Tekken7 Blog Kazumi Mishima

Biography

Kazumi Mishima  is a character in the Tekken series of 3D fighting games. She is the late wife of Heihachi Mishima, the late daughter-in-law of Jinpachi Mishima, the late mother of Kazuya Mishima and the late grandmother of Jin Kazama. She was introduced in Tekken 7 as a new character, and as the posthumous antagonist of the game. She was originally one of the unplayable bosses along with Jin, prior to the release of the Arcade version.

Get idea of Fighting

Kazumi’s fighting style is Hachijo-Style Karate but mixes with Mishima-Style Karate. She utilizes a strong combination of the two styles, to the degree she was a threat to Heihachi in his prime.

Kazumi has a combination of both Heihachi and Kazuya’s moves, gaining both their Demon Slayer and Flash Punch Combo. Her moves include vicious punches and hand chops, and another skill where she flurries her opponent with several punches as well as knocking her opponent with both a roundhouse kick and a straight kick. Her unique ability is to summon her pet tiger which can be done during a combo or individually. It is also seen after Kazumi performs an uppercut along with her tiger. She shares her husband’s Hell Axle but has an additional downward kick and his unblockable move, though it is not as strong as his. She also has a taunt where she calmly pets her tiger during the fight.

Kazumi is a rushdown character, pummeling her opponents with effective, delayable pokes that she can loop over and over, forcing the opponent to challenge her. Her pokes also move her forward, keeping her close to the opponent.

Fighting Style

While she is at her best up close and personal, she has an incredible approach tool. She is good at forcing opponents towards the wall, as some of her moves have significant pushback.

Kazumi’s Devil Kazumi Rage Art move involves stunning her opponent with a single punch to the gut, knocking them with an uppercut, unleashing a single punch and a kick with two consecutive punches followed by another kick in mid-air and finally slamming the opponent with a heavy blow on their chest before landing on the ground.

However, she also has notable weaknesses. Firstly, she has mediocre combo damage. Also, her fastest launching move – a “hop knee” – is significantly lacking in range, making it whiff against moves with a lot of pushback. Finally, Kazumi’s lows are mediocre. Her best lows leave her standing, making her vulnerable to counter hits.

All in all, Kazumi is a very solid character that can bully, frustrate, and break down opponents with her pokes.

Finally, she has good wall carry, good okizeme, varied power crush moves (one hits high and is safe, while the other hits are mid and have good damage), fast-tracking moves, good options when the opponent’s back is against the wall, including, but not limited to, two command grabs (one of which is unbreakable) that splats the opponent to the wall, and finally, a relatively low execution requirement.

Combo Guide
Special Move for Kazumi
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage d+1+2m5520 pc8~17-22KNDKNDRage art
in rage f, F+1+2m(, Sm)17,2013(14~) ,35~-12 (wl-6)LaunchLaunchRage art
1h710+1+8+8
1, 1h, h7,610-3~-2+6~+7+6~+7
1, 1, 2h, h, m7,6,1210-17KNDKND
1, 2h, h7,810-3+5+5
1, 2, 2h, h, h7,8,1210-12+4+4
2h1012-3+8+8
2, 1h, m10,1012-5+7+7
3m1415~16-8~-7+8~+9+8~+9
3, 1m, m14,2015~16-13~-12+8k+8kTail spin
3, 2m, h14,1515~16-1~0sKNDKND
4h1511~12-9~-8+5~+6Launch (JG?)
1+2mm(, Sm)3,7(,20)12,21~22 (,44)-14~-13-8-8
1+2fmm(, Sm)3,7(,20)12,21~22 (,44)-14~-13+9
2+3Sm1022~54-44~-12KNDKND
f+2h2517~18 pc8~16-9~-8KNDKNDPower crush
f+3m1318-800
f+3, fm, (Special) (TJ)1318a+5+18g+18g
f+4h2016~17-8~-7+11~+12kg+11~+12kgTail spin, Homing
d/f+1m1013~14-3~-2+6~+7+6~+7
d/f+1, 2m, m10,2113~14-13sKNDKND
d/f+2m?(, Sm)20(,9)18a(,38)-24LaunchLaunch
d/f+3m1414-9+2+2
d/f+4m1615-5+6+6
d+1m1516~17-9~-8+2~+3+5~+6s
d+1, 2m, m15,2516~17-13~-12ThrowThrow
d+4l1016~17s cs4~-13~-12-2~-1-2~-1
d+3+4l712 cs4~-13-2-2
d/b+2l (TC)1823s cs6~-14s-3+6s
d/b+2, 3l, l15,12s cs1~-14~-13s0~+1+6~+7s
d/b+2, 3, 4l, l, l (TC)15,12,12s cs1~-14~-13s+5~+6sKND
d/b+3l1217-14+2s+2s
d/b+4l1720-12+4+4
d/b+1+2m2024~25-4~-3+7sKND
b+1h1720-16-5-5
b+1, 2h, m17,2020-9~-10+7~+8+7~+8
b+2m1215~16-9~-8+4~5+4~5Tail spin, Homing
b+3m1616-8+3+3
b+4m?2019-13+9CS
b+1+2Attack returned(, m, Sm)5,3045~46, 76 pc6~-13TKF(+17)TKF(+17)Power crush
b+3+4 or RSS B(Special) (TJ)a
u/b or u or u/f+2h(, Sm)12(,20)14(,37)-14-8-8
u/b or u or u/f+2fh(, Sm)12(,20)14(,37)-14+9+9
u/f+3m (TJ)2028~29a js9~-12~-11KNDKND
u/f+3, 4m (TJ), m (TJ)20,12js1~0~-1KNDKND
u/f+3, 4, 1m (TJ), m (TJ), m20,12,24js1~24-11~-6-5~0s-5~0s
u/f+3, 4, 3m (TJ), m (TJ), m20,12,17js1~29-11~-10+8~+9k+8~+9kTail spin
u/b+4m1115~16 js9~-15~-14-4~-3-4~-3
u+4m1515~16 js9~-13~-12KNDLaunch (JG?)
u/f+4m1315~16 js13~-13~-12Launch (JG?)Launch (JG?)
f, F+2m(, (throw))17(,20)13(14~) ,67 pc6~12-13Throw(KND)Throw(KND)Power crush
f, F+4m2120~21 (21~)-7~-6KNDKND
b, f+2m1215~16 (15~)-12~-11-~01FS (+6~+7) 19~20
b, f+2, 1m, m12,915~16 (15~)-14~-13-1~0-1~0
b, f+2, 1, 4m, m, h12,9,2015~16 (15~)-6~-5+13kg+13kgTail spin, Homing
b, f+2, 1, 1+2m, m, m(, Sm)12,9,13(,20)15~16 (15~)-14~-13KNDKND
f, f, f+1h3015~17 (18~)+7~+9KNDKND
f, f, f+2m2515~16 (18~)-4~-3KNDKND
WS+1m1212~13-4~-3+7~+8+7~+8
WS+1, 2m, m12,2312~13-13~-12KNDKND
WS+2m?2018~19-12~-11Launch (JG?)Launch (JG?)
WS+3m2014~15-11~-10-8-8
WS+3fm2014~15-11~-10-8-8
WS+4m1311~12-3~-2+8~+9+8~+9
WS+4, 4m, h13,1611~12-6~-5+13~+14kg+13~+14kgTail spin, Homing
FC+d/b or d+4l1016~17s cs1~-15~-14-4~-3-4~-3
FC+d/f+4l1012 cs1~-15-4-4
Opponent Down d+2l(On grounded opponent)1617~18-13~-12-2~-1-2~-1
2+3+4(Special)17~18
f+3+4 or f, f+3+4 or b+3+4, f(RSS) (TJ)a
RSS 1m2519(35~) js1~10-11KNDKNDWall bounce
RSS 2h2015(28~) js1~8-10Launch (JG?)Launch (JG?)
RSS 3m2023~27a (39~) js1~-7~-3+7s~+11sKND
RSS 4l1718(34~) js1~10-31+5s(KND)+5s(KND)
RSS 4, 2l, m17,2018(34~) 1~10-16~-15KNDKND
RSS 1+2m2022(38~) js1~8+11g (+23g wc)+8KNDWall crush
RSS 3+4m, m7, 2019-15LaunchLaunch
RSS f+1+2!3050(66~) js1~8CSCSCS
RSS 1+3m(Throw), m1546(62~)Throw(+8)
Basic Move for Kazumi
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h1012-3+8+8
3m1415~16-8~-7+8~+9+8~+9
4h1811~12-9~-8+5~+6Launch (JG?)
f+1h710+1+8+8
f+2h2517~18 pc8~16-9~-8KNDKNDPower crush
f+3m1318-800
f+4h2016~17-8~-7+11~+12kg+11~+12kgTail spin, Homing
d/f+1m1013~14-3~-2+6~+7+6~+7
d/f+2m?(, Sm)20(,9)18a(,38)-24LaunchLaunch
d/f+3m1414-9+2+2
d/f+4m1615-5+6+6
d+1m1516~17-9~-8+2~+3+5~+6s
d+2Sm (TC)811s cs4~-4+7+7
d+3l (TC)1216s cs4~-17-3-3
d+4l1016~17s cs4~-13~-12-2~-1-2~-1
d+3+4l712 cs4~-13-2-2
d/b+1Sm (TC)510s cs4~-5+6+6
d/b+2l (TC)1823s cs6~-14s-3+6s
d/b+3l1417-14+2s+2s
d/b+4l1720-12+4KND
b+1h1320-16-5-5
b+2m1215~16-9~-8+12~+13kg+12~+13kgTail spin, Homing
b+3m1616-8+3+3
b+4m?2019-13+9CS
u/b or u or u/f+1m (TJ)1218 js9~-8+3+3
u/b or u or u/f+2h(, Sm)12(,20)14(,37)-14KNDKND
u/b+3m (TJ)1615~16 js9~-20~-19-9~-8-9~-8
u+3m (TJ)1615~16 js9~-20~-19KNDKND
u/f+3m (TJ)2028~29a js9~-12~-11KNDKND
u/b+4m1115~16 js9~-15~-14-4~-3-4~-3
u+4m1515~16 js9~-13~-12KNDLaunch (JG?)
u/f+4m1315~16 js9~-13~-12Launch (JG?)Launch (JG?)
u/f, n+4m (TJ)2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
WS+1m1212~13-4~-3+7~+8+7~+8
WS+2m?2018~19-12~-11Launch (JG?)Launch (JG?)
WS+3m2015~16-11~-10-8-8
WS+3fm2015~16-11~-10+9+9
WS+4m1311~12-3~-2+8~+9+8~+9
FC+1Sm (TC)510s cs1~-5+6+6
FC+2Sm (TC)1811s cs1~-4+7+7
FC+3l (TC)1216s cs1~-17-3-3
FC+d/b or d+4l1016~17s cs1~-15~-14-4~-3-4~-3
FC+d/f+4l1012 cs1~-15-4-4
SS+1h710(11~)+1+8+8
SS+2h1012(13~)-3+8+8
SS+3m1415~16 (15~)-8~-7+8~+9+8~+9
SS+4h1811~12 (12~)-7~-6+5~+6Launch (JG?)
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+3Power crush

Tekken7 Blog Anna Williams

Biography

Anna Williams (Japanese: アンナ・ウィリアムズ, Hepburn: Anna Wiriamuzu) is a fictional character in the Tekken fighting game series, first appearing in Tekken in 1994. Anna is the narcissistic and arrogant younger sister of the quiet and serious Nina Williams, the personal bodyguard of Kazuya Mishima and second-in-command at G Corporation. She is also, although unbeknownst to her, the maternal aunt of boxing competitor Steve Fox. She is defined by her rivalry with her older sister Nina, a trait that has been around since the original Tekken game.

Anna originally shared most of her moves with her older sister Nina, but has since gained a more idiosyncratic moveset. In the other Tekken media, including films, Anna usually appears in role of a minor villainess. The character was met with positive critical reception.

anna
anna

Anna’s style was further refined in Tekken7 to make her more unique and to further differentiate herself from her sister Nina, now having much fewer strings that are the same as her. Her style now appears to have a more femme fatale like spin on it, as she has a lot of moves that seem to involve sensually theatrical poses, as well as overtly feminine positions similar to Lili.

She has caos judgement which is defensive style of fighting when you are attempting to attack lower kick she jumps up for self defense

Additionally, she is much easier to use than Nina due to her more gentle, less-execution-heavy nature of her sister since her basic launchers are more damaging and less reliant on execution as a result.

Novice players that are fans of the Williams sisters (or Anna herself) shouldn’t hesitate in picking her up – she is actually more rewarding than one may think if her best tools are put to good use.

Combo Guide
Comobo Guido
Anna Get idea of Fighting

Anna uses a fighting style based on the Aikido taught to her by her mother, and the Koppojutsu of her father. As she was closer to her mother, Anna’s style is closer to Aikido than that of her sister, who leans more to the techniques learned by their father. She uses precise chops and kicks, aiming at vulnerable points of the body of her opponent. In close range, she uses her abilities to apply destructive joint locks and throws to take out the opponent.

Anna William For Tekken7 Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage b+1+2h5513-9Throw(KND)Throw(KND)Rage art
in rage qcf+2+3 or d/f+2+3m, m17,2015+5sJGJGRage drive
1h710+1+8+8
1, 2h, h7,1010-1+5+5
1, 2, 1h, h, h7,10,610-3+4+4
1, 2, 1, 4h, h, h, h7,10,6,1810+7JGJG
1, 2, 1, d+4h, h, h, l7,10,6,1210 cs-13-2-2
1, 2, 3h, h, l10 cs7,10,10-14-3-3
1, 2, 4h, h, h7,10,2210-6KNDCSTail spin
1, 4h, l7,1210 cs-13-2-2
2h1010+1+7+7
2, 1h, h10,610-3+4+4
2, 1, 4h, h, h10,6,18107JGJG
2, 1, d+4h, h, l (TC)10,6,1210-13-2-2
2, 3h, m10,1410-1100
2, 3, Bh, m (CJM)10,1410-3+8+8
2, 4h, h10,2210-6KNDCSTail spin
2, d+3h, l (TC)10,1010-14-3-3
3h1414-16-5-5
3, 3h, l (TC)14,1014-17-6-6
3, 3, 2h, l, m14,10,1014-13JGJG
3, 3, 4h, l, h14,10,1814-6+5JG
3, 3, 4, 1h, l, h, m14,10,18,2014+2s+5sKND
3, 4h, h14,214-6KNDKND
4h1511-9+8JG
4, 3h, l (TC)15,1311-14-3-3
f+2h1414-2+4+4
f+2, 3h, h14,214-712k+12kTail spin
f+3m1417-13-4-4
f+3, Bm (CJM)1417-5+4+4
f+3, 2m, m14,2017-11KNDKNDTail spin
f+4m2819~20 js14-11~-10KNDKNDWall bounce
f+1+2 or WS+1+2m2118-18KNDKND
f+2+3m3014-16KNDKND
d/f+1m1313~14-1~0+5~+6+5~+6
d/f+1, 2m, h13,1013-3+2+9
d/f+1, 2, 3m, h, m (TJ)13,10,2013-13LaunchLaunch
d/f+1, 2, 3, bm, h13, 1013-17-12-5
d/f+1, 2, 4m, h, h13,10,2213-5KNDKNDTail spin
d/f+2m1315~16-12~-11JGJG
d/f+3m1314-11+1+1
d/f+3, 1, u or dm (SS)1314-1200
d/f+3, 1, bm (CJM)1314-15-3-3
d/f+3, 1m, h13,1014-3+77
d/f+3, 1, 2m, h, h13,10,614-2+9+9
d/f+3, 1, 4m, h, h13,10,20-3-32
d/f+3, 1, 4, 2m, h, h, h13,10,20,12-400
d/f+3, 1, 4, 2, u or bm, h, h, h (SS)13,10,20,12-566
d/f+3, 1, 4, 2, 3m, h, h, h, h13,10,20,12,200KNDKND
d/f+3, 1, 4, 2, u/f+3m, h, h, h, m13,10,20,12,22-3KNDKND
d/f+3, 1, 4, 2, 1+2m, h, h, h, m13,10,20,12,21-18KNDKND
d/f+3, 2m, h13,120+1+11
d/f+3, 2, D/Fm, h (CD)13,12-1010
d/f+3, 2, u or dm, h (SS)13,12-1010
d/f+3, 2, 1m, h, h13,12,6-344
d/f+3, 2, 1, 4m, h, h, h13,12,6,187JGJG
d/f+3, 2, 1, d+4m, h, h, l (TC)13,12,6,12-13-2-2
d/f+3, 2, 3m, h, h13,12,15-1011
d/f+3, 2, 4m, h, h13,12,22-6~-5KNDKNDTail spin
d/f+3, 2, d+3m, h, l (TC)13,12,10-14-3-3
d/f+3, 3m, h13,6-14-3-3
d/f+3, 3, 3m, h, h13,6,8-1100
d/f+3, 3, 3, 1m, h, h, h13,6,8,14-91515
d/f+3, 3, 3, 4m, h, h, h13,6,8,20-6KNDKNDTail spin
d/f+3, 4m, h13,20-6KNDKNDTail spin
d/f+4l1916-15+5sKND
d/f+1+2 or CJM d/f+1+2m0161519
d+1sm510 cs4-566
d+1 or FC+1, 4sm, m5,10-1100
d+2m1716+1s+7sKND
d+3l (TC)12 cs416-17-3-3
d+3 or FC+3, 2l, m12,10-13JGJG
d+3 or FC+3, 4l, h12,18-65JG
d+3 or FC+3, 4, 1l, h, m12,18,20+2s+5sKND
d+4l712-13-2-2
d+4 or FC+4, 1l, h7(10),100611
d+4 or FC+4, 1, u or dl (SS)7(10)-15-4-4
d+4 or FC+4, 1, bl (CJM)7(10)-1011
d+1+2m!5060KNDKNDKND
d/b+1m1616-1233
d/b+1, Dm16-1233
d/b+1, 4m, m16,17-15-1JG
d/b+2sm811-477
d/b+2 or FC+d/b+2 or FC+d+2, 4sm, m8,10-1011
d/b+3l (TC)2127 cs6-17JGJG
d/b+4l (TC)1825 cs6-18-7-7
d/b+4, 3l (TC), l (TC)18,14-16-5KND
d/b+4, 4l (TC), m (TJ)18,15-20sThrow(KND)Throw(KND)
d/b+1+2m3020 pc8-13KNDKNDPower crush
d/b+3+4 (clean hit)l (TC)2724-26-4-4
d/b+3+4l (TC)1824 cs 6-26-6-4
d/b+3+4, 3l (TC), h (TJ)27(18),23-7KNDKND
b+1m1418-1100
b+1, 2m, h14,12-12-1-1
b+1, 2, 2m, h, m (TJ)14,12,24-11KNDKND
b+2h1014~15-911Homing
b+2, 2h, h10,20-6KNDKND
b+4m1720-99KNDTail spin, homing
u/b or u+1m (TJ)1218 js9-1233
u/b or u or u/f+1h1715-1299
u/f+1h1013-477
u/f+1, 3h, m10,17-167KND
u/f+1, 3, 3+4h, m, mm10,17,10,10-4JGJG
u/b+3m (TJ)1514 js6-15-4-4
u+3m (TJ)2014 js6-15KNDKND
u/f+3m (TJ)2225 js10-3KNDKND
u/f+4h (TJ)2018 js9-11-3-3
u/f+4, 3h (TJ), l20, 10-17-6-6
u/f+4, 3, 4h (TJ), l, h20,10,14-65JG
u/f+4, 3, 4, u or bh (TJ), l, h (SS)20, 10-744
U/B+4m1518-18-12-12
U/B+4, Dm (TJ)15-19-13-13
U+4m (TJ)1818-18JGJG
U+4, Dm (TJ)18-19JGJG
U/F+4m (TJ)2118 js13-18JGJG
U/F+4, Dm (TJ)2118 js13-19JGJG
u/f+3+4mm (TJ)4,1820 js9-3s+5s+5s
u/f, N, 4m (TJ)2525 js9-9KNDKND
U/B,b(TJ)js
f, F+2h21166KNDKNDHoming, Tail spin
f, F+3m (TJ)1415 js13-13JGJG
f, F+3, 4m (TJ), m14,12-23JGJG
f, F+3, 4, 3m (TJ), m, m14,12,9-14-3-3
f, F+3, 4, b+3m (TJ), m, m (CJM)14,12,9-11010
f, F+3, 4, b+3:1+2m (TJ), m, m, m! (CJM)14,12,9,45KNDKNDKND
f, F+4m (TJ)2031 js100KNdKND
f, F+4, Bm (TJ) (CJM)20-9KNDKND
f, F+4, Dm (TJ) (special)2031s js100KNDKND
f, F+1+2m2518-9KNDKND
f, f, f+2m1015-8+1+1
f, f, f+2, 3m, m (TJ)10,28js26-13KNDKND
f, f, f+3m (TJ)2023 js3-23KNDKND
FC+1sm (TC)510 cs1-566
FC+d/b or d+2sm (TC)811 cs1-477
FC+3l (TC)1216 cs1-17-3-3
FC+4l (TC)1012 cs1-15-4-4
WS+1m1313-377
WS+2m2218-13JGJG
WS+3m2011-1100
WS+3, Bm (CJM)20-388
WS+4m1611-655
FC+f+1m2222-9KNDKNdWall bounce
FC+f+2m2520 pc8-14sKNDKND
FC+d/f+2l (TC)1420 cs1-21KNDKND
FC+d/f+2~1l (TC)2120 cs1-21KNDKND
FC+u/b+4m (TJ)1518 js13-18-12-12
FC+u/b+4, Dm (TJ)15-19-13-13
FC+u+4m (TJ)18-18JGJG
FC+u+4, Dm (TJ)18-19JGJG
FC+u/f+4m (TJ)2118 js13-18JGJG
FC+u/f+4, Dm (TJ)2118 js13-19JGJG
FC+U/B+4m (TJ)2514 js11-33-22-22
FC+U/B+4, Dm (TJ)25-27-16-16
FC+U+4m (TJ)2814 js11-33KNDKND
FC+U+4, Dm (TJ)28-27KNDKND
FC+U/F+4m (TJ)3014 js11-33KNDKND
FC+U/F+4, Dm (TJ)30-27KNDKND
SS+2l (TC)1220 cs6-120+14g
SS+3m23214s8sKND
SS+1+2mm (TJ)5,719-9JGJG
Opponent down d+3+4l2017-17-6-6
Back against wall b,b,u/bm21351KNDKND
BT+1 or 2h158-833
BT+3 or 4h1810-8KNDKND
BT+d+1 or d+2sm1010-299
BT+d+3 or d+4h1210-1133
b+3 (to CJM)(CJM)
CJM d/f(CD)
CJM 1h1411-9+14+14
CJM 2h1010-13-2-2
CJM 2, 1h, m10,12-7+4+4
CJM 3m1812-123KND
CJM 4m (TC)2027 cs14-29KNDKND
CJM 1+2m2017-4s+6s+6s
CJM 2+3m3013-16KNDKND
CJM 3+4m2320 pc8~-14KNDKNDPower crush
CJM d/b or d+3l815-1100
CJM d/b or d+3, 3l, h8,20-777
CJM u/b+4m (TJ)1515 js8-15-4-4
CJM u+4m (TJ)2015 js8-15-4-4
CJM u/f+4m (TJ)2015 js8-13JGJG
CJM f, F(TC)(TJ) (TC) (Rol)cs js8~35 cs
CJM f, F+3m (TC)2730-11KNDKND
CJM f, F+4h2140+12g (+14g wc)JGJGWall crush
qcf(CD)
qcf+1h231324JG
qcf+2m1716-123KND
qcf+2, 1m, m17,20-14KNDKND
qcf+2, 1, Bm, m (CJM)17-132KND
qcf+3m1416-13-2-2
qcf+3, 2m, h14,25-8KNDTail spinTail spin
qcf+3, 3m, h14,8-1100
qcf+3, 3, 1m, h, h14,8,14-91515
qcf+3, 3, 4m, h, h14,8,20-6KNDKNDTail spin
qcf+4mm (TC)12,1218 cs5-12+6k+6k
Anna William For Tekken7 THROWS
CommandHit levelDamageStart up frameBreakBreak frameNotesNotes
1+3h35121 or 2-6Rage art
f+1+3h35151 or 2-6Rage drive
2+4h35121 or 2-3
f+2+4h35151 or 2-3
Left side throwh40121-3
Right side throwh38122-3
Back throwh6012None
u/f+1+2h30(,20)121+20
d/f,d/f+1h43121+2-6Tail spin
b+1+3 or b+2+4h and m reversal25 + opp attack3~8f+1+3 or f+2+4-6
CJM auto low parrym203
CJM throw reversalh258NONE
qcf+1+2h15112-2 (0 if not broken)
-> 3, 4,3, 1+2301+2-4
-> 1, 3, 2, 1181-4
-> -> 3, 1, 4, 1+2, 1+2251-4
-> -> 2, 1, 3, 4, 1+2252-4Tail spin
-> -> 2, 3, 1+2, 3+4, 1+2301+2-4
-> 1+3, 3, 1+2252-4
-> -> 4, 3, 4, 3+4, 1+2302-3
-> -> 1+2, 4, 3, 1+2, 1+2, 1+3281-3

Tekken7 Blog Tekken Online Challenge 2020

Tekken Online Challenge is a series of tournaments from Bandai Namco that Many Online Players can enter to play from all over the world. Each regional tournaments are open for player to enter and compete each other for a prize.

Official Sources

Check the official website or social media channels of the tournament organizers. The tournament may be organized by a specific esports organization, the game publisher, or a community group.

Esports News Platforms

Visit esports news websites or platforms that cover Tekken events. They often provide comprehensive coverage, including tournament schedules, results, and analyses.

Community Forums

Tekken community forums and platforms may have discussions about the “Online Challenge 2021: Japan Online Masters.” Participants and fans often share information, experiences, and results on these platforms.

Social Media

Check social media platforms such as Twitter and Facebook for updates from organizers, participants, and the community. Official announcements and highlights are often shared through these channels.

  1. Twitch or YouTube: Esports tournaments are commonly streamed on platforms like Twitch or YouTube. You might find recordings of matches, highlights, or official broadcasts related to the “Online Challenge 2021: Japan Online Masters.”

Remember that event details may have changed, and it’s recommended to refer to the latest sources for the most accurate and up-to-date information.

Here you can sabscribe the offical page

Reginal

「TEKKEN Online Challenge 2021」開催地域
North America(北米)Central America(中米)South America(南米)West Europe(西ヨーロッパ)
East Europe(東ヨーロッパ)Japan(日本)Korea(韓国)Philippines & East Asia(フィリピン&東アジア)
Southeast Asia(東南アジア)South Asia(南アジア)Oceania(オセアニア)Middle East(中東)
South Africa(南アフリカ)West Africa(西アフリカ

Tekken7 Blog Japan Online Masters in 2021

The “Master Cup” is a series of major Tekken tournaments held in Japan. These tournaments are well-known for their large-scale participation, high level of competition, and enthusiastic community engagement. The tournaments attract top players from Japan and around the world who compete in the popular fighting game series, Tekken.

Large-Scale Community Event

Master Cup tournaments are known for their large number of participants. They often draw Tekken players from all skill levels, creating a diverse and inclusive atmosphere.

Team-Based Format

Master Cup tournaments typically follow a team-based format, where teams of players compete against each other. Each team member faces off against opponents, contributing to the team’s overall performance.

International Presence

While the primary focus is on the Japanese Tekken community, Master Cup events also attract international players, adding a global flavor to the competition.

Passionate Community

The events are characterized by a passionate and energetic community. The atmosphere is lively, with players and spectators alike expressing their enthusiasm for the game.

Professional and Amateur Competition

Master Cup events provide a platform for both professional and amateur players to showcase their skills. This inclusivity contributes to the overall success and popularity of the tournaments.

Livestreaming and Content Creation

The tournaments are often livestreamed, allowing fans worldwide to follow the action in real-time. Additionally, content creators and commentators contribute to the overall viewing experience.

Master Cup Tekken tournaments have become an integral part of the competitive Tekken scene, and they continue to play a significant role in fostering the growth of the Tekken community. The events contribute to the sense of camaraderie among Tekken players and fans, making them highly anticipated within the fighting game community.

Official web site

Tekken7 Blog About Steve Fox

Biography

First appearing in Tekken 4, Steve Fox has returned. Steve is a young British boxer who was adopted at a young age. Probably Nina William is something to do with Steve Fox. Steve’s main objective has been to learn more information about his past, including the origin of the mysterious scar on his arm, and to get revenge against those responsible.

Steve Fox For Fighting Style

With a unique fighting style based on boxcing, sways and punches, and almost no kicks, Steve is one of the most unorthodox characters in the series. He has incredibly fast and effective punches and combos, very strong low attacks, and can lay the pressure on his opponent like few others in the roster.

Perhaps one of the most dangerous fighters in the roster, Steve can turn around a fight with his hard-hitting blows and high-low combos in a flash, and his counter-hits are among the most effective around. Also,

Steve’s dodging capabilities are unrivaled by any other character in the series if timed properly. Blind reliance on this tactic is very risky, though, and going the wrong way might end up being a game-changing mistake.

Placing too much confidence in Steve’s evasive maneuvers renders him open to various kinds of damages, the worst-case scenario being KO’d by a set of elaborate combos. Unique to him and befitting his fighting style, his 3 and 4 inputs has him performing bobs and weaves instead of kicks.

Because he makes minimal use of 3 and 4 inputs and mostly relies on 1 and 2 inputs, regular throws can be somewhat ineffective against him, as a Steve player can easily break throws by accident.

Steve Fox For Combo
Steve Fox For Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage 1+2 or WS+1+2h5513 pc8~-3KNDKNDRage art
in rage d/f+3+4(Special), (Special) (TC)13 8~Rage drive
in rage d/f+2+3m, m5,2114+7JGJGRage drive
in rage D/f+2+3m, m (DUK)5,2114+15gJGJGRage drive
in rage d/f+3+4, 1+2(Special), m x 510*4,1915,(35~) cs1~+1 (wl+7)KNDKNDRage art
1h710+1+8+8
1, 1h, h7,710-3+3+3
1, 1, 3 or 4 to Weaveh, h, (Special)7,710-600
1, 1, 2h, h, h7,7,1510-7~-6+4~+5+4~+5
1, 1, 2, f+3 or f+4h, h, h (DUK)7,7,1510-3+8+8
1, 1, 2, 3 or 4 to Weaveh, h, h, (Special)7,7,1510-3+8+8
1, 1, 2, b+3 or b+4 to Swayh, h, h, (Sway)7,7,1510-5+6+6
1, 1, d+1h, h, m7,7,1510-60+5
1, 1, d+1, Bh, h, m, (FLK)7,7,15100+6+11
1, 1, d+1, B, d/b (Cancel)h, h, m, (FLK)7,7,1510s-2+4+9
1, 2h, h7,1010-2+6+6
1, 2, 3 or 4 to Weaveh, h, (Special)7,1010-4+4+4
1, 2, 1h, h, h7,10,1510-3+3+3
1, 2, 1, Fh, h, h, (Special)7,10,1510-2+4+4
1, 2, 1, Bh, h, h, (FLK)7,10,1510-1+5+5
1, 2, 1, B, d/b (Cancel)h, h, h, (FLK)7,10,1510s-3+3+3
1, 2, 1, 3 or 4 to Weaveh, h, h, (Special)7,10,1510-600
1, 2, 1, 2h, h, h, m7,10,15,1510-10~-9KNDKND
1, 2, 1, 2h, h, h, m, (Special)7,10,15,1510-6~-5KNDKND
1, 2, 1, d+2h, h, h, l (TC)7,10,15,19cs10~-12~-11+1~+2sKND
1, 2, 1, d+2, dh, h, h, l (TC)7,10,15,19s cs10~-12~-11+1~+2sKND
1, d+1h, m7,1510~-60+5
1, d+1, Bh, m, (FLK)7,1510~0+6+11
1, d+1, B, d/b (Cancel)h, m, (FLK)7,1510~ RC-2+4+9
2h1212-1+5+5
2, 1h, h12,1412-5+6+6
2, 1, Fh, h, (Special)12,1412+3+14 GB+14
2, 1, Bh, h, (FLK)12,1412+3+14 GB+14
2, 1, B, d/b (Cancel)h, h, (FLK)12,1412 RC+2+13 GB+13
2, 1, 2h, h, m12,14,2212-11KNDKND
f+2m?1121~22-6~-5+5~+6+5~+6
f+2, 1m, h11,1221~22-5-1-1
f+2, 1, Fm, h, (Special)11,1221~220+4+4
f+2, 1, Bm, h, (FLK)11,1221~22+1+5+5
f+2, 1, B, d/b (Cancel)m, h, (FLK)11,1221~22 RC0+4+4
f+2, 1~2m, m11,2021-10KNDKND
f+1+2mh10,1215~16, 23~25-14~-12-3~-1-3~-1
f+1+2, 2mh, m10,12,2015~16, 23~25-13~-12KNDKND
d/f+1m1213~14-2~-1+5~+6+5~+6
d/f+1, 3 or 4 to Weavem, (Special)1213~14-7~-60~+10~+1
d/f+1, 2m, h12,1313~14-6+3+5
d/f+1, 2, 3 or 4 to Weave (Cancel)m, (Special)1213~14-16~-15-9~-8-9~-8
d/f+1, 2~1m, h12,2013~14-2~-1+2~+3CS
d/f+12~1 Bm, h, (FLK)12,2013~140~+1+4~+5CS
d/f+1, 2~2m, m12,2013~14-10KNDKND
d/f+1, 2~f+1+2m, hh12,8,1213~14-300(+3)
d/f+1, 2~f+1+2 , 3 or 4 to Weavem, hh, (Special)12,8,1213~14-4-1-1(+2)
d/f+2m1816~17-11~-10+6~+7CS
d/f+2, 3 or 4 to Weavem, (Special)1816~17-7~-6+10~+11CS
d/f+1+2mm14,2114,24~25-12~-11KNDKND
d/f+1+2 (Second hit miss)m1414-23-12s-12s
d+1l (TC)1216s cs6~-13-2-2
d+2l (TC)1117 cs6~-18-5-5
d+2, 1l (TC), m11,817 6~-11~-10-5~-40~+1
d+2, 1, 3 or 4 to Weavel (TC), m, (Special)11,817 6~-6~-50~+1+5~+6
d+2, 1, 2l (TC), m, h11,8,1717 6~-2~-1KNDCS
d+2~n+1m1529~30-4~-3+7~+8+7~+8
d+2~n+1, 3 or 4 to Weavem, (Special)1529~30-6~-5+5~+6+5~+6
d+2~n+1, f+2m, h15,1729~30-2~-1KNDCS
d+2~n+1 , 2m, m15,2029~30-13~-12+3~+4sKND
d/b+2 or FC+d/b+2l (TC)2126~27 cs6or1~-12~-11+1~+2sKND
d/b+2, d/b or Dl (TC)2126~27s cs6or1~-12~-11+1~+2sKND
d/b+3l1016-15+1+1
d/b+3, 2l, h10,1616-7~-6KNDKND
d/b+1+2m2136~37 pc8~35-18~-17+24~+25+24~+25Power crush
b+1h1713~14-14~-13+2~+3CS
b+1, Bh, (FLK)1713~14-1~0+9~+10CS
b+1, B, d/b (Cancel)h, (FLK)1713~14s-3~-2+7~+8CS
b+1, 2h, h17,913-5+19k+19k
b+1, 2, Fh, h, (PAB)17,1013~14-6~-5+5~+6+5~+6
b+1, d+2h, l (TC)17,10cs12~-12~-10+1~+1-1~+1
b+1, d+2, fh, l (TC), (PAB)17,1012~-10~-8+1~+3+1~+3
b+1, d+2, 1h, l (TC), m17,10,2012~-9~-7KNDKND
b+2m1517~18-13~-12CSCS
b+1+2Absorbs 1 h/m hit2~
When parry successful 1m3014~16-12~-10CSLaunch
u/f+1m (TJ)1819~21 js9~-6~-4+5~+7+5~+7
u or u/f+2m (TJ)2022~25 js9~-14~-11KNDKND
u or u/f+3l (TJ)2036~37 js9~35-12~-11+9~+10+9~+10
u or u/f+3, 2l (TJ), h20,1636~37 9~35-7~-6KNDKND
u or u/f+4m (TJ)2023~24 js9~-14~-13Launch (JG?)Launch (JG?)
f, F+2m2414~17 (15~)-13~-10sKNDKND
qcf+1m2116(16~)-10KNDKND
qcf+1, Bm, (FLK)2116(16~)-3KNDKND
qcf+1, B, d/b (Cancel)m, (FLK)2116s(16~)-4KNDKND
qcf+2l1819-19+2+2
qcf+2 fl (PAB)1819-19+2+2
qcb, f+2+3!7066~69 (66~)KNDKNDKND
f, f, f+2m (TJ)3020~24 (23~) js9~+9~+13gKNDKND
WR+1l (TC)2316(49~) cs6~-12KNDKND
WS+1m1211~12-3~-2+3~+4+8~+9
WS+1, 1m, h12,711~12-3+3+3
WS+1, 1,m, h, (Special)12,711~12-600
WS+1, 2m, m12,2011~12-13~-12+3~+4sKND
WS+2m1714~16-7~-5+4~+6aLaunch (JG?)
WS+2, 3 or 4 to Weavem, (Special)1714~16-7~-5+4~+6aLaunch (JG?)
FC+d/f+1l (TC), (PAB)1215~16 cs1~-12~-11+2~+3+2~+3
FC+d/f+2m?2018~19-15~-14LaunchLaunch
Opponent Down d+1+2l(On grounded opponent)1217-11+2+2
2+3+4(Special)17
3 (to LWV)(LWV)17
LWV 1m1415(23~)-10+1+1
LWV 1, 1m, m14,2215(23~)-13~-11KNDKND
LWV 1, Bm, (FLK)1415(23~)-3+8+8
LWV 1, B, d/b (Cancel)m, (FLK)1415(23~)-4+7+7
LWV 1, f+1m, m14,915(23~)-3+3+3
LWV 1, f+1, 1m, m, h14,9,815(23~)+3+7CS
LWV 1, f+1, 1, Bm, m, h, (FLK)14,9,815(23~)+4+8CS
LWV 1, f+1, 1, B, d/b (Cancel)m, m, h, (FLK)14,9,815(23~)s+2+6CS
LWV 2m1314~16 (22~)-5~-3+4~+6+4~+6
LWV 2, fm, (Special)1314~16 (22~)-1~+1+8~+10+8~+10
LWV 2, 1m, m13,2114~16 (22~)-8+4sKND
4 (to RWV)(RWV)14~16 (22~)
RWV 1m1314~16 (22~)-5~-3+4~+6+4~+6
RWV 1, fm, (Special)1314~16 (22~)-1~+1+8~+10+8~+10
RWV 1, 2m, m13,1514~16 (22~)-13~-11Launch (JG?)Launch (JG?)
RWV 2m2215~16 (23~)-13~-12KNDKNDWallbounce
3+4 (to ALB)(ALB)15~16 (23~)
3+4, F(PAB)15~16 (23~)
ALB 2m2223~24-8~-7KNDKND
ALB d+2l (TC)1721(34) cs6~-12+1sKND
ALB U(Special)21(34) 6~
ALB D(Special)21(34) 6~
3+4, d or u, F (two spins)(PAB)21(34) 6~
ALB d or U 1 (two spins)m3412~13 (49~50)-8~-7KNDKND
ALB d or U d+1 (two spins)l (TC)3022~23 (58~59) cs6~-12~-11KNDKND
f+3 or f+4 FC+d/f+3 or d/f+4 (to DCK)(Special) (TC)(DCK)22~23 (58~59) 6~
DCK 1m1719~20 (25~)-7~-6CS (10)Launch
DCK 2m1519~21 (25~)-14~-12Launch (JG?)Launch (JG?)
DCK 1+2m316(22~)-600
DCK 1+2, 1m, m5,316(22~)-9+2+2
DCK 1+2, 1, 2m, m, m5,3,316(22~)-9-3-3
DCK 1+2, 1, 2, 1m, m, m, m5,3,3,316(22~)-9+2+2
DCK 1+2, 1, 2, 1, 2m, m, m, m, m5,3,3,3,316(22~)-9-3-3
DCK 1+2, 1, 2, 1, 2, 1m, m, m, m, m, m5,3,3,3,3,316(22~)-9+2+2
DCK 1+2, 1, 2, 1, 2, 1, 2m, m, m, m, m, m, m5,3,3,3,3,3,316(22~)-9-3-3
DCK 1+2, 1, 2, 1, 2, 1, 2, 1m, m, m, m, m, m, m, m5,3,3,3,3,3,3,316(22~)-9+2+2
DCK 1+2, 1, 2, 1, 2, 1, 2, 1, 2m, m, m, m, m, m, m, m, m5,3,3,3,3,3,3,3,316(22~)-10-4-4
DCK 1+2, 1, 2, 1, 2, 1, 2, 1, 2, 1m, m, m, m, m, m, m, m, m, m5,3,3,3,3,3,3,3,3,1216(22~)-12LaunchLaunch
DCK f+2h2115~16 (21~)-7~-6KNDCSTail spin
DCK f+2, 3 or 4 to Weaveh, (Special)2115~16 (21~)+1~+2KNDCSTail spin
f+3, F* or f+4, F* (to Ext DCK)(Special) (TC)(Ext DCK)15~16 (21~)
Ext DCK 1m2119~20 (50~)-7~-6KNDLaunch
Ext DCK 2m2119~21 (50~)-14~-12LaunchLaunch
Ext DCK f+2h2815~16 (46~)+5~+6CSCSTail spin
Ext DCK f+2, 3 or 4 to Weaveh, (Special)2815~16 (46~)+9~+10 (+15~+16)CSCSTail spin
Ext DCK 1+2, ,,m, , ,3,,,16(47~)-600
f+3+4 (to PAB)(PAB)16(47~)
PAB F(PAB)16(47~)
PAB d/b (Cancel)(Special) (TC)s
PAB 1h(PAB)1012~13 (13~)-2~-1+9~+10+9~+10
PAB 1, 2h, h10,1412~13 (13~)0~+1+8~+9+8~+9
PAB 1, 2, 1h, h, m, (PAB)10,14,2112~13 (13~)-13~-11+8~+10sLaunch (3rd hit)
PAB 2 or u/b+2h(Absorbs 1 h/m hit), (PAB)19(31)14(15~)-3+2(KND)CSHoming
PAB 1+2h(Throw)4511(12~)Throw(KND)
PAB f+2m?, (PAB)1818~19 (19~)-13~-12KNDKND
PAB f+2, 1m, m18,2518~19 (19~)+1~+2KNDKND
PAB d/f+1m(PAB)1215~16 (16~)-9~-8+2~+3+2~+3
PAB f+1+2h,h12,2312-5KNDKND
PAB d/f+1, 1m, m(PAB)10,1415~16 (16~)-10~-9+1~+2+1~+2
PAB d/f+1, 1, 2m, m, m(PAB)10,14,1215~16 (16~)-11-3-3
PAB d/f+1, 1, 2, 1m, m, m, m10,14,12,2015~16 (16~)-13KNDKND
PAB d/f+1, 2m, h10,2015~16 (16~)-6~-5+10g~+11g (+18g wc)+10g~+11g (+18g wc)Tail spin, wall crush
PAB d/f+2m, (PAB)1616~17 (17~)-10~-9Launch (JG?)Launch (JG?)
PAB d+1l (TC), (PAB)1115~16 (16~) cs6~-12~-11+2~+3+2~+3
PAB d+2l (TC)2528~29s (29~) cs6~-12~-11+7~+8KND
PAB b+1m1517~18 (18~)-19~-18-6~-5-6~-5
PAB b+1, 1m, h15,1017~18 (18~)-7~-6-1~0-1~0
PAB b+1, 1, 2m, h, m15,10,1217~18 (18~)-11~-9-5~-3-5~-3
PAB b+1, 1, 2, 1m, h, m, m15,10,12,2117~18 (18~)-10KNDKND
PAB b+1, 1, 2, 1, Bm, h, m, m, (FLK)15,10,12,2117~18 (18~)-3KNDKND
PAB b+2m(SWY)2528~29 (29~)-13~-12KNDKNDWall bounce
PAB u or u/f+2m (TJ)2317~19a (18~) js9~-15~-13LaunchLaunch
b+3 or b+4 (to SWY)(Special) (TC)(SWY)17~19 (18~) 9~
SWY 1m2616~17 (22~)-1~0s+6~+7sKND
SWY 2m (TC)3017~18 (27~) cs1~-18~-17CSCS
SWY 1+2 or +d, b, f, u directionh(Throw)010(20~)Throw(+1)
b+3+4 (to FLIK)(FLIK)10(20~)
b+3+4, 3 or 4 to Weave(Special)10(20~)
FLIK 1h1412(17~)-4+7+7
FLIK 1, b+3+4 (One to three hits)h, (ALB)1412+14+25g+25g
FLIK 1, 1h, h14,812-8+1+1
FLIK 1, 1, 1h, h, h14,8,812-900
FLIK 1, 1, 1, 2h, h, h, m14,8,8,2212-7KNDKND
FLIK 1, Bh, (FLK)1412-1+10+10
FLIK 1, B , d/b (Cancel)h, (FLK)1412s-3+8+8
FLIK 1, 1, Bh, h, (FLK)14,812-3+5+5
FLIK 1, 1, B, d/b (Cancel)h, h, (FLK)14,812s-5+3+3
FLIK 1, 1, 1, Bh, h, h, (FLK)14,8,812-4+4+4
FLIK 1, 1, 1, B, d/b (Cancel)h, h, h, (FLK)14,8,812s-6+2+2
FLIK 1, f+1h, m14,1712-50s(+9s)KND
FLIK 1, d or u+1h, h14,23120~+2+18Tail spinTail spin
FLIK 2m2118~19 (23~)-5KNDLaunch
FLIK 1+2h(Throw)4012(17~)Throw(KND)
FLIK b+2h2114~15 (19~) pc8~13-9KNDKNDPower crush
FLIK f+3+4(PAB)14~15 (19~) 8~13
FLIK b+1+2Absorbs 1 h/m hit2~
FLIK etc2~
Steve Fox For Basic Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h1212-1+5+5
3 (to LWV)(LWV)12
4 (to RWV)(RWV)12
f+1h710+1+8+8
f+2m?1121~22-6~-5+5~+6+5~+6
f+3 (to DCK)(Special) (TC)(DCK)s
f+4 (to DCK)(Special) (TC)(DCK)s
d/f+1m1213~14-2~-1+5~+6+5~+6
d/f+2m1816~17-11~-10+6~+7KND (JG?)Homing
d/f+3 (to DCK)(Special) (TC)(DCK)s
d/f+4 (to DCK)(Special) (TC)(DCK)s
d+1l (TC)1416s cs6~-1300
d+2l (TC)1317 cs6~-18-5-5
d+3 (to LWV)(LWV)17 6~
d+4 (to RWV)(RWV)17 6~
d/b+1Sm (TC)510s cs4~-5+6+6
d/b+2l (TC)2126~27 cs6~-12~-11+1~+2sKND
d/b+3l1016-15+1+1
d/b+4 (to SWY)(Special) (TC)(SWY)s
b+1h1713~14-14~-13+2~+3CS
b+2m?2017~18-14CSCS
b+3 (to SWY)(Special) (TC)(SWY)s
b+4 (to SWY)(Special) (TC)(SWY)s
u/b or u+1m (TJ)1218 js9~-8+3+3
u/f+1m (TJ)1819~21 js9~-6~-4+5~+7+5~+7
u/b+2h1715~16-12~-11+9~+10g+9~+10g
u or u/f+2m (TJ)2022~25 js9~-14~-11KNDKND
u/b+3 (Cancel)(Special)22~25 9~
u or u/f+3l (TJ)2036~37 js9~35-12~-11+9~+10+9~+10
u/b+4 (Cancel)(Special)36~37 9~35
u or u/f+4m (TJ)2723~24-14~-13Launch (JG?)Launch (JG?)
WS+1m1211~12-3~-2+3~+4+8~+9
WS+2m1714~16-7~-5+4~+6aLaunch (JG?)
WS+3 (to LWV)(LWV)14~16
WS+4 (to RWV)(RWV)14~16
FC+d/b or d+1Sm (TC)510s cs1~-5+6+6
FC+d/b+2l (TC)2126~27 cs1~-12~-11+1~+2sKND
FC+d+2Sm811s cs1~-4+7+7
FC+d/b or d+3 (to LWV)(LWV)11 1~
FC+d/b or d+4 (to RWV)(RWV)11 1~
SS+1h710(11~)+1+8+8
SS+2h1212(13~)-1+5+5
SS+3 (to LWV)(LWV)12(13~)
SS+4 (to RWV)(RWV)12(13~)
BT 1 or 2h158-8+3+3
BT 3 or 4(Special)8
BT d+1 or 2Sm1010s cs1~-2+9+9
BT d+3 or 4(Special)10 1~KNDKND

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.