Genshin-Impact Begenners Guide

Genshin Impact” is an action role-playing game (RPG) developed and published by the Chinese company miHoYo. It was released in September 2020 for various platforms, including PlayStation, Microsoft Windows, iOS, and Android. The game gained widespread popularity for its open-world design, beautiful graphics, and engaging gameplay. Here are some key aspects of “Genshin Impact”:

“Genshin Impact” has made a significant impact on the gaming industry, blending elements of action RPGs with an open-world design. Its ongoing updates and engaging gameplay have contributed to its continued success.

Gameplay
Playable Characters:
CharacterQualityElementWeaponRegionRelease DateVersion
Navia

Navia

rarity_5geo

Geo

weapon_claymoreEmblem FontaineDecember 20, 20234.3
Freminet

Furina

rarity_5element_hydro

Hydro

weapon_swordEmblem FontaineNovember 19, 20234.2
Freminet

Freminet

rarity_4element_cryo

Cyro

weapon_claymoreEmblem FontaineSeptember 05, 20234.0
Lynette

Lynettet

rarity_4element_anemo

Anemo

weapon_swordEmblem Fontaine August 16, 20234.0
Lyney

Lyney

rarity_4element_pyro

Pyro

weapon_bowEmblem FontaineAugust 16, 20234.0
Neuvillette

Neuvillette

rarity_5element_hydro

Hydro

CatalystEmblem Fontaine September 27, 20234.1
Wriothesley

Wriothesley

rarity_5element_cryo

Cyro

CatalystEmblem Fontaine FontaineOctober 17, 20234.1
Itto

Arataki Itto

rarity_5geo

Geo

weapon_claymoreEmblem Inazuma
December 14, 20212.3
Gorou

Gorou

rarity_4geo

Geo

weapon_bowEmblem Inazuma
December 14, 20212.3
Kaedehara Kazuha

Kaedehara Kazuha

rarity_5element_anemo

Anemo

weapon_swordEmblem Inazuma
June 29, 20211.6
Kamisato Ayaka

Kamisato Ayaka

rarity_5element_cryo

Cyro

weapon_swordEmblem Inazuma
July 21, 20212.0
Kamisato Ayato

Kamisato Ayato

rarity_5element_hydro

Hydro

weapon_swordEmblem Inazuma
March 30, 20222.6
Kirara

Kirara

rarity_4dendro

Dendro

weapon_swordEmblem Inazuma
May 24, 20233.7
Kujou Sara

Kujou Sara

rarity_4element_electro

Electro

weapon_bowEmblem Inazuma
September 01, 20212.1
Kuki Shinobu

Kuki Shinobu

rarity_4element_electro

Electro

weapon_swordEmblem Inazuma
June 21, 20222.7
Raiden Shogun

Raiden Shogun

rarity_5element_electro

Electro

weapon_polearmEmblem Inazuma
September 01, 20212.1
Sangonomiya Kokomi

Sangonomiya Kokomi

rarity_5element_hydro

Hydro

CatalystEmblem Inazuma
September 21, 20212.1
Sayu

Sayu

rarity_4element_anemo

Anemo

weapon_claymoreEmblem Inazuma
August 10, 20212.0
Shikanoin Heizou

Shikanoin Heizou

rarity_4element_anemo

Anemo

CatalystEmblem Inazuma
July 13, 20222.8
Aloy

Thoma

rarity_4element_pyro

Pyro

weapon_polearmEmblem Inazuma
November 02, 20212.2
Yae Miko

Yae Miko

rarity_5element_electro

Electro

CatalystEmblem Inazuma
February 16, 20222.5
Yoimiya

Yoimiya

rarity_5element_pyro

Pyro

weapon_bowEmblem Inazuma
August 10, 20212.0
Baizhu

Baizhu

rarity_5dendro

Dendro

CatalystEmblem Liyue May 02, 20233.6
Beidou

Beidou

rarity_4element_electro

Electro

weapon_claymoreEmblem Liyue September 28, 20201.0
Chongyun

Chongyunt

rarity_4element_cryo

Cyro

weapon_claymoreEmblem Liyue September 28, 20201.0
Ganyu

Ganyu

rarity_5element_cryo

Cyro

weapon_bowEmblem Liyue January 12, 20211.2
Hu Tao

Hu Tao

rarity_5element_pyro

Pyro

weapon_polearmEmblem Liyue March 02, 20211.3
Keqing

Keqing

rarity_5element_electro

Electro

weapon_swordEmblem Liyue September 28, 20201.0
Ningguang

Ningguang

rarity_4geo

Geo

CatalystEmblem Liyue September 28, 20201.0
Qiqi

Qiqi

rarity_5element_cryo

Cyro

weapon_swordEmblem Liyue September 28, 20201.0
Shenhe

Shenhe

rarity_5element_cryo

Cyro

weapon_polearmEmblem Liyue January 05, 20222.4
Xiangling

Xiangling

rarity_4element_pyro

Pyro

weapon_polearmEmblem Liyue September 28, 20201.0
Xiao

Xiao

rarity_5element_anemo

Anemo

weapon_polearmEmblem Liyue February 03, 20211.3
Xingqiu

Xingqiu

rarity_4element_hydro

Hydro

weapon_swordEmblem Liyue September 28, 20201.0
Xinyan

Xinyan

rarity_4element_pyro

Pyro

weapon_claymoreEmblem Liyue December 01, 20201.1
Yanfei

Yanfei

rarity_4element_pyro

Pyro

CatalystEmblem Liyue April 28, 20211.5
Yaoyao

Yaoyao

rarity_4dendro

Dendro

weapon_polearmEmblem Liyue January 18, 20233.4
Yelan

Yelan

rarity_5element_hydro

Hydro

weapon_bowEmblem Liyue May 31, 20222.7
Yun Jin

Yun Jin

rarity_4geo

Geo

weapon_polearmEmblem Liyue January 05, 20222.4
Zhongli

Zhongli

rarity_5geo

Geo

weapon_polearmEmblem Liyue December 01, 20201.1

Albedo

rarity_5geo

Geo

weapon_swordEmblem Mondstadt December 23, 20201.2
Amber

Amber

rarity_4element_pyro

Pyro

weapon_bowEmblem Mondstadt September 28, 20201.0
Barbara

Barbara

rarity_4element_hydro

Hydro

CatalystEmblem Mondstadt September 28, 20201.0
Bennett

Bennett

rarity_4element_pyro

Pyro

weapon_swordEmblem Mondstadt September 28, 20201.0
Diluc

Diluc

rarity_5element_pyro

Pyro

weapon_claymoreEmblem Mondstadt September 28, 20201.0
Diona

Diona

rarity_4element_cryo

Cyro

weapon_bowEmblem Mondstadt November 11, 20201.1
Eula

Eula

rarity_5element_cryo

Cyro

weapon_claymoreEmblem Mondstadt May 18, 20211.5
Fischl

Fischl

rarity_4element_electro

Electro

weapon_bowEmblem Mondstadt September 28, 20201.0
Jean

Jean

rarity_5element_anemo

Anemo

weapon_swordEmblem Mondstadt September 28, 20201.0
Kaeya

Kaeya

rarity_4element_cryo

Cyro

weapon_swordEmblem Mondstadt September 28, 20201.0
Klee

Klee

rarity_5element_pyro

Pyro

CatalystEmblem Mondstadt October 20, 20201.0
Lisa

Lisa

rarity_4element_electro

Electro

CatalystEmblem Mondstadt September 28, 20201.0
Mika

Mika

rarity_4element_cryo

Cyro

weapon_polearmEmblem Mondstadt March 21, 20233.5
Mona

Mona

rarity_5element_hydro

Hydro

CatalystEmblem Mondstadt September 28, 20201.0
Noelle

Noelle

rarity_4geo

Geo

weapon_claymoreEmblem Mondstadt September 28, 20201.0
Razor

Razor

rarity_4element_electro

Electro

weapon_claymoreEmblem Mondstadt September 28, 20201.0
Rosaria

Rosaria

rarity_4element_cryo

Cyro

weapon_polearmEmblem Mondstadt April 06, 20211.4
Sucrose

Sucrose

rarity_4element_anemo

Anemo

CatalystEmblem Mondstadt September 28, 20201.0
Venti

Venti

rarity_5element_anemo

Anemo

weapon_bowEmblem Mondstadt September 28, 20201.0
Childe

Tartaglia

rarity_5element_hydro

Hydro

weapon_bowEmblem Nation Unknown SnezhnayaNovember 11, 20201.1
Alhaitham

Alhaitham

rarity_5dendro

Dendro

weapon_swordEmblem Sumeru
January 18, 20233.4
Candace

Candace

rarity_4element_hydro

Hydro

weapon_polearmEmblem Sumeru
September 28, 20223.1
Collei

Collei

rarity_4dendro

Dendro

weapon_bowEmblem Sumeru
August 24, 20223.0
Cyno

Cyno

rarity_5element_electro

Electro

weapon_polearmEmblem Sumeru
September 28, 20223.1
Dehya

Dehya

rarity_5element_pyro

Pyro

weapon_claymoreEmblem Sumeru
March 01, 20233.5
Dori

Dori

rarity_4element_electro

Electro

weapon_claymoreEmblem Sumeru
September 09, 20223.0
Faruzan

Faruzan

rarity_4element_anemo

Anemo

weapon_bowEmblem Sumeru
December 07, 20223.3
Kaveh

Kaveh

rarity_4dendro

Dendro

weapon_claymoreEmblem Sumeru
May 02, 20233.6
Layla

Layla

rarity_4element_cryo

Cyro

weapon_swordEmblem Sumeru
November 18, 20223.2
Nahida

Nahida

rarity_5dendro

Dendro

CatalystEmblem Sumeru
November 02, 20223.2
Nilou

Nilou

rarity_5element_hydro

Hydro

weapon_swordEmblem Sumeru
October 14, 20223.1
Aloy

Tighnari

rarity_5dendro

Dendro

weapon_bowEmblem Sumeru
August 24, 20223.0
Wanderer

Wanderer

rarity_5element_anemo

Anemo

CatalystEmblem Sumeru
December 07, 20223.3
Aloy

Aloy

rarity_5element_cryo

Cyro

weapon_bowNoneSeptember 01, 20212.1
Thoma

Thoma

rarity_4

Pyro

weapon_polearmEmblem Inazuma
November 02, 20212.1
Orange star is 5 Purple Star is 4

Character status based on 4 or 5 star.It does mean 5 Star is better than 4 Star.Normally 5 Star is easy to build up and fight better but some of 4 star character is strong enough to fight.

Exploration
Story and Lore
Gacha System
Live Service Model:
Cross-Platform Play
Cultural Impact

Tekken7 Blog Geese Howard

Biography

Intoroduce About Geese Howard Fighting way and Combo Guideline Geese Howard is a fictional character in various fighting game series, most notably in the “Fatal Fury” and “The King of Fighters” series by SNK. He is also known for making guest appearances in other fighting games, including the “Tekken” series. Here are some key aspects about Geese Howard:

Believing in the darwinistic principle of strength, Geese craves all forms of power, be it physical and mental prowess to money and other assets. He made his debut in Tekken 7 as a DLC character.

Fighting Style By @ThatBlastedSalami
Geese

Geese is said to be an expert martial artist who utilizes a personal style derived from his own teachings in Japanese martial arts. One of his main influences is that of Aikijujutsu, a defensive martial arts style with several throws, counter throws and locks. Because of its defensive nature, it is a style that is limited to Atemi-Waza striking attacks.

Hakkyokuseiken is a fictional Chinese martial art within the SNK universe taught to him by his former teacher Thung Fu Rue, that specializes in the cultivation and harnessing of qi. Skilled martial artists are said to have a great deal of internal power that comes with the style, including being able to channel their own qi to utilize as attacks. The affinity that he displays with his qi are themed after the wind and the skies, including a consistent sky blue color emanation, flowing yet slicing forms of energy, and being able to channel down lightning in his more powerful attacks. Geese is one three students of Tung Fu Rue that are prominent practitioners of this martial art.

Though Geese is from the USA, his extensive practice of such martial arts has led nearly all of his techniques to be written and spoken out in Japanese. Via his codifying 2/3-way counter throws, some games may or may not allow Geese to even reverse physical supers/rage arts.

Combo By @wondagame6160
Geese Howard Special Move for Frame
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2, 1+2Sm, (MAX )1515+2+11+11
3h1016~17-8~-7±0~+1±0~+1
3, 3h, m10,1016~17-13±0CS
4 or BT 3 or 4h1716~17-3~-2KNDKNDTail Spin, Homing
1+2m2014-14KNDKND
f+1m1224~25-17~-16-4~-3-4~-3
f+1, 1+2m, (MAX )1224+2~+3+15~+16+15~+16
f+2mh5,1020,32~33-14~-13SHSH
f+2 (Second hit only)h1022~23-14~-13SHSH
f+2, 1+2mh, (MAX )5,1020,32+2~+3SHSH
f+2When con, nects1mh, h5,10,1520,32-9KNDKND
f+3h1523~25+1~+3+20~+22kg+20~+22kg
f+3, 1+2h, (MAX )1523~25+5~+7+24~+26kg+24~+26kg
f+4m2119-13KNDCS
f+1+2m1524~25 js10~-9KNDKND
d/f+1m1013~14-1~±0+7~+8+7~+8
d/f+1, 1m, h10,813~14-2+4+4
d/f+1, 4m, m10,2113~14-13KNDCS
d/f+2m1718~19-5~-4+14~+15kgKNDTail Spin, Homing
d/f+3l1115-13-2-2
d/f+3, 4l, m11,1415-13-2KND
d/f+3, 4~2l, m11,2515+2KNDKND
d/f+3, 4~3l, h11,1515+1~+3+20~+22kg+20~+22kg
d/f+3, 4~3, 1+2l, h, (MAX )11,1515+5~+7+24~+26kg+24~+26kg
d/f+4m1514-7+4+4
d/b or d+1 or FC+d/b or d+1 BT d+1 or 2Sm510s cs4or1~-5+6+6
d/b or d+1, 1+2Sm, (MAX )510 cs4or1~-1+10g+10
d/b or d+2 or FC+2l1314s cs6or1~-14-3-3
d/b or d+3 or FC+3l1215s cs6or1~-12-2-2
d+3, 1l, Sm12,515 61~s-9+2+2
d+3, 1, 1+2l, Sm, (MAX )12,515 61~-1+10g+10
d/b or d+4 or FC+4 BT d+3 or 4l, (Special)1517~18s cs6or1~-31-5~-4KND
d/b or d+4, 1+2l(MAX )1417~18 cs6or1~+15~+16gKND
d+1+2l2024~25s cs6~-18~-17KNDKND
b+1h1012~13-7~-6+4~+5+4~+5
b+1, 2h, m10,1812~13-7+4KND
b+2m2324+2KNDKND
b+3m1114~15-12-1+2~+3
b+3, 2m, m11,1514~15-15~-14KNDKND
b+3, 2, 1+2m, m, (MAX )11,1514~15+2~+3KNDKND
b+4l1019-13-4-2
b+4, 4l, h10,1719-3~-2+16~+17kgKNDTail Spin
f, f, f+1m2615~16 (18~)-8~-7KNDKND
WS+1m1213~14-8~-7+3~+4+3~+4
WS+1, 1+2m, (MAX )1213~14-3~-2+8~+9+8~+9
WS+2m1018-14-3-3
WS+2 When hit F+2m, (throw)10,10,1018LaunchLaunch
WS+3h1715~16-3~-2+16~+17kgKNDTail Spin
WS+4m1811-5+6+6
FC+d/f+1m2015-14Launch (JG?)Launch (JG?)
SS+3l1819(28~)-12+6KND
Jump 1m109 (14~37) js1~-21~+2-11~+12-11~+12
Jump 2mm10,109,21 (14~37, 26~) js1~-12~±0~±0~
Jump 2 (Second hit miss)m109 (14~37) js1~-17~+7-7~+17-7~+17
Jump 3m107 (12~37) js1~-23~+2-13~+12-13~+12
Jump 4m1511 (16~37) js1~-14~+7-4~+17-4~+17
Back to wall b, b, u/bm2529~45 js1-12~+4KNDKND
1+3+4(Special)29~45 1
qcf+1Sm1419~-13~-5~-5~
qcf+2Sm x 210,819~,43~-19~-8~-8~
qcb+1h2015-15KNDKND
qcb+2h1020-15-5-5
qcb+2, 1h, m10,1520-15KNDKND
qcb+2, 3h, m10,2020-8~-6sKNDKND
qcb+2, 4h, l10,20s cs18~-18~-17KNDKND
hcb+3Smh10,1522~30,40 pc8~-9KNDKNDPower Crush
hcb+4Smmm10,5,1222~30, 40,58 pc8~-14KNDKNDPower Crush
Jump qcb+1 or 2Sm (TJ)1417~(~) js1~-34~-23~-23~
f+1+2, qcb+1 or 2m (TJ), Sm (TJ)15,1417~(~) 1~-27~KNDKND
1+2+3(MAX)17~(~) 1~
MAX qcf+1+2Sm x 210,1019~,42~+1~KNDKND
MAX qcb+1+2h1019-12-2-2
MAX qcb+1+2, 1h, m10,1019-2KNDKNDWall Bounce
MAX qcb+1+2, 3h, m10,2019-8~-6sKNDKND
MAX qcb+1+2, 4h, l10,20s cs18~-18~-17KNDKND
MAX hcb+3+4Smmm10,5,1222~30 ,40,58 pc8~-2KNDKNDPower Crush
MAX Jump qcb+1+2Sm1417~(~) js1~-34~-23~-23~
MAX f+1+2, qcb+1+2m (TJ), Sm (TJ)15,1417~(~) 1~+4~KNDKND
qcf, qcf+1+2Sm x 513*510~+1~KNDKND
d/b, hcb, d/f+1+2Sm439~-18LaunchLaunch
1, 2, 1, 2h, m, m, Sm x 57,10,15,13*5-10+1~KNDKND
Geese Howard Special Move for Basic Frame
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2Sm1315-13-4-4
3h1016-8±0±0
4h1716-3KNDKNDTail Spin, Homing
f+1m1224-17-4-4
f+2mh5,1020,32-14SHSH
f+3h1523+1+20kg+20kg
f+4m2119-13KNDCS
d/f+1m1013-1+7+7
d/f+2m1718-5+14kgKNDTail Spin, Homing
d/f+3l1115-13-2-2
d/f+4m1514-7+4+4
d/b or d+1 or FC+d/b or d+1Sm510s cs4or1~-5+6+6
d/b or d+2 or FC+2l1314s-14-3-3
d/b or d+3 or FC+3l1215s-11-2-2
d/b or d+4 or FC+4l1517s-31-5KND
b+1h1012-7+4+4
b+2m2324+2KNDKND
b+3m1114-9+2+2
b+4l1019-13-4-2
u/b or U/F(Special)js5~
U(Special)js9~
WS+1m1213-8+3+3
WS+2m1018-14-3-3
WS+3h1415-8KNDKNDTail Spin
WS+4m1811-5+6+6
SS+1h710(11~)+1+8+8
SS+2Sm1515(16~)-13-4-4
SS+3l1819(28~)-12+6KND
SS+4h1716(17~)-3KNDKNDTail Spin, Homing
BT 1 or 2h710+1+8+8
BT 3 or 4h1716-3KNDKNDTail Spin, Homing
BT d+1 or 2Sm510s cs4or1~-5+6+6
BT d+3 or 4l1417s-31-5KND
Last updated 13.09.2018

Tekken7 Blog About Akuma

Biography

Intoroduce about Akuma Fighting Method and Tactics for Combo Guideline. Akuma  is also known as Gouki “Great Demon”, “Great Devil” or “Great Ogre” in Japan, Akuma is Special Guest Character in Tekken 7 fron the Street Fighter series and its UDON Comics adaptation. Known for his sheer power with the Satsui no Hadō, Akuma has clashed multiple times with his brother, Gouken, and is the killer of their master, Goutetsu. Akuma was first revealed at the Tekken World Tour 2015 Grand Finals as one of the new characters for Fated Retribution.

Fighting Style By @ThatBlastedSalami

As Akuma is originally from Street Fighter, he possesses the elements of his fighting style that are associated with that series. His trademark attacks are the staples of all the practitioners of his fighting style: the Gohadoken (a wave of spirit energy fired from the hands that acts as a ranged attack; Akuma can also imbue the attack with thermal energy, creating the Shakunetsu Hadoken), the Goshoryuken (a rising reverse-hand uppercut that can hit one or three times), and the Tatsumaki Zankukyaku (a move where the user spins themselves through the air with their leg outstretched, kicking their opponent several times). Of the practitioners of his style, he also possesses unique moves such as the Zanku Hadoken (a jumping variation of the Hadoken that the user throws at an angle as he descends) and Ashura Senku (a move that allows the user to phase forward or backwards, immune to attack until they cease). He also possesses a diving kick called the Tenma Kujinkyaku that allows him to stop his forward momentum in air and come down with a sharp kick from above.

Combo By @wondagame6160
Akuma For Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage 1, 1, b or f+3, 2m(Throw)5516 pc1~Throw(KND)Throw(KND)Rage art
1 or f+1h710+1+8+8
1, 1h, h7,710-3+4+4
1, 2h, m7,2010-17~-16KNDKND
2 or f+2Sm1515~16-9~-80~+10~+1
3 or b+3h1415-8+3+3
4h1214~15-13~-12+2~+3+2~+3
4, 3h, h12,1714~15-5~-4+19kKNDTail spin, Homing
1+2 or WS+1+2h1431 pc8~-20-8-8Power crush
1+2, f, f (Cancel)h14315 pc8~-5+7+7
1+2, b, b (Cancel)h14315 pc8~-15-3-3
1+2, *h2040 pc8~-11CSCSPower crush
1+2*, f, f (Cancel)h20405 pc8~+4CS(21)CS(21)Power crush
1+2*, b, b (Cancel)h20405 pc8~-6CS(11)CS(11)Power crush
1+2, (Hold long as possible)*h!2565 pc8~54CSCSCSPower crush
1+2 (Hold long as possible)*, f, f (Cancel)h2565 pc8~CS(21)CS(21)CS(21)Power crush
1+2 (Hold long as possible)*, b, b (Cancel)h2565 pc8~CS(11)CS(11)CS(11)Power crush
f+3m1617-4+7+7
f+4h2016~17-5~-4KNDKNDTail spin, Homing
f+1+2mm8,1720,32-8s+7s+7s
f+1+2 (Second hit miss)m520
f+3+4m (TJ)(TPORT)2022~23a js9~-9~-8+2~+3+2~+3Homing
d/f+1m1013~14-4~-3+7~+8+7~+8
d/f+1, 1m, h10,713~14-3+6+6
d/f+1, 2m, mm10,5,1513~14-13s+7s+7s
d/f+1, 2 (Third hit miss)m, m10,513~14
d/f+2m1016~17-7~-6+3~+4+3~+4
d/f+2, 1m, m10,1016~17-18~-17Launch (JG?)Launch (JG?)
d/f+2, 4m, m10,1316~17-1100
d/f+2, 4, 3m, m, m10,13,2316~17-17~-16KNDKND
d/f+3m1412-9+1+1
d/f+4m2419-16KNDKND
d/f+1+2m2020 pc8~-14KNDKNDPower crush
d/b or d+1 or FC+1Sm (TC)510s cs4or1~-5+6+6
d/b or d+1, 2 or FC+1, 2Sm (TC), Sm (TC)5,6s js1~-13-2-2
d/b or d+2 or FC+2Sm (TC)612s cs4or1~-4+7+7
d/b or d+3 or FC+3 (Close)l (TC)1015s cs6or1~-13-4-4
d/b or d+3 or FC+3l (TC)715s cs6or1~-13-4-4
d/b or d+4 or FC+4l (TC)1717~18s cs6or1~-27KNDKND
b+1h1214~15-14~-13KNDKND
b+2m1823~24-9~-8+8~+9CSHoming
b+4l1520~21-13~-12+1~+2+1~+2
f, F+2m1415(16~)-14-2-2
f, F+2:1m, m14,2015(16~)-13~-12KNDKND
f, F+4m2320~21 (21~)0~+1+2~+3s+2~+3s
f, f, f+1h3016~17 (19~)+6~+7 (+17~+18 wc)KNDKNDWall Crush
f, f, f+3m (TJ)3026~31 (29~) js6~+4~+9KNDKND
WR+4l (TJ)2320~26 (53~)-24~-18KNDKND
WS+1h1213-5+6+6
WS+2m1715~16-15~-14Launch (JG?)Launch (JG?)
WS+3m1213-7+5CS
WS+4m1011~12-9~-8+2~+3+2~+3
WS+4, 4m, m10,2011~12-15~-14-5~-4sTUD
Vertical jump 1m (TJ)107(16~43) js1~-25~+2-15~+12-15~+12
Vertical jump 2m (TJ)159(18~43) js1~-18~+7-8~+17-8~+17
Vertical jump 3m (TJ)107(16~43) js1~-25~+2-15~+12-15~+12
Vertical jump 4m (TJ)159(18~43) js1~-18~+7-8~+17-8~+17
Forward or backward jump 1m (TJ)109(14~40) js1~-23~+4-13~+14-13~+14
Forward or backward jump 2m (TJ)159(14~40) js1~-18~+9-8~+19-8~+19
Forward or backward jump 3m (TJ)107(12~40) js1~-26~+2-16~+12-16~+12
Forward or backward jump 4m (TJ)157(13~40) js1~-20~+9-10~+19-10~+19
Top of forward jump d+3m (TJ)1413~ (13~34) js1~+4~+11g+9s~+16s+9s~+16s
qcf+1 or qcf+2Sm1219~-13~-5~-5~
qcf+1, 1+2, f, fSm1219~+7?~+15~+15~
hcb+1Sm1228~-12~-4-4
hcb+2Sm x 39,9,933~,41,49-1~KNDKND
f, d, d/f+1Sm1510a cs6~-26Launch (JG?)Launch (JG?)
f, d, d/f+1, 1+2f, fSm1510a cs6~+1Launch (JG?)Launch (JG?)
f, d, d/f+2Sm x 36,6,2011,23,35a cs6~7-34 (~16?a)Launch (JG?)Launch (JG?)
f, d, d/f+2, 1+2f, f (Only first hit)Sm611a cs6~70~+14
f, d, d/f+2, 1+2f, f (Only two first hits)Sm x 26,611,23a cs6~7+?Launch (JG?)Launch (JG?)
f, d, d/f+3(or 4)(Special) (TJ)(DFLIP)11,23 6~7
DFLIP nl234~10 (51~)-24~-18KNDKND
DFLIP 1h157~ (34~46) js1~-4~+7KNDKND
DFLIP 2m2016~20 (52~55) js1~-9~-5sKNDKND
DFLIP 3m1714~ (41~52) js1~-10~+1+24k+24kTail spin, Homing
DFLIP 4Sm1512~ (44~52) js1~+4~+7g+16~+19s+16~+19s
DFLIP qcf+1+2Sm, Sm10,1010,23 js1~-14~+20+0~+32+0~+32
DFLIP 1+3 or 2+4h(Throw)30(32~)Throw(KND)
qcb+3h (TJ)1015 js9~-15KNDKNDTail spin
qcb+4Sm (TJ), h x 313,6,6,610,25,44,54a js13~-15KNDKND
Jump qcf+1 or 2Sm1018(~) js1~-21~-11~-11~
Jump qcb+3 or 4Sm1013(~) js1~-9~+2KNDKND
f, d, d/f+3+4 or b, d, d/b+3+4(Special)5inv
qcf+1+2Sm, Sm10,1019~+1~KNDKND
hcb+1+2Sm x 312,12,1228~,36,44+9~KNDKND
f, d, d/f+1+2Sm x 36,6,2311,23,35a-34Launch (JG?)Launch (JG?)
f, d, d/f+1+2 (On counter)Sm, (throw)7,8,9,9,911,,,Throw(Launch)
qcb+3+4Sm x 410,10,10,2010,24,39,44 js10~-8 / -18KNDKNDTail spin
Jump qcf+1+2Sm, Sm10,1010,23 js1~-13~+20+4~+32+4~+32
Jump qcb+3+4Sm1013~ js1~-4~+9KNDKND
TPORT(f+3+4) qcf+1+2m (TJ), Sm x 2(TPORT)20,10,10js1~-5~-1+5~+9+5~+9
TPORT(f+3+4) qcb+3+4m (TJ), Sm x 3(TPORT)20,6,6,20js1~-15KNDKND
TPORT(f+3+4) qcb+3+4 (Third hit miss)m (TJ), Sm x 2(TPORT)20,6,6js1~-25KNDKND
TPORT(f+3+4) qcb+3+4 (second and third hit miss)m (TJ), Sm(TPORT)20,61~-35KNDKND
qcf, qcf+1+2Sm x 558(20*5)10~,,,,+2~KNDKND
Akuma For Basic Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2Sm1515-900
3h1415-8+3+3
4h1214-13+2+2
b+1h1514~15-14~-13?KNDKND?
b+2m2123-8+8KNDHoming
b+3h1415-8+3+3
b+4l1520-13+1+1
f+1h710+1+8+8
f+2Sm17?15-900
f+3m1817-4+7+7
f+4h2016-17-5~-4KNDKNDTail spin, Homing
f, F+1h710(11~)+1+8+8
f, F+2m1416?(17?~)-13?-1?-1?Wall bounce
f, F+3m1817(18~)-8+2+2
f, F+4m2320?(~)+2+4s+4s
d+1Sm (TC)510-5+6+6
d+2Sm (TC)612-4+7+7
d/b or d+3 (Close)l (TC)?1015-11-2-2
d/b or d+3 (Far)l (TC)?615-11?-2?-2?
d+4l (TC)1717~?-26~?KNDKND
d/b+1Sm (TC)510-5+6+6
d/b+2Sm (TC)612-4+7+7
d/b or d+3 (Close)l (TC)?1015-11-2-2
d/b or d+3 (Far)l (TC)?615-11?-2?-2?
d/b+4l (TC)2017~?-26~?KNDKND
FC+1Sm (TC)510-5+6+6
FC+2Sm (TC)612-4+7+7
FC+3 (Close)l (TC)?1015-11-2-2
FC+3 (Far)l (TC)?615-11?-2?-2?
FC+4l (TC)2017~?-26~?KNDKND
WS+1h1213-5+6+6
WS+2m1715-15?Launch (JG?)Launch (JG?)
WS+3m1713-10+2KND
WS+4m1011-9+2+2
d/f+1m1013-4+7+7
d/f+2m1016-7+3+3
d/f+3m1412-9+1+1
d/f+4m2419-16KNDKND
Vertical jump 1m (TJ)1019(~)+?
Vertical jump 2m (TJ)2019(~)(~)
Vertical jump 3m (TJ)1019(~)(~)(~)+?
Vertical jump 4m (TJ)2019(~)(~)(~)(~)+
Forward jump 1m (TJ)(~)-?+?+?
Forward jump 1 (Close to ground)m (TJ)(~)
Forward jump 2m (TJ)15(~)(~)+3?+14?+14?
Forward jump 2 (Close to ground)m (TJ)15(~)(~)(~)+7+17+17
Forward jump 3m (TJ)(~)
Forward jump 3 (Close to ground)m (TJ)(~)+2+12+12
Forward jump 4m (TJ)15(~)(~)+3?+14?+14?
Forward jump 4 (Close to ground)m (TJ)15(~)(~)(~)+7+17+17
Forward jump Top of jump d+3m (TJ)14(~)(~)(~)+4~+sKND
SS+1h710(11~)+1+8+8
SS+2Sm1515(16~)-900
SS+3h1415(16~)-8+3+3
SS+4h1214(15~)-13+2+2
BT 1 or 2h208-8+3+3
BT 3 or 4h3310-8KNDKND
BT d+1 or 2Sm1010s-2+9+9
BT d+3 or 4l1210s-11+3+3

Tekken7 Blog Lucky Chloe

Biography

Lucky Chloe is Strong Character with Okizeme showing fighting method and Combo Guideline. She is revealed to be mischievous and childish, as seen in Eddy’s ending where she outsmarts Eddy by giving him a childish drawing after leading him to believe it was a note revealing Kazuya’s whereabouts. However, in both her own and Jack-7’s endings, she shows her bratty side as she forces Eddy to practice her signature poses for live shows and blames Jack-7 for Chloe herself accidentally bumping into him. She also shows no concern after witnessing Jack-7 falling off the G Corporation tower.

Fighting Style By @ThatBlastedSalami
Combo By @wondagame6160

Lucky Chloe fights using Freestyle Dance, a style that seems very visibly similar to that of Capoeira, both of which incorporates dancing into martial arts.

Lucky Chloe has fast attacks and a good mix up game, and while her attacks are generally quite weak, she has good combo options which allow her to rack up some big damage. Her range, however, is quite short, and she lacks in counter options and punishers, meaning she favors a more aggressive play style, keeping close to her opponent and applying constant pressure.

Lucky Chloe is unique in that her Rage Art can deal additional damage if the player correctly times their button presses in rhythm with the attacks landing on her opponent.

Lucky Chloe For Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage 3+4l (TC)50(or60or65)20 cs8~17 pc8~17-27KNDKNDRage art
in rage d/f+3+4 or FC+d/f+3+4 or BT+d/f+3+4mmm12,12,2517,46, 78~80+3~+5sLaunchLaunchRage art
in rage d/f+3+4Bm, mm12,12,2517,46, 78~80b-4~-2sLaunchLaunchRage art
in rage d/f+3+4, When hit 1+2mmm, h12,12,25,62(74)17,46, 78~80KNDKNDRage art
1 or BT 1 or 2h7(12)10+1+8+8
1, 2h, m7,1210-4+7+7
1, 2, 1h, m, m7,12,2010-11KNDKNDWall Bound
1, 2, 2h, m, m7,12,2010-4~-3+4~+5sKND
1, 2, 1+2h, m, hh7,12,12,2010-2~-1+13kgKND(+13kg)Homing
2h1012-4+7+7
2, 2h, h10,15 (25)12-12+4+4KND after proper timing
2, 3h, l, (TWISTL)12,1412-11+7s+7s
3m1415-7+4+9
3,Bm1415-7+4+4
3, 4m, m14,2015-14Launch (JG?)Launch (JG?)
4m1512-9+2+7
1+2 or BT 1+2hh6,2022~23, 30~31-2~-1+13kgKND(+13kg)Homing
f+2m1217-4+7+7
f+2, 1m, m12,2017-11KNDKNDWall Bound
f+2, 2m, m12,2017-4~-3+2~+3sKND
f+2, 1+2m, hh12,6,2017-2~-1+13kgKND(+13kg)Homing
f+3m1516~17-9~-8+5~+6+5~+6
f+4m (TJ)1427 js9~30-4+9s+9s
f+4, bm (TJ)1427b~js9,10,13~-4+9s+9s
f+4, 4m (TJ), m (TJ)14,10js15~-13KNDKND
f+4, 4, bm (TJ), m (TJ)14,10b js15~-9KNDKND
f+1+2h3227~29+7~+9KNDKNDWall Bounce
f+3+4mml14,11,1229~30a, 37~38, 70~73 js19~-11~-8+8~+11s (KND)+8~+11s (KND)
f+3+4, bmm14,1129~30a, 37~38, js19~-4~-3KNDKND
f+3+4, 3mm, m14,11,829~30a, 37~38, 70~71 js19~-17~-16sKNDKND
d/f+1m1313~14-1~0+7~+8+7~+8
d/f+1, 3m, l (TWISTL)13, 1413~14-11~-10+8~+9+8~+9
d/f+2m1415-13LaunchLaunch
d/f+2 or WS+2, When hit 4:3:1m, m, m, m14(20),20,10,2016KNDKND
d/f+3m1514-9+2+2
d/f+3, B(cancel)
d/f+3, 2m, m15,2114-6~-5+2~+3sLaunch
d/f+3, 3m, m15,2014-14~-13+7k+7kTail spin
d/f+4l (TJ)1925 js6~23-12+7sKND
d+2m171600KND
d+3+4 or d/b+3+4lll6,6,623~24, 33~34, 47s cs6~ar6~-13-2-2
d+3+4, 3+4lll, ll5,5,5,7,7s cs1~ ar1~-13~-120~+1s0~+1s
d+3+4:d+3+4lll, hml5,5,5,7,7,71~ 1~a,b-34-21s-21s
d+3+4:d+3+4, Flll, hml, (Special)5,5,5,7,7,71~ 1~,a-57-44s-44s
d+3+4:d+3+4, F, 3+4lll, hml, (Special), m (TJ)5,5,5,7,7,7,30js1~-8~-4KNDKND
d/b+1m2021 pc8~-13KNDKNDPower crush, Wall bound
d/b+4l (TC)1518 cs6~-14-3-2
d/b+4, 4l (TC), m (SCT)15,1518 6~-1+3+12
d/b+1+2m2025~26-16~-15Launch (JG?)Launch (JG?)
b+1m2517~19-11~-9KNDLaunch
b+2m2022-4KNDKND
b+3m1517-11+10kg+10kgTail spin, Homing
b+3, Bm1517b-8+13kg+13kgTail spin, Homing
b+4m1716-8+8CS
b+3+4(recover bt)js6
b+1+2hhhh5,5,5,1520,26,32, 40~42 pc8~19-8~-6KNDKNDPower crush
u/b+4! (TJ)6076~77 js48~TFUTFUTFU
u+3+4mm (TJ)5,1020 js9~-9KNDKND
u/f+3(u+3 or u/b+3)m (TJ)13(10,7)15~16 js9~-15~-14LaunchLaunch
u/f+4m1315~16 js9~-13~-12Launch (JG?)Launch (JG?)
u/f+3+4m (TJ)1524~26 js11~-5~-3-8~-6s-8~-6s
u/f+3+4, 3m (TJ), l, (TWISTL)15,1727~29 11~-11+7s+7s
u/f+3+4, 3+4m (TJ), m (TJ)15,15js11~-3~-1+4~+6sKND
u/f+3+4, 3+4, 4m (TJ), m (TJ), m15,15,20js18~-16~-14sKNDKND
f, F+3m2518(19~)-6KNDKND
f, f, f+3m (TJ)2722~25 (25~) js3~+7~+10KNDKND
f, f, f+3+4l, l (TJ) (TC)15, 2323 js5, cs10-29KNDKND
f, f, f+3+4 (last hit only)l, l23-29KNDKND
WS+1m1014~15-5~-4+6~+7+6~+7
WS+1, 4m, m?10,1014~15-16LaunchLaunch
WS+2m2016-13LaunchLaunch
WS+3m (TC)2515~16 cs1~-12~-11KNDJG
WS+4m1511-3+8+8
FC+d/f+1l (TC)1518~19 cs1~-13~-12+4~+5sKND
FC+d/f+2m (TC)1821~22 cs1~20-7~-6+15~+16kgKNDTail spin, Homing
FC+d/f+4m2417~18-17~-16CSCS
SS+4l1921~22b (30~) cs6~-9~-8 (11b)+2~+3KND
1+2+3(Special)21~22 (30~) 6~
1+2+4(Special)21~22 (30~) 6~
d/b+3l, (TWISTL)1715-11+7s+7s
d/b+3 (After stance ends)l, (TWISTL)1715-32-13s-13s
d/b+3, bl, (TWISTL)1715b-25-6s-6s
d/b+3~4l, l17,1215-1300
TWISTL 1h1210+1+8+8
TWISTL 2m1718-7+5KND
TWISTL f+2m1527-4+7+7
TWISTL 3m2034~40+4~+10KNDKND
TWISTL 4m(SCT)2126-18-7-7
TWISTL 4, 3+4m, m21,20-3+5Launch
TWISTL d/b+4l (TC)1524-14+5s+5s
TWISTL d/b+4jl, (TWISTR)2328-13+4s+4s
TWISTL d/b+4j, 3l, l(TWISTL)23, 1228-1300
TWISTR 4m (BT)2420~21-8~-7CSCS
TWISTR d/b+3jl, (TWISTL)1720-11+7s+7s
f, F+4 or from special movem, (SCT)2123(24~)-1+3+12
SCT 4m (TJ)1526(27~)-4~-3KNDKND
SCT 4, 4m (TJ), m (TJ)15,25js15~+4~+5KNDKND
SCT 3+4m (TJ)20js23~-3~+1+5~+9Launch
SCT 3+4, 4m (TJ), m15,20js18~-16~-14sKNDKND
SCT d/b+4l (TC)13cs4~-16-5-2
BT 1h128~9+1~+2+8~+9+8~+9
BT 2m1718-7+5KND
BT 3m2015~16-44~-43 (~20a)-23~-22a-23~-22a
BT 3, 3+4m, m20,25js1~+1~+3KND(KND)KND
BT 4m (TJ)2423~25 js6~-10~-8sKNDKND
BT d/b or d or d/f+4l (TC)1819s cs4~-16-5-2
BT d+4, 4l (TC), m?, (SCT)18,1519 4~-1+3+12
BT d+3+4l2022 cs4~-18KNDKND
BT 3+4m (TJ)2028~32 js15~-3~+1+4~+8sKND
BT 3+4, 4m, m20,20js17~-16~-14sKNDKND
BT f+3+4(Special)?b ar1~
BT f+3+4, 3+4(Special), mm, (Special)17,2024,37~ar1~-45CSCS
BT f+3+4, 3+4, 3+4(Special), mm, (Special), m17,20,30ar1~+11g~+15g (+25g wc)KNDKNDWall crush
Lucky Chloe For Basic Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h1212-4+7+7
3m1415-7+4+4
4m1512-9+2+7
f+1h710+1+8+8
f+2m1217-4+7+7
f+3m1516~17-9~-8+5~+6+5~+6
f+4m (TJ)1427 js9~30-4+9s+9s
d/f+1m1313~14-1~0+7~+8+7~+8
d/f+2?1415-13Launch (JG?)Launch (JG?)
d/f+3m1514-9+2+2
d/f+4l (TJ)1925 js6~23-12+7sKND
d+1Sm (TC)510s cs4~-5+6+6
d+2m171600KND
d+3l (TC)1216s cs4~-17-3-3
d+4l (TC)713s-13-2-2
d/b+1m2021 pc8~-13KNDKNDPower crush
d/b+2Sm (TC)811s cs4~-4+7+7
d/b+3l, (TWISTL)1715-11+7s+7s
d/b+4l (TC)1518 cs6~-14-3-2
b+1m2517~19-11~-9KNDLaunch
b+2m2022-4KNDKND
b+3m1517-11+10kg+10kgTail spin, Homing
b+4m1716-8+8CS
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/f+3(u+3 or u/b+3)m (TJ)13(10,7)15~16 js9~-15~-14LaunchLaunch
u/b+4! (TJ)6076~77 js48~TFUTFUTFU
u+4m1515~16 js9~-13~-12KNDLaunch (JG?)
u/f+4m1315~16 js9~-13~-12Launch (JG?)Launch (JG?)
WS+1m1014~15-5~-4+6~+7+6~+7
WS+2m2016-13Launch (JG?)Launch (JG?)
WS+3m (TC)2515~16 cs1~-12~-11KNDJG
WS+4m2411-3+8+8
FC+d/b or d+1Sm (TC)510s cs1~-5+6+6
FC+d/b or d+2Sm (TC)1011s cs1~-4+7+7
FC+3l (TC)1216s cs1~-17-3-3
FC+d/b or d+4l (TC)1013s cs1~-15-4-4
SS+1h710(11~)+1+8+8
SS+2h1212-4+7+7
SS+3m1715-7+4+4
SS+4l1721~22b (30~) cs6~-9~-8 (11b)+2~+3KND
BT 1 or 2h128~9+1~+2+8~+9+8~+9
BT 3m2015~16-44~-43 (~20a)-23~-22a-23~-22a
BT 4m (TJ)3023~25 js6~-10~-8sKNDKND
BT d+1 or 2Sm1010s cs1~-2+9+9
BT d+3l1210s cs1~-11+3+3
BT d/b or d or d/f+4l (TC)1819s cs4~-16-5-2

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