5KNDKND
f, F+2m1615~16 (16~)-13~-12-3~-2-3~-2
f, F+2, 1m, h16,2115~16 (16~)-5~-4KNDKND
f, F+2, 3m, m16,2115~16 (16~)-8~-7KNDKND
f, F+2, 1+2m, m16,2515~16 (16~)-13~-12EDED
f, F+3m2320~21s (21~)-9~-8+11kKNDTail Spin, Homing
f, F+4h (TJ)2820~21 (21~) js6~-3~-2KNDKNDTail spin
u/b, b(Special) (TJ)a
u/b, b, 3 or f, f, f+3m (TJ)3224~28 (69~) js3~0~+4KNDKND
WS+1m1214-7~-6+4~+5+4~+5
WS+1, 4m, h12,2014-8KNDKND
WS+2m1813~14-8~-7+8~+9+8~+9
WS+2, 1m, h18,1013~14-2+9+9
WS+3m2018~19 js18~-16~-15JGJG
WS+4m1511~12-3~-2+8~+9+8~+9
WS+1+2m2021-2+13k (+25g wc)CS (17)Wall Crush
WS+1+2, D (Cancel)(Special)?s
FC+3+4 WS+3+4mm (TJ)10,1021~22, 31~32 js5~22-6~-5+5~+6s+5~+6s
FC+3+4, Dmm (TJ)10,1021~22, 31~32s js5~22-6~-5+5~+6s+5~+6s
FC+3+4, 3mm (TJ), mm (TJ)10,10,10,10js21~0~+1sKNDKND
FC+3+4, 3, Dmm (TJ), mm (TJ)10,10,10,10s js21~0~+1sKNDKND
FC+d/f+2l (TC)1016~17s cs1~-11~-100~+1+18~+19
FC+d/f+3m2017 cs1~17-9KNDKNDWall Bounce
SS+2m2313~14 (22~)-9~-8KND(KND)KND(KND)
SS+4h1817~21 (26~)-6~-2+7~+11KND
f+1m1720-7+4+4
f+1, 3m, m17,1720-5+6KND
f+1, 3, 1m, m, h17,17,1220-8+3+3
f+1, 4m, lh (TJ)17,5,20js10~-6(-25s)LaunchLaunch
f+1, d+4m, l (TC)17,26s cs6~-26KNDKNDHoming
f+1, d+4, D/B (Cancel)m, (Special)176~s-26-15-15
d/b+4l (TC)(LCT)1422~24 cs6~-11~-90~+2+3~+5
d/b+4, Dl (TC)(LCT)1422~24s cs6~-11~-90~+2+3~+5
d/b+4, 4l (TC), l (TC)(LCT)14,15cs1~-7~-5+4~+6KND
d/b+4, 4, Dl (TC), l (TC)(LCT)15,15s cs1~-11~-90~+2KND
d/b+4, 4, 4l (TC), l (TC), l (TC)(LCT)18,20,21cs1~-7~-5+4~+6KND
d/b+4, 4, 4, Dl (TC), l (TC), l (TC)(LCT)18,20,21s cs1~-11~-90~+2KND
LCT 3h(LCT)211~-3LaunchLaunch
LCT 1+4lh(LCT)5,81~-3(-19s)+9+9
Asuka Basic Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h810-2+9+9
2h912-1100
3m1714-7+9+9
4h1811-7+7Launch (JG?)
f+1m1720-7+4+4
f+2m?2017~18-18~-17Launch (JG?)Launch (JG?)
f+3m2414~16 (31~33)-2~0KNDKNDTail spin
f+4h2119~21+3~+5KNDKNDHoming, Tail spin
d/f+1m1013~14-3~-2+8~+9+8~+9
d/f+2m1415~16-6~-5Launch (JG?)(+5a)Launch (JG?)
d/f+3m2320~21-8~-7KNDKND
d/f+4m1612-9+2+2
d+1Sm510s cs4~-5+6+6
d+2m1818-4s+9sKND
d+3l (TC)1216s cs4~-17-3-3
d+4l (TC)712s cs4~-13-2-2
d/b+1m (TC)1314 cs6~13-9+7+7
d/b+2m2220~21 cs3~20-11~-10LaunchLaunch
d/b+3l1620-12+4s+14g
d/b+4l (TC)(LCT)1422~24 cs6~-11~-90~+2+3~+5
b+1l (TC)(, (throw))1729~30s cs6~-10~-9+6~+7Throw(KND)
b+2m1215-4s+1s+1s
b+3m (TJ)1516~17 js10~-19~-18Launch (JG?)Launch (JG?)
b+4m1715~16-7~-6+8~+9CS
u/b or u or u/f+1m (TJ)1218 js9~-8+3+3
u/b or u+2h1715~16-12~-11+9~+10g+9~+10g
u/f+2h (throw)20(,25)14-7Throw(KND)Throw(KND)
u/f+2 (No throw)h2014-7++
u/b or u or u/f+3m (TJ)1720~21 js11~-3~-2+8~+9KND
u/b+4m (TJ)2520~21 js9~-15~-14Launch (JG?)Launch (JG?)
u or u/f+4m (TJ)2520~21 js9~-13~-12Launch (JG?)Launch (JG?)
WS+1m12114-7~-6+4~+5+4~+5
WS+2m1813~14-8~-7+8~+9+8~+9
WS+3m2018~19 js18~-16~-15JGJG
WS+4m1511~12-3~-2+8~+9+8~+9
FC+1Sm (TC)510s cs1~-5+6+6
FC+d/b or d+2Sm (TC)811s cs1~-4+7+7
FC+d/b or d+3l (TC)1216s cs1~-17-3-3
FC+4l (TC)1012s cs1~-15-4-4
SS+1h810(11~)-2+9+9
SS+2m2313~14 (22~)-9~-8KND(KND)KND(KND)
SS+3m1714(15~)-7+9+9
SS+4h1817~21 (26~)-6~-2+7~+11KND
BT 1 or 2h158-8+3+3
BT 3 or 4h2510-8KNDKND
BT d+1 or 2Sm1010s cs1~-2+9+9
BT d+3 or 4l1210s cs1~-11+3+3

Tekken7 Blog About Jim Kazama

Biography

Intoroduce About Jin Tekken7 Fighitng Style as well as Combo and Special and Basic Frame move. Jin Kazama is one of the main characters of the Tekken series. He is featured on the packaging for the console version of almost every sequel following his introduction in Tekken 3. He has been the main protagonist for the majority of the following entries ever since his debut in Tekken 3, and has been trying to end the Mishima Bloodline to save the world from their evil.

Fighting Style by @ThatBlastedSalami

Jin appeared in Tekken 3 and Tekken Tag Tournament as a Mishima-style fighter; however, in reality, Jin’s moveset was a hybrid of Kazuya and Jun Kazama’s, with many of Jun’s moves retained alongside improved versions of Kazuya’s moves.

Jin’s fighting style changed in Tekken 4, while comparable to the Mishima’s, Jin lacks their powerful single moves, having to rely on a variety of different tools like superior poking, evasive maneuvers, stealthy stance transitions, and outstanding counter ability which more than make up for his lack of raw damage. His pokes are quick and difficult to read, and none of them are particularly punishable on block, allowing him to maintain constant pressure on his opponent.

Jin has a special parry that allows him to “circumnavigate” around some of the game’s rules. It is extremely beneficial, but it is difficult to put into practice. In order for Jin’s parry to work, he must physically push his opponent away from the attack, allowing them to recover to the point where they are unable to block and allowing Jin to counter-attack them while they are still recovering from the move, making it appear as if he isn’t parrying at all. This is the only way to properly punish some moves that are normally safe on block or only marginally punishable in other situations. 

Combo Reference By @wondagame6160
Basic Special Move for Jin
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage b+1+2h5513 pc8~-9KNDKNDRage art
in rage f, n, d, d/f+1+2hm25,3511~12 ,41~42 (14~)-7~-6Launch(Launch (JG?))Launch(Launch (JG?))Rage drive
in rage f, n, d, d/f+1+2, D/Fhm, (Crouch dash)25,3511~12 ,41~42 (14~)+14~+15gLaunch(Launch (JG?))Launch(Launch (JG?))Rage drive
in rage f, n, d, d/f+1+2, 3hm, h (TJ)25,35,25js10~+8~+13gKNDKNDRage drive
in rage f, n, d, d/f+1+2, 3, 1hm, h (TJ), m (TC)25,35,25,24cs15~21+9(wl+15g)KNDKNDRage drive
1h710+1+8+8
1, 2h, h7,1210-2+3+7
1, 2, 3h, h, m7,12,20100~+2KNDKND
1, 2, 4h, h, h7,12,2610-4~-2KNDLaunchTail spin
1, 3h, h7,1010-6+4+4
1, 3, Fh, h, (CDS)7,1010-7+3+3
1, 3, Bh, h, (Special)7,1010-6+4+4
1, 3, 2h, h, m7,10,1010-1+4+4
1, 3, 2, 1h, h, m, m7,10,10,1010-7+7+7
1, 3, 2, 1, 4h, h, m, m, l7,10,10,10,1010-13~-12+3~+4+3~+4
1, 3~3h, m7,2010+6~+8KNDKND
1, 3~3, d/f+3h, m, m7,20,2010-14KNDKND
1, d+3h, l9,710-12~-11-1~0-1~0
1, d+3, 4h, l, l7,9,1710-13+3Launch
2h9100+9+9
2, 1h, m9,910-3~-2+6~+7+6~+7
2, 1, 4h, m, m9,9,1810-9~-7+4+4
2, 1, 4~4h, m, l9,9,2010-31KNDKND
2, 4h, h9,2010-9~-6KNDKNDTail spin
3h1914-7+4+4
3, 1h, h19,714-1+7+7
3, 1, F (to ZEN)h, h (ZEN)19,714+4+12+12
3, 1, 4h, h, l19,7,1814-13+3Launch
4h1813~14-9~-8+16~+17kgLaunchHoming, Tail spin
4~3 or WS+4~3m (TJ)2724~34d (25~) js12~-14~-4KNDKND
1+2mmh5,5,2012,20,32-14KNDKND
3+4h (throw)10(,24)20 pc8~19-9Throw(KND)Throw(KND)Power crush
f+2h1216~17-5~-4+4~+5+4~+5
f+3m1612-8+3+3
f+3~3m2023~26+6~+9KNDKND
f+3~3, d/f+3m, m20,2023~26-14KNDKND
f+4m2116~17-8~-7+4~+5KND/LaunchRange dependent
f+4, Fm, (CDS)2116~17-1~0+11~+12Launch
f+1+2hh14,2414,23~24-9~-8KNDKNDWall bounce
f+1+2 (Second hit whiff)h1414-27-16-16
d/f+1m1013~14-3~-2+4~+5+6~+7
d/f+1, 4m, h10,1813~14-9~-6+10~+13kgKNDTail spin
d/f+1, 4~4m, m10,2413~14-12CSCS
d/f+2m1515~16-7~-6+4~+5aLaunch
d/f+3m1214-16-5-5
d/f+3, 3m, h12,1414-8+8+8
d/f+3, 3, fm, h, (CDS)12,1414-7+9+9
d/f+3, 3, bm, h, (Special)12,1414-8+8+8
d/f+4m2220~21-3~-2+8~+9sLaunch
d/f+1+2m(Absorbs 1 h/m hit)2023~24 (3~10)-12~-11+6~+7 (KND)+6~+7 (KND)
d+1m2421-7KNDKNDWall bounce
d+3l715~16-13~-12-2~-1-2~-1
d+3, 3l, m7,1015~16-14-1-1
d+4l (TC)1116~17 cs6~-12~-11-1~0-1~0
d+3+4mm5,2015,25~27 js16~-19~-17LaunchLaunch
d+3+4 (Second hit miss)m515 js16~-30-19-19
d/b+2m1216-10-4FS(+3) 16
d/b+2, 2m, h12,1116-12-7 (CS)-7
d/b+2, 2, 3m, h, m12,11,2116-9~-8CSCS
d/b+2, 3m, m12,2316-8~-6KNDKND
d/b+3h (TC)2819~21 cs4~-11~-9KNDKNDTail spin
d/b+4l1820~21-13~-12+3~+4KND
d/b+1+2m((Special))025~55-25~+5-10~+30-10~+30
b+2m1215~16-11~-100~+10~+1
b+2, 1m, m12,1015~16-9~-8+2~+3+2~+3
b+3m1716-6+5CS
b+3, fm, (CDS)1715~16-2~-1+9~+10CS
b+4m2117~18-7~-6KNDKND
u/b+1+2!7075KNDKNDKND
u/f+2m1815~16-7~-6+6~+7KND
u/b+3m (TJ)1322~23 js9~-11~-10+4~+5CS
u or u/f+3m (TJ)1722~23 js9~-9~-8+6~+7CS (10~+11)
u+4m (TJ)1515~17 js9~-13~-11KNDLaunch
u/f+4m (TJ)1315~17 js9~-13~-11LaunchLaunch
f, F+2m2414~15 (15~)-8~-7KNDKND
f, F+3m2023~25 (24~)0~+2LaunchLaunch
f, F+3, 1m, h20,523~25 (24~)+1+7+7
f, F+3, 1, 3m, h, h20,5,1023~25 (24~)-6+4+4
f, F+3, 1, 3, 2m, h, h, m20,5,10,1023~25 (24~)-1+4+4
f, F+3, 1, 3 , 2, 1m, h, h, m, m20,5,10,101023~25 (24~)-7+7+7
f, F+3, 1, 3 , 2, 1, 4m, h, h, m, m, l20,5,10,1010,1023~25 (24~)-13~-12+3~+4+3~+4
f, F+4m1921~24 (22~)+0~+3s+8~+11sKND
b, f+2m1515~16 (15~)-7~-6+4~+5FS (+11~+12g) 24~25
b, f+2, 1m, h15,1415~16 (15~)-5+6+9
b, f+2, 1, 2m, h, m15,10,2015~16 (15~)-5~-4KNDKND
b, f+2, 1, d/f+2m, h, m15,10,28~2928 (15~)-14LaunchLaunch
b, f+2, 3m, m15,1715~16 (15~)-12+6CS
b, f+2, 3, fm, m, (CDS)15,1715~16 (15~)-1+17gCS
WS+1m1013~14-6~-5+5~+6+5~+6
WS+1, 2m, m10,1613~14-8~-7+3~+4s+3~+4s
WS+1, 2, fm, m, (CDS)10,1613~14-9~-8+2~+3s+2~+3s
WS+2m1414~15-12~-11LaunchLaunch
WS+3m2016~18-9~-7+7~+9 (+19g wc)+7~+9 (+19g wc)Homing, Tail spin, wall crush
WS+4m1611~12-3~-2+8~+9+8~+9
Opponent Down d+2l(On grounded opponent)19(24)19~20-13~-12+3~+4+3~+4
1+3+4(Special)19~20
d+1+2 (to ZEN)(Special) (TC)(CDS)(10~)
b+1 (to CDS)(Special) (TC)(CDS)(5~)
CDS F(Special)(5~)
ZEN or CDS D/F(Crouch dash)RC
ZEN or CDS 1m1416~17 (21~)-3~-2+8~+9+8~+9
ZEN or CDS 1, 2m, m14,2116~17 (21~)-14~-13KNDKND
ZEN or CDS 1, 3m, h14,1816~17 (21~)-9KNDKND
ZEN or CDS 2m2722~23 (27~)-14~-13KNDKND
ZEN or CDS 3m2017~18 (22~)-9~-8+10~+11kgLaunchTail spin, Homing
ZEN or CDS 4l (TC)2025~26s (30~) cs1~-26KNDKND
ZEN or CDS 1+2hh8,2013,29~30 (18~)-13~-12LaunchLaunch
ZEN or CDS 3+4h (TJ)2522~27 (27~) js10~+8~+13gKNDKND
f, n, d, d/f(Crouch dash)22~27 (27~) 10~
f, n, d, d/f, u/f(Special) (TJ)(Crouch dash)22~27 (27~) 10~
f, n, d, D/F+1m2016~17 (20~)-13~-12LaunchLaunch
f, n, d, d/f+1m2216~17 (19~)-13~-12LaunchLaunch
f, n, d, D/F+2h2011~12 (15~)-10~-9KNDKND
f, n, d, d/f+2h2511~12 (14~)+5~+6Tail spinTail spin
f, n, d, d/f+3m2016~18 (19~)-9~-7+10~+12kgLaunchHoming, Tail spin
f, n, d, d/f+4l1020~21 (23~)-31LaunchLaunch
f, n, d, d/f+4, 3+4l, m (TJ)10,27d js26~-14~-4KNDKND
f, n, d, d/f,26~
Basic Move for Jin
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h9100+9+9
3h1914-7+4+4
4h1813~14-9~-8+16~+17kgKNDHoming, Tail spin
f+1h710+1+8+8
f+2h1216~17-5~-4+4~+5+4~+5
f+3m1612-8+3+3
f+4m2116~17-8~-7+4~+5KND
d/f+1m1013~14-3~-2+4~+5+6~+7
d/f+2m1515~16-7~-6+4~+5aLaunch
d/f+3m1214-16-5-5
d/f+4m2220~21-3~-2+8~+9sLaunch
d+1m2421-7KNDKNDWall bounce
d+2Sm (TC)811s cs4~-4+7+7
d+3l715~16-13~-12-2~-1-2~-1
d+4l (TC)1316~17 cs6~-12~-11-1~0-1~0
d/b+1Sm (TC)510s cs4~-5+6+6
d/b+2m1216-10-4FS(+3) 16
d/b+3h (TC)2819~21 cs4~-13~-11KNDKNDTail spin
d/b+4l1820~21-13~-12+3~+4KND
b+1 (to CDS)(Special) (TC)(CDS)20~21
b+2m1215~16-11~-100~+10~+1
b+3m1716-6+5CS
b+4m2117~18-7~-6KNDKND
u/b or u or u/f+1m (TJ)1218 js9~-8+3+3
u/b or u+2h1715~16-12~-11+9~+10g+9~+10g
u/f+2m1815~16-7~-6+6~+7KND
u/b+3m (TJ)1322~23 js9~-11~-10+4~+5CS
u or u/f+3m (TJ)1722~23 js9~-9~-8+6~+7CS (10~+11)
u/b+4m (TJ)1115~17 js9~-20~-18-8~-6-8~-6
u+4m (TJ)1515~17 js9~-13~-11KNDLaunch (JG?)
u/f+4m (TJ)1315~17 js9~-13~-11Launch (JG?)Launch (JG?)
u/f, n+4m2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
WS+1m1013~14-6~-5+5~+6+5~+6
WS+2m1414~15-12~-11Launch (JG?)Launch (JG?)
WS+3m2016~18-9~-7+10~+12kgLaunchHoming, Tail spin
WS+4m1611~12-3~-2+8~+9+8~+9
FC+1Sm (TC)510s cs1~-5+6+6
FC+2Sm (TC)811s cs1~-4+7+7
FC+3l (TC)1216s cs1~-17-3-3
FC+4l (TC)1012s cs1~-15-4-4
SS+1h710(11~)+1+8+8
SS+2h910(11~)0+9+9
SS+3h1914(15~)-7+4+4
SS+4h1813~14 (14~)-9~-8+16~+17kgCSHoming, Tail spin
BT 1 or 2h158-8+3+3
BT 3 or 4h2510-8KNDKND
BT d+1 or 2Sm1010s cs1~-2+9+9
BT d+3 or 4l1210s cs1~-11+3+3

Tekken7 Blog About Heihachi

Biography

Intoroduce about Heihachi Tekkne7 Frame and Fighitg style as well as how you use for combo.Heihachi Mishima (三島 平八 Mishima Heihachi) is one of the main characters in the Tekken series. He debuted in the first game in the series and has returned for all subsequent titles. Though seen as the main protagonist and anti-villain of the second game, he is the main antagonist of the series as he is almost always responsible for the events. His impact on the story has seemed to decrease since Tekken 5 as he has become a minor character to the storyline, but in Tekken 7, Heihachi again became part of the main storyline and returned as the central antagonist, and the villainous protagonist of the game.

Fighting Style

Heihachi is one of the best options for aggressive players because of his devastating and over-the-top moves. Most of his best moves have little to no risk, and his damage potential is extremely high. The Demon Uppercut, for example, is a devastating launcher that is simple to execute and nearly impossible to punish if blocked.

Combo
Special Move for Heihachi
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage d+1+2m5520 pc8~17-22KNDKNDRage art
in rage b+2, 1+2m, h20,2120 8~17+9~+10sJGJGRage drive
in rage 1, b+2, 1+2h, m, h7, 20,2110+9~+10sJGJGRage drive
1h710+1+8+8
1, 1h, h7,610-1+8+8
1, 1, 2h, h, m7,6,1210-17KNDKND
1, 2h, h7,810-1+7+7
1, 2, 2h, h, h7,8,1210-12+4+4
1, 2, 2~1+2h, h, m7,8,2510-6~-5KNDKND
1, 2, 2~1+2 u or dh, h, (Special)7,810-16-9-9
1, 2, 4h, h, h7,8,2110-9KNDCS
1, b+2h, m7,2110-2+8+8
1, b+2, 1h, m, m7,21,20ar36~-15~-11LaunchLaunch
1, b+2, 4h, m, m (TJ)7,21,30js17~+5KNDKND
2h10100+9+9
2, 2h, h10,1810-13-2-2
2, 2~1+2h, m10,2510-6~-5KNDKND
2, 2~1+2 u or dh, (Special)1010-14-5-5
3h1514-10+1+1
3, 4h, m15,2014-14~-13+3~+4CS
4h2116-9KNDCS
4~3 WS+4~3m (TJ)2535~37d (36~) js10~-11~-9KNDKND
1+2m2512~13-10~-9KNDKND
f+2h1315~16-9~-8+2~+3+2~+3
f+2, 3h, m13,2015~16-2~0KNDCS
f+2~1+2m2516(17~)-6~-5KNDKND
f+2~1+2 u or d(Special)16(17~)
f+3m2018~20-2~0KNDCS
f+4m2019~20+4~+5s+7~+8s (+13~+14)KND
f+1+2h1512~13-14~-13KNDKND
d/f+1m1013~14-1~0+9~+10+9~+10
d/f+1, 1m, h10,813~14-2+4+4
d/f+1, 2m, m10,2413~14-13~-12sKNDKND
d/f+2m1415~16-7~-6+4~+5Launch (JG?)
d/f+4m1512-6+5+5
d/f+1+2m2524~25 pc8~23-14~-13KNDKNDPower crush
d+1m1616~17-9~-8+2~+3+2~+3
d+1, Dm1616~17s-9~-8+2~+3+2~+3
d+1, 2m, m16,1716~15-9~-8+6~+7KND
d+3 or d/f+3+4m2522~23-7~-6sKNDKND
d+1+4!5060KNDKNDKND
d+2+3(Special)!063-3-3(KND)-3
d/b+2l (TC)2523~25s cs8~-18~-16+6~+8s+6~+8s
d/b+1+2mm?10,2021~22, 38~39-13~-12+5~+6+5~+6
b+1h1415~16-11~-10-5~-4-5~-4Homing
b+1, 2h, h14,2015~16-9+15kgCSTail spin
b+1, 2~1+2h, m14,2515~16-6~-5KNDKND
b+1, 2~1+2 u or dh, (Special)1415~16-19~-18-13~-12-13~-12
b+2m2022~23-2~-1KNDKNDWall bounce
b+3h1414~15-4~-2+7~+9+7~+9
b+3,2h,h1414~15-1+8Launch
b+3, 3h, m14,2514~16-12~-8sKNDKND
b+4m2018~20-9~-7KNDLaunchHoming, Tail spin
b+1+2m1719~20-9~-8+8~+9+8~+9
b+1+2, 1+2m, m18,2419~20-13KNDKND
u/f+3m (TJ)1728~29 js9~-10~-9KNDKND
u/f+3, 4m (TJ), m (TJ)17,20js1~+3~+4KNDKNDTail spin
u/f+4m (TJ)2524~27 js9~-5~-2KNDKNDTail spin
f, F+2m2219~20 (20~)-16~-15LaunchLaunch
f, F+3m2520~22 (21~)-3~-1sKNDKND
b, f+2m1215~16 (15~)-7~-6+4~+5+4~+5
b, f+2, 1m, h12,2415~16 (15~)-9KNDKND
b, f+2, 2m, m12,2115~16 (15~)-12s+1sKND
b, f+2, 3m, h12,2015~16 (15~)-6~-5KNDKNDTail spin
b, B+1+2m2535~36 (36~)+10g~+11g (+12~+13kg)KNDKNDwc
b, B+3+4(Special)35~36 (36~)
qcf+2m3015~16 (15~)-17~-16EDED
f, f, f+3m3022~25 (25~) js3~+9~+12gEDED
WS+1m1713~14-14~-13KNDKND
WS+2m (TC)2018 cs1~8-6+11kgCSTail spin
WS+3m1018-11+0+0
WS+3,1+2m,m10,2018-14KNDKND
WS+4m1311~12-3~-2+8~+9+8~+9
WS+4, 4m, m13,1611~12-15~-140~+1s0~+1s
FC+d/f+4l (TC)2019~21s cs1~-23KNDKND
SS+2m1019(28~)-9-1-1
SS+2, 1m, m10,2019(28~)-14~-13KNDKND
Opponent Down, d+4l(On grounded opponent)2419-14-3-3
2+3+4(Special)19
1+2+3+4(Special)19
When ki-charged d, u, u or u/f+3(Special), m (TJ)3628~29 (85~) js9~-10~-9KNDKND
When ki-charged d, u, u or u/f+3, 4(Special), m (TJ), m (TJ)36,24js1~+1~+2KNDKNDTail spin
f+3+4(Special)(h or m punch parry)(RAI)(5~)
f+3+4, u or d(Special)
RAI 1h2017~18 (37~)-2~-1KNDCSHoming
RAI 2m2015~16 (35~)-13~-12KNDKND
RAI 2, 1m, m20,2315~16 (35~)-17~-16sKNDKND
RAI 1+2h!3556(76~)CSCSCS
f, n, d, D/F(Special)56(76~)
f, n, d, d/f+1m2519~21 (22~) ar19~-15~-13LaunchLaunch
f, n, d/f+1m (TJ)3519~21a (21~) ar19~-10~-8LaunchLaunch
f, n, d, D/F+2h2011~12 (15~)-10~-9Launch (JG?)Launch (JG?)
f, n, d, d/f+2h2311~12 (14~)+5~+6Launch (JG?)Launch (JG?)
f, n, d, d/f+3m3027~28 (30~) js5~+7~+8KNDKND
f, n, d, D/F+3l?2433~34 (37~) js5~28-23~-22KNDKND
f, n, d, d/f+4l(HS)1516~17 (19~)-23+8~+9sKND
f, n, d, d/f+4, 4l, l(HS)15,1016~17 (19~)-10KNDKND
f, n, d, d/f+4, 4 (Single hit)l, l(HS)15,1016~17 (19~)-10+3sKND
f, n, d, d/f+4, 4, 4l, l, l(HS)15,10,816~17 (19~)-10KNDKND
f, n, d, d/f+4, 4, 4 (Single hit)l, l, l(HS)15,10,816~17 (19~)-10+3sKND
HS n, 1m(HS)20ar28~-15~-12LaunchLaunch
HS n, 4m(HS)1028~-3~-2+8~+9+8~+9
HS n, 4, 4m, m(HS)10,2028~-14~-13-3~-2s-3~-2s
Basic Move for Heihachi
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h10100+9+9
3h1514-10+1+1
4h2116-9KNDCS
f+1h710+1+8+8
f+2h1315~16-9~-8+2~+3+2~+3
f+3m2018~20-3~-1KNDCS
f+4m2019~20+4~+5s+7~+8s (+13~+14)KND
d/f+1m1313~14-1~0+9~+10+9~+10
d/f+2m1415~16-7~-6+4~+5Launch (JG?)
d/f+3m1717-7+4+4
d/f+4m1512-6+5+5
d+1m1617~18-9~-8+2~+3+2~+3
d+2Sm (TC)811s cs4~-4+7+7
d+3 or d/f+3+4m2522~23-7~-6sKNDKND
d/b or d+4l (TC)712s cs4~-13-2-2
d/b+1Sm (TC)510s cs4~-5+6+6
d/b+2l (TC)2323~25s cs8~-18~-16+5~+7s+5~+7s
d/b+3l (TC)1215~17s cs4~-18~-16-4~-2-4~-2
d/b or d+4l (TC)712s cs4~-13-2-2
b+1h1415~16-11~-10-5~-4-5~-4Homing
b+2m2022~23-2~-1KNDKNDWall bounce
b+3h1414~16-4~-2+7~+9+7~+9
b+4m2018~20-9~-7KNDKNDHoming, Tail spin
u/b or u or u/f+1m (TJ)1218 js9~-8+3+3
u/b or u or u/f+2h1715~16-12~-11+9~+10g+9~+10g
u/b or u+3m (TJ)2521 js9~-17KNDKND
u/f+3m (TJ)1728~29 js9~-10~-9KNDKND
u/b+4m (TJ)1115~17 js9~-19~-17-8~-6-8~-6
u+4m (TJ)1515~17 js9~-13~-11KNDLaunch (JG?)
u/f+4m (TJ)2524~27 js9~-5~-2KNDKNDTail spin
WS+1m2014~15-14~-13KNDKND
WS+2m (TC)2018 cs1~8-6+11kgCSTail spin
WS+3h2816-16KNDKND
WS+4m1311~12-3~-2+8~+9+8~+9
FC+1Sm (TC)510s cs1~-5+6+6
FC+2Sm (TC)811s cs1~-4+7+7
FC+3l (TC)1216s cs1~-17-3-3
FC+d/b or d+4l (TC)1012s cs1~-15-4-4
SS+1h710(11~)+1+8+8
SS+2m1019(28~)-9-1-1
SS+3h1514(15~)-10+1+1
SS+4h2116(17~)-9KNDCS
BT 1 or 2h158-8+3+3
BT 3 or 4h2510-8KNDKND
BT d+1 or 2Sm1010s cs1~-2+9+9
BT d+3 or 4l1210s cs1~-11+3+3

Tekken7 Blog About Gigas

Biography

Gigas is a character in the Tekken series who is introduced in Tekken 7 as one of the new playable characters.[3] Gigas is a hulking man who was experimented on by G Corporation, leading to his current appearance and enhanced fighting abilities. He is mostly unable to communicate and is animalistic in his attacks. He is the adopted father of Katarina Alves.Gigas was revealed to be the adoptive father of Katarina Alves. He adopted her from the orphanage she was sent to after the deaths of her parents. He is also the one who taught Katarina in the art of Savate before his sudden disappearance. He disappeared after he was captured by G Corporation. He was experimented on and mutated into a red hulking beast through the use of other fighter’s DNA. G-Corporation intended to use him as a biotechnological weapon, and the research wing working on him considered themselves rivals to the department working on the Jack robots. He was entered into the King of the Iron Fist Tournament in order to test his fighting capabilities.

Gigas for Combo by @wondagame6160
Fighting Style

Gigas fights using an “original” fighting style which is simply referred as “Destructive Impulse”. When observing the movements and motions of his attacks, it is safe to assume that no technique is utilized in this fighting style and is simply sheer brute force using Gigas’ immense strength and animalistic instincts.

Gigas for Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage 1+2m (TJ)5520~21 pc8~17 js8~17-42~-41KNDKNDRage art
in rage f+3+4*! (GOL)029+81+81+81Rage drive
Rage drive GOL 1 (After two steps)m3026~27 (85~86)+7~+8KNDKND
Rage drive GOL 1 (After three steps)m4526~27 (114~115)+7~+8KNDKND
Rage drive GOL 2 (After two steps)h!4524~26 (83)KNDKNDKND
Rage drive GOL 2 (After three steps)h!6024~26 (112)KNDKNDKND
Rage drive GOL 1+2 (After two steps)m (TJ)3049~55a,d (105~) js36~+4~+10KNDKND
Rage drive GOL 1+2 (After three steps)m (TJ)6049~55a,d (136~) js36~+4~+10KNDKND
Rage drive GOL b+2 (After two steps)m2030-13KNDKND
Rage drive GOL b+2 (After three steps)m3030-13KNDKND
Rage drive GOL b+2*(After two steps)m4051~52+25gKNDKND
Rage drive GOL b+2*(After three steps)m5051~52+25gKNDKND
Rage drive GOL b+2*F(After two steps)m4030+30gKNDKNDGOL 2 guaranteed on block
Rage drive GOL b+2*F(After three steps)m5051~52+30gKNDKNDGOL 2 guaranteed on block
1h710+1+8+8
1, 2h, h7,2810-17KNDKND
2h1010-5+6+6
2, 1h, h10,1210-6+5+5
2, 1, 3+4h, h, (SG)10,1210-4+7+7
3m1714~15-7~-6+4~+5KND
4m2016~17-7~-6+6~+7KND
f+2h2016~18-9~-7+7~+9CS
f+2, 1h, h20,1716~18-3~-2+5~+6+5~+6
f+2, 1, 1h, h, m20,17,2516~18-12~-11KMUDKMUD
f+2, f+1h, h20,2016~18-9~-8CSCSTail spin
f+2, d+1h, m20,1716~18-13~-12s+2~+3s+2~+3s
f+2, d+1, 3+4h, m, (SG)20,1716~18-2s+13s+13s
f+3m1723-9+9+9
f+3, 2m, m17,2023~24-13KNDKND
f+3, 2, Fm, m, (GOL)17,2023~24-27KNDKND
f+3, 2*m, m17,4023~24+15gKNDKND
f+3, 2*, Fm, m, (GOL)17,4023~24+18KNDKND
f+4m2024-14KNDKND
f+4, Fm, (GOL)2024-18KNDKND
f+4*m4043~44+26gKNDKND
f+4*, Fm, (GOL)4043~44+18KNDKND
f+1+2h2013-5+6sThrow
f+1+2(CH in front)h, (throw)18,10*413Throw
d/f+1m1414-6+4+4
d/f+2m1515-7+6+6
d/f+2, 1m, m14,2115-13~-12KNDKNDTail spin
d/f+3m1113-9+4+4
d/f+3, 1m, h11,1213-4+4+10
d/f+3, 1+2m, m11,2013-16CSCS
d/f+3, 1+2, 1+2m, m, h11,20,2013-1~0KNDKND
d/f+4m1214-3+3+9
d/f+4, 1+2m, m12,3014+1~+2s+5~+6sLaunch
d/f+4, 1+2, 3+4 (SG)m, m12,3014+3~+4s+7~+8sLaunch
d/f+1+2mm13,1325~26, 47~48-20~-19-9~-8sKND(KND)
d/f+1+2, 1+2mm, m13,13,1725~26, 47~48-18~-17sKNDKND
d+2m1315-14LaunchLaunch
d+3l1516-12-1-1
d+3, 2l, m15,2016-12s0sKND
d+1+2m3030~31 pc8~29-13~-12KNDKNDWall bounce, Power crush
d+3+4(Special)pc6~Power crush
d/b+2l (TC)2323~24 cs6~-14~-13+3~+4KND
d/b+3l (TC)1621s cs6~-20-4-4
d/b+3, 2l, h (TC)16, 2021s cs6~-9Tail spinTail spin
d/b+4l (TC)814s cs4~-13-2+3
d/b+1+2m3529~32-8~-5KNDKND
b+1m2020~22-15~-13LaunchLaunch
b+2m2020-13KNDKND
b+2, Fm, (GOL)2020-18KNDKND
b+2*m4041~42+15gKNDKND
b+2*, Fm, (GOL)4041~42+18KNDKND
b+3m2621~23-9~-7KNDKND
b+4m2020~22-9~-7s+1~+3sKND
b+1+2m3025~26+4~+5s+5~+6sLaunch
b+1+2, 3+4 (SG)m3025~26+6~+7s+7~+8sLaunch
u/f+1m (TJ)2523~24 js9~-9~-8sKNDKND
u/b+3m (TJ)1320~22 js9~-10~-8+3~+5+3~+5
u+3m (TJ)1520~22 js9~-10~-8+3~+5+3~+5
u/f+3m (TJ)1720~22 js9~-3~-1+6~+8Launch (JG?)
u/f+4m (TJ)2025~26 js9~-13~-12Launch (JG?)Launch (JG?)
u/f (On the way up) n+4m (TJ)2523 js9~-11Launch (JG?)Launch (JG?)
u/f+1+2m (TJ)3535~63d js18~-19~+10KNDKND
u/f+3+4m (TJ)2531~36 js6~-3~+2s+7~+12sKND
f, F+2m2516~17-8~-7KNDKND
f, F+3m2317(18~)-4+8 (+20~+29g wc)CSWall crush
f, F+4m1717(18~)-8+3+3
f, F+4, 2m, m17,2517(18~)-13~-12LaunchLaunch
f, F+1+2m2017(18~)-16CSCSHoming
f, F+1+2, 1+2m, h20,2017(18~)-1~0KNDKND
f, f, f+2m3021~24 (24~)+7~+10gKNDKND
WS+1m1711~12-7~-6+5~+6+29~+30g
WS+2m1915~16-5~-4+4~+5+4~+5
WS+2, 3m, m19,2415~16-13KNDKND
WS+2, 4m, m19,2015~16-14KNDKND
WS+2, 4, Fm, m, (GOL)19,2015~16-27KNDKND
WS+2, 4*m, m19,4015~16+27gKNDKND
WS+2, 4*, Fm, m, (GOL)19,4015~16+19KNDKND
WS+3m2518~20-13~-11Launch (JG?)Launch (JG?)
WS+4m2113~14-12~-11KNDCS
WS+4, 2m, m21,2013~14-14KNDKND
FC+d/f+2l (TC)2028~29 cs1~-19~-18KNDKND
SS+2h2528~29a (37~)-9~-8KNDKNDTail spin, Homing
Face down Grounded 2l?2022~24-16~-14+1~+3KND
Face down Grounded 1+2m3035~360~+1KNDKND
f+3+4 or From special move(GOL)35~36
GOL 1 (After two steps)m2526~27 (85~86)-2~-1KNDKND
GOL 1 (After three steps)m4026~27 (114~115)-2~-1KNDKND
GOL 2 (After two steps)h!4024~26 (83)KNDKNDKNDWall bounce
GOL 2 (After three steps)h!5524~26 (112)KNDKNDKND
GOL 1+2 (After two steps)m (TJ)2049~55a,d (105~) js36~+4~+10KNDKND
GOL 1+2 (After three steps)m (TJ)3049~55a,d (136~) js36~+4~+10KNDKND
d/b+3+4 (to SG)(Special)(SG)(TC)49~55, (136~) 36~
SG 1m2515~16 (36~)-13~-12Launch (JG?)Launch (JG?)
SG 2m3020~22 (41~)0~+2KNDKND
SG 4l1420~21 (41~)-16~-150~+10~+1
SG 4, 1l, h14, 2020~21 (41~)-1~-0KNDTail spinTail spin
SG u/b(Special) (TJ)a0~+1KNDKNDTail spin
Gigas for Basic Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h1010-5+6+6
3m1714~15-9~-8+2~+3KND
4m2016~17-9~-8+2~+3KND
f+1h710+1+8+8
f+2h2016~18-9~-7+7~+9CS
f+3m1723-9+9+9
f+4m2024-14KNDKND
d/f+1m1414-6+4+4
d/f+2m1515-7+6+6
d/f+3m1113-9+4+4
d/f+4m1214-3+3+9
d+1Sm (TC)510s cs4~-5+6+6
d+2m1315-14KNDKND
d+3l1516-12-1-1
d+4l (TC)712s cs4-13-2-2
d/b+1Sm (TC)510s cs4~-5+6+6
d/b+2l (TC)2023~24 cs6~-14~-13+3~+4KND
d/b+3l (TC)1621s cs6~-20-4-4
d/b+4l (TC)814s cs4~-13-2+3
b+1m2020~22-15~-13LaunchLaunch
b+2m2020-13KNDKND
b+3m2621~23-9~-7KNDKND
b+4m2020~22-9~-7s+1~+3sKND
u/b or u+1m (TJ)1618 js9~-8+3+3
u/f+1m (TJ)2523~24 js9~-9~-8sKNDKND
u/b or u or u/f+2h1715~16-12~-11+9~+10g+9~+10g
u/b+3m (TJ)1320~22 js9~-10~-8+3~+5+3~+5
u+3m (TJ)1520~22 js9~-10~-8+3~+5+3~+5
u/f+3m (TJ)1720~22 js9~-3~-1+6~+8Launch (JG?)
u/b+4m (TJ)2025~26 js9~-13~-12-1~0-1~0
u+4m (TJ)2025~26 js9~-13~-12KNDLaunch (JG?)
u/f+4m (TJ)2025~26 js9~-13~-12Launch (JG?)Launch (JG?)
u/f, n+4m (TJ)2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
WS+1m1711~12-7~-6+4~+5+4~+5
WS+2m1915~16-5~-4+4~+5+4~+5
WS+3m2518~20-13~-11Launch (JG?)Launch (JG?)
WS+4m2113~14-12~-11KNDCS
FC+1Sm (TC)510s cs1~-5+6+6
FC+d/b or d+2Sm (TC)811s cs1~-4+7+7
FC+3l (TC)1216s cs1~-17-3-3
FC+4l (TC)1012s cs1~-15-4-4
SS+1h710(11~)+1+8+8
SS+2h2528~29a (37~)-9~-8KNDKNDTail spin, Homing
SS+3m2014~15 (15~)-9~-8+2~+3KND
SS+4m2316~17 (17~)-9~-8+2~+3KND
BT 1 or 2h158-8+3+3
BT 3 or 4h2510-8KNDKND
BT d+1 or 2Sm1010s cs1~-2+9+9
BT d+3 or 4l1210s cs1~-11+3+3

Tekken7 Blog About Fahkumram

Bibography

Intoroduce about Fahkumram for Tekken7 Frame Data and Fighitng Style as wel as Combo for Begenner`s Guide. Fahkumram is very oppensive Muay Thai Fighter. Recommendation for Offensive Player.

Fahkumram is a tall, Muay Thai fighter, with bands wrapped over his arms and shins and sporting Muay Thai trunks. He also possesses traditional Muay Thai ‘Pra Jiad’ armbands on both arms.

Fahkumram is an offensive character to pressure opponents. He is particularly effective at pressuring opponents against a wall, as well as controlling the neutral game using his range.

Fahkumram fights using Muay Thai, a combat sport renowned for its additional usage of knees and elbows for striking alongside punches and kicks. Unlike other styles, Muay Thai also holds an emphasis on clinching in order to control the fight and expose the opponent to knee or elbow strikes. It also, in regards to kicks, focuses almost solely on striking opponents using the shins and not the feet.

Unlike fellow practitioner Bruce Irvin, Fakhumram’s style of Muay Thai is strictly traditional and more akin to the older Muay Boran which has several different forms and patterns compared to its modern counterpart. As such, his style of fighting could be classified as ‘pure’ Muay Thai, unlike Bruce’s more Westernized version.

Fighting Style Reference By @ThatBlastedSalami
Combo Reference By @wondagame6160
Special Move for Fahkumram
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage d/f+3+4m,Throw5520 pc8-22ThrowThrowRage art
in rage 3, 4~3+4m,l,h12,10,1013-12KNDKNDRage drive, Tail spin
in rage f+3, 2, 4~3+4m,m,l,h19,17,10,1017-12KNDKNDRage drive, Tail spin
in rage WS+2, 4~3+4m,h,l,h14,10,1016-12KNDKNDRage drive, Tail spin
in rage 1, 2, 4, 3~3+4h,h,h,l,h7,8,17,10,1010-12KNDKNDRage drive, Tail spin
in rage 2, 4, 3~3+4h,h,l,h8,17,10,1012-12KNDKNDRage drive, Tail spin
in rage 4, 3~3+4h,l,h15,10,1012-12KNDKNDRage drive, Tail spin
in rage d+3, 4, 3~3+4l,h,l,h12,17,10,1016-12KNDKNDRage drive, Tail spin
in rage u/f+3+4m (TJ),Throw27(,3,7)15 js15+1ThrowThrowRage drive
1h710188
1, 1h, m7,1610-744
1, 2h, h7,810-255
1, 2, 1h,h,m7,8,1510-1033
1, 2, 1, 4h,h,m,m7,8,15,2310-11+8(+20w)+8(+20w)Wall crush
1, 2, 4h,h,h7,8,1610-9+6+6
1, 2, 4, 3h,h,h,h7,8,16,1610-766
1, 2, 4, 3~1h,h,h,h7,8,16,2010-4KNDKNDTail spin
1, 2, 4, 3~4h,h,h,m7,8,16,2010-5+11+11
1, 2, 4, 3~4*h,h,h,m7,8,16,2510+14gLaunchLaunch
1, 2, 4, 4h,h,h,l7,8,16,18(,20)10-16-5Throw
1, 4h,h7,1710-833
2h812077
2, 4h,h8,1612-9+6+6
2, 4, 3h,h,h8,16,1612-766
2, 4, 3~1h,h,h8,16,2012-4KNDKNDTail spin
2, 4, 3~4h,h,m8,16,2012-5+11+11
2, 4, 3~4*h,h,m8,16,2512+14gLaunchLaunch
2, 4, 4h,h,l8,16,18(,20)12-16-5Throw
3m1113-922
3, 1m,h11,1213-344
3, 1, 2m,h,h11,12,2013088
3, 1, 4m,h,m11,12,1413-15+1+1
3, 1, 4, 4m,h,m,m11,12,14,2313-15KNDKND
3, 1, d+4m,h,l11,12,1513-16-5+10g
3, 4m,m11,1813-1211
3, 4~3m,m11,2513-7+4+4
3, 4~3*m,m11,251413CSCS
3, 4~4m,h11,25136Tail spinTail spinHoming, Tail spin
4h1412-9+6+6
4, 3h,h14,1612-766
4, 3~1h,h14,2012-4SdKNDKNDTail spin
4, 3~4h,m14,2012-5+11+11
4, 3~4*h,m14,25+14g+12LaunchLaunch
4, 4h,l14,15(,20)12-16-5Throw
3+4m2718-11KNDKND
f+2h1312~13-8~-7+3~+4+3~+4
f+2, 1h,h13,2012~14-12KNDKND
f+3m1817-733
f+3, 2m,m18,1617-12-1-1
f+3, 2, 1m,m,h18,16,2017-5KNDKND
f+3, 2, 4m,m,m18,16,2017-126KND
f+3, 2, 4~3m,m,m18,16,2517-7+4+4
f+3, 2, 4~3*m,m,m18,16,251714KNDKND
f+3, 2, 4~4m,m,h18,16,25176KNDKNDHoming, Tail spin
f+1+2m2121-7KNDKNDWall bounce
f+3+4m3025 pc8-12sKNDKNDPower Crush
d/f+1m1013-544
d/f+1, 2m,h10,1713-366
d/f+1, 2~1m,m10,2013-3KNDKND
d/f+1, 4m,m10,2313-13KNDKNDHoming, Tail spin
d/f+1, 4~1m,m10,2013-3s+7sLaunch
d/f+1, 4~3m,l10,1513-23-4KND
d/f+1, 4~3, 2m,l,m10,15,2313-16LaunchLaunch
d/f+2m1015-744
d/f+2, 1m,m10,2215-13sKNDKND
d/f+2, 3m,h10,1115-12KNDKND
d/f+3l1920-13-2-2
d/f+4m1516-888
d/f+4, 3m,h15,2016-9KNDKND
d/f+4, 3~3m,m15,2016+1sKNDKND
d+1m1818-5+8s+8s
d+2sm (TC)1312 cs4-922
d+3l1116-16-5-5
d+3, 4l,h11,1616-9+6+6
d+3, 4, 3l,h,h11,16,1616-766
d+3, 4, 3~1l,h,h11,16,2016-4SdKNDKNDTail spin
d+3, 4, 3~4l,h,m11,16,2016-5+11+11
d+3, 4, 3~4*l,h,m11,16,2516+14gLaunchLaunch
d+3, 4, 4l,h,l11,16,18(,20)-1616-5Throw
d+4l1514-16-5+10g
d+3+4 (Absorbs punch h/m)h2018-17+1+1
d/b+1sm (TC)510 cs4-566
d/b+2m1616-1011
d/b+2, 2m,m16,1616-1311
d/b+4l191-15+4c+4c
d/b+3+4m2530-9KNDKND
b+1m2014-15KNDKND
b+2h1514-15-6-6
b+2, 1h,h15,2014-9KNDKND
b+2, 1*h,m15,201414KNDKND
b+2, 3h,l15,2314-14+2cKND
b+3h2716-7KNDKNDHoming, Tail spin
b+4m1414-566
b+4, 3m,m14,1414-1011
b+4, 3, 2m,m,m14,14,2114-12KNDKND
b+1+4m!5060KNDKNDKND
b+3+4 of FC b+3+4parries m/h kicks40 on parry3~10KND
u/b+1m (TJ)2028 js9-5KNDKND
u or u/f+1m (TJ)2028 js9-5LaunchLaunch
u/f+2h2018 pc7~-810g10g
u/b or u+2h1715-1299
u/b+3m (TJ)1823 js9-8KNDKND
u or u/f+3m (TJ)2023 js9-8KNDKND
u/b or u or u/f+4h (TJ)2520 js9-6KNDKND
u/f, N, 4m (TJ)2523 js9-11LaunchLaunch
f, F+2m1815-900
f, F+2, 1m,m18,2215-14KNDKND
f, F+3m25255KNDKND
f, F+4m2522-13KNDKNDHoming, Tail Spin
f, F+4~1m2039-3s+7sLaunch
f, F+4~3l1537-23-4KND
f, F+4~3, 2m15,2337-16LaunchLaunch
f, F+1+2m2218-15LaunchLaunch
b, f, 4h20186KNDKND
f, f, f+3m (TJ)3019~24 js3+9~14gKNDKND
FC+1sm (TC)510-566
FC+2sm (TC)1312-922
FC+d/b or d+3l (TC)1216-17-3-3
FC+4l (TC)1012-15-4-4
WS+1m1213-477
WS+1, 2m, h12,2013-9KNDKND
WS+2m1316-977
WS+2, 4m,m13,2016-1066
WS+2, 4~3m,m13,2516-7+4+4
WS+2, 4~3*m,m13,251614KNDKND
WS+2, 4~4m,h13,25166KNDKNDHoming, Tail spin
WS+3m (TJ)2015 js15-13LaunchLaunch
WS+4m2011-655
FC+d/f+3l (TC)1519-23-4KND
FC+d/f+3, 2l (TC),m15,2319-16LaunchLaunch
SS+4m (TJ)2015 js9-13LaunchLaunch
1+2+3(special)
b, b, u/b (back agains wall)m2529~33-1~+2KNDKND
BT 1 or 2h158-833
BT 3 or 4h1810-8KNDKND
BT d+1 or d+2sm (TC)1010 cs1-299
BT d+3 or d+4l (TC)1210 cs1-1133
SBT 1, 2m, m12,13js1~-9~-8+2~+3+7~+8s
SBT 1, 2, 1m, m, m12,13,7js1~-20~-19-12~-11-12~-11
SBT 1, 2, 1, 3+4m, m, m, mm12,13,10,10,30js1~-18KNDKND
SBT 1, 2, 1 , 3+4, 1+2m, m, m, mm, (DES)12,13,7,5,28js1~-18~-17KNDKND
SBT 2m2516~27 (41~) js1~-8~+3KNDKND
SBT 2, 1+2m, (DES)2516~27 (41~) js1~-8~+3KNDKND
SBT 3l1716~20s (41~) js1~cs9~-14~-10+4~+8sKND
SBT 4m25(,5)17~19 (43~) js1~-27~-25LaunchLaunch
SBT 1+2h (DES)2027~28 (52~) js1~+8+8unblockable
d+1+2 or From special move (to DES)(DES)18~19 (43~) 1~
DES b or F(DES)18~19 (43~) 1~
DES d+1+2 or D/B (Cancel)(DES)18~19 (43~) 1~
DES 1mmhhhm3*5,2014,,,-9KZUDKZUD
DES 2mmm5*320,,-8Launch (JG?)Launch (JG?)
DES 2 When hit 1m x 3, h!5*3,1420,,Launch
DES 3 or 420,,
DES 1+2hhh7,7,2016,,0+15k+15kHoming
DES f+1h x 73*712,,,+3+11+11
DES f+2(Sky)!3,2,1,1,110,,,KNDKND
DES f+1+2m x 83*7,1323,,,+8CSCS
DES f+1+2, 1+2m x 5, m3*5,20(,3)23,,,(b)-53LaunchLaunch
DES d+1l x 5 (TC)4*4,820~21, cs4~-12+3s+3s
DES d+2llll3*3, (20)26,,,-14~-13+2~+32~+3
DES d+2, *l x 5 or 63*4or5, (20)26,,,-12~-11+4~+5+4~+5
DES b+2m1718~20-12~-100~+2CS
DES b+2, 1m, m, Sm x 417,8,5*418~20-8sKNDKND
DES b+3+4 or b, b or u/b, b(Special) (TJ)a
DES u or d+3+4(Special) (TJ)
DES u or d+3+4, 1(Special) (TJ), m2520~21 (44~)-13KNDKNDWall bounce
DES d/f+1+2m, (DES)2518-13+8k+8kPower Crush
DES u/b or u or u/f+1+2mmm (TJ)9*329,,, js5~28-9sCSCS
DES u/f+1+2, 1+2m x 3 (TJ), (Special)9*329,,, js5~28-9sCSCS
DES BT 1 or 2m x 64*619,,,-9CSCS
DES f+3+4 or f, f (to DBT)(DBT)19,,,
DBT b (Cancel)(Special)19,,,
DBT f+3+4, u or D(Special) (TJ)19,,,
DBT 1h x 65*624,,, js1~20+9+11+11
DBT 2mmhhh8,8,8,20,2516~17,,, js1~-14KNDKND
DBT 2, 1+2mmhhh, (Special)8,8,8,20,2516~17,,, js1~-14KNDKND
DBT 2, 1mmhh, h (TJ)8,8,8,20,45js1~-12~10sKNDKND
DBT 2, 1, 1+2mmhh, h (TJ), (Special)8,8,8,20,45js1~-12~10sKNDKND
DBT 1+2mmmm5,5,5,2012,,, js1~0KNDKND

Tekken7 Blog Red Bull Kumite 2021

Red Bull Kumite was held in Las Vegas 2021 for Tekken7 tournament. Top players from around the world to compete in Tekken7.

Red Bull Kumite Las Vegas will be live-streamed on Red Bull TV, as well as on Red Bull’s Twitch and YouTube channels. The broadcast will reportedly feature event commentary along with in-depth player interviews and behind-the-scenes content.

Street Fighter Focus:

The tournament primarily features the Tekken7 series, with players competing in the latest installment of the game.

International Competition

The Red Bull Kumite attracts top players from various countries, showcasing a diverse range of playing styles and strategies.

Invitational Format

The tournament is often an invitational event, meaning that players are invited based on their skill level and achievements in the competitive Street Fighter community.

Live Audience

The tournament is often an invitational event, meaning that players are invited based on their skill level and achievements in the competitive Street Fighter community.

Entertainment Elements:

In addition to the main tournament, Red Bull Kumite often includes special events, exhibitions, and entertainment segments, making it an engaging experience for both participants and viewers.

Please note that details of specific events, participants, and formats may vary each year. For the most up-to-date information on Red Bull Kumite, including upcoming events and tournament details, it’s recommended to check the official Red Bull Kumite website and related official channels.