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		<title>Claudio Serafino Tekken 7 Quick Guide 2022</title>
		<link>https://mmosumo.com/claudio-serafino-tekken-7-quick-guide-2020/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sun, 05 Apr 2020 09:17:17 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1723</guid>

					<description><![CDATA[Staples All damage values are assumed that Claudio is not in Rage and didn’t CH the launcher unless specified. Combos with ** in front of the notation indicates this combo is only usable if you launch them while already in STB. u/f+4 f+3 S! ff+4 b+3 f+2 b+4 2 (58 damage, ends in STB) ** [&#8230;]]]></description>
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<h2 class="wp-block-heading">Staples</h2>



<p>All damage values are assumed that Claudio is not in Rage and didn’t CH the launcher unless specified. Combos with ** in front of the notation indicates this combo is only usable if you launch them while already in STB.</p>



<p></p>



<p><strong>u/f+4</strong><br></p>



<p>f+3 S! ff+4 b+3 f+2 b+4 2 (58 damage, ends in STB)<br></p>



<p>** b+2 f+1 ff+4 b+3 d+1 2 S! wr+2 (71 damage, ends in STB)</p>



<p></p>



<p><strong>d/f+1, 2</strong><br></p>



<p>b+3 f+2 f+1 2 f+3 S! wr+2 (63 damage, ends in STB)<br></p>



<p>** b+2 f+1 ff+4 b+3 d+1 2 S! wr+2 (81 damage, ends in STB)</p>



<p></p>



<p><strong>ws+2</strong><br></p>



<p>b+3 f+2 ff+4 b+3 d+12 S! wr+2 (69 damage, ends in STB)</p>



<p></p>



<p><strong>ch d/f+2</strong><br></p>



<p>f+3 S! ff+4 b+3 f+2 b+4 2 (65 damage, ends in STB)<br></p>



<p>fast ff+4 b+3 f+2 f+2 f+3 S! wr+2 (67 damage, ends in STB)<br></p>



<p>** b+2 f+1 dash b+3 d+1 2 S! wr+2 (72 damage, ends in STB)<br></p>



<p>** b+2 f+1 fast ff+4 b+3 d+1 2 S! wr+2 (78 damage, ends in STB)</p>



<p><strong>ch d/b+3</strong><br></p>



<p>ws+1 b+3 f+2 f+2 f+3 S! wr+2 (67 damage, ends in STB)<br></p>



<p>** ws+1 b+3 f+2 dash b+3 d+1 2 S! wr+2 (71 damage, ends in STB)</p>



<p></p>



<p><strong>ch 4, (3)</strong><br></p>



<p>S! ff+4 b+3 f+2 b+4 2 (54 damage, ends in STB)<br></p>



<p>S! ff+4 b+3 f+2 1 1+2 (56 damage)</p>



<p></p>



<p><strong>STB f1+2, 1+2</strong><br></p>



<p>dash f+3 S! ff+4 b+3 f+2 b+4 2 (75 damage, ends in STB)<br></p>



<p>dash ff+4 b+3 f+2 f+2 f+3 S! wr+2 (77 damage, ends in STB)</p>



<p></p>



<p><strong>STB d+2, 2</strong><br></p>



<p>ws+1 b+3 f+2 f+2 f+3 S! wr+2 (67 damage, ends in STB)</p>



<p></p>



<h2 class="wp-block-heading">Punishment List</h2>



<p><strong>Standing</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>Crouching</strong><br></p>



<p>10f &#8211; 1, 2								10f &#8211; fc d+1</p>



<p>11f &#8211; 4	&lt;- this is a lie im just too lazy to fix the formatting rn	11f &#8211; ws+4</p>



<p>12f &#8211; f+2, 2 OR 2, 1							12f &#8211; ws+1, 1</p>



<p>13f &#8211; d1+2								15f &#8211; ws+2 OR u/f+4</p>



<p>14f &#8211; b+2								16f &#8211; ws+3</p>



<p>15f &#8211; d/f+1, 2 OR u/f+4</p>



<p>16f &#8211; STB f1+2, 1+2<br></p>



<h2 class="wp-block-heading">Notable Moves<br></h2>



<p>A list of Claudio’s most useable/ best moves in my opinion. I don’t use all these moves in every match, but it’s good to be aware of his best options so you aren’t predictable. The formatting in order from left to right is move notation, hit property (high/mid/low), startup frames, and frames on block. Again note these are my personal opinion.</p>



<p></p>



<p><strong>f+3 | </strong>mid. i18. -9.<br></p>



<p>This move is extremely powerful and very versatile. It’s a homing move that hits pretty hard from a decent range. It’s safe on block and it also tailspins, meaning that if you randomly float someone with this you’ll get a pretty nice chunk of damage just for throwing it out. This move also low crushes and splats at certain angles, combined with the fact it’s a homing move makes it even more scary at the wall.</p>



<p></p>



<p><strong>u/f+4 | </strong>mid. i15. -13.<br></p>



<p>Claudio has an above average hopkick, which is good because a lot of his strategy revolves around landing this move. Low crushes consistently, high crushes sometimes, and you might even catch it crushing a mid on occasion. A very good tool to have.</p>



<p></p>



<p><strong>f, f, F+2 | </strong>high. ?. +7.<br></p>



<p>This is a very important move Claudio has, which allows him to build up a lot of pressure very quickly because of how plus on block it is. If you learn how to use iWR consistently and use this and certain mids which share a ff motion to deter your opponent from ducking&nbsp; (such as ff+4 or a f+3 with a dash beforehand) you will be able to build momentum easily and control the pace of the match. Hitting this move also puts you in STB for further mixups, making it all the more powerful.</p>



<p></p>



<p></p>



<p><strong>b+4, 2 | </strong>mid, mid. i17. -9.</p>



<p></p>



<p>A pretty decent move to use on occasion, as it tracks fairly decently to both sides and on counterhit it wallsplats. On hit it puts Claudio in STB.</p>



<p></p>



<p><strong>b+1 | </strong>mid. i18. -9.<br></p>



<p>Another mid, safe, tailspinning, homing move, except this one high crushes. Very useful at the wall like f+3 is, except this move will wallsplat every time which leads into his pretty decent wall game.</p>



<p></p>



<p><strong>d+3 | </strong>low . i16. -17.<br></p>



<p>One of Claudio’s fairly useful lows that has a pretty long range and high crushes pretty quickly. It doesn’t do much damage, however you can use it often enough to become annoying. Super punishable on block, however if blocked at max range it can become pretty tricky for your opponent to punish it. You can use this as a way to bait out whiffs and punish with his hopkick.</p>



<p></p>



<p><strong>d/b+3 | </strong>low. i24. -17.<br></p>



<p>A hard hitting, launch <a href="https://mmosumo.com/tekken-7-paul-phoenix-combo-guide-frame-data-punishes/" >punishable low that gives a beefy combo</a> on counterhit. It has a fairly misleading animation that high crushes near the end, meaning it can be difficult for your opponent to block if they’re unfamiliar with the <a href="https://mmosumo.com/lars-guide-tekken-7/" >matchup or don’t see the move</a> often. Not something I would recommend throwing out all the time, but it can be pretty useful if you’re conservative with it.</p>



<p></p>



<p><strong>f, f+4 | </strong>mid. i?. -5.<br></p>



<p>Useful for mixing up with iWR2 as it’s a mid that comes out of a similar ff motion, so it also covers a lot of space. It’s a knee, so it can’t be reversaled, just like b+3. Pretty useful at the wall, since it splats.&nbsp;</p>



<p><strong>d/f+2 | </strong>mid. i14. -13.<br></p>



<p>A pretty decent tool to use against jab happy players. It high crushes early in the animation and launches on ch for a good amount of damage. It’s unsafe, however a lot of people fail to punish it accurately, usually with a 10f punisher at best. Something to throw out every now and again whenever you’re feeling lucky.</p>



<p></p>



<p><strong>ss+4 | </strong>low. i21~. -11.<br></p>



<p>This move is probably Claudio’s best low, as it gives an advantage on hit and helps set up an offense. It also comes out of sidestep, meaning he’s able to set up a mixup game between this move and some of his other mids such as f+3 or hopkick. A good move to remember to use however you don’t want to be too predictable with it.</p>



<p></p>



<p><strong>4 (3) | </strong>high. i11. -9.<br></p>



<p>Another more universal ch tool. Claudio’s magic 4 has an extension which is just his f+3, however that makes his magic 4 combo way easier to land because the string will tailspin for you. The extension is uninterruptable, so it’s safe to just throw out the whole thing whenever you feel appropriate.</p>



<p></p>



<p><strong>b+3 | </strong>mid. i13. -4.<br></p>



<p>Claudio’s fastest mid poke. A bit less range than a traditional d/f+1, but important to use instead of his personal d/f+1 as that move is 15f. Good, quick mid to throw out every now and then, and as it’s a knee it can’t be reversaled by Asuka or Nina and the like.</p>



<p></p>



<p><strong>f+4 | </strong>mid. i22. +2.<br></p>



<p>A decent move to throw out every now and then, since it gives an advantage on block. Tracking is very poor so be sure of yourself when you throw this move out. On counterhit, d/b+3 is guaranteed and these two moves together do an awful lot of damage.</p>



<h2 class="wp-block-heading">Starburst</h2>



<p>Claudio’s special stance is called Starburst, and a lot of his more “bleh” have some very useful extensions become available once he gets into this stance. Once he uses any move in STB, regardless whether the move connects or not, he will leave the stance. Claudio enters STB after connecting any of the following moves.&nbsp;</p>



<p></p>



<p><strong>	</strong><strong>f+2, 2</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>b+4, 2</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>ws+2</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>f, f, F+2</strong><strong>	</strong><br></p>



<p><strong>	</strong><strong>b+2</strong><strong>	</strong><strong>	</strong><strong>	</strong><strong>1+2: 1+2: f+2</strong><strong>	</strong><strong>	</strong><strong>ff+2, 1+2</strong><strong>	</strong><strong>	</strong><strong>2, 1, 2</strong></p>



<p></p>



<h3 class="wp-block-heading">Starburst Moves</h3>



<p></p>



<p><strong>STB f1+2, 1+2 | </strong>mid, mid. i16. -9.<br></p>



<p>A safe, high crushing launcher that does 30 damage itself. Landing this move usually means you get to take a huge chunk of life from your opponent, so try and actually land it as often as you can. You can delay the second half, so you can try and bait them into mashing before the string is over if they’re not being careful of the fact you’re in stance. This move is also great for launching certain attacks such as Paul’s deathfist or Heihachi’s ff+2 that a lot of characters struggle to punish correctly, so all around this is one of the best uses of STB.</p>



<p></p>



<p><strong>STB d+1, 2 | </strong>mid, mid. i17. +3.<br></p>



<p>This move is pretty good for pressure when you’re in STB. The whole string is NC and it does a ton of damage, and since it’s positive on block you can continue an offense after leaving STB with this move. Thought the hitbox is pretty big, I don’t think the tracking is the best so be careful how you use it. A decent use of STB, however unless you have a game plan for after using this move you might just want to save STB for something else.</p>



<p></p>



<p><strong>STB d+2, 2 | </strong>low, low. i18. -12.<br></p>



<p>The infamous low launcher out of STB. This move high crushes, is not seeable, and gives a nice combo whenever you connect it. However it is not NC on normal hit, so unless you landed a counterhit a quick opponent might block the second hit and punish you accordingly. Like STB f1+2, 1+2 you can use the threat of the extension to create a new mindgame whenever you’re in this stance. Another really solid use of STB, though a bit more risky against people who are aware they can block the second hit.</p>



<p></p>



<p><strong>STB d/b1+2 |</strong> mid, !. i18. unblockable.<br></p>



<p>Claudio’s 2 hit unblockable out of STB, this move only has one good use and it’s for cheesing people at the wall who aren’t expecting to be hit with a fairly fast unblockable. This move can be sidestepped so I wouldn’t spam it all the time, but it is a really good way of ending a round vs someone not prepared to deal with it.</p>



<p></p>



<p><strong>STB b+4, 3, 2 | </strong>mid, high, mid. i17. -10.<br></p>



<p>In my opinion one of the least worth it moves out of STB. The last hit launches when it connects, however as the second hit is a high so you shouldn’t really be baiting them to mash into your extension like the STB f1+2, 1+2 or STB d+2, 2. That said, the move is pretty much unseen meaning it does have potential as a cheesy roundender. It’s also worth noting that though the second hit of the string is a high and could usually be ducked and launched, the animation of the last hit Claudio jumps into the air which could lead to some interesting trades or position swaps with nobody taking any damage.</p>
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		<item>
		<title>Devil Jin Tekken 7 Guide 2022</title>
		<link>https://mmosumo.com/devil-jin-tekken-7-guide-2020/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Mon, 30 Mar 2020 21:05:51 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1720</guid>

					<description><![CDATA[Introduction Devil Jin is one of the three “real” Mishimas. He’s a very well-rounded character, but “jack of all trades, master of none” doesn’t really apply here. In fact, people often have trouble pointing out Devil Jin’s weaknesses. He has an answer for every situation &#8211; top tier punishment, pressure and combo damage, great mixups [&#8230;]]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading">Introduction</h2>



<p>Devil Jin is one of the three “real” Mishimas. He’s a very well-rounded character, but “jack of all trades, master of none” doesn’t really apply here. In fact, people often have trouble pointing out Devil Jin’s weaknesses. He has an answer for every situation &#8211; top <a class="wpil_keyword_link " href="https://mmosumo.com/black-desert-class-tier-list-for-pve/" title="tier" data-wpil-keyword-link="linked">tier</a> punishment, pressure and combo damage, great mixups with his amazing mids and lows, even some powerful pokes and evasive moves, and a devastating 50/50 for good measure. He really isn’t lacking in any department. This is just in general terms, though.<br></p>



<p>In Mishima terms, Devil Jin is generally considered a middle ground between Kazuya’s solid keep-out defensive play and Heihachi’s in-your-face pressure game. His punishment and 50/50 is not quite on the tier of Kazuya, and his pressure and poking is not quite as good as Heihachi’s. He averages in all fields. As a result, he’s more versatile, can adapt well to different players and characters and has fewer bad matchups, but he sacrifices raw power in the form of specialization that his other Mishima counterparts can boast. Remember that this is all relative to the other Mishimas &#8211; there’s nothing average about the strength of this character.</p>



<p>For more info on playing Mishimas in general, see the<a href="https://docs.google.com/document/d/139rPKrNc0nYHm2SmEa9Wy6LE7ps_2C0akOD4BQrmN2Q/edit#heading=h.vot8mpvw71fp" target="_blank" rel="noopener"> Mishima section</a>. Also see<a href="https://www.youtube.com/watch?v=ZZ29NSb1r6s" target="_blank" rel="noopener"> TheMainMan’s Devil Jin guide</a>.<br></p>



<p><strong>Players to Watch: </strong>Knee, Yanpan, qudans, Ji3moon Ace, Tongbal Love, Kkokkoma, Lowhigh, Choksae</p>



<h2 class="wp-block-heading">Playing Devil Jin</h2>



<p>Thanks to the all-rounder nature of his arsenal, Devil Jin can be played to suit anyone’s tastes. His tools can be utilized in ways such that he can play offensively, defensively and anywhere in between. In particular, though, I think the best way to get the most out of Devil Jin is to abuse his kit to control space. Specifically, this means forcing your opponent to keep a certain distance away from you, so that you can play at the range you’re most comfortable at.<br></p>



<p>In order to achieve this, the most obvious thing that comes to mind is the EWGF. The plus frames and pushback from each EWGF will force your opponent back and make them think twice about moving towards you. Many other safe moves like ff+2 and ff+4 have inherent pushback on block as well. Not only does this allow you to keep your opponent at bay, it also moves your opponent closer and closer to the wall, further restricting their movement. Even<a href="https://a.safe.moe/YZH9b.webm" target="_blank" rel="noopener"> wave dashing alone</a> can force the opponent to the wall.<br></p>



<p>Without a wall, Devil Jin is still a force to be reckoned with. His entire arsenal of moves is top tier, and that doesn’t change, regardless of stage. You can dictate how far away your opponent will be with a mix of backdashing, wavedashing and pushback moves, forcing them to play <em>your</em> game, which will always put you at an advantage. It’s clear how well his kit is put together for this purpose. If you feel Devil Jin is slightly lacking in certain aspects, chances are that you have ridiculous expectations or another Mishima may suit your tastes better.<br></p>



<p>That being said, learning a Mishima is a big time investment. I wouldn’t recommend Devil Jin as your first <em>Tekken</em> character. However, if you’re prepared to dedicate the time and effort, practice daily, and deal with losing 99% of your games until you have passable mechanics, reaction time, decision making and game knowledge, then by all means &#8211; and I say this without jest &#8211; give Devil Jin a go. Your efforts will be rewarded handsomely. Unlike the other Mishimas, Devil Jin is the only one that consistently remains at the top of the tier lists across games, and that shouldn’t be changing any time soon. Someone at Namco seems to have a soft spot for him. It’s Michael Murray.aa</p>



<h2 class="wp-block-heading">Notable Moves</h2>



<p>Devil Jin’s gameplay revolves around these moves, and neglecting to use any of them would be foregoing his full potential. The moves aren’t listed in any particular order other than the order I thought of them in.<br></p>



<ul class="wp-block-list"><li><strong>EWGF; cd:2 (f,n,d,d/f+2)</strong><ul><li>Bread and butter of all Mishima play. 14 frame high launcher that’s +5 on block with huge knockback &#8211; not only safe, but advantageous. It’s a just frame move, though, so it’s somewhat difficult to consistently pull off. Non-just frame version is a5-10 on block with little knockback, which is jab punishable. Very linear like most of his movelist, but Devil Jin’s EWGF actually has the best tracking of the three Mishimas. It also has a very low juggling hitbox despite being a high, allowing for some ridiculous combos that may not even seem possible at first.</li><li>There’s actually a non-launcher version of this as well, if you wait until the very last frame of the CD and press 2 . I actually find this harder to do than a normal EWGF, and it’s not really practical. This one is actually -4 on block but +12 on hit (both normal and counter), so you get a guaranteed b+1,2. It takes 34 frames to come out, so a situation where this could be useful would be crouch dashing at your opponent at the wall &#8211; they see you do a crouch dash but don’t see a move come out so they press a button, and you catch them and get a wall splat. Let’s be honest though &#8211; have you ever seen anyone use this?</li></ul></li><li><strong>Hell Sweep; cd+4 (f,n,d,d/f+4)</strong><ul><li>Very, very good unseeable low that knocks down for a full juggle, unlike other Hell Sweeps. Has an extension (cd+4,4 for a 2nd mid kick), but in this game, it’s rarely used outside of floor breaking (but Heaven’s Gate is better for that). Both hits are launch punishable, so be smart with it. Despite the animation, this move has <em>zero</em> tracking. If your opponent is off axis by 1 pixel, it will whiff. Make up for this by wavedashing to realign vs good steppers.</li></ul></li><li><strong>cd+u/f+3 (wr+3)</strong><ul><li>Devil Jin’s Slash Kick is a mid that gives +9~10 on block, and you’re in the air, so interrupting the move only rewards minimal damage from float. You may think to iWR this, but Devil Jin actually has a special input for the move (u/f+3 out of crouch dash). This allows him to perform the move from range 0 much more easily, as well as realign himself with the opponent if they’re trying to step. One of the perks of having wings, I guess.</li><li><a href="https://twitter.com/yanpanmandesu/status/823812648378646528" target="_blank" rel="noopener">According to top Japanese Devil Jin player Yanpan</a>, cd+u/f+3 is Devil Jin’s best move. Since he doesn’t a<ul><li>have a fast mid that’s good on block like the standard Mishima f+4, inexperienced players often put themselves at frame disadvantage with other moves and lose while on the resulting defensive, without getting the chance to let Devil Jin shine. Once you’re able to consistently do the CD Slash Kick from any situation, Devil Jin becomes very fun to play and a force to be reckoned with, so he encourages everyone to practice this move.</li></ul></li></ul></li><li><strong>f,f+2</strong><ul><li>Relatively long-ranged mid that knocks down on hit and wallsplats. Very useful for creating distance from your opponent and controlling space since it has great pushback. -11 on block, but due to the pushback,&nbsp; it’s not really punishable unless you’re fighting near a wall at a weird angle. Even Jack’s f+2 doesn’t reach on open ground. Can be easily stepped and launched, though.</li><li>A cool “setup” is to buffer the input of his Giant Swing during the recovery frames of the move on block. If your opponent tries to do almost anything, they’ll get caught by the grab. This is doubly effective because your opponent likely won’t be ready to break a grab when they’re trying to attack. If they do nothing, the grab will whiff but they’re out of range to punish thanks to pushback.</li></ul></li><li><strong>b+4</strong><ul><li>Mid, safe on block (unlike Kazuya’s, which is -11) and gives full combo on CH. Great oki tool and is literal cancer at a wall. Even hits grounded, but don’t count on that working in your favour. i17 or 18 though, so use it smartly otherwise you’ll get counter hit yourself. It’s all about the timing.</li></ul></li><li><strong>d/b+2</strong><ul><li>Low poke that crushes highs and some mids. Nerfed slightly since TTT2 (-13 on block, +3 on hit as opposed to -12 on block, +5 on hit) but still a great move. Recovers crouching so your next input will be WS if you don’t crouch cancel. Good to mix up with throws, hits grounded reliably and has decent tracking to the right.</li></ul></li><li><strong>u/f+4</strong><ul><li>Safe mid that crushes lows and knocks down on hit, with guaranteed follow-up (dash up b+4). Great mid option to use out of wave dash to keep your opponent guessing because it’s very difficult to fuzzy guard. This is<a href="https://twitter.com/1206_king/status/814267183421239296" target="_blank" rel="noopener"> the reason Hakaiou considers Devil Jin the best Mishima</a> (other than the fact that his Hell Sweep launches). Use often. The range is a little deceptive, though; it’s actually quite short, so make sure you’re close enough for it to hit. As usual, tracking is very poor. Crushed by AoP.</li></ul></li><li><strong>d/f+1,2</strong><ul><li>Safe, mid, mid poke string. Great tool for both applying and relieving pressure. 2nd hit is very delayable, but the string is NCC if you don’t delay it. Also has a “follow up” in d/f+1,2~ff, which makes Devil Jin dash forward a little after the 2nd hit comes out. Not super useful, but ff moves can be done from this micro-dash, so it has its place.</li></ul></li><li><strong>ws+4,4</strong><ul><li>Fast, mid, mid poke that does pretty huge damage. Devil Jin also has a lite version of this (d/f+4,4) that’s a bit slower and weaker, but easier to pull off from standing. First hit is safe, second is launch. Kind of delayable but not really hit confirmable (d/f+4,4 is a bit easier to hit confirm). Also -5 on <em>hit</em>, so be careful what you do afterwards.</li><li>The first hit is a great keep-out move. Your opponent will be reluctant to come in and attack since they don’t know whether or not the 2nd hit will come out, making it a great way to close out rounds. It’s also a very good option to beat AoP and other crushing bullshit. While not as rewarding as b+4, the startup speed makes up for it.</li></ul></li><li><strong>Laser Scraper (b,f+2,1,2)</strong><ul><li>Mid string, very good for applying pressure and wall carrying. First two hits are NC, third is not. The 2nd hit is -10 but people will be afraid to punish in case you complete the string. The last hit can be easily stepped and punished, though, so don’t complete the string unnecessarily often. If your opponent is splatted, delaying the last hit gives a clean, unscaled hit for huge damage. You can replace the last hit with d+2 for a higher wallsplat (usually gives you another laser scraper at the wall). You can also replace the last hit with 4 on open ground for oki or to hit after a low/odd angle wall splat. The 4 ender also breaks the floor.</li></ul></li></ul>



<h2 class="wp-block-heading">Punishment</h2>



<p>Although not quite as good as Kazuya’s, Devil Jin’s punishment is still one of the best in the game. He gets a knockdown at 10 frames, a wall splat at 12 and a launch at 14. He has the best whiff <a href="https://mmosumo.com/lars-guide-tekken-7/">punisher in existence in the EWGF, as well as a means to punish pushback moves</a> that other characters usually can’t.<br></p>



<h3 class="wp-block-heading"><strong>Standing:</strong></h3>



<ul class="wp-block-list"><li><strong>-10</strong><ul><li>1,1,2; Flash Punches<ul><li>Hit confirmable, third hit is very delayable, knocks down.</li><li>-17 on block, but that should never happen because you don’t have to complete the string.</li></ul></li><li>1,2,2<ul><li>A bit more damage than 1,1,2 but doesn’t knock down.</li><li>Slightly delayable but not really hit confirmable.</li><li>-12 on block, +4 on hit.</li></ul></li></ul></li><li><strong>-12</strong><ul><li>b+1,2<ul><li>Good damage and wall splats. High, mid, and 2nd hit can be cancelled into a spin with a bit of forward momentum by holding b after the 2 if you want to mix up (or pressed b+1 by accident).</li><li>-14 on block now so it’s slightly less punishable, but still unsafe.</li></ul></li></ul></li><li><strong>-14</strong><ul><li>EWGF<ul><li>Launcher. Pretty difficult to pull it off at -14, but it is doable.</li><li>Basically everything greater than -14 should be punished with EWGF, it’s just that good.</li><li>Needless to say, it’s the standard whiff punisher.</li></ul></li></ul></li><li><strong>-15</strong><ul><li>d+3+4<ul><li>Easy mode launcher with very limited combo capability compared to an EWGF launch.</li><li>Sometimes necessary to launch punish whiffs that crush high on recovery. CD ws+2 or even ss+2 is usually better in those situations if you can do it, though.</li></ul></li></ul></li><li><strong>-16</strong><ul><li>f+3+4<ul><li>EWGF is still the best punisher from -14 upwards, but this can reliably punish moves with large pushback like Death Fist or Heihachi’s ff+2 where even a dash electric may not reach or be practical.</li></ul></li></ul></li></ul>



<h3 class="wp-block-heading"><strong>Crouching:</strong></h3>



<ul class="wp-block-list"><li><strong>-11</strong><ul><li>ws+4,4<ul><li>Very good damage, but -5 on hit. Also launch punishable &#8211; not a punish you want to be late with.</li><li>Just doing ws+4 will give you +8 on hit if you want frame advantage instead or are unsure. First hit only is safe.</li></ul></li></ul></li><li><strong>-13</strong><ul><li>ws+1,4<ul><li>This move was added to Devil Jin’s arsenal in patch D of FR. It’s essentially the first hit of twin pistons into his ff+4.</li><li>Mid, high NC, glorious damage and w!, and safe on block (though 2nd hit can be ducked).</li><li>Also a screw, so aside from interesting combos, it can launch airborne opponents too.</li></ul></li></ul></li><li><strong>-15</strong><ul><li>ws+2<ul><li>“Launcher” that puts your opponent into automatic S! state, so it has limited combo options, but combos nonetheless.</li><li>-12 on block, punishable.</li></ul></li><li>CC EWGF<ul><li>It takes 1 frame to crouch cancel, so the fastest possible startup frames for CC EWGF is 15. Wouldn’t recommend trying this to punish -15 lows, but it’s pretty easy to do against big, staggering lows like Snake Edge and Edelweiss. Gives you a much better combo than ws+2 does, so try to go for it when you can.</li></ul></li></ul></li></ul>



<h3 class="wp-block-heading">Wave Dash Mixup</h3>



<p>The wave dash 50/50 is a core component of the Mishima playstyle. Devil Jin’s mixup looks something like this. His high option gives him optimal combo damage and his low option nets him a somewhat meagre combo, although the true reward here lies in the wall carry. All of the good mid options knockdown on hit for good damage and oki or give him some decent wall carry combos.<br></p>



<ul class="wp-block-list"><li><strong>High options:</strong><ul><li><strong>EWGF</strong><ul><li>Not really part of the mixup, just something you throw out to assert dominance and get the ball rolling. It’s generally a safe option to throw out when you’re indecisive, beause it’s very difficult to launch on reaction when it’s ducked.</li></ul></li></ul></li><li><strong>Mid options (in order of how frequently you should use them):</strong><ul><li><strong>u/f+4</strong><ul><li>Fast, safe mid that crushes low. Very difficult to fuzzy guard so it’s very spammable. Does a big chunk of damage on hit because of the guaranteed follow-up. Use it to keep your opponent in check so that they think twice before ducking because no one wants to get knocked down over and over again.</li></ul></li><li><strong>f,f+2</strong><ul><li>Probably the easiest input out of wave dash. Knocks your opponent very far back &#8211; even further on counter hit &#8211;&nbsp; and pushes back even on block, so it’s very useful for forcing your opponent to the wall. Great advantage on hit, but your turn is immediately over if it’s blocked. You’ll have the positioning you want, but you’ll have to play defensive afterwards, so use smartly and sparingly.</li></ul></li><li><strong>wr+3</strong><ul><li>Not really spammable against trigger-happy opponents due to the slow startup, but once you feel that your opponent respects your wave dash enough to not press buttons, you can start throwing this out. Does great damage on its own and knocks down as well as wall splatting, but it’s also hugely advantageous on block so that you can keep up the wave dash pressure even if you get blocked.</li></ul></li><li><strong>b+4</strong><ul><li>If your opponent doesn’t respect your wave dash, b+4 is a great option. When you have a good handle on their timing, bait out attacks by wave dashing and throw this move out to score a counter hit and net huge damage. It’s safe but significantly minus and also very slow, so like ff+2, be smart about when you use it.</li></ul></li><li><strong>ws+2</strong><ul><li>Unsafe and only gives a small combo, but doesn’t require CH to do so. I wouldn’t recommend using this unless you have confidence in your reads, or your opponent doesn’t punish it. You also need to be pretty confident in your execution, because doing ws moves from crouch dash does require some timing. Happens to have decent tracking as an added bonus.</li></ul></li><li><strong>Cd+3</strong></li><li><br><ul><li>Alternative “launcher” that gives a subpar combo on regular hit but hits grounded &amp; is safe. Also crushes low but zero tracking. Pretty slow too, most people can block on reaction. Holding d/f for the low option adds another layer of depth to the mixup but it’s not a very good one.</li></ul></li></ul></li><li><strong>Low options:</strong><ul><li><strong>Hell Sweep</strong><ul><li>The only real low option from wave dash that you need to concern yourself with. There’s very little reason to use anything else since it’s unseeable. Gives a small combo on normal hit, which is useful for wall carry, but it’s death on block so condition your opponent with mids before throwing this out. Or throw this out until they start to block it, then use mids. Whichever you prefer.</li></ul></li></ul></li></ul>



<p>Note: when going for the wave dash mixups, you don’t need to be too concerned with tracking. Done correctly, wave dashing will realign you with your opponent and will allow you to go for the same linear 50/50. This is much more preferable to trying to catch your opponent with tracking moves that offer little reward. See the bottom of the<a href="https://docs.google.com/document/d/139rPKrNc0nYHm2SmEa9Wy6LE7ps_2C0akOD4BQrmN2Q/edit#heading=h.vxkm78xhc1js" target="_blank" rel="noopener"> section on wave dashing</a> for more info.</p>



<h2 class="wp-block-heading"><strong>Okizeme</strong></h2>



<p>Thanks to his ability to wave dash, Devil Jin’s ground game is also in a league of its own. The wave dash 50/50 can be applied to great success on a grounded opponent because they have significantly fewer options to avoid your wave dash mixup. They essentially have to stand up and immediately guess the mixup, try and catch you with a getup kick, or simply stay grounded. Devil Jin has tools to shut down every option.<br></p>



<ul class="wp-block-list"><li><strong>b+4</strong><ul><li>As mentioned earlier, it is <em>literally</em> cancer at a wall. Not even joking, your opponent will develop tumors. If they don’t know to tech, they will eat this move over and over again. Guaranteed after some wall enders.</li><li>Hits grounded unreliably, but pretty frequently.</li><li>If they go for a getup kick and you hit first and get CH, you’ll get a full combo so be ready with the d/f+2.</li><li>Guaranteed after u/f+4 knockdown (needs a bit of a dash).</li></ul></li><li><strong>u/f+4</strong><ul><li>Doesn’t hit grounded but is safe and crushes the low getup kick.</li><li>Connecting this move gives you more oki.</li><li>Knocks the opponent off to your left rather than right in front of you.</li><li>It’s possible to pick up the opponent for a combo if you hit this with a wall to your left.</li></ul></li><li><strong>d/b+2</strong><ul><li>Hits grounded reliably for good damage and has very good tracking, especially to Devil Jin’s right.</li></ul></li><li><strong>d+1+2</strong><ul><li>Devil Jin’s stomp, the down laser. The move can only be used when the opponent is grounded.</li><li>Deals very good damage but the range is short and it can be blocked if the opponent gets up and blocks low. -13~16 on block depending on range, but it’s launch punishable almost every time.</li></ul></li><li><strong>Hell Sweep (cd+4)</strong><ul><li>The first hit will hit grounded, the second hit will not (unless the opponent is near a wall and doesn’t tech). Grounded damage is pretty meagre, though. The primary usage is to trip quick getups and get a combo.</li></ul></li><li><strong>cd+3</strong><ul><li>Another oki option out of crouch dash, but mid this time. Happens to hit grounded</li><li>Will crush low getup kick, and gives you a launch on hit.</li><li>Safe on block as well. The worst thing that can happen is the opponent doing a getup mid kick and knocking you out of the air for minimal damage.</li><li>Very linear (just like all of his other moves), can be avoided by tech rolling.</li></ul></li><li><strong>d+3</strong><ul><li>Tap kick, relatively safe option to hit grounded. Also knocks your opponent surprisingly far away.</li><li>Relatively low damage but will hit grounded consistently unlike d+4.</li><li>Forces crouch on hit (if the opponent is standing, obviously).</li></ul></li><li><strong>b+1,2</strong><ul><li>Not an oki tool per se, but it is <em>the</em> punisher for getup mid kicks. They’re -12 but quite long range and difficult to punish. Not for this move, though. Block the getup kick and b+1,2 to knock your opponent right back onto the ground, or splat them onto the wall if it happens to be nearby.</li></ul></li></ul>



<h2 class="wp-block-heading">Wall Game</h2>



<p>Devil Jin has some of the best potential for wall pressure of any character, of any game. In my opinion, Devil Jin is at his best when he has the opponent’s back to the wall. He has numerous very strong moves to utilize at the wall to suffocate his opponent, including a variety of high-damage, wall splatting mids, and of course, the notorious EWGF.<br></p>



<ul class="wp-block-list"><li><strong>EWGF</strong><ul><li>It’s actually a viable strategy to repeatedly EWGF at the wall. The move is +5 and, done perfectly, i14. This means if you throw consecutive EWGFs out and your opponent tries to jab in between (typically the fastest action they can make), your EWGF will come out one frame faster and connect first. They will <em>have</em> to duck eventually, and if you guess right, you can hit them with one of his devastating mids.</li></ul></li><li><strong>ff+2</strong><ul><li>Excellent wallsplat mid to include in your wall pressure. -11 on block, but the self-pushback at the wall will save you from being punished by most of the cast. This will also break walls and balconies.</li></ul></li><li><strong>Laser Scraper (b,f+2,1,2)</strong><ul><li>Another great mid string to use at the wall. Although it isn’t entirely safe per se, people will be very afraid to go on the offensive, as the string is very delayable, so guessing wrong would leave them on the wall. Also breaks walls and balconies.</li></ul></li><li><strong>f+1+2</strong><ul><li>Not a very good move to throw out for no reason since it’s -12. The main reason to use it is for the homing properties, as it will absolutely murder people who think they can take advantage of Devil Jin’s weak tracking to escape from the wall. It does 50 damage on its own, <em>plus</em> a wall splat. This move also breaks walls and balconies.</li></ul></li><li><strong>ff+4</strong><ul><li>Another homing option to use at the wall. Will wall splat for great damage, and it’s +5 on block like an electric (although slower startup). Use this if you’re not feeling ballsy enough to go for the f+1+2. This one also breaks things on the stage.</li></ul></li><li><strong>ff+1+2</strong><ul><li>The stonehead throw. This move does splat, so it’s another good option at the wall to break through your opponent’s defenses.</li></ul></li><li><strong>wr+3</strong></li></ul>



<p>The slash kick finds itself worthy of mention here too. Since Devil Jin can do it instantly from crouch dash at range 0, it’s a viable tool to use at the wall. Crushes those pesky d+4’s that try to halt your offense and gives great pressure.</p>



<ul class="wp-block-list"><li><strong>Lightning Screw (b+1+4)</strong><ul><li>The short version of Devil Jin’s unblockable. It doesn’t get enough credit, it actually comes out a lot faster than you would think. Great tool at the wall to forcibly open up a very defensive player. Will give you a very high wall splat so you can easily go to town with a Laser Scraper or Heaven’s Door or whatever. Players at all levels tend to just stand there and watch it come out, and even if they do react, it will usually just be by a panic jab or something. Especially useful as wall oki.</li></ul></li><li><strong>b+1,2</strong><ul><li>It’s not really a wall pressure tool just like it’s not really an okizeme tool, but it deserves a mention in this section too. i12 punisher that will wall splat, pretty self explanatory. You can step the opponent yourself and throw this out to get them onto the wall as well. b+1,2~b, b+1,2 is a dumb setup that works surprisingly often.</li></ul></li></ul>



<h2 class="wp-block-heading">Throws</h2>



<p>Although he’s not much of a grappling character, Devil Jin does have a handful of useful throws. While his generic throws aren’t much to write home about, his command grabs are actually quite rewarding. He’s also one of the handful of characters that have a 3-way grab mixup, meaning he has at least one grab that requires each kind of break.<br></p>



<ul class="wp-block-list"><li><strong>1+3</strong><ul><li>The generic 1 throw. Nothing really noteworthy. You will remain on the same side.</li></ul></li><li><strong>2+4</strong><ul><li>This is also just a generic 2 throw. The animation has been changed to Angel’s objectively better 2 throw animation, although this means they no longer remain at your feet for oki. Will swap sides with the opponent like most generic 2 throws.</li></ul></li><li><strong>ff+1+2</strong><ul><li>The Mishima stonehead throw. Simple input and very good next to walls as it can splat.</li><li>You will swap sides with the opponent if this throw is broken. This can be used to your advantage.</li><li>The throw is broken with 1+2.</li></ul></li><li><strong>Giant Swing (f,b,d/b,d,d/f,f+1+2_f,hcf+1+2)</strong><ul><li>This is Devil Jin’s iconic laser grab. It has a very fast grab animation and deals great damage.</li><li>Since the throw begins with a forward input, it is possible (and recommended) to do this throw out of wave dash.</li><li>Inconsistently swaps sides depending on the presence of nearby walls.</li><li>The throw is broken with 1+2.</li></ul></li><li><strong>qcb+1+3</strong><ul><li>Good damage and leaves the opponent grounded in the FUFA position.</li><li>Inconsistently swaps sides.</li><li>The throw is broken with 1.</li></ul></li><li><strong>d/f+2+3</strong><ul><li>Good damage and leaves the opponent grounded in a very favourable position, sort of sideways on the floor very close to you.</li><li>This throw can break the floor, and lets you combo afterwards. Note that this gives you an awkward side combo, though.</li><li>Inconsistently swaps sides.</li><li>The throw is broken with 2.</li></ul></li><li><strong>Heaven’s Door (cd+1~u)</strong><ul><li>Probably the most common throw you’ll see from a Devil Jin player, the standard devil hit-grab.</li><li>Often used as a combo ender at the wall or after a wall/balcony break.</li><li>Now breaks the floor, so you can (continue a) combo off of this as well.</li><li>Inconsistently swaps sides.</li><li>Cannot be broken.</li><li>Looks cool.</li></ul></li><li><strong>Armbar</strong><ul><li>Devil Jin is one of the handful of characters that can do the armbar (1+2) after the ultimate tackle (FC d/f+1+2). You can to punch up to three times before going for the armbar.</li></ul></li></ul>



<h2 class="wp-block-heading">Rage Drive</h2>



<p>Devil Jin’s Rage Drive is pretty garbage. I’d go so far as to say it’s one of the worst in the game. On paper, a safer and more damaging Hell Sweep sounds great, but it doesn’t actually add anything useful to his toolkit. You will <em>always</em> get more damage if you do a regular Hell Sweep into Rage Art. Being -14 instead of -23 is meaningless as well because when you’re low enough to have rage, an i14 punisher will still kill you most of the time anyway, especially because it’s a standing punish. Your opponent doesn’t even need to work to block the 2nd hit either &#8211; if they block the first one, they’ll automatically stand and block the 2nd one. The system <em>literally </em>does not let them get hit by the 2nd hit if they block the first one. You’re almost always<em> </em>better off using a regular Hell Sweep except in two very rare and specific situations.<br></p>



<p>These are the two situations where this move is better than a regular Hell Sweep:</p>



<ol class="wp-block-list"><li>It crushes high for the first 12 frames after being blocked (this is false, Devil Jin can still be hit by highs after getting his hellsweep blocked, try punishing him immediately with Kazumi’s 112 and it will connect), so if your opponent goes for jabs or a high i12 punish it and doesn’t delay it slightly, you can get away without being hit. This isn’t a particularly good attribute, it just relies on your opponent not knowing something, which is true of any move. You should never be counting on this in the first place.</li><li>At an awkward wall position where you’re somehow unable to do a Rage Art after Hell Sweep, you can do Rage Drive into Heaven’s Gate for a bit more damage. This is a slightly more legitimate use of your Rage Drive than the previous one, and the only really valid one. In every other situation though, just do a Hell Sweep man.</li></ol>



<h2 class="wp-block-heading"><strong>Fly</strong></h2>



<p>FLY is Devil Jin’s stance. It has a bit of startup time and only lasts about a second. It’s pretty unsafe, both the ascent and descent and everything in between. Delayed jump kicks and most hopicks and d/f+2s will score the opponent a float. He remains airborne throughout the stance though, so damage is scaled and moves will be crushed accordingly. You can enter the stance by pressing 3+4, but you’ll never enter the stance this way. Some of Devil Jin’s moves can transition into FLY by holding ~u during the animation. Specifically, he can enter FLY with u+4~u, d/f+3,2,4~u and f+4,3~u.<br></p>



<p>In this stance, Devil Jin gains access to 4 new moves.</p>



<ul class="wp-block-list"><li><strong>FLY 1</strong><ul><li>A high punch which wasn’t too useful in previous games, but now screws. Typically used to follow up u+4~u for a surprisingly damaging combo. Also 0 on block and will insta-screw on regular hit like his ws+2. Generally better to use this instead of letting FLY time out so that you don’t get punished on the way down, as long as your opponent doesn’t duck or backdash because the range is really short.</li></ul></li><li><strong>FLY 2</strong><ul><li>Devil Jin’s other unbreakable throw. I didn’t mention it in the throw section because it’s <em>theoretically</em> garbage. The animation is super slow and telegraphing, and the move can easily be sidestepped or ducked, at which point it recovers slowly enough for the opponent to go and make a cup of tea and then come back and launch you.</li><li>In practice, people get hit by this all the time and I have no idea why. Everyone just seems to forget it’s an option. Even if they remember about it, you can usually get away without getting punished even if they step or duck it because the way it recovers actually makes it kind of awkward to punish if your opponent isn’t prepared.</li></ul></li><li><strong>FLY 3</strong><ul><li>A mid dive kick which knocks down. Very volatile frames, -15 to -9 depending on range, but generally you should consider it unsafe. u+4~u, FLY 3 is a legit floor breaker, though. d/f+3,2,4~u, FLY 3 also works as a floor-breaking combo ender depending on the walls.</li></ul></li><li><strong>FLY 1+2</strong><ul><li>The fly laser. Hits mid, but also very slow and, of course, linear. Don’t expect to catch anyone off guard with this either, but if you end a combo with d/f+3,2,4~u, you might hit them as they get up. You can also do f+1+2 from FLY to fly behind your opponent before doing the laser. Don’t do this, though, as they’ll know the laser is coming and you will die. There are better ways to swap sides.</li></ul></li></ul>



<p>From what I’ve said so far, you probably think FLY is a pretty useless stance outside of the transition for the u+4 combo. You’re right, but FLY also has another niche use. Devil Jin can enter FLY directly from grounded (face-up only) by pressing u+3+4. He flies up pretty quickly, which can be used to avoid running mix-ups and the like. Just remember you also need to get down safely, and you can also be hit on the way up. Most wall oki will catch you trying to fly up and it will still splat you, so be smart with how you use this.</p>



<h2 class="wp-block-heading">Combos</h2>



<p>Devil Jin has great combo <em>potential</em>, but tapping into that potential requires strict execution. The damage from his easier combos is mediocre at best, although I wouldn’t go so far as to say it’s bad. Although the damage of his combos isn’t comparable to the likes of Kazuya and his CH d/f+2 and shiny new rage drive, Devil Jin excels at carrying his opponent (on)to the wall. With a variety of amazing wall splat combo enders like f+3+4, b+2,3 and Laser Scraper, you’re easily able to adjust your combos and get your opponent onto the wall almost every time.<br></p>



<ul class="wp-block-list"><li><strong>EWGF</strong><ul><li>EWGF, EWGF, ff+4 (S!), ff+3,1~ff, 2, f+3+4<ul><li>Practical max damage but a bit tricky to pull off.</li><li>Drop one of the electrics for easy mode.<ul><li>(It’s not that hard, try to learn to do this consistently.)</li></ul></li></ul></li><li>(near wall) EWGF, ff+4 (S!), ff+3,1~ff, 2,2(W!)<ul><li>Good when near wall after ff+3,1</li></ul></li><li>(near wall) EWGF, ff+4 (S!), b,f+2,1,df+2(W!)<ul><li>Good when near wall after ff+4</li></ul></li><li>EWGF, EWGF, ff+3,1,2 (S!), ff+3,1~ff, EWGF<ul><li>Good mix of difficulty and reward.</li><li>Can also dash Laser Scraper post-S! for wall splat.</li></ul></li><li>EWGF, EWGF, b+2,3 (S!), Laser Scraper<ul><li>Easy mode, also good for high wall splats when the wall is close-ish (Souq).</li></ul></li></ul></li><li><strong>ws+2_FLY 1</strong><ul><li>ws+2, DEWGF, DEWGF, DEWGF, DEWGF, DEWGF<ul><li>Practical max damage but a bit tricky nigh upon impossible to pull off.&nbsp;</li></ul></li><li>ws+2, DEWGF, 1, ff+3,1~ff, b+4/2, DEWGF<ul><li>Bit less damage and a bit easier to do but probably too difficult to be useful for most.</li><li>May need to drop the 2 depending how far your ff+3,1 was.</li></ul></li><li>ws+2, DEWGF, 1, 1, 1, 1, f+3+4<ul><li>Really good wall carry but kind of hard, need to dash between all jabs.</li><li>Adjust number of jabs based on distance to wall. Can also end with b+2,3.</li></ul></li><li>ws+2, d+2, ws+1,2, f+3+4<ul><li>Salvage combo for when you inevitably mess up the electric.</li></ul></li><li>ws+2, ff+3,1, 1, Laser Scraper<ul><li>Easy mode, also good for high wall splats.</li></ul></li><li>ws+2, Heaven’s Door<ul><li>Surprisingly good damage compared to other combos.</li><li>Useful when there’s no space to do full combos.</li></ul></li><li>ws+2, DEWGF, 1, Laser Canon/Laser Scraper<ul><li>Laser canon for max</li><li>&nbsp;wall carry, laser scraper when near wall</li></ul></li><li>ws+2, Laser Scraper (W!)<ul><li>use when near wall after ws+2</li></ul></li><li>ws+2. DEWGF, 2, b+2,3<ul><li>Good for oki</li></ul></li></ul></li><li><strong>CH b+4</strong><ul><li>CH b+4, d/f+2, 2, b+2,3 (S!), ff+3,1~ff, EWGF<ul><li>Can replace d/f+2 with EWGF for more damage.</li></ul></li></ul></li><li><strong>CH d/f+2</strong><ul><li>CH d/f+2, 1, ff+4 (S!), ff+3,1~ff, 2, f+3+4<ul><li>Practical max damage.</li></ul></li><li>CH d/f+2, 1, ff+3,1,2 (S!), b,f+2,1,d/f+2<ul><li>Good wall carry combo.</li><li>can replace laser canon with 2, f+3+4</li></ul></li></ul></li><li><strong>u+4</strong><ul><li>u+4~u, FLY 1 (S!), ff+3,1, 1,2, f+3+4<ul><li>Basically the only combo. (Can end with ff 3,1 1 DEWGF for oki)</li></ul></li></ul></li><li><strong>Hell Sweep (first hit)</strong><ul><li>cd+4, EWGF, 2, b+2,3 (S!), ff+3,1~ff, EWGF<ul><li>Practical max damage but a bit tricky to pull off.</li></ul></li><li>cd+4, 1+4, 2, b+2,3 (S!), ff, b+2,3<ul><li>Pretty easy, decent damage and oki. Only “difficult” part is the dash.</li></ul></li><li>cd+4, 1+4, 2, b+2,3 (S!), fff n, 2, f+3+4<ul><li>Great for wall carry but the dash 2 is a bit annoying.</li></ul></li><li>(Near wall)cd+4, 1+4, (1), bf+2,1,df2 W!<ul><li>when near wall before screw</li></ul></li><li>(Near wall)cd+4, 1+4, b+2,3(S!), dash 1+4 (W!)<ul><li>When near wall after screw</li></ul></li><li>(Near wall) cd+4, 1+4, 1,2,2(W!)<ul><li>When very close to the wall after 1+4</li></ul></li><li>(At wall)cd+4,b+4, W!, b+4<ul><li>Only used when directly at the wall</li></ul></li></ul></li></ul>



<ul class="wp-block-list"><li><strong>Rage Drive</strong><ul><li>cd+4,3+4, d/f+2, 2, b+2,3 (S!), ff+3,1~ff, EWGF<ul><li>Can replace d/f+2 with EWGF for more damage.</li></ul></li><li>cd+4,3+4, Heaven’s Door<ul><li>Use when there’s no space to do the full combo.</li><li>Recovers fast so you can start inputting cd+1~u/f quite quickly.</li></ul></li></ul></li><li><strong>cd+3</strong><ul><li>cd+3, 1+4, 2, b+2,3 (S!), ff, b+2,3<ul><li>Hell Sweep, 1+4 combos should all work.</li></ul></li></ul></li><li><strong>Low Parry</strong><ul><li>d/f+2, 2, b+2,3 (S!), ff+3,1~ff, EWGF<ul><li>Can replace d/f+2 with EWGF for more damage.</li></ul></li><li>iws+1,4 (S!), ff+3,1~ff, 2, f+3+4<ul><li>Good wall carry.</li></ul></li><li>df+2, 2, b+2,3 (S!), laser canon/scraper<ul><li>Laser canon for wall carry, laser scraper for oki</li></ul></li><li>(at wall)bf+2,1,2</li></ul></li></ul>



<ul class="wp-block-list"><li><strong>Wall Enders</strong><ul><li>EWGF, b,f+2,1,2<ul><li>Max damage off of a high wall splat. Delay the last hit for unscaled damage.</li></ul></li><li>Heaven’s Door<ul><li>Good wall ender if few hits.</li></ul></li><li>b,f+2,1,2<ul><li>Good wall ender if many hits. Standard. Delay the last hit for unscaled damage.</li></ul></li><li>b,f+2,1,4<ul><li>Will connect when you have an oddly angled wall splat.</li></ul></li><li>1,1, d+1<ul><li>Hits a bit lower than Laser Scraper, less damage.</li></ul></li><li>1,2, b+4<ul><li>Hits a bit lower than 1,1, d+1, less damage.</li></ul></li><li>b+4<ul><li>Hits a bit lower than 1,2, b+4, less damage.</li></ul></li><li>ff+3,1,4<ul><li>Hits when the opponent is near but not quite at the wall.</li><li>Useful when you can’t really get a good splat due to distance.</li></ul></li></ul></li><li><strong>Wall Splat Combos</strong><ul><li>(W!), ssl, f+3 (S!), Heaven’s Door<ul><li>Practical max damage but a bit tricky to pull off.</li></ul></li><li>(W!), Heaven’s Door<ul><li>Easy mode, pretty reliable.</li></ul></li><li>(W!), d+3+4, Laser Scraper<ul><li>Can-cans can re-splat but requires a backdash or sidestep.</li></ul></li><li>(W!), Laser Scraper<ul><li>Omit the can-cans for an easier combo.</li></ul></li><li>EWGF (W!), EWGF, Laser Scraper<ul><li>EWGF combo next to wall.</li></ul></li><li>cd+4, b+4 (W!), d+1<ul><li>Hell sweep combo next to wall.</li><li>A 2nd b+4 hits more consistently than d+1 for less damage.</li></ul></li><li>b,f+212, (W!) DEWGF, d+4<ul><li>When you get a wallsplat with laser cannon instead of laser scraper</li></ul></li></ul></li><li><strong>Wall Break Combos</strong><ul><li>[Combo w/ screw], (WB!), Heaven’s Door<ul><li>Break with Laser Scraper if you can reach, f+3+4 if you can’t.</li><li>Standard ender, leaves them at your feet for oki.</li></ul></li><li>[Combo w/o screw], Laser Scraper (WB!), u/f+2 (S!), …<ul><li>Can go into ff+3,1 bnb or Laser Scraper depending on hits.</li></ul></li></ul></li><li><strong>Balcony Break Combos</strong><ul><li>[Combo w/ screw], (BB!), Heaven’s Door<ul><li>Break with Laser Scraper if you can reach, f+3+4 if you can’t.</li><li>Standard ender, leaves them at your feet for oki.</li></ul></li><li>[Combo w/o screw], Laser Scraper (BB!), u/f+2 (S!), ff+3,1~ff, EWGF<ul><li>Can go into different screw follow-ups depending on hits.</li></ul></li><li>cd+4, cd~ws+4, ff+2 (BB!), u/f+2 (S!), ff+3,1~ff, EWGF<ul><li>Combo off Hell Sweep next to balconies.</li></ul></li><li>CH b+4, f+3+4 (BB!), u/f+2 (S!),ff+3,1~ff, EWGF<ul><li>Combo off CH b+4 next to balconies.</li></ul></li></ul></li><li><strong>Floor Break Combos</strong><ul><li>[bnb combo until (S!) near wall or (W!)], Heaven’s Door (FB!), ws+2, Laser Scraper<ul><li>Do the meat of your combo and then Heaven’s Door to floor break.</li><li>Follow up floor break with ws+2 to get high wall splat and choose a wall ender.</li><li>Can follow up floor break with b+4 (W!) on the last level of Forgotten Realm.</li></ul></li><li>[bnb combo until (S!)], Heaven’s Door (FB!), f+3+4<ul><li>Only real option if they’re not near the wall.</li><li>Should carry to/near wall at almost any range.</li></ul></li><li>cd+4,4, (FB!), u/f+2 (S!), ff+3,1~ff, 2, f+3+4<ul><li>Standard Hell Sweep floor break combo.</li></ul></li><li>ws+2, Heaven’s Door (FB!), b,f+2,1,d+2, f+3+4<ul><li>Standard ws+2_FLY 1 floor break combo.</li></ul></li><li>d/f+2+3 (FB!), b+2,3 (S!), ff+3,1,4<ul><li>Best option due to awkward side combo.</li></ul></li><li>u+4~u, FLY 3 (FB!), u/f+2 (S!), ff+3,1~ff, 2, f+3+4<ul><li>Standard u+4 floor break combo.</li></ul></li><li>FLY 2 (FB!), 1, b+2,3 (S!), ff+3,1,4<ul><li>Best option due to awkward side combo.</li></ul></li></ul></li><li><strong>Rage Art Combos</strong><ul><li>[bnb combo until (S!)], ff+3,1, Rage Art<ul><li>Standard way to end a combo with Rage Art.</li><li>May not connect if you did too many hits (only really happens with stage breaks).</li><li>Can replace ff+3,1, with cd~ws+4 if you’re unsure of hits.</li></ul></li><li>[bnb combo until (W!)], Rage Art<ul><li>Rage Art sequence may not occur if the wall splat is too low.</li></ul></li></ul></li></ul>



<h2 class="wp-block-heading">VS Devil Jin</h2>



<p>Like all Mishimas, Devil Jin’s biggest weakness is his tracking. His 50/50 mixup can be sidestepped rather easily and punished appropriately. Additionally, his homing moves are not very rewarding, so the Devil Jin player will generally have to work to realign themselves if you step well. It’s much more likely for them to make a mistake realigning themselves than it is for you to step poorly. However, it’s worth noting that Devil Jin’s electric actually has the best tracking properties of all the Mishimas though, so be cautious when sidestepping.<br></p>



<p>Furthermore, Devil Jin doesn’t really appreciate playing against high crushing characters like Xiaoyu and Steve, as they force him to rely on his low-hitting mids, which are mediocre at best. They’re generally very slow or non-rewarding. His ws+2 was gimped in T7 since it puts his opponent in an auto-screw state, so he can only dish out minimal damage (although the wall carry and resulting pressure can be devastating). The worst thing you can do is take a CH b+4 for an actual combo if he’s going for mids when he can’t get electrics in, which is something to look out for.</p>



<p></p>
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		<item>
		<title>Tekken 7 Sergei Dragunov Guide 2022</title>
		<link>https://mmosumo.com/tekken-7-sergei-dragunov-guide-2020/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 25 Mar 2020 20:01:15 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1716</guid>

					<description><![CDATA[Sergei Dragunov: Intro Hailing from Dark Resurrection, Sergei Dragunov is a highly momentum based character who can float between long range space control and his specialty of unrelenting offense. He can chain strong moves with advantage on block until an opponent cracks, and if they continue to turtle, his retinue of powerful grabs can do [&#8230;]]]></description>
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<h2 class="wp-block-heading"><strong>Sergei Dragunov: Intro</strong></h2>



<p>Hailing from Dark Resurrection, Sergei Dragunov is a highly momentum based character who can float between long range space control and his specialty of unrelenting offense. He can chain strong moves with advantage on block until an opponent cracks, and if they continue to turtle, his retinue of powerful grabs can do the job. His wall carry is some of the strongest in the game and he has a great array of tools, including a fair amount of situational, though still useful moves that one can keep around in a pocket to keep an opponent guessing. He lacks a typical magic 4 or traditional hopkick, making his ‘pressure relief’ limited compared to some, but he excels at bullying and mixing up an opponent making them afraid to press buttons, and when he opens them up he can quickly overwhelm them, run them down and end matches. His regular <a href="https://mmosumo.com/tekken-7-paul-phoenix-combo-guide-frame-data-punishes/">combo damage is fairly average(a result of Tekken</a> 7’s new combo system), but he has small combos and CH strings that can deal a whole lot of damage quickly, and some of the mix-ups can make an opponent wonder where their life bar went. He has a solid throw game to make up for his riskier lows for opening up opponents, as well.&nbsp;</p>



<p></p>



<p></p>



<h2 class="wp-block-heading"><strong>Overview</strong></h2>



<p></p>



<p>Besides being a relentless pitbull, Dragunov has long limbs and several moves which allow him to control space and keep an opponent at bay even at range 2, which is not a particularly comfortable range for many other characters to play at. Dragunov&#8217;s ideal ranges are either range 0(right in their face), or 2(two backdashes away).<br></p>



<h2 class="wp-block-heading"><strong>Top Moves</strong><br></h2>



<p><em>f,f,f+2/WR2/iWR2[15(18)f, m, +5~6, KND, Launch]</em><br></p>



<p>This move is Dragunov&#8217;s best move, the cornerstone of his pressure game, and known to be one of the best pressure moves in the game. It&#8217;s got amazing properties(mid, +5 on block, tracks slightly to Dragunov&#8217;s left side), is difficult to deal with, knocks down on NH, grants a full combo on CH, pushes the opponent around the stage like nothing, sets up frame traps, is probably the best approach tool around and can pretty much make your breakfast in the morning. Dragunov can make people afraid to press buttons thanks to its CH launch, as one false move can mean an enormous chunk of health for their trouble. It grounds them on NH for oki. It’s also usable at the end of a combo for a spike; it flips them, if they do not tech, Dragunov gets a stomp, if they tech, especially near a wall, there’s a mix-up attempt.&nbsp;<br></p>



<p>In Tekken, it is possible to perform a while running move from a standing position, and to master Dragunov, it is important that you learn this. <strong>[insert fast tutorial to explain how to do iWR. Will probably sound better narrated</strong>.] Being able to do the running 2 from standing(abbreviated as iWR2) is vital to Dragunov&#8217;s pressure game. Without it he is just another damaging bully character; it is this move that helps set him apart.&nbsp;<br></p>



<p>A simple gameplan once one becomes accustomed to doing them instantly is to mix it up with a fast low, like d+2(which is his most consistent follow up, as sidestep or backdash attempts on block in this case don’t work, though you can crouch block it.) It’s used liberally in Dragunov’s offense, and the faster and better you master doing this at any position at any time, the faster you force the opponent into basically guessing whether or not pressing a button is safe lest they be greeted with a CH launch. Keep in mind that the move <em>can</em> be stepped by patient players(resulting in a potential back-turned situation), or be stuffed by quick moves(it is 18f at its fastest). </p>



<p>There are other mix-up bits you can do after a blocked one besides d+2 as well, as if they begin to anticipate that, they can punish it with a good WS move(someone like Kazuya can launch it for significant damage), or low parry it. Even though in Tekken it’s better to block high and react to slow lows, eventually if one gets too predictable with d+2, you risk opening yourself up to retaliation, so it’s a good idea to keep other moves in mind to follow up with. <strong>B+1+2</strong> for example may be slower and linear-it can be sidestepped and stuffed with a variety of moves-but will catch those who attempt to anticipate d+2 for a knockdown and free stomp; if they block it, Dragunov is at +6 and you can continue to pressure them.&nbsp;<br></p>



<p>One should also learn how to deal with the odd time you end up with f,f+2 or a f+2 if you make an execution mistake, which will likely happen at the start. F,f+2 is a jab punishable mid that gives KND; on CH you can score an immediate qcf+1+2 to hit(recognizing this takes some time and it has tight timing.) In addition, you can cancel f,f+2 into a throw with 1+2(1+2 breakable unless Dragunov is supercharged, but being supercharged will be an extraordinarily rare occurrence)-the notation being f,f+2, 1+2-and you can cancel <em>that</em> by holding back(total notation: f,f+2, 1+2~b.)<br></p>



<p>f+2 itself is a safe high that grants a mild advantage on hit but +8 on CH, so you can follow up accordingly; the f+2,4 string is a delayable, hit confirmable KND string, and delaying the 4 can sometimes net a crumple launch CH<strong>[there is a clip of JDCR doing this recently in tournament that I will try to find for you.]</strong> f,f+2 can also be cancelled into a throw with 1+2; it should be noted that if you are supercharged, this throw cannot be escaped(but only if you are supercharged.)&nbsp;<br></p>



<p>You should not lean on the mistakes as a replacement for learning how to properly perform the running 2, however, as they come with disadvantages and leaning on the crutches won’t make you learn it faster, but look at these as contingency plans.&nbsp;<br></p>



<p>There are other potential followups to WR2 on block besides d+2 and b+1+2; some are riskier than others, some give greater reward, some can beat any option the opponent has while others may trade with some. Learn to mix them up as you read your opponent. While it is generally in the opponent’s favor to not deal with Dragunov’s powerful mids and instead eat d+2’s relatively light 17 damage, a 170 point life bar will eventually start to disappear if nothing is done, and eventually the opponent is going to have to find an answer; this is where you can be ready with a counter to that. A few more examples are:<br></p>



<p><strong>df+1:</strong> A fast mid at 13f, this will stuff any jab attempts; however, it’s vulnerable to sidesteps and sometimes backdashing(depending on the distance.) Good for people who like to stuff follow up attempts with jabs. On hit, it leaves Dragunov at a significant advantage for more follow up attempts, and on block, it&#8217;s only -2, which allows for some sidestep shenanigans. Another benefit is that df+1 has an NCc followup with df+1,4; someone attempting a jab will be CH, allowing this to hit. (Beware following up not on a CH, and this is very hard to CH confirm, but the option is there.)&nbsp;<br></p>



<p><strong>b+4,3:</strong> Another good mid to catch people with; like b+1+2 it is fairly linear(though it has a longer reach). It is safe on block, though negative, which prevents any real follow ups after, but at 15f, it will catch people who perhaps anticipate a b+1+2 and attempt to stuff it. It does not have quite the reward of b+1+2, d+3+4 out in the open, nor does it give the full launch like df+2, but besides being safe by the wall this move can lead to devastating follow ups. The move does not jail on block so the 3 can be ducked. B+4 has no real tracking(the 3 has some.)&nbsp;<br></p>



<p><strong>b+4,2,1</strong> is also a possible follow up; as this is an NCc, you can attempt this for people who seem to want to try to counterattack with something slower than a jab; since b+1+2 can be interrupted by slower moves than jabs given its 21 frame speed, people attempting a riskier stuff can be CH. This will do huge damage and leave Dragunov at +5 frames again, granting yet another follow up. If the move is not a CH, do not finish the combo, but b+4,2 still leaves Dragunov at an advantage on hit. The string is linear.&nbsp;<br></p>



<p><strong>db+2,1:</strong> an interesting poke string that is delayable. It&#8217;s the least safe option on block at -10, has a final 2 followup that can be delayed that gives a CH launch, is mid, will stuff jabs given its 14f speed, and leaves Dragunov at an advantage. db+2,1,2 is an interesting delayable string that&#8217;s final hit can launch on CH. The string does not jail and can be blocked and stepped, but it is still a useful option to keep in mind.&nbsp;<br></p>



<p><strong>uf+4:</strong> While a bit slow, it&#8217;s mid. It can be sidewalked to the left(it will generally catch regular sidesteps). It grounds the opponent for a small combo followup(traditionally d+4,1,3), which does decent damage altogether. As a side note, on a stage with a breakable floor, uf+4 can be followed with an F! attack to allow a larger combo.&nbsp;<br></p>



<p><strong>qcf+3:</strong> We&#8217;ve mostly been listing mids; this is another low that can be mixed in. It&#8217;s got good range, is linear and &#8211; on hit but gives a position-switching attack throw on counterhit, which is something to keep in mind. It&#8217;s less safe than d+2 but it&#8217;s longer reach can come in handy.&nbsp;<br></p>



<p><strong>WR2:</strong> Yes, following a WR2 with another WR2 is indeed an option, if you are confident in your execution. Given the move is 18f done perfectly, it can be stuffed by fast attacks and still be stepped by prudent/brave people, but can potentially result in a full combo vs. people who get greedy, and knock down people who crouch in d+2 anticipation, allowing a stomp follow up.&nbsp;<br></p>



<p><strong>df+2:</strong> If you have the read, you can try to get a launch here. Mind you this one has the risk that it&#8217;s his least safe of the follow-up options on block; risk-reward definitely coming into play here. It will also trade with jabs, being 15f. One of the harder reads.&nbsp;<br></p>



<p><strong>4,3:</strong> Another riskier read based followup; 4,3 is a nicely damaging NCc. The main risk comes from the fact you need to have them conditioned to feel you’ll go mid so they stay standing rather than try to anticipate the d+2. 4,3 is not hit confirmable, but it will beat any non high crushing attack options out given its 12f speed. On CH, this also grants a free stomp for even more damage. Do not throw this option out if they like to try to anticipate the d+2.&nbsp;</p>



<p></p>



<p>Utilize these depending on your opponent; even better, as you improve you can begin to condition your opponent.&nbsp;</p>



<p></p>



<p><em>D+2[18f, l(tc), -13, 0, </em><em>+13~+14g</em><em>] </em><strong><em>NOTE: This move is undergoing S2 changes, will update section as appropriate</em></strong><br></p>



<p>[New Strategy to Discuss given its new properties]<br></p>



<p>As a small aside, there is no move guaranteed after this on counterhit; it simply allows Dragunov to attempt a mix-up(it can’t be interrupted due to the advantage, but they can block.) The basic follow-up options on CH are an iWR2(probably the best, but only if your execution of the iWR2 is very tight), another d+2, or even a b+1+2(after a crouch cancel, that is-easier than an exact iWR2, but can lose to jabs), though you can be creative here.<br></p>



<p><em>Df+4[12f, m, -9, +2]</em><br></p>



<p>A nice long-reaching fast mid poke, safe on block, small advantage on hit. Be careful as it&#8217;s fairly linear and very low profile moves can squeeze under it, but it&#8217;s a solid spacing/keep-out and poking tool. If you are confident in your execution, you can follow with a buffered WR2 on hit from the advantage it gives. A pretty decent round ender as well given it’s relative safety and range if you want a mid option.&nbsp;<br></p>



<p><em>4,1[12f, hh, -6, +8]</em><br></p>



<p>While 4,1 is generally Dragunov’s go-to 12f punish, it is a great tool in its own right. It’s safe on block, jails(which means a character has to block the second hit if they block the first, they cannot duck), does decent damage and is +8 on hit and counterhit, which gives Dragunov players a lot of follow up options depending on the job, up to and including a WR2(if you trust your execution), CH confirm 1,2,1, d+2, his instant throws, f,f+3(near a wall, be careful of people who may duck), d+1, uf+4, b+4 CH confirm into b+4,2,1, and many others. B+1+2 can be utilized as well, since this leaves you close enough, particularly by a wall, though not vs. button mashers. Generally speaking, Dragunov will prefer to use this even instead of f+4,4 at 14f, even if the latter does 2 more points of damage.&nbsp;<br></p>



<p>To touch on plus frame follow-ups to his moves, different options are good in different situations; homing moves vs. sidestep-happy people, the counterhit confirmable strings vs. people who like to press buttons, instant throws vs. turtles, d+2 is your high crush for people who tend to go for high attacks.&nbsp;<br></p>



<p><em>qcf+3[17(19), l(tc), -14, -5, AT] </em><strong><em>NOTE: This move is undergoing S2 changes, will update section as appropriate. 1f worse on hit/block by the look but will update with full changes after patch hits.&nbsp;</em></strong><br></p>



<p>The other half of his low assault, this strange slide is awkward to punish even though it’s unsafe, has great range(more than d+2), is unseeable, and converts to a throw on CH. It is linear, complementing d+2’s better tracking. This move also has an interesting aspect; given its command it can function as a 50/50 with <strong><em>WS+3</em></strong>, which is an often overlooked 16f safe(-8) mid that wallsplats and does decent damage on top of it. <strong>(WS3 is now his wall bounce move.)</strong><br></p>



<p><em>Df+1[13f, m, -2, +7]</em><br></p>



<p>df+1 short range mid poke that tracks very slightly to Drag’s left; it’s a fairly quintessential poke for many characters. This is useful in close, and if someone is particularly prone to pressing buttons it has a followup that is a NCc(which is CH df+1,4, which knocks down and wallsplats.). Note this is very hard to counterhit confirm, but it is good to keep in mind. df+1 offers +7 on hit and is only -2 on block, giving it his usual strong + frame potential follow ups on hit to keep pressure going, and you can easily sidestep after it on block.&nbsp;<br></p>



<p><em>B+3[14~15, h, -9~8, +11k, S!, H]</em><br></p>



<p>B+3 is a <em>very</em> long range high homing attack, able to hit from range 2<strong>[showcase max range.] </strong>It causes spin-stun/K! on hit, which means it wallsplats and comes with some nice frame advantage. You will also use this <a href="https://mmosumo.com/lars-guide-tekken-7/">move for a long range 14f punish; it’s also a very nice punish(block</a> or whiff) by the wall at any range. While it does not do as much damage as qcf+1+2, the latter must be done frame-perfect. One can follow with a running 2, much like df+4, if you are confident in your execution. It’s excellent at keeping sidestep-happy people ‘on alignment’.&nbsp;<br></p>



<p><em>f+3~df CDc[20f, m, -7, +2 for the f+3 alone, though point out that on the odd time it’s used out of combos, it will likely be used with a follow up like f+3,2 or f+3,3, the latter is covered in situational moves.]</em><br></p>



<p>A part of Dragunov’s offense that must be practiced, this is the primary tool that enables his amazing wallcarry. Dragunov’s f+3 is a fairly average tool on it’s own(though it has extensions that see a bit of use, f+3,2 is a mh NC that wallsplats and grants S! for one example), but its main use is in combos in conjunction with the crouch dash cancel. Here is a staple combo that utilizes the CDc:<br></p>



<p>Qcf+1, f+4,4,3, b+4,3, S!, f+3~df CDc, 4,1<br></p>



<p>So after you launch, go into your filler and S!, Dragunov still has a distance away to hit the wall. F+3 to the crouch dash will help with the carry, but the problem is, trying to continue the combo is difficult unless you cancel the crouch dash, which is done by tapping up. After the dash is cancelled, you would hit 4,1. This is used to set up some oki on regular stages at the cost of a more damaging ender, or splat for a wall ender(like b+2, WS+1+2.).<br></p>



<p>This move takes some time to get down, as it is easy to cancel at the wrong time and get a move from the crouch dash instead which ends up as a qcf move(in this case, 4 out of a crouch dash results in his qcf+4 knee attack). There are other variants of this that you will want to learn, as you can extend this to give him even more carry; for example, in the middle of a combo one might do f+3~df CDc, f+1, f+3~df CDc, 4,1. The f+1(a plain 1 will also work if you’re close) allows you to connect more than one f+3~CDc series together. This takes yet more practice, as it’s easy again to get qcf+1 from the crouch dash if you do not cancel.<br></p>



<p>A tip to remember: make sure that the stick hits neutral after tapping up. Try practicing at first with f+3~df u,n,1, and get the hang of that. Then try the f+1(which adds a little more distance to make it easier to link.) A common mistake is sometimes trying to cancel too early; Dragunov has to actually be in the crouch dash animation to cancel. Like many execution oriented things, it simply takes practice.&nbsp;<br></p>



<p>A final note: sometimes one must go into the f+3 after an S, which can often take a small dash. This can end up as Dragunov getting f,f+3; which while it will hit sometimes and add some damage, it stops the combo. A trick to avoid this is buffering. Since Dragunov does not have a f+3+4 move, by holding 3 while you dash forward, and then hitting f+4(while still holding the 3), a f+3 should come out as normal, and you can continue. Make sure you let the stick hit neutral after the dash so it does not read as f,f+4(which happens more rarely than dashing and getting the f,f+3). It takes practice, like the CDc itself, but it will come in time.&nbsp;<br></p>



<p><em>B+1,2[17f, mm, -13, +k, KND, S!]</em><br></p>



<p>This NC poke string has improved greatly in T7, and is pretty much now in Dragunov’s top 10 moves. It has fantastic range, being able to close in from range 2, naturally approaches, hits mid, has a small high crush window, pretty good frames and causes the standing spin stun. CH (b+1),2 can cause an S! launch as well. It’s not safe, but it’s a very powerful tool to keep in mind if people enjoy abusing highs and you’re at long range, since it can approach and score the 2 CH. If you want to be safer, the b+1 alone(which has some plus frames on hit) can be used on its own, since that has the evasive window on it. Also being mid, it’s a powerful tool by the wall thanks to the wallsplat. It gives Dragunov a nice mix of wall tools now, between b+4,3(mh, non jailing), this(mm but unsafe), b+3(lower damage and high, but fast and homing), and 1+2(not safe, but mid and armored.)&nbsp;<br></p>



<p><em>1,2,1[10f, hmm, -14~-13, KND]</em><br></p>



<p>1,2,1 is a great string is that it is an NCc that wallsplats, does solid damage, and CH (1,2)1 actually grants a combo; it makes life rather scary for anyone trying to go in on Dragunov. It’s unsafe and starts high, and its CH confirm is difficult(you need to look for a stop in the opponent’s animation, since there is no stagger or anything on the opponent), but if you input the 1,2 you can quickly input the last 1 once you have felt out the CH. It’s a great stopper for people who like to mash or just press buttons carelessly, it’s also nice to use in the d+1 frame trap(since it’s 0 in block and leaves the person in crouch, if they mash a WS move to punish you can catch them in a CH since it will beat almost every WS option at point blank-though to be fair, anything with + frames that leaves the opponent close counts as a 1,2,1 frame trap), and it’s particularly nasty by the wall. Learn how to CH confirm this move early as it is a fantastic tool. This is a scary tool by the wall, given the damage the NCc dishes out, to be followed by a wall combo, making even a simple 10f frame trap worth a ton of damage. (A/N: can touch on this in Wall Game section of the video.)&nbsp;<br></p>



<p>Bonus Tip: Counterhit confirms<br></p>



<p>Practicing counterhit confirms with Dragunov will bolster your game considerably; this is easier said than done for some of them however. Start with simpler ones; one of his easier ones is probably <em>d+4,1,3</em>, even though this move is not generally used in the open(if not properly confirmed it’s rather dangerous, as it’s highly unsafe on block and he has much, much better options-that being said d+4 alone can be used as a decent round ender in some situations), it is a decent tool to practice early CH confirms with because it has an actual animation. If it hits the opponent on a CH, their leg is swept more to the side. (Other easier CH confirms use delayable strings, since you have more time to tell.) This sort is actually fairly easy to train in practice mode, unlike the other two.&nbsp;<br></p>



<p>More difficult ones are non-delayable strings that do not have a ‘tell’, since you’ll be looking for a stop in the opponent’s animation or even listening to an attack sound. B+4,2,1 is a good second string to practice for this, as you have a bit of a buffer with the 2nd hit. If you see the b+4 interrupt the attack/hear their attack, finish the string. You’ll probably end up with b+4,2 if you stop, but since both hits are mid and safe, it’s not a big deal if you miss the confirm. It’s the 1 that’s the problem(it can be ducked and launched.) If the b+4,2 is blocked, the 2 is safe and you’ll have time to not complete it.<br></p>



<p>You’ll approach 1,2,1 in a similar way, albeit it’s tighter. Look/listen for an interrupt on the 1 hit and finish if you see it. If the 2 is blocked, it’s safe, but -9 so don’t smash buttons.<br></p>



<p>Hard ones are non-delayable strings with no ‘tell’ <em>and</em> are only two hits, as you do not get any leeway in them. Df+1,4 is an example. You have a fraction of a second to tell if you interrupted their attack and finish the string. What makes this even touchier is that the string is non-jailing, and a failure to CH confirm means they can duck and launch the 4, but if you can train yourself to CH confirm this one with a solid rate of success, you can probably CH confirm most things at this point.&nbsp;<br></p>



<p>Note you need to practice all of these, but they’ll come in time!<br></p>



<p><em>Uf+4[22~23, m(tj), -9~8, KND]</em><br></p>



<p>Dragunov’s orbital is his primary low crush. It’s safe on block and hits mid, and while it’s slower than a hopkick it’s a great move all in all. It does not typically grant a full combo, however, like other orbitals. There are two scenarios where it does: on a floorbreak stage, and when the wall is to Dragunov’s right it grants an iWS4 pickup. Generally you follow this with d+4,1,3, a wallsplatting string(which is never used out in the open vs. a standing opponent.) For a floorbreak, d+3,4 is a general followup.&nbsp;<br></p>



<p><em>B+1+2[22~23, m, +6, KND]</em><br></p>



<p>While this move is best utilized by a wall due to it’s short range(it can be backdashed in the open if one gets predictable), it’s a very strong mid with big advantage on block, and on any hit at all drops them right at Dragunov’s feet for a free stomp, the two moves together usually dealing over ¼ of the enemy’s health bar alone. On block, he has plenty of options, much like 4,1, including chaining other + frame moves(say, for example, following b+1+2 block with 4,4, or f,f+3(being mindful of the high), or so on, to keep pressure going. The WR2 section has a variety of strong + on block followups that can work fairly well here too, thanks to the fact this gives even more advantage on block.&nbsp;<br></p>



<p><em>b+4,3/b+4,2,1[15f, mh, -9~-8, KND, S!/15f, mmh, +1, +5]</em><br></p>



<p>B+4 is a mid that has two potential strings; b+4,3 and b+4,2,1. B+4,3 is a mid-high natural combo, wallsplats and is used as a very common S! in combos. (It does not jail.) It is a <em>very</em> strong tool at the wall. B+4 then has the potential to head into the b+4,2,1 NCc; it does very big damage and leaves Dragunov at decent plus frames on hit(+5), and is even a small plus on block(+1). It’s mid, mid, high so you really want to CH confirm the b+4(see the CH confirm section.) Opponents who duck after blocking the 4 anticipating a b+4,3 can be caught out with the b+4,2(and you can stop the string short if it’s not a CH.) Dragunov will still be at plus frames. Do not finish b+4,2,1 if the b+4 is not a CH, as the 1 can be ducked. B+4,2 is not a natural combo, but if they block the 2 it’s safe; on hit the move leaves the opponent crouching and Dragunov at plus frames to continue pressure. (Of course, if your opponent does not know to duck the the b+4,2,1 chain&#8230;that’s on them.)&nbsp;<br></p>



<p>Since b+4,3 is downright nasty at a wall, and people are sometimes skittish to duck due to b+4,2, the two sets of moves can be combined for solid mix-ups. Finally, b+4,2 has another good use at the wall; after a wallsplat, it can be used for spike oki(driving the opponent to the ground), for a mix-up attempt. <strong>[Can showcase W!, b+4,2, and then the d+3+4/uf+3 mixup at the wall.]&nbsp;</strong><br></p>



<p><em>F,f+3[21~22, h, +3, KND, S!, H]</em><br></p>



<p>Dragunov’s second homing move, which is fairly slow but does big damage for a single strike. It’s a high roundhouse that knocks down, gives S! in a combo, wallsplats, and wallbreaks. It’s nice to use while Dragunov is on heavy plus frames, if you think the opponent is not going to duck, particularly by a wall(for example, after a 4,1 on hit). You do not want to get too predictable with it given it’s speed and the fact it’s high-b+3 is more his go-to homing move to keep steppers at bay-but this powerful move should not be neglected as people who begin to sidewalk too much can be taught a harsh lesson, especially on counterhit. It also grants some advantage on block. <strong>[This move has apparently seen a small buff in S2, but will update with what it means.]</strong><br></p>



<p><em>D+1[18f, m, 0, +7, KND]</em><br></p>



<p>d+1 is a short-range, mid overhead elbow that is even on block, advantage on hit and forces the opponent into crouch on either, making it useful for possible CH frame traps with 1,2,1 should the opponent try to hit with a WS move. On CH, it drops the opponent directly in front of Dragunov for a free stomp.&nbsp;<br></p>



<p><em>WS4/iWS4[11f, ~5-4, +6~7]</em><br></p>



<p>Dragunov has an excellent WS4. Where it can be used as a WS 11f punish, and is used as a pickup in several of his combos(like his famous CH WR2 combo), this move is also extremely useful to keep people honest with. It has nice reach, is a fat mid, and tracks slightly to both sides at the same time. Mastering the iWS motion(d,df,n+button of choice) is <em>extremely</em> useful for Dragunov, as some of his combos are dependent on it for getting a pickup. While nowadays, d+2, WS4 will work for some, it won’t for all, and sometimes you will need an iWS4 to convert. The motion takes some practice to do(without accidentally getting a qcf+4), but it comes in time. You can slightly delay the neutral(almost doing a mini version of his rolldash, but without hitting forward) to give him some more distance on the iWS4.&nbsp;<br></p>



<p>His WS4/iWS4 is also useful for float combos(generally followed with a f+1, and then into a variety of followups; b+4,3, S! Is a fairly simple one.) Another good use for this is another round ender; as a WS 11f or an iWS 13f(the d,df motion takes frames) move, it’s a chunky mid and doesn’t have the low profile issue as df+4, but it is one frame slower from a standing position(and don’t mess up and get a qcf+4 when going for the iWS, as it’s -10.)<br></p>



<p><em>Db+2,1,2[14~15, mmm, -14, KND] </em><strong><em>NOTE: This move is undergoing S2 changes, will update section as appropriate. The changes are unknown from listed patch notes.&nbsp;</em></strong><br></p>



<p>This string is somewhat of a distant relative to a ‘rekka’. It’s an all-mid string that is unsafe on block in its entirety, but you can mess with the timing of to throw opponents off; you can actually delay the hits in this string significantly and STILL hit confirm it. Db+2 is a decent safe poke, db+2,1 is an NC in and of itself(-10 on block), and if the 1 is a CH you get a crumple launch. The string does not jail and can be stepped on block. Play with the timing and your opponent could try to sneak a hit in at the wrong time, enabling the full launch. Db+2,1 is a very nice ‘lockdown string’, as well, so keep it in mind in your poking game and always keep them guessing if you’ll complete it or not. Its range can even beat out df+4 and it does more damage(albeit it is 2 frames slower), but keep in mind its safety as well.&nbsp;<br></p>



<p>[New Strategies to be discussed with changes as well given its slightly better wall properties.]<br></p>



<p><em>B+2(15f, m, -3, +8)</em><br></p>



<p>A short-ranged mid poke with a decent hitbox to keep in your collection. You might know this move as the one where you can quickly follow with WS+1+2 after it hits due to Dragunov being in a crouching position(you see this quite often after a wallsplat, but note this is not a true combo when using it in the open.) It can be used on its own as another poke depending on the situation.&nbsp;<br></p>



<h2 class="wp-block-heading"><strong>Situational Moves</strong></h2>



<p><em>D+3+4[24f, l, -11, 0, opponent on ground]</em><br></p>



<p>Dragunov’s stomp, which is fairly unique as far as stomps go. It’s the safest in the game at -11(most others range from -13 to well into launch punishable should they end up blocked), is even on hit, has pushback, and he gets guaranteed stomps after a few moves that you should always look out for(after b+1+2, CH d+1, if they don’t tech some of his flip-over attacks in combos like a WR2 ender, after the WR+1+2 Rage Drive spike combo ender, CH 4,3, among others.) It also has an option select. He can OS this move with d+3, which means either way some move will hit them on the ground(if they tech, he gets a d+3, if they stay, he gets the stomp.) It is a nice tool for oki at a wall, as well, playing into his wall mix-up game(especially after a b+4,2 wall spike, to mix up with uf+3 when they wake up). Combine all of this together and you have a powerful oki tool that can be applied liberally. If you are ever unsure of what to do after some wall game(due to being in the clutch or whatnot), d+3+4 is a very all purpose tool, as it is extremely low risk. For a final note, if you time the stomp very carefully after uf+4, you can get 3 extra damage applied. <strong>[NOTE: The pushback on this move seems reduced in S2. Will update section as appropriate. What it probably means is that more people get WS4s against him on a block which is actually fair now.]</strong><br></p>



<p><em>Db+3[25f, l(tc), -18, KND, AT/25~26, 18~17, -7~6, KND if far]</em><br></p>



<p>This move is Dragunov’s snake-edge style sweep. Slow, seeable, and very punishable on block, it nonetheless has a few properties to make it stand out. It high crushes, which is its big use. It does give a full combo on clean hit, tracks, and it has a CH transition throw that does huge damage(the damage of the CH throw is practically what you would get from a combo.) It has another property in that it can be cancelled to a crouch throw with <em>1+2</em>(the motion being <em>db+3, 1+2</em>), and in addition to <em>that</em>, it can be further outright cancelled, putting Dragunov in crouching right in the enemy’s face by hitting <em>db+3, 1+2~d</em>. This can be used to surprise opponents expecting to block punish; instead Dragunov can block and punish the punish attempt! It is an incredible mindgame tool and it turns a rewarding, though unsafe move into a rather dangerous one. This move is actually fairly nice after the ‘flip-oki’ at the wall because of this cancel aspect. For the 50/50, Dragunov can come in with any of his strong mids, or this low; and even if they block low the cancel aspect can turn the tide in his favor, giving the opponent something else they have to consider in that short amount of time.&nbsp;<br></p>



<p><em>Uf+3[17f, m(tj), -7, KND]</em><br></p>



<p>A hopkick-like move(though it’s 17f and does not launch.)After striking, Dragunov basically lands where he started, it’s safe and basically acts as a keep-out tool. It is nasty by a wall, as it wallsplats; it’s particularly useful as a post wall spike mixup after b+4,2; as mentioned, this and d+3+4 is what you’ll be mixing up after the spike. It is linear, however, and still not particularly fast, even if it is a little faster than uf+4. (A/N: Can go into this one deeper in Wall Game section of the video.)&nbsp;<br></p>



<p><em>1+2[21f, m, -12, KND, PC] </em><strong><em>NOTE: This move is undergoing S2 changes, will update section as appropriate. Seems to be -14 on block, given the move wasn’t used a whole lot to begin with this is unlikely to change any strategies.&nbsp;</em></strong><br></p>



<p>Dragunov’s Power Crush. It’s sort of slow and not too safe, but gives KND/W!, making it a useful pressure release valve if necessary. It can hit AOP, which is nice to keep in mind(though not AOP~d.)<br></p>



<p><em>SS+3+4/SS+2,3/SS+2,1+2</em><br></p>



<p>SS+3+4(tc) is a new evasive roll he has. It’s purely a defensive maneuver, and high crushes. It rolls surprisingly far.&nbsp;<br></p>



<p>SS+2,3[20~21f, mh, -9, +5, AT]is a useful hit confirmable mh string in and of itself, but its extra benefit is that it can be delayed. If the 3 is a CH, Dragunov transitions to an attack throw which will ground the opponent.&nbsp;<br></p>



<p>SS 2,1+2[20~21f, m,hm,-4~3, +2~3] is mid, and you can mix it up with SS+2,3. All of these are safe.&nbsp;<br></p>



<p>His SS moves should not be abused, but they’re more of Dragunov’s array of situational tools that can keep opponents from getting complacent.&nbsp;<br></p>



<p><em>B+3+4/b+1+3_2+4/df+1+2</em><br></p>



<p>Three defensive options that Dragunov has access to. B+3+4 is a h/m punch parry; it is a bit slow, but can be useful in some situations as it cannot be chickened like normal reversals can[A/N: check T7 about any changes here.] He has two standard reversals as well(chickenable as usual), but he also has access to a low reversal which very, very few characters have in df+1+2. One can use all of these to their advantage in high pressure situations. You can get a d+4,1,3 after a successful b+3+4 on all characters; you can actually get a 3,1 pickup into a combo(example: 3,1, f+1, b+4,3, S!, f,f, 3,1,2) on big bodies; it’s fairly consistent though not 100% compared to the d+4,1,3(the f+1 can whiff from time to time.)&nbsp;<br></p>



<p><em>F+4, d+4[14~15f, hl, -11, +3]</em><br></p>



<p>This poke string is another you don’t see often, but can be a nice-to-know since people tend to rarely anticipate the low. It’s an NCc that has the interesting bit that the low is one of Dragunov’s only plus frame lows on natural hit and leaves the opponent crouching for more potential. If you read they will attempt a WS move, 1,2,1 will beat anything they try, and df+1 will beat most options save 10f crouching or WS moves(which are fairly rare, though for example Lee has a notable 10f WS move at close range.) Be careful that there’s a bit of an option select an opponent can do; hitting df will duck the second high of a f+4,4, and potentially parry the d+4, so this isn’t a move to be abused but they have to be actually anticipating this to really go with it.&nbsp;<br></p>



<p><em>D+3/d+3,4[17f, l, -16, -4, 0/17f, lm, -11, +2, +20g]</em><br></p>



<p>D+3 is a rather unsafe move that does not have the best frames, but it is extremely long range; a range 2 invisible low poke can be very handy for ending matches. He gets an NCc from this as well, and CH (d+3),4 has a very hard to avoid followup on trade. D+3,4 is only -11 on block; if you end up in a situation where your d+3 gets blocked, you can keep it safer by doing d+3,4. This move is a useful floorbreak as well(after for example uf+4, or after a wallsplat on a floorbreak stage.)&nbsp;<br></p>



<p><em>3+4[25f, h(tj), -9(13?), CS]</em><strong><em>(AN: This move now is coming up as -13. I tested it, and with Drag managed to get d+2-after he landed-to come up as a punish a couple of times-despite it being 18f; after blocking it, a jab doesn’t come out until after he lands, only grounded hits were doing anything after he landed, etc. It’s bizarre and I’m not sure exactly what’s going on with it. It seems like it’s business as usual that I’ve tested so I’ll be treating it as such here.)&nbsp;</em></strong><br></p>



<p>Dragunov’s back brain style kick that drops both him and the opponent to the ground. If he techs quickly to his left(punches on 1p side, kicks on 2p side), he can get a WS4 pick up. It is also fairly good to use as a sort of ‘escape route’, as it can be thrown out to dissuade an opponent closing in and then quickly recovered from for minimal risk. It is also a useful tool vs. characters with good lows that do not crush highs. It has had its damage toned down from previous incarnations but remains one of his most damaging launchers still.&nbsp;<br></p>



<p><em>F,f+4[26~28f, -1~+1, +3~5, KND]</em><br></p>



<p>Also known as the ‘trooper roll’, this move is not nearly as evasive as it was in its DR version, and it’s fairly linear, but it hits grounded(and low stances), is safe(roughly even) on block, and has a CH launch as well with an easy WS4 pick-up afterward, since Dragunov recovers crouching. On NH, the opponent is forced into crouch as well. This is not one of those regularly used moves, though has its place vs. characters who like to hug the ground, as a long-distance grounded hit or just as another one of Dragunov’s little surprises when you think he’s run out.&nbsp;<br></p>



<p><em>4,3[12f, hm, -11~10, KND]/4,4[12f, hm, +3, KND]</em><br></p>



<p>Lacking a ‘magic 4’, Dragunov does still have some tricks here. 4,3 is a 12f, lightly punishable high-mid NCc. On CH it guarantees a stomp and the entire small combo does close to sixty damage, making it nearly as damaging as some of his smaller launchers’ full combos. It is also utilized in combos sometimes as a floorbreak. Another benefit is that the 3 has some pretty good tracking on it to both sides. Look for times where you are at plus frames and can take advantage of this with button-happy players to get the CH combo(it is not hit confirmable, so you have to commit). In a combo it causes the ‘flip’ which if unteched grants a stomp, and if teched grants a mix-up attempt.&nbsp;<br></p>



<p>With 4,4, besides it’s use as a common post-floorbreak S!/W! move(he’s technically jumping for the second 4 and ends crouching, so can be followed with a WS+1+2 by the wall), it leaves him +3 on block. It is neither an NC or NCc, but if it does hit them it’s a knockdown.&nbsp;<br></p>



<p><em>Df+3</em><br></p>



<p>An interesting move that is an attack throw depending on range. From afar it is safe mid poke with decent reach that gives some rather nice frames on hit/CH and leaves the opponent crouching, but closer it will act as an AT that grounds the opponent. This move can also be performed after his f+3(<em>f+3,3</em>), though used as a follow up to f+3 it loses its safety, becoming around -12. It is not a very commonly utilized move, but at its relatively decent 17f, it can be useful to occasionally ‘reset’ a situation to neutral.&nbsp;<br></p>



<p><em>u/f+1 </em><strong><em>NOTE: This move is undergoing S2 changes, will update section as appropriate. It has actually been buffed.&nbsp;</em></strong><br></p>



<p>While some inexperienced Dragunov players may mistake a fast, high CH launcher as being similar to Steve’s b+1, it&#8217;s sadly not as good as that one, being 2-3 frames slower, which is a big difference. That being said, a 16f counterhit launcher can from time to time be useful; especially since it&#8217;s actually safe on block(-7, which means it is within the realm of setting up a possible qcb+2 trap), and +9 on hit. It can be a useful tool to dissuade your opponent from getting too aggressive, though it&#8217;s properties don&#8217;t lend itself to overuse and it’s fairly average overall.&nbsp;</p>



<p></p>



<p><strong>This next section is devoted to Dragunov’s grappling. Throw breaks are easier in Tekken 7, so they shouldn’t be overused, but can be nice to weave into your gameplan.</strong>&nbsp;</p>



<p></p>



<p><em>f+1+4/f+2+3(Victor Throws)(Break: 1 or 2)</em><br></p>



<p>Dragunov is a ‘hybrid grappler’ character, in that he has a very strong variety of grabs in his toolkit. His Victor throws can be useful to open up turtles. They are fast enough-considered instant at 11f-that they can only be ducked on anticipation, and they need proper breaks. These are great to mix in with his offense when people start to turtle up; due to the speed if the opponent was not very prudent on seeing his hands(possible but difficult, particularly online), they’ll likely have to guess. F+1+4 causes a position switch on hit.&nbsp;<br></p>



<p><em>F,f+1+2(Break: 1+2)</em><br></p>



<p>Another grab of Dragunov’s, this near-instant(12f) throw drops them to the floor right at his feet for followups. This is also used in conjunction with his victor throws, as it needs to be broken with 1+2(giving him even more potential for throw mix-ups.) It floorbreaks.&nbsp;<br></p>



<p><em>Uf+3+4(Unbreakable) </em><strong><em>NOTE: This move is undergoing S2 changes, will update section as appropriate. It seems to be somewhat buffed.&nbsp;</em></strong><br></p>



<p>Dragunov snatches the opponent with his legs and grounds them in an unbreakable throw. This move is best used near a wall as it is a bit slow, but is a nice mixup for those who block high since it is, again, unbreakable. It is particularly good after an opponent recovers from a flip by the wall, as if they happen to crouch, Dragunov will land on the ground and the opponent will only get a weak reward.&nbsp;<br></p>



<p><em>Db+1+2(Reverse: 1+2. Breaks are 1, 2, or 1+2 for the holds. Beware that Dragunov can reverse punch/arm bar attempts if you flip him.)&nbsp;</em><br></p>



<p>Dragunov’s unique tackle.&nbsp;<br></p>



<p>There is more than one way to transition into his tackle. Db+1+2 is the general way. SS2, 1+2, 1+2 is another. He can tackle after his Rage Drive is blocked and this is improved(though naturally is only available during rage.) He can also go into this while getting up off the ground in a FDFA position(1+2, 1+2). After tackling he can choose 1, 2, or 1+2(each needing it’s own break). It is suggested you use 1 or 2, as it’s habit for people to sort of mash a bit on 1+2, making it more likely for a break, but always keep all 3 in mind. Dragunov can also reverse attacks while tackled. [A/N: The tackle system may should be touched on in a ‘misc’ video?]<br></p>



<p>As a side note, his ‘Living Dead’ crawl can be used from any FD position; if facing away, it can be used as an escape. He has BT options, like BT d+3(mid, -11 on block, KND) which can stop people suddenly. Not to be predictable with as leaving yourself BT poses its own problems if you’re too close, but a small nice to know.&nbsp;<br></p>



<p><em>d+1+3/d+2+4(Break: 1 or 2.)</em><br></p>



<p>Dragunov’s crouch throws. They need to be broken properly, once again granting him a mix up. Look for times you push the opponent into ducking and take advantage of this once in awhile. This is the throw he does from the db+3, 1+2 extension as well.&nbsp;<br></p>



<p><em>Qcf+4(Extension Breaks: 1 or 2. There is no tell, so it’s a 50/50.)&nbsp;</em><br></p>



<p>An attack throw, Dragunov gets two chain extensions after this, which the opponent needs to guess to break, giving him another 50/50. The extensions are 1,3,4,2, and 2,4,3,1. If you accidentally get qcf+4 instead of iWS4, which can happen particularly at the start, and they do not block it, you can quickly react to dial in one of the two chains.&nbsp;</p>



<p></p>



<h2 class="wp-block-heading"><strong>Punishment</strong></h2>



<p></p>



<p><em>Whiff Punishment:</em></p>



<p></p>



<p><em>Qcf+1(18f, h, 15(17~), -1, CS)</em><br></p>



<p>A high launcher that’s safe on block and is one of Dragunov&#8217;s stronger whiff punishers. Careful movement and spacing can result in forcing whiffs that allow for Dragunov to get a launch. Plus, it&#8217;s a heavy damage launcher, which benefits from the game’s front loaded damage. This is likely going to be a primary whiff punish for more blatantly whiffed moves due to its combination of safety, speed, and damage.&nbsp;<br></p>



<p><em>Df+2(15f, m, -12, Launch)</em><br></p>



<p>Your basic 15f launcher. Dragunov’s is -12 on block. It’s a fast and easy whiff punish with no execution requirement. It has decent enough reach. Also good after sidestepping a move for a fast launch.&nbsp;<br></p>



<p><em>Qcb+2(26f, m, -15, Launch)</em><br></p>



<p>This move is notorious for its evasive properties. While it is launch punishable, Dragunov&#8217;s backswing is probably one of the best examples of a backswing in Tekken. He can actually perform this move on minus frames to score a launch as well. You can do this move being negative on block(around -7/-8 is the limit), so opponents who think they just need to lay off the buttons while Dragunov is at 0 or more will need to think again; you will need to condition them a bit for this. Be aware of characters with a backsway who can evade this if timed properly, and certain moves will nail it, depending on the character(for example, in a mirror, if Dragunov attempts this at heavier &#8211; frames, a d+2 can work). It is best used at mid range; too close and he can be interrupted, too far and he can whiff. It does solid damage, the follow up combo benefitting from the front-loading.&nbsp;<br></p>



<p>The negative on block setup is best used after you’ve lulled your opponent in the sense of security/conditioned them to think that they only have to be careful when Dragunov is at 0 or more frames.&nbsp;<br></p>



<p><em>Qcf+2(18~20f, m -13, Launch)</em><br></p>



<p>Another nice whiff punish launcher, it is good to occasionally mix up with qcf+1. It’s not safe, but it is a mid, making it nice to throw people off expecting the high, and it’s an elbow. It has other uses as well in a few specific combos after launch, but for now keep it in mind as a useful whiff punish. <strong>[This move seems to be a frame worse on block in S2, but will update with changes after S2 hits. It is unlikely to change its utility.]</strong></p>



<p></p>



<p><em>Block Punishment:[A/N: Most of these were discussed above. The ones that weren’t I’ll touch on in more detail here.]</em></p>



<p></p>



<p>Standing[numbers shown inside brackets are for block/hit/ch in that order]<br></p>



<p>10f: 2,1/1,3/1,1-Dragunov’s 10f punishment is not the best but it does the job. 1,3 is the most damaging, while 2,1 is commonplace. 1,1 is the ‘get some damage fast’ punish.&nbsp;<br></p>



<p>12f: 4,1(best, hh, -6/+8/+8, also usable at 13 and even some 14f; discussed above), df+4(longer reach, m, -9/+2/+2, also discussed above.)<br></p>



<p>14f: b+3(very long range, wallsplats, h, -9-8/k!/k!), qcf+1+2(very tight, new players may wish to stick to b+3, m, -15/KND/KND), f+4,4(not the greatest but simple and the most damage, stick to b+3 by a wall though).&nbsp;<br></p>



<p>15f: df+2(m, -12/Launch/Launch)<br></p>



<p>17f: f+1+2(-10~9, S! Launch.) Excellent at hitting long range moves like Deathfist and Blazing Kick. Grants a fair combo afterward. Practice punishing moves like that with this, as not many characters can successfully punish things like Deathfist/BK and the like with a solid combo.&nbsp;<br></p>



<p>18f: qcf+1(-2/Launch/Launch)<br></p>



<p>22f: qcf+2(-13/Launch/Launch)</p>



<p></p>



<p>While Standing:<br></p>



<p>11f: WS+4(-5~4, +6-7)<br></p>



<p>12f: WS+1+2/WS+1,3/WS+1,2(The first two wallsplat, the third gives spin-stun and (WS+1),2 S! Launches on CH. WS+1,3 is -12~11 and mm, WS+1,2 is -7 and mh). WS+1,3 is a good, all purpose WS wallsplatting punisher in terms of frames to damage to safety, but at times WS+1+2 is preferred. The latter can hit low stances nicely(IE; Ling in AOP stance) and has enough pushback away from a wall that the -15 turns out to be not as scary as it could since not every character can give it a consistent punish, and it has a bit more reach. WS+1,2 is least used though the 2 has some tracking on it, and because it doesn’t KND on NH you could use the frames it gives to set up something.&nbsp;<br></p>



<p>15f: WS+2(-12, Launch) Fairly standard launch though it’s reach isn’t as much as you would expect Dragunov, who normally can reach to the moon, would have.&nbsp;<br></p>



<p>23f: uf,n+4</p>



<p></p>



<h2 class="wp-block-heading"><strong>Rage Moves</strong></h2>



<p></p>



<p><em>f,f,f+1+2</em><br></p>



<p>Dragunov’s Rage Drive is an even better version of his normal WR2. It has roughly equivalent properties(damage, frames, [AN: its frames on block are showing up as ? atm and seem to be reported as somewhere between +3~+5], etc), but launches on <em>NH</em> instead of just CH, and it’s a class 1 launcher, enabling a variety of followups. Dragunov can get some hefty combos from this, and since it has similar properties as his WR2, opponents will have to be extra-careful if Dragunov is in rage since one wrong crouch can mean a full launch.&nbsp;<br></p>



<p>It also has the capability to hard-spike the opponent if you use it as a combo ender, granting a free stomp, or even better, b+1+2. The stomp has looser timing, but does a few points less. WS+1+2 can also be used for the most damage; however, the timing is tight enough that b+1+2 is suggested. Note: Do not attempt b+1+2 at the wall, as it can whiff. Use stomp instead, as it is reliable. <strong>[NOTE: b+1+2 may be unable to hit after this after the changes, but will need to see after the bug fix patch.]</strong><br></p>



<p>Finally, his Rage Drive has the ability to chain to a tackle on block; this is his standard tackle, though the follow ups cannot be escaped in this version.&nbsp;<br></p>



<p>All in all it’s an incredibly strong and versatile Rage Drive that wraps into Dragunov’s gameplan nicely.<br></p>



<p><em>d+1+2</em><br></p>



<p>Dragunov’s standard Rage Art, one of the ‘mid, launch punishable’ class. It works as all the other standard Rage Arts in the game, doing around between 45-60% damage used out of a combo, depending on how low Dragunov’s life is.<br></p>



<p>(As an author’s aside, it’s probably one of the best looking in the game.)&nbsp;</p>



<p></p>



<h2 class="wp-block-heading"><strong>Combos</strong></h2>



<p></p>



<h3 class="wp-block-heading">BnBs<br></h3>



<p>Dragunov&#8217;s standard from most launchers is f+4,4,3, b+4,3, S!, f,f, 3,1,2. Deep dash before the ender. You can end with d+4,4, as well, as it is a bit easier, and indeed one variant works much better that way(his WS2 version.)&nbsp;<br></p>



<p>B&amp;B Starters:&nbsp;<br></p>



<p>df+2, qcf+1, qcb+2, WS+2(d+4,4 ender is more reliable) uf+2 is a bit unreliable to use with the BnB and is best followed with f+4,4,3, f+1, f+1+2 options.&nbsp;<br></p>



<p>Wall Carry Variations:<br></p>



<p>If you know a wall will be approaching and want to make a small push to hit it, after the screw you can do a f+3~df CDc, into a small dash, d+4,4. Dash in and do your wall combo as normal. (Example: df+2, f+4,4,3, b+4,3, S!, f+3~df CDc, d+4,4.)<br></p>



<p>If you launch from further back and would like to push the opponent further, launch, f+4,4,3, f+1, f+3~CDc, f+1, f+1+2, S!, deep dash, d+4,4 has excellent carry to push across some stages. The dash must be deep at the end of this. Same process; dash in for your wall combo after.&nbsp;<br></p>



<p>High Damage:<br></p>



<p>The first one is easier naturally with no cancel, but is a bit less damage. The f+3,2, must be done immediately after the f+2,4. In the second, the rule applies to the f+3 as well.&nbsp;<br></p>



<p>qcf+2, f+2,4, f+3,2, S!, f,f, 3,1,2<br></p>



<p>qcf+2, f+2,4, f+3~df CDc, f+1, f+1+2, S!, f,f, 3,1,2_d+4,4<br></p>



<p>Uf,n,4, f+2,4, f+3,2, S!, f,f, 3,1,2<br></p>



<p>Uf,n,4, f+2,4, f+3~df CDc, f+1, f+1+2, S!, f,f, 3,1,2<br></p>



<p>Uf,n,4, f+2,4, f+3~df CDc, f+1, f+3,2, S!, f,f, d+4,4<br></p>



<p>The uf,n,4 combos are also fairly tight in their execution; you cannot delay at the start of the combos and have to do the followups in fairly quick <a class="wpil_keyword_link " href="https://mmosumo.com/bdo-black-desert-what-is-succession/" title="succession" data-wpil-keyword-link="linked">succession</a> for them to connect. (A/N: tested on PS4.) The latter two are wallcarry variants.&nbsp;<br></p>



<p>CH WR2 combos:<br></p>



<p>BnB Variant: d+2, WS4, b+1,2, S!, f,f, 3,1,2_d+4,4.&nbsp;<br></p>



<p>Wall Carry Variant: iWS4, f+1, f+3~df CDc, f+1, f+1+2, S!, f,f, 3,1,2_d+4,4.&nbsp;<br></p>



<p>As usual, for longer combos, you need to generally do a deep dash to get the last hits to land.&nbsp;<br></p>



<p>Basic iWS4 Pick-Up Combos and their Launchers:&nbsp;<br></p>



<p>iWS4, f+1, b+4,3, S!, f,f, 3,1,2_d+4,4<br></p>



<p>iWS4, f+1, f+3~df CDc, f+1, f+1+2, S!, f,f, d+4,4<br></p>



<p>Can Use From: CH (1,2) 1_CH (db+2,1) 2_CH (f+2), 4_CH uf+1<br></p>



<p>uf+4 with the wall to Dragunov&#8217;s right is followed by an iWS4, f+1, and so long as you are fairly parallel to the wall, either of the above are typically good. If you are at an angle you might splat early, so be ready for a wall ender.&nbsp;<br></p>



<p>CH uf+1 can also be followed with d+2, WS4, b+1,2, S!, f,f, 3,1,2_d+4,4. This is also the staple to use with db+3&#8217;s launch. CH ub+2(a very uncommon but evasive CH launcher) can utilize either the iWS4 pickup or the d+2, WS4 pickup combos.&nbsp;<br></p>



<p>WS4 pickups:<br></p>



<p>Moves that leave Dragunov crouching that CH launch can allow him to pick up enemies with a regular WS4 instead of the iWS4. The follow up combos are fairly similar.&nbsp;</p>



<p>3+4, CH f,f+4<br></p>



<p>Okizeme Ender:&nbsp;<br></p>



<p>After the b+4,3, S!, you can do f+3~df CDc, 4,1. This can be used about anytime you use b+4,3, S! in a combo.&nbsp;<br></p>



<p>F+1+2:<br></p>



<p>Given this is a 17f punish that can reach those difficult moves like a blocked Deathfist or Blazing Kick, it&#8217;s good to take advantage of this, since not many characters get a launch on those.&nbsp;</p>



<p>Two variants include:<br></p>



<p>f,f, 3,1,2<br></p>



<p>f+(2),4, 3,1, f+1, f+3 CDc d+4,4<br></p>



<p>The second combo is much more suggested, even though it&#8217;s the more difficult of the two due to the CDc. However, some damage is better than none, and when you&#8217;re in the clutch and still getting used to things, a quick f,f, 3,1,2 is better than nothing. You can also use this if you&#8217;ll hit a wall very early(3,1,2 will splat.)&nbsp;<br></p>



<p>Small Combos:<br></p>



<p>Dragunov has a few good small combos at his disposal to remember:<br></p>



<p>uf+4, d+4,1,3</p>



<p>b+1+2, d+3+4</p>



<p>CH d+1, d+3+4</p>



<p>CH 4,3, d+3+4<br></p>



<p>Forgotten Realms Floor Break:(Note: Check 4,4 update since this can possibly change/improve a few, but need to check one by one.)<br></p>



<p>Dragunov&#8217;s f,f+1+2 throw will cause a floorbreak. After the break, you can 4,4, to initiate the S! &nbsp; &nbsp; &nbsp; and follow with f,f, 3,1,2 for an easy ender, a short dash into f,f+3 for 2 more points of damage, or f+3~df CDc for wallcarry(since S! Was already used, you will just use this to get to the wall for an ender.) If you are already close to a wall and can splat, end with wall combo of your choice.&nbsp;<br></p>



<p>For staples, f+4,4,3, b+4,3, S!, WR2 to break the floor, followed with 3,1,2 is fairly simple. (Be careful that at some angles the WR2 can push Dragunov to a position switch.) Near a wall, replacing the 3,1,2 with 4,4, WS+1+2 gives bigger damage.&nbsp;<br></p>



<p>If you are farther from a wall, you may want to instead use f+4,4,3, f+1, f+3~df CDc, f+1, f+1+2, S!, WR2 to break the floor, into 4,4, WS+1+2 at the wall. If you are still further away after the break, just end with a normal ender.&nbsp;<br></p>



<p>Uf+4 grants a nice combo on a floorbreak stage. After hitting it, a d+3,4 will break the floor, where you can b+4,3 to S!, and then finish however you like; if close to a wall, f,f, 3,1,2, W!, and wall ender of your choice will work, or you can f+3~df after the S! as normal for some wallcarry into a possible wall combo. (You can also break the floor with a stomp, but it needs stricter timing and does 2 points less damage.)&nbsp;<br></p>



<p>If you wallsplat an opponent, you can do either 4,3, or d+3,4, to break the floor near the wall, and you can followup with either a 4,4, WS+1+2 or a b+2, WS+1+2. For optimal damage, 4,3 is the better choice as the 4,4, WS+1+2 is very strong, but sometimes if they hit the wall low, d+3,4 must be used, and the 4,4 is like to whiff below, but b+2, WS+1+2 is more reliable here.&nbsp;<br></p>



<p>Low Parry Combos:<br></p>



<p>-b+2,1, f+1, b+4,3, S!, f,f, 3,1,2<br></p>



<p>-b+2,1, f+1, f+3~df CDc, f+1+2, S!, f,f, d+4,4(needs a particularly deep dash)<br></p>



<p>-b+2,1, f+1, f+3~df CDc, f+1, f+3~df, WS+1+2<br></p>



<p>These are three BnB low parry combos that are simple and reliable; the last two give fairly decent wallcarry as well. You can also get a d+2, WS4, b+1,2, S!&#8230;combo from a lowparry as well.&nbsp;</p>



<p></p>



<p>Rage Drive Combos:<br></p>



<p>Dragunov can either launch with his rage drive(a natural hit), or end with a spike. The spike ender is generally preferred for the damage and the general utility, though both options should be kept in mind.&nbsp;<br></p>



<p>For a launch variant, you can simply hit f+2,4, f+3,2, S!, f,f,3,1,2 for an easy, no-nonsense combo. You do need to time the f+3,2 fairly tightly, but it&#8217;s overall simple.&nbsp;</p>



<p>Wall Carry:</p>



<p>High Damage:<br></p>



<p>For the spike ender, that generally happens in any launch combo after the S!. So a basic example would be: df+2, f+4,4,3, b+4,3, S!, f,f,f+1+2. Any combo with a screw, you can choose to add the Rage Drive spike in after.&nbsp;<br></p>



<p>After spiking them, Dragunov can add more damage with a stomp(easiest, most reliable), a b+1+2(2 more damage, can occasionally be finicky depending on angle), or WS+1+2(the hardest to time, but 2 more damage than the b+1+2.) b+1+2 is generally a good choice, but don&#8217;t be afraid to just stomp on them if you&#8217;re unsure of the angle.&nbsp;<br></p>



<p>Note: If you land the Rage Drive as a spike by the wall, b+1+2 can whiff sometimes. It is the most reliable to stomp.&nbsp;</p>



<p></p>



<p>Screw Moves:<br></p>



<p>b+4,3</p>



<p>f+1+2</p>



<p>4,4</p>



<p>b+1,2</p>



<p>f,f+3</p>



<p>f+2,3</p>



<p>WS+1,2</p>



<p>B+3</p>



<p></p>



<p>Moves that floor break:<br></p>



<p>F,f+1+2</p>



<p>D+3,4</p>



<p>4,3</p>



<p>f,f+4</p>



<p>df+3</p>



<p>f+3,3</p>



<p>iWR2</p>



<p>f,f+2</p>



<p>1,3,2</p>



<p>b+4,2</p>



<p>b+1+2</p>



<p>D+1</p>



<p></p>



<p>Wall Game:(A/N: This will likely be in the ‘completed’ final video, also WIP.)</p>



<p></p>



<p>Dragunov&#8217;s wall game has some fun aspects. It may not be the most damaging in the game(though b+4,3 sidestep shenanigans certainly hurt), but he certainly has a few tricks he can pull out that can get nasty in the right circumstances.&nbsp;</p>



<p></p>



<p><strong>Wall Bounce Move:</strong> WS3. A very solid mid; hard to ‘crush’, long range, with long knockback, it’s also safe and does solid damage to boot. At 16f it’s not the fastest move, but it makes for a nice move when close to the wall and can net Dragunov some solid damage at a bit of a range. (fill in wall staples)</p>



<p></p>



<p>b+1+2: With the wall in the way, the shorter range of this move is less of an issue. It remains a powerful tool(you get the same small combo), and a straight knockdown at the wall allows you to go into the uf+3/d+3+4 50/50. See the section on WR2 on block for followups(since you can use many of them after a blocked b+1+2). f,f+3 gets special mention here; while it is slower and high, the homing properties and high damage make this wallsplatting kick a threat; in addition, it&#8217;s still +3 on block allowing continued pressure. Given a lot of Dragunov&#8217;s dangerous wall options are mid, crouching after a b+1+2 on block will be a hard read on their part.&nbsp;<br></p>



<p>CH 1,2,1: As mentioned in the description, this wallsplats and is an NCc. CH confirm it by the wall and you have another high-damage wallsplat where you can follow with the combo of your choice. Be careful on block, as it&#8217;s around -14, and with the wall in the way there is no pushback, so make sure you confirm it to finish the string.&nbsp;</p>



<p>b+4,3: (A/N: this will likely be covered in the b+4,3 section and the other wall sections as well since it&#8217;s a fairly common thing for him. It would probably work out to just put &#8216;See X Sections&#8217; for this one like you did with the EWHF bit in Jin&#8217;s video or like the + on block followups here.)&nbsp;<br></p>



<p>CH df+1,4: While this is a typical potentiall follow-up after WR2 or b+1+2, it should be added that the 4 wallsplats.&nbsp;<br></p>



<p>b+3 and b+1,2: Standing spinstun moves. b+3 makes for a great wall punish due to its safety and homing properties preventing any sort of stepping. b+1,2 becomes an even deadlier poke string near a wall. Follow either with the wall combo of choice.&nbsp;<br></p>



<p>uf+3+4: As described in the section, this is a solid unbreakable throw as it is, by a wall it makes for a nice mixup. Once again, given most of Dragunov&#8217;s more dangerous options by the wall are mid, ducking is risky, and this can be used to seal out a round, but don&#8217;t get predictable with it as usual.&nbsp;<br></p>



<p>WS+1,2 and WS+1,3: Good WS punishers regardless, by a wall they both wallsplat for extra damage, making them quite nasty for people who play unsafe near a wall with him. The former is safe on block, but is mid-high, the second is -12 on block, but mid-mid. You can also keep WS3 in mind for a 16f safe, mid wallsplat that does a decent chunk of damage.&nbsp;<br></p>



<p>d+1: Keeping this in mind for the 1,2,1 frame trap; by a wall you get the added benefit of 1,2,1&#8217;s wallsplat(and the free stomp still on CH).&nbsp;<br></p>



<p>1,3,2: In a combo, doing this near the wall will cause them to &#8216;flip&#8217;, which instead of ending the combo, will set up potential a 50/50 if they recover, or grant a stomp if they don&#8217;t(Note: This move will instead break the floor on a floorbreak stage.)&nbsp;</p>



<p></p>



<h2 class="wp-block-heading">Wall Combos</h2>



<p></p>



<p>b+2, WS+1+2(standard, all-purpose wall ender)</p>



<p>b+4,3(Wallbreak. Also, b+4,3 is useful after a splat by sidestepping and being able to continue a combo, good example here: <a href="https://youtu.be/mG_IQ3tDYRo?t=544" target="_blank" rel="noopener">https://youtu.be/mG_IQ3tDYRo?t=544</a> )</p>



<p>B+2,1,3(more situational and useful at angles, as a side, non-wall note this is an NC against a BT opponent. You can get a combo BT with b+2,1,3, d+2, WS+4, d+4,4.)&nbsp;</p>



<p>b+4,2(spike oki, mixup described above with uf+3/stomp)</p>



<p>1,3,2(flip-oki. They can tech. No tech=stomp, if they tech the flip sets up a 50/50 on recovery.)&nbsp;</p>



<p>3,1,2</p>



<p>Db+2,1,2</p>



<p>4,4, WS+1+2(good after landing near a wall after a floorbreak. Also can be utilized after a high wallsplat.)</p>



<p></p>



<p>High Splat Options:<br></p>



<p>On a high wall splat(examples: df+2, qcb+2, WS+2), you can add more damage with 4,4, WS+1+2. B+3 works as well on a high splat(this allows you to end with a wall combo of your choice, if you want to, say, set up spike oki.)<br></p>



<p>Re-Splat Options:<br></p>



<p>Dragunov’s most reliable stuff here is done with b+4,3. A sidestep is needed(direction depending on what side you’re on). It can be finicky sometimes depending on angle, but you can get some fairly strong options here, especially in corners.&nbsp;<br></p>



<p>You can get some options with stepping after a splat to be able to continue a combo; you sacrifice some wall pressure, but can pull out some heftier damage(see example linked right above.) A sidestep into b+4,3 can work, also b+2,1, f+1, b+4,3, S!&#8230;can sometimes be utilized. What follow ups work can be dependent on angle and approach, generally b+4,3 will be solid here, but you will get a feel with what works when.</p>



<p></p>



<h2 class="wp-block-heading"><strong>Round-Up</strong></h2>



<p></p>



<p>Dragunov is an incredibly strong character with the ability to play the relentless pitbull or even space-controlling turtle; he has the ability to take few risks and still control the match shockingly well. He is fairly big and a little unwieldy in new hands, relying on momentum and keeping an opponent locked down, but once you settle in he is a brutal powerhouse. The ability to put up a strong grab game rounds his tools out even more. He has a few small drawbacks, like his sometimes strange hitboxes and his tracking could be better, but no big, glaring weaknesses.&nbsp;<br></p>



<p>He does require some finesse to get the absolute most out of his game; mostly needing to take advantage of his f+3~df cancel and mastering the iWR/iWS maneuvers to fully unlock his potential, and also learning CH confirming, but is not complicated to get started with at all, enabling him to be picked up at a base level fairly quickly and eased into as you learn the game. You will need to train up some of those other aspects to really shine with him; he falls sort of in the middle of the execution barrier.<br></p>



<p><a class="wpil_keyword_link " href="https://mmosumo.com/black-desert-class-tier-list-for-pve/" title="Tier" data-wpil-keyword-link="linked">Tier</a> Ranking: SS<br></p>



<p>Difficulty: Intermediate</p>



<p></p>



<h2 class="wp-block-heading"><strong>Tips to Defeat Dragunov</strong></h2>



<p></p>



<p>-Do not mash buttons.&nbsp;<br></p>



<p>While this is ideally something you should strive not to do in any fighting game, mashing buttons around Dragunov will enable him to do very nasty things with his strong CH launchers and NCcs. He <em>wants</em> you to press buttons at the wrong time. Attack him carefully. He has a plethora of moves that are + on hit and CH as well. <strong>[Good examples to show are a CH WR2 combo, a CH 4,3, stomp(comes out to near 60 dmg, as much as a full combo), and a CH db+3(a fuckload) hitting.]</strong><br></p>



<p>-Learn his throw breaks.&nbsp;<br></p>



<p>Dragunov has a variety of strong grapples and a tough tackle game that you should take it upon yourself to learn all the breaks for. If a Dragunov player sees that you don’t know the breaks they can abuse his Victor throws and tackles with impunity. Treat him like a full grappler when it comes to learning his breaks.&nbsp;<br></p>



<p>-Stop his momentum.&nbsp;<br></p>



<p>Dragunov benefits very highly at being at the positive end of momentum; indeed, it can be hard to wrest back a lead from a full-steam Sergei. While he doesn’t have as much trouble as earlier games grabbing back momentum, it can be a bit trying for him to regain it if he keeps getting stuffed; for one example, a traditional hopkick often comes in handy for getting out of problems, and he lacks this; his ‘panic moves’ also tend to be sparse and unsafe. Even small pokes or light knockdowns that constantly whittle him down and prevent him from mounting a good offense can help out here. Keep in mind that he IS good at space control and turtling if necessary but his strongest aspect is the ability to run you down. Sidestepping or sidewalking his more linear moves also works. Dragunov does not have the largest number of great tracking moves; this will stop his momentum and even allow a launch.&nbsp;<br></p>



<p>-Learn his notable + frame moves(and some of his important frame data in general.)&nbsp;<br></p>



<p>Complimenting the first thing, a step to knowing when to press buttons around Dragunov is learning what notable moves of his are plus on block, hit, and counterhit, and what moves have special properties on CH, which this very guide is here to help you to do. This will help you mount a more careful offense against him and not get caught in a disadvantageous situation. <strong>[Can show a few examples like b+1+2, WR2, f,f+3 all on block, 4,1 on hit, d+1 on block into a CH 1,2,1 when the person tries a WS4, etc.]</strong></p>



<p></p>



<p><em>Strings you should be punishing</em><br></p>



<p>Df+1,4<br></p>



<p>You can duck the 4. The move does not jail. Mind you it is an NCc.<br></p>



<p>B+4,2,1<br></p>



<p>Another NCc. If it is not a CH, you can duck the final 1.<br></p>



<p>Db+2,1,2<br></p>



<p>This string does not jail on block, so you can block+sidestep it. Be careful of the timing mix up the person can do. If you feel wary about stepping it, you can block punish instead. It is in your best interest to not try to hit him out of the delayed string, as you can be CH’d and launched with the final 2.&nbsp;<br></p>



<p>B+4,3<br></p>



<p>Non jailing mid high. Can duck the 3, though be wary of the b+4,2 mixup if you choose this route. Also beware by a wall; one mistake in timing and this move will splat you for big followups.&nbsp;<br></p>



<p>F+3,2<br></p>



<p>While not often used out of combos, it’s another non-jailing mid-high that wallsplats, and is a tool to look out for. You can duck the high.&nbsp;<br></p>



<p>B+2,1,3<br></p>



<p>This move is sometimes used as a ‘noob killer/noob tube’-a Dragunov fighting another skilled player will not use this in the open(as described above, it has other applications), but sometimes they will sniff out people who do not know this move and ruin their day. The db+3 is very slow, so react and launch.&nbsp;<br></p>



<p><em>Moves you should be block punishing</em><br></p>



<p>D+2: -13</p>



<p>Qcf+3: -14</p>



<p>Qcb+2: -15</p>



<p>WS+2: -12</p>



<p>Qcf+2: -13</p>



<p>1,2,1: -14~-13</p>



<p>Db+3: -18</p>



<p>Df+2: -12</p>



<p>1+2: -12</p>



<p>D+4,4: -15</p>



<p>Db+2,1,2: -14</p>



<p>F,f+2: -12</p>



<p>WS+1+2: -15(note: pushback makes it difficult to launch punish for several. With your back to the wall it’s easier.)</p>



<p></p>



<p>&#8212;<br></p>



<p>Thanks:<br></p>



<p>Wanted to thank That Blasted Salami/Arya for giving me a chance to actually write the guide to contribute to the community.&nbsp;<br></p>



<p>Of course Bamco for making one of my fav fighting games.&nbsp;<br></p>



<p>Finally a shout-out to tyler2k, whose Sergei Manifesto I have to thank to get me back into the saddle all those years ago when I came back to the FGC after a long casual hiatus.&nbsp;<br></p>
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		<title>Tekken 7 Feng Wei Cheat Sheet</title>
		<link>https://mmosumo.com/tekken-7-feng-wei-cheat-sheet/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Thu, 19 Mar 2020 15:43:06 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1714</guid>

					<description><![CDATA[S3 Feng Wei Cheat Sheet v1.2 Contributors: LolitaBot Please note, this guide is a &#8220;Cheat Sheet&#8221; intended for new players to learn a little about/start playing a character &#8211; the information here is just a fraction of what the character can do, so please use this as a starting point and then explore as much [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>S3 Feng Wei Cheat Sheet v1.2</p>



<p>Contributors: <a href="https://twitter.com/LolitaBot613" target="_blank" rel="noopener">LolitaBot</a></p>



<p><strong>Please note, this guide is a &#8220;Cheat Sheet&#8221; intended for new players to learn a little about/start playing a character &#8211; the information here is just a fraction of what the character can do, so please use this as a starting point and then explore as much as you want beyond what I&#8217;ve presented! There are loads more useful moves, lots of setups, all kinds of combos and I simply can&#8217;t list it all (it&#8217;s not necessarily practical to, either).</strong><br></p>



<p><em>I think this is all accurate but I&#8217;m human, so if you find any mistakes, forgive me and just let me know (DM on Twitter), I can edit as needed. &#8211; LolitaBot</em><br></p>



<p><strong>LEGEND:</strong></p>



<p>Black font = move is safe</p>



<p>Green font = move is plus</p>



<p>Red font = <a href="https://mmosumo.com/lars-guide-tekken-7/">move is punishable</a></p>



<p>Purple *** = move has been changed in S3, see patch notes for reference<br></p>



<p><strong>Strengths:</strong></p>



<p>-evasive</p>



<p>-variety of good, safe/safe-ish pokes for many situations (good utility overall)</p>



<p>-wide variety of decent moves allow for creativity/personal preference in playstyle</p>



<p>-has a few strong specific situational tools (Get Off Me b+1, Wallbounce d/f+2,2, i13 Punish b+1+2, Step Killer b+4, Oki ff+3, Sidestep u/f+2)<br></p>



<p><strong>Weaknesses:</strong></p>



<p>-lack of CH launchers and strings</p>



<p>-relies on <a href="https://mmosumo.com/tekken-7-paul-phoenix-combo-guide-frame-data-punishes/">punishment OR high risk/high reward decisions for combo</a> damage</p>



<p>-poor While Standing punishment (no KND or launch until i15, except WS+1 which only floats certain moves, WS+3 frequently whiffs point blank)</p>



<p>-lacking in options/tools that opponent must overcome, difficult to oppress opponent (very &#8220;honest&#8221;)</p>



<p>-below average range (very stubby hopkick, most of his good tools require you to be very close to opponent, backturned tools can frequently whiff)<br></p>



<p><strong>Powercrush:</strong></p>



<p>ff+1+2 (m, i23, 21 dmg, -12, KND, powercrush, armored frame 6-22?)</p>



<p>ff+1+2hold (m, 25 dmg, i39, +3 armored frame 6-22?)***S3 Changes, see patch notes<br></p>



<p><strong>Rage Drive:</strong></p>



<p>b+1+2hold (m, i13, 35 dmg, +3, KND, wallsplats, chips on block from wall dmg)<br></p>



<p><strong>Rage Art:</strong></p>



<p>d+1+2 (m, i21, 55 dmg, -22, armored frame 8-17?)<br></p>



<p><strong>Unblockable:</strong></p>



<p>u/b+1+2 (m, i79, 70 dmg, unblockable, KND)<br></p>



<p><strong>Fast Frame Trap:</strong></p>



<p><strong>On Block:</strong></p>



<p>1, b+1 (free shoulder on CH)</p>



<p>d/f+1, b+1 (might trade with jab, or be stuffed by d+1, free shoulder on CH)</p>



<p>qcf+1+2, b+1 (free shoulder on CH)</p>



<p>ff+3 (as oki), ff+2*** (might trade with jab or d+1, KND)</p>



<p>ff+3 (as oki), u/f+4 (launch)</p>



<p>ff+3 (as oki), b+1+2 (KND)</p>



<p>ff+3 (as oki), f+4b (might trade with jab, or be stuffed by d+1, launch)</p>



<p><strong>On Hit:</strong></p>



<p>1,2,2b (+5)***, BT 1 (free shoulder)</p>



<p>1,2,2b (+5)***, BT 4 (KND)</p>



<p>1,2,2b (+5)***, BT throw (can be broken)</p>



<p>WS+4 (+7)***, d+4</p>



<p>WS+4 (+7)***, d/b+3</p>



<p>d/b+1,2 (+7)***, d+4</p>



<p>d/b+1,2 (+7)***, d/b+3 (might trade with d+1)</p>



<p>d/b+1,2 (+7)***, b+1 (free shoulder on CH b+1)</p>



<p>d/b+1,2 (+7)***, f+2 (hit confirmable f+2,1,2 string, KND, wallsplats)<br></p>



<p><strong>Fast Low:</strong></p>



<p>d+4 (l, i14, 7 dmg, -11)</p>



<p>d/b+3 (l, i16, 14 dmg, -15, hits grounded, high crushes)***S3 Changes, see patch notes<br></p>



<p><strong>Keepout:</strong></p>



<p>d/f+4 (m, i15, 14 dmg, safe)***S3 Changes, see patch notes<br></p>



<p><strong>Punishers:</strong></p>



<p>1,2,2 (i10 punisher, can transition into BT for mixup)***S3 Changes, see patch notes</p>



<p>1,3 (i10 punisher, safe)</p>



<p>b+1+2 (i13 punisher, whiff punisher, KND)</p>



<p>u/f+4 (i15 punisher, hopkick, stubby hitbox, launches)</p>



<p>f+3,4 (long range whiff punisher, launches)</p>



<p>WS+4 (i11 while standing punisher, safe)***S3 Changes, see patch notes</p>



<p>WS+1 (i14 while standing punisher, safe, floats specific moves)</p>



<p>WS+1,2 (i14 while standing punisher) ***S3 Changes, see patch notes</p>



<p>WS+3 (i15 while standing punisher, hit box is very small and frequently whiffs point blank, launches)<br></p>



<p><strong>Step Killer:</strong></p>



<p>b+4 (m, i12, 14 dmg, safe, tracks)</p>



<p>d/f+3+4 (m, i23, 23 dmg, safe, KND, homing, tailspin)<br></p>



<p><strong>Sidestep:</strong></p>



<p>SS+2 (h, i15, 18 dmg, +3, homing)***S3 Changes, see patch notes</p>



<p>u/f+2 (m, i18, 18 dmg, -10, KND on CH)</p>



<p>SS+4 close (l, i20, 21 dmg, -31, launches on clean hit)***S3 Changes, see patch notes</p>



<p>SS+1+2 (m, i22, 24 dmg, +1, KND, wallsplats)</p>



<p>SS+2~1 (m, i24, 10 dmg, safe, has hit-confirmable extension for launch)***S3 Changes, see patch notes<br></p>



<p><strong>High Crush:</strong></p>



<p>d+1 (special mid, i10, safe, high crushes)</p>



<p>d/b+3 (l, i16, 14 dmg, -15, hits grounded, high crushes)***S3 Changes, see patch notes</p>



<p>d+2 (l, i20, 17 dmg, -12, KND on CH, hits grounded, high crushes)</p>



<p>KNP 1 (l, i20, 22 dmg, -13, KND on CH, high crushes)</p>



<p>qcf+1 (l, i22, 23 dmg, -14, launches on CH, hits grounded, high crushes)</p>



<p>u/f+3+4 (m-h-h, i24, 30 dmg, -10, high crushes frame 6, launches)***S3 Changes, see patch notes</p>



<p>d/b+4 (l, i30, 20 dmg, -26, high crushes frame 6, launches, homing)&nbsp;<br></p>



<p><strong>Low Crush:</strong></p>



<p>u/f+4 (m, i15, 13 dmg, -13, low crushes, launches)</p>



<p>f+4 (h, i18, 15 dmg, safe, low crushes?, launches, can transition into BT)</p>



<p>u/f+1 (m, i18, 12 dmg, safe, low crushes)</p>



<p>fff+3 (m, i20, 30 dmg, +6, low crushes, KND)</p>



<p>u/f+3 (m, i21, 22 dmg, safe, KND, low crushes)</p>



<p>f+3,4 (m-m, i21, 30 dmg, -16, low crushes, launches)</p>



<p>KNP 3 (m, i22, 17 dmg, -12, low crushes, launches)</p>



<p>KNP 4 (m, i31, 30 dmg, safe, low crushes, KND)</p>



<p>3~4 (m, i34, 27 dmg, safe, low crushes, launches, can transition into BT for full combo)***S3 Changes, see patch notes<br></p>



<p><strong>Long Range:</strong></p>



<p>f,f+2 (m, i18, 25 dmg, safe, KND, wallsplats)***S3 Changes, see patch notes<br></p>



<p><strong>Get-In:</strong></p>



<p>qcf+4/WS+4 (m, i11???, 18 dmg, safe)***S3 Changes, see patch notes</p>



<p>qcf+1+2 (m, i16, 21 dmg, +4)***S3 Changes, see patch notes</p>



<p>qcf+1 (l, i22, 23 dmg, -14, launches on CH, hits grounded, high crushes)<br></p>



<p><strong>Get Off Me:</strong></p>



<p>b+1 (h, i10, 17 dmg, -10, KND on CH for free shoulder)</p>



<p>d+1 (special mid, i10, safe, high crushes)</p>



<p>b+4 (m, i12, 14 dmg, safe, tracks)<br></p>



<p><strong>Anti-Air:</strong></p>



<p>1 (h, i10, +1)<br></p>



<p><strong>Safe Wallsplat/Wall Options:</strong></p>



<p>SS+1+2 (m, i22, 24 dmg, +1, KND, wallsplats, use to follow them as they step or tech at the wall)</p>



<p>Rage Drive b+1+2 (m, i13, 35 dmg, +3, KND, wallsplats, chips on block from wall dmg)</p>



<p>f+2 (hit confirmable CH f+2,1,2 string, KND, wallsplats)</p>



<p>f,f+2 (m, i18, 25 dmg, safe, KND, wallsplats)***S3 Changes, see patch notes<br></p>



<p><strong>Wallbounce:</strong></p>



<p>d/f+2,2 (m-m, i20, 36 dmg, safe, KND, wall bounce)<br></p>



<p><strong>Oki:</strong></p>



<p>d/f+1 (m, i14, 12 dmg, 0 on block)</p>



<p>d+2 (l, i20, 17 dmg, -12, KND on CH, hits grounded, high crushes)</p>



<p>d+3+4 (low, i24, 22 dmg, stomp, only works on grounded)</p>



<p>ff+3 (m, i32, 30 dmg, +8, launches on CH, hits grounded)<br></p>



<p><strong>Command Grabs:</strong></p>



<p>d/f+1+2 (i12, KND)<br></p>



<p><strong>Mix-Up/Conditioning Options:</strong></p>



<p>SS+2~1 (m, i24, 10 dmg, safe, has hit-confirmable extension for launch)***S3 Changes, see patch notes</p>



<p>SS+4 close (l, i20, 21 dmg, -31, launches on clean hit)***S3 Changes, see patch notes<br></p>



<p>d/b+1,4 (m-h, i16, 35 dmg, safe, KND, tailspin, d/b+1b can cancel the string into KNP)</p>



<p>d/b+1,2 (m-m, i16, 30 dmg, -12, KND on CH, d/b+1b can cancel the string into KNP)***S3 Changes, see patch notes<br></p>



<p>qcf+1+2 (m, i16, 21 dmg, +4)***S3 Changes, see patch notes</p>



<p>qcf+1 (l, i22, 23 dmg, -14, launches on CH, hits grounded, high crushes)<br></p>



<p>KNP 1 (l, i20, 22 dmg, -13, KND on CH)</p>



<p>KNP 3 (m, i22, 17 dmg, -12, low crushes, launches) OR KNP 4 (m, i31, 30 dmg, safe, low crushes, KND)<br></p>



<p>STC 4 (l, i20, 20 dmg, -14, KND on CH)</p>



<p>STC 1 (m, i20, 20 dmg, -14, KND) OR STC 2 (m, i15, 15 dmg, -13, launches)<br></p>



<p>BT d+3 close (l, i18, 21 dmg, -26, launches on clean hit)</p>



<p>BT 2 (m, i16, 12 dmg, safe) OR BT 1+2 (m, i16, 22 dmg, safe, KND on CH?)<br></p>



<p><strong>MISC:</strong></p>



<p><strong>Kenpo/KNP:</strong> b+3+4 (i16, evasive, has 4 options out of it, or can transition to STC)</p>



<p>KNP 1 (l, i20, 22 dmg, -13, KND on CH)</p>



<p>KNP 2 (h, i14, 20 dmg, safe, KND)</p>



<p>KNP 3 (m, i22, 17 dmg, -12, low crushes, launches)</p>



<p>KNP 4 (m, i31, 30 dmg, safe, low crushes, KND)</p>



<p>KNP 4,3+4 (m, i38?, 50 dmg, safe, low crushes, KND)</p>



<p>KNPf (parry/STC transition, i15)<br></p>



<p><strong>Shifting Clouds/STC:</strong> f+3+4 (i3?, parry, KND on successful parry, has 5 options out of it, or can transition to KNP)</p>



<p>STC 1 (m, i20, 20 dmg, -14, KND)***S3 Changes, see patch notes</p>



<p>STC 2 (m, i15, 15 dmg, -13, launches)</p>



<p>STC 3 (h, i20, 30 dmg, +8, KND)***S3 Changes, see patch notes</p>



<p>STC 4 (l, i20, 20 dmg, -14, KND on CH)</p>



<p>STC 1+2 (m, i15, 7 dmg, safe)</p>



<p>STC 1+2,1 (m-h, i15, 15 dmg, -11)</p>



<p>STC 1+2,1,2 (m-h-h, i15, 33 dmg, -11, KND)</p>



<p>STCb (KNP transition)<br></p>



<p><strong>Backturned/BT:</strong> b+3~4</p>



<p>BT 1 (h, i12, 12 dmg, safe, free shoulder on hit)***S3 Changes, see patch notes</p>



<p>BT 2 (m, i16, 12 dmg, safe)</p>



<p>BT 2,2 (m-m, i16, 29 dmg, -13, KND)</p>



<p>BT 3 (m, i32, 30 dmg, +8, launches on CH)</p>



<p>BT 4 (h, i10, 18 dmg, safe, KND)</p>



<p>BT 1+2 (m, i16, 22 dmg, safe, KND on CH?)</p>



<p>BT d+3 close (l, i18, 21 dmg, -26, launches on clean hit)</p>



<p>BT 1+3 or 2+4 (throw, i13, 50 dmg, can be broken, KND?)<br></p>



<p><strong>punch parry</strong>:</p>



<p>b+1+3 or b+2+4 (KND on successful parry)</p>



<p>1+2 (m, i21, 24 dmg, -13, KND, launches on successful parry)<br></p>



<p><strong>Easy Sample BnB&#8217;s:</strong></p>



<p>Jab Float: d/b+1,4 S! f+3,4, b+1+2</p>



<p>Wall Bounce: d/f+2,2 d/f+3 1,3, b+1+2</p>



<p>Wall Combo: 1,3, b+1+2</p>



<p>Low Parry: d/f+1, d/b+1,4 S! f+3,4, b+1+2</p>



<p>u/f+4, f+1+2 S! f+3,4, 1, f+3,4</p>



<p>SS+4, f+1+2 S! f+3,4, 1, f+3,4</p>



<p>CH f,f+3, f+1+2 S! f+3,4, 1, f+3,4</p>



<p>(For small characters: after the Tailspin do f+3,4, 1, b+1+2)</p>



<p>(For some extra damage and wall carry, try a variation using the new ender: d/f+4,2,1+2, note it is slightly harder than the f+3,4 ender)<br></p>
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		<item>
		<title>Tekken 7 Feng Wei Guide 2022</title>
		<link>https://mmosumo.com/tekken-7-feng-wei-guide-2020/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 18 Mar 2020 17:32:45 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1711</guid>

					<description><![CDATA[Introduction Feng is one of the most versatile characters in the game and can be played however the player wishes, although he excels at constantly annoying his opponent with his arsenal of pokes, including some of the best low pokes in the game, scary mix-ups, and strong crouch dash pressure. He is also one of [&#8230;]]]></description>
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<h2 class="wp-block-heading"><strong>Introduction</strong></h2>



<p>Feng is one of the most versatile characters in the game and can be played however the player wishes, although he excels at constantly annoying his opponent with his arsenal of pokes, including some of the best low pokes in the game, scary mix-ups, and strong crouch dash pressure. He is also one of the most evasive characters in the game with plenty of evasive panic moves, a fast counterhit option, as well as an auto parry stance to avoid the opponent’s pressure, making him very hard to stick onto for most of the cast.</p>



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<h3 class="wp-block-heading"><strong>Pros&nbsp;</strong></h3>



<ul class="wp-block-list"><li>Open-ended playstyle</li><li>Excellent and unique poking tools</li><li>Great evasive/panic moves</li><li>Simple and effective whiff punishment</li><li>Above average wall game</li><li>Great okizeme options</li></ul>



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<h3 class="wp-block-heading"><strong>Cons</strong></h3>



<ul class="wp-block-list"><li>Very Weak While Standing Punishment</li><li>Many of his key moves are weak to SSL.</li><li>Poor range on many key moves, including one of the stubbiest hopkicks in the game.</li><li>Mediocre Juggle Damage</li><li>Weak Power Crush</li><li>Approach options are limited</li><li>Needs to utilize more tools than other characters to succeed.</li><li>Limited comeback potential.</li></ul>



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<h2 class="wp-block-heading"><strong>Important&nbsp; Moves</strong></h2>



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<p><strong>d/f+1</strong>: [Startup: 14&nbsp; Block: 0  Hit: +6&nbsp; Counter Hit: +36g] One of Feng’s key mid pokes. This d/f+1 is unique, it starts up slower at i14 (Most character’s start at i13), however this move is neutral on block unlike most d/f+1&#8217;s in the game, which are usually slightly negative on block. This works for Feng because he has many good follow up options. b+1 will trade with their jab, and interrupt anything 11 frames or slower for a strong counterhit. d+2 and d/b+3 are good low pokes that high crush, you can also use d+1(generic down jab) as a safer high crush option, though all these options can be low parried. You can use Fish Hook(b+4) to poke them out of a sidestep attempt. Alternatively, you can also just do a normal jab (1 or f+1) if you think they aren’t going to do anything or they try to do a low crushing move, such as hopkick, which will float them for a full combo.&nbsp; If you want to get really tricky, you can also do u/f+2 as an evasive poke, f+3+4 (STC) to reverse strings, and Hopkick(u/f+4) to low crush an opponent trying to duck your b+1, however all these options carry some kind of risk and are only meant for hard reads. </p>



<p>Doing nothing after a blocked d/f+1 to see what your opponent is going to do, as well as sidestepping are also good options. On hit, you can follow up with d/f+1, b+1, jabs, b+4, throws, d+4 and d/b+3, none of these cannot be interrupted. Keep in mind throws, jabs and b+1 can still be ducked. d/b+3 can be low crushed but d+4 cannot by generic hopkicks in this situation. On counter hit, the opponent goes into a fallback stun (This same stun occurs after CH WS+4 as well). Nothing is guaranteed, but you get a lot of frame advantage, so Feng gets a free mix-up. For basic options, you can use d+2 or d/b+3 mixed with d/b+1 variations or f,f+2. Dash-in Throws are also decent too. Your big options are: dash~SS+4 or dash~SS~d/f+3 (At the wall, replace the d/f+3 with SS+1+2), any option off QCF, STC+4/STC+2, and dash into Back-Turned Stance (b+3~4) options. Do be careful, df+1 has pretty bad tracking, being easily stepped to the left, and can also be SWR. It also has slightly less range than other characters&#8217; d/f+1, which can make it more difficult to lock down your opponent.</p>



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<p><strong>d/b+3 (The James Brown):</strong> [Startup: 16 cs6~ Block: -15 Hit: +4s] An amazing low. It&#8217;s fast, high crushes, has good range and good tracking both ways. On hit it is +4 and forces crouch, which is very good for a low poke. You have an uninterruptible option with WS+4, which on counterhit, gives Feng a free mixup. If the opponent is not pressing buttons, you can mix in other follow-ups. WS+1 is a safe option that can keep up the pressure and float hopkick attempts, but will trade with full crouch jabs. You can also mix up with lows (When they&#8217;re conditioned to not hit buttons) like FC d/f+1, a high crush low poke that catches sidestep on Player One side (You can mix this up with FC d/f+2 for a mid launcher that catches Sidestep on Player 2 side, but this is very risky as it is -14), CC d+2 or CC into another d/b+3. It is -15 on block, which means most of the cast can launch it. However, if you are not <strong><em>predictabo</em></strong> with this move, it rarely gets blocked unless the opponent makes a clutch read.</p>



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<p><strong>WS+1</strong>: [Startup: 14&nbsp; Block: -1  Hit: +5] Another great mid poke. This move is very safe at -1, so you can still use many of the same options as d/f+1, although the opponent can jab interrupt b+1. The move naturally advances Feng forward a bit, and it can be done out of crouch dash by doing d,d/f,n+1 (you can hold d/f for a little bit to maximize the forward distance of his roll dash) making this Feng’s best option to approach the opponent.. WS+1 is also the move to use for floatable lows (e.g. Law/Shaheen/Lee’s slides, Ling’s AOP 4~3). Note that this move has pretty poor tracking, being especially weak to SSL. <strong>WS+1,2</strong> [Block: -10 Hit: +1] is a natural combo, and is also his 14 <a href="https://mmosumo.com/tekken-7-paul-phoenix-combo-guide-frame-data-punishes/">frame WS punisher</a>. The second hit can also be used to catch SSL, even if the first hit whiffs. On block this is&nbsp; unsafe at -10. <strong>WS+1,2,1</strong> [Block: -12 Hit: KND] is the end of the string and is delayable, making it good to use on opponents who try to punish the second hit of the string, and it wall splats for a wall combo. It can be punished if the opponent doesn’t swing.&nbsp;</p>



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<p><strong>d+2:</strong> [Startup: 20s cs6~ Block: -12&nbsp; Hit: -1 Counter Hit: KND] Another great low poke. This is a good move to use in close range, as it deals decent damage, and it high crushes reliably. Compared to db+3 it is safer on block at -12, and on Counter Hit you get a free Crouch Cancel into stomp (If you have good execution, you can CC into d+4, 1+2 for wall carry <a href="https://youtu.be/kC2ccQ3ElGw" target="_blank" rel="noopener">and really good Oki</a>). It is slightly negative on hit and leaves Feng in crouch, so isn’t as effective at enforcing pressure, with many of Feng’s options afterwards being stopped by SS or SWL. d+2 is itself also weak to SSL, with the opponent often ending up behind Feng. Due to Feng’s weird hitbox this can actually make this <a href="https://mmosumo.com/lars-guide-tekken-7/">move hard to punish</a> in this situation.<br></p>



<p><a href="https://www.youtube.com/watch?v=zk833VY_ed4" target="_blank" rel="noopener">Avoiding the Puddle on d+2</a></p>



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<p><strong>Qcf+1+2 (The Zidane)</strong>: [Startup: 16 Block: +4s Hit: +8s Counter Hit: KND] A great pressure tool that is quick for a crouch dash move, and is excellent to throw out because it sets up for pressure. On block, Feng is +4 with the opponent in crouch. Jabs and b+4 are uninterruptible, d/f+1 and d+4 will trade with a full crouch jab, b+4 and d+4 cannot be sidestepped(Characters with great sidestep like Lili/Alisa can sidestep b+4 when blocking QCF 1+2 at tip range), D/f+1 can be sidewalked up by all characters(Characters with great sidestep like Lili/Alisa can sidestep it as well). D/F+1 can be back-dashed reliably, but jabs and d+4 cannot be and b+4 can only be back-dashed when QCF 1+2 is blocked at tip range(characters with excellent backdashes like Alisa/Zafina can back-dash this reliably). This move is great in open ground, but becomes amazing at the wall since they can no longer backdash anything, they have to take your offense at that point. On hit you&#8217;re left at +8 so all of the options from d/f+1 on hit are great to use here as well. f+1+3 or f+2+4 generic grabs also reach and are uninterruptible. Since good players will rarely try to attack after getting hit, doing slower moves like d+2 and d/b+3 for low options, d/f+3+4 for a safe mid, even Back Turned mix ups can work, but all these can be interrupted if the opponent is not respecting your plus frames. On Counter Hit, the move grants a knockdown and Feng gets a guaranteed stomp for nice damage. If the move connects with an airborne opponent, this will floor break on the Forgotten Realms stage. Another thing to note is that this is a headbutt, so it is immune to most parries/reversals, except for Jin’s, Geese’s, and Leroy&#8217;s.</p>



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<p><strong>QCF+1: </strong>[Startup: 22 cs6~ Block: -14&nbsp; Hit: +2 Counter Hit: Launch] A chunky long range low. This deals a good chunk of damage, and has good range. On normal hit, they are pushed away, essentially resetting the situation to neutral. It can crush highs once it starts up(No crushing properties during QCF animation), and sometimes can <a href="https://youtu.be/Sj0roc0eEIU" target="_blank" rel="noopener">slip under mid attacks too</a>. On counter hit, this launches for a full combo in open ground and at the wall. The tracking on this move is very interesting, as it can catch sidestep both ways, but loses to side walk both ways. This move is great to mix with qcf+1+2 or qcf~ws+1, which are both safe mid options. You can also use qcf+2 or qcf+3 for a launch, though these options are punishable. Another thing to keep in mind is that this move is a shoulder, which makes it one of the very few lows in the game that cannot be low parried. This move starts up slow, so sharp opponents can see the move and block on reaction. It is -14 on block, which means a decent amount of the cast can launch punish(Bob, Jin, Master Raven, <a href="https://mmosumo.com/tekken-7-lucky-chloe-guide/">Lucky Chloe</a>, Eliza, Miguel, Josie, Kazuya, Akuma and Eddy). Also note that the move’s hitbox can be real funky, Feng can go right under and past an opponent in some situations. Be ready when this happens, you can use BT 4 for a quick option, BT d+3 or BT d+4 for a high crush, or just hit b or d/b to turn around.&nbsp;</p>



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<p><strong>B+1(A.K.A Iron Palm, A.K.A Talk To The Hand) : </strong>[Startup: 10 Block: -10&nbsp; Hit: +1 Counter Hit: KND] One of the best counter hit tools in the game.&nbsp; It comes out at the same speed at a jab, 10 frames. On normal hit, you get some advantage. However, on counter hit the opponent is knocked down and Feng gets a guaranteed shoulder (b+1+2) for a good chunk of damage. The counter hit property still works on trade, so you still get the follow-up if you trade with moves like a jab.&nbsp; This move can used when opponents uses strings you can jab in between (e.g. Jin’s laser scraper), if they are using predictable patterns of attack, or mash after certain moves where you are neutral or plus on block, such as d/f+1 or ss+1+2. It is also a good option to use if the opponent does a move or string that is neutral or -1 on block (e.g. Law or Shaheen’s d/f+1) to stop any additional pressure.&nbsp; Do be careful though, as it can be sidestepped to the right, sidewalked left, ducked, has very short range, and is punishable by jabs at -10. Though you may be able to get away with this sometimes as it can be quite tricky to punish, of course it’s not something to bank on though.&nbsp;<br></p>



<p><a href="https://www.youtube.com/watch?v=Yt85RCdw0P8&amp;feature=youtu.be" target="_blank" rel="noopener">Tekken 7 | Get to Know Feng&#8217;s Iron Palm [B+1] &#8211; Avoiding the Puddle&nbsp;</a><br></p>



<p><a href="https://www.youtube.com/watch?v=Tlnjy-UzErE" target="_blank" rel="noopener">Visual Guide to using b+1 by Average Joe&nbsp;</a></p>



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<p><strong>B+4 (Fish Hook):</strong> [Startup: 12&nbsp; Block: -9  Hit: +2] B+4 is a move that covers a lot of bases. This is a 12 frame mid, and will catch the opponent’s sidestep reliably due to its excellent tracking up close. This is also your best mid option to close out a round with a quick mid option. It also hits very low to the ground and will hit low stances, making this is the go-to move to hit Xiaoyu out of her Art of Phoenix Stance. At the wall, this move licks the opponent down, preventing them from sidestepping to get away from the wall, and allowing Feng to apply further wall pressure. On block, this is -9, so you can’t keep up the offense afterwards, and it has short range, so only use it at close range.</p>



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<p><strong>B+1+2 (Iron Fortress): </strong>[Startup: 13 Block: -19 Hit: KND] A fantastic block/whiff punisher. It is a fast, hard-hitting shoulder with good range that knocks down on normal hit and wallsplats as well. This is Feng’s punisher for moves that are -13 on block and will also reliably hit -15 moves with pushback that his hopkick will not reach. It is one of Feng’s key whiff punishers due to its range and speed, and deals a nice chunk of damage to any opponent that makes an error.&nbsp; This move also hits low to the ground, so it will actually hit certain characters out of their stance (Eddy’s Relax), and <a href="https://www.youtube.com/watch?v=lB7ZEUfF8rg" target="_blank" rel="noopener">will even hit certain characters on the ground</a>.&nbsp; He also has a Rage Drive version of this move which will be covered in the Rage section. This move has a key flaw: It is very punishable at -19, that means that everyone in the game (even Steve and Bob) can launch punish a badly timed shoulder.</p>



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<p><strong>F+3,4:</strong> [Startup: 21 Block: -16 Hit: Launch] Another great whiff punisher. It is a long range natural combo 2 hit string that is Feng’s most damaging launcher, and is one of the best get up kick whiff punishers in the game. While you can&#8217;t hit-confirm the string, there is a window before the first part hits you can use to whiff or counterhit confirm if you see your opponent flinching or pressing a button. Be careful and confirm the whiff first as the string is -16&nbsp; on block. A good thing to keep in mind is that <strong>f+3</strong> [Startup: 21 Block: -3 Hit: +9] alone is a pretty decent entry tool at -3 on block, however don’t overdo it as it is slow and very linear.&nbsp;</p>



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<p><strong>u/f+2: </strong>[Startup: 18 Block: -10&nbsp; Hit: +3 Counter Hit: KND] A very evasive poke. This move is a great panic move as Feng steps to his left and strikes while moving, and is a key part of his evasiveness, and will even evade moves that a regular sidestep can’t. It is a really good counter for the opponent’s pressure, and can even be used after safe but disadvantageous moves to essentially “steal your turn” <a href="https://youtu.be/jlja-jxZq6c" target="_blank" rel="noopener">(Matchup Tip: u/f+2 is a good option select against Katarina’s 4,4,4 Harrier mixups)</a>. The move is -10&nbsp; but is unpunishable by most of the cast due to the pushback on block. On counter hit, the opponent goes into a crumple-stun, however Feng gets no guaranteed follow-up in open ground as the opponent is pushed too far away, but you can dash in for Oki. At the wall, you can convert with with d+4, 1+2 or 1+4, b+1+2, though the opponent needs to be positioned with their backs right against the wall, as they might get pushed back too far at weird angles. The counter hit property doesn’t happen much, as more often than not, you will be hitting the opponent’s side, which does not trigger the stun. This move is also riskier at the wall on offense or defense. On offense, it can give the opponent more room to maneuver, and there is less pushback on block, allowing more characters to punish it, but can still be used to keep the opponent at the wall if they try to move away from the wall. On defense when Feng’s back is to the wall, it can aid in escaping, but is not good to use if the wall is to his left. It also loses to moves that track to Feng’s left, and homing moves. This move’s biggest weaknesses are it’s short range and vulnerability to SSL.&nbsp;&nbsp;</p>



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<p><strong>d/f+3: </strong>[Startup: 18 Block: -7 Hit: Launch] A safe close-range launcher. This move doesn&#8217;t look like it launches due to the weird flip animation on the opponent. However, on normal hit you get a full combo. It’s best property is that it is safe on block at -7, making this is a great move to use in mix-up scenarios since the risk/reward ratio is in your favor. It is perfect for the 50/50 mid/low where you can do this for the mid option or SS+4 for the low, which grants a full combo as well.&nbsp; Since it is a low-hitting mid, it will hit characters out of their low stances, but it is a slower option. The biggest drawbacks are that it is slow and highly linear.</p>



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<p><strong>SS+4: </strong>[Startup: 20 cs10~ Block: -31 Hit: Close: KND, Far:-2] A high-risk, high-reward sweep. One of Feng’s better close-range mixup tools, this grants a full combo on hit in close range (clean hit). At further range, you are left at negative frames on hit, but on counter hit the move grants the same knockdown at tip range as well. This move is also great at the wall because you still get a combo there as well. This is mainly used in mixup scenarios, using it in conjunction with SS~d/f+3 in the open and SS+1+2 at the wall. It will also catch SS, which is those moves&#8217; biggest weakness. Make sure you&#8217;re not predictable, because this move is death on block.&nbsp;</p>



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<p><strong>SS+1+2: </strong>[Startup: 22 Block: +1 Hit: KND] Another excellent mid, this wall-splats on hit and is +1 on block, leading to more pressure at the wall, with b+1 being a strong option afterwards as it will now splat on ch for even more damage. In open ground there is too much pushback to capitalise on the plus frames. This move replaces d/f+3 as the mid option for the 50/50 with SS+4 at the wall. It’s got more range than SS+4, but you want to use this as close as possible to your opponent to force more of a 50/50 scenario and keep them guessing. Note that this is also slow and highly linear.</p>



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<p><strong>b+3+4(Deceptive Step, AKA Kenpo):</strong> [Startup: 39] A defensive stance option. It is a key part of Feng’s evasiveness and his best stance to use in neutral for defense. This is incredibly useful for creating creating whiff opportunities while in the neutral, and generally punishing overly aggressive opponents that are eager to rush in, as it moves Feng back enough to make a move whiff and allow him to punish it with his follow-ups, which will be listed in the Stance section. It also has an auto block that blocks highs and mids, but can be hit by lows. It is best used in the mid range, as the auto block does not become active until 19 frames in, Previously in season 1 this was 14 frames, so you’ll have to now be more careful when using Kenpo stance since it can be interrupted easier.&nbsp;<br></p>



<p><strong>df+3+4:</strong> [Startup: 23 Block: Hit: KND] A long range homing mid. This move is used to keep the opponent’s sidestep in check from a distance, and is also completely safe on block at -8. On hit, the opponent is knocked down and Feng gets a guaranteed 4~3 for a follow-up. Since the season 2 patch it now also screws airborne opponents, though it’s use in combos is quite limited. It’s main drawback is that it is quite slow.&nbsp;</p>



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<p><strong>d/b+1:&nbsp; </strong>[Startup: 16&nbsp; Block: -12  Hit: +4] A long range, reasonably fast mid poke. As with many of Feng’s moves it is weak to SSL. This move gets its strength from all the options that stem from it.&nbsp;</p>



<p><strong>db+1,4</strong> [Block: -2&nbsp; Hit: KND] is a natural combo string, a new addition to Tekken 7. This is a 16 frame punisher that knocks down on hit, wall splats, and is a good whiff punisher. It has about the same range than Feng’s Shoulder, so you can punish whiffs for 5 more damage than b+1+2. This is also one of Feng’s two Tail-spin moves in the game, so this is used in certain combos. d/b+1 can catch an airborne opponent, meaning you can float for a combo with the full string. On block, it is very safe at -2, so you can still easily put Feng’s evasion to good use, but the 4 is a high and doesn’t jail, so can be ducked. If your opponent is not ducking, <a href="https://youtu.be/LJiMIKTwcxE" target="_blank" rel="noopener">you can abuse this move</a>.&nbsp;</p>



<p><strong>db+1,2</strong> [Block: -12&nbsp; Hit: +7 Counter Hit: KND] The mid mixup to d/b+1,4, this move is another natural combo string. The second hit is a mid, so it can be used if the opponent is ducking d/b+1, 4. On counter hit, the second hit can knockdown and wallsplat. It is punishable on block, however. Both d/b+1, 4 and d/b+1, 2 can be heavily delayed to bait retaliation, but won’t combo at max delay, even on counterhit.&nbsp;</p>



<p><strong>d/b+1,B </strong>[Startup: 16&nbsp; Block: -9  Hit: +7]. Holding back after d/b+1 will transfer Feng into Deceptive Step, A.K.A, Kenpo. This is great for baiting whiffs from the opponent and punishing them when you have confirmed the opponent pressed a button. However, an opponent can use a long range move to interrupt if they anticipate the stance transition, so be careful.&nbsp;</p>



<p><strong>d/b+1,F </strong>[Startup: 16&nbsp; Block: -16 Hit: 0] is used to transfer into his Shifting Clouds stance for mixups. The transition to STC is the same and has the same properties as using f+3+4 (this will be explained in further detail in Stances). This is the riskiest option, only use it if the opponent is hesitating, or if you notice the opponent pushing buttons after d/b+1 to hit Feng’s Kenpo transition.<br></p>



<p><strong>f+1+2(The Turkish Slap): </strong>[Startup: 19 Block: -9 Hit: KND] A new addition to Tekken 7. It is a high homing move that is his main tail-spin from his juggles. It has good range, moves him forward, and tail-spins the opponent on natural hit for a juggle. It can also punish moves that are -19 on block with pushback, so this is a good punisher option for certain moves. It is a high move, so it can be ducked, and it is slow at 19 frames. Also on block it’s -9, which is safe, but does mean your turn is effectively over, which can be a very bad position to be against characters with strong 50/50s.<br></p>



<p><strong>f,f+2:</strong>[Startup: 18 Block-9 Hit: KND] A long range mid that wall splats on hit, and a decent approach tool. It is good at the wall as you can approach and wall splat from range. It is -9 on block, and while you technically lose your turn, there is some slight pushback. With good spacing, you can do some scummy setups like making their jab whiff and punishing with b+1+2. This move is another that is very weak to SSL.</p>



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<p><strong>f+4:</strong> [Startup: 18&nbsp; Block: -9  Hit: Launch] f+4 is a great keep-out tool while spacing, and up close can lead to some decent mixups. It launches on normal hit, so you can punish -18 moves on block that hopkick can’t punish due to pushback(Julia’s d/v+2,1; Law’s WS+2). It is also safe on block at -9. It is a little bit slow to come out though, so it’s generally recommended to use it from a distance, and due to its myriad of string extensions, the opponent should always be second guessing their approach if you use this move properly.</p>



<p><strong>f+4,B</strong> [Block: -5 Hit: Launch] Leads to Feng’s back-turned state. This is generally your best option from f+4 since you have many options to snuff out overly aggressive players and can create a lot of space with B to d/b to potentially bait out whiffs. On hit you still get a full combo, just tap df to turn around and use ws1 to convert.&nbsp;</p>



<p>On block you are at -5, and in BT the opponent can punish with jabs or magic 4 strings. Against highs Feng can tap d/b to duck under, though if the opponent uses a mid they can punish this heavily. From BT Feng also has some scary mixups, but first the opponent needs to respect you.&nbsp; f+4, 3 and f+4, 4 serve as a canned mixup in and of themselves, and can be used in moderation to stop opponents from pressing buttons after f+4. Both these extensions are punishable on block, but neither is launch punishable.</p>



<p><strong>f+4,4</strong> [ Block: -12, Hit: Close: KND Far: -1]&nbsp; leads to a low sweep that is very similar to his SS+4, as you get a full combo on clean hit, and will even go under many mids. It is -12 on block, which can throw off your opponent since it looks like SS+4, but don’t rely on this happening. This isn’t really recommended at higher levels of play since it can be low parried on reaction. However it is a decent 50/50 when used sparingly in conjunction with f+4, 3.&nbsp;</p>



<p><strong>f+4,3</strong> [ Block: -10&nbsp; Hit: KND] is a good mid option that knocks down on hit. If you land both hits, this will result in a knockdown that also floor breaks. This extension is also uninterruptible by anything. If the 3 hits by itself, the opponent is forced into a hard knockdown that gives you a guaranteed stomp. It is -10 on block, but it can still be made safe if blocked at the tip.</p>



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<p><strong>u/f+3: </strong>[Startup: 21 js9~ Block: -2 Hit: KND] A move that is often overlooked, but is a great tool to add to your arsenal. Similar to Dragunov’s u/f+4, this is a low crushing move that gives you a small combo. It is very safe at -2, and on hit you get a guaranteed follow-up with 4~3. If the wall is to Feng’s right, he can convert into a full combo with 1+4 (You can also use d+4, 1+2 as an easier option since 1+4 pickup can be inconsistent depending on the angle of the wall). It’s cons are that it is slow at 21 frames, and has weak tracking especially against SSL.&nbsp;</p>



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<p><strong>d/f+2,2: </strong>[Startup: 20 Block: -6 Hit: KND] Df+2,2 is another powerful mid near the wall, especially now in season 2 since it serves as Feng’s Season 2 Wall Bounce move, <a href="https://youtu.be/-dOdxQe5FVs" target="_blank" rel="noopener">considered by some to be one of the better Wall Bounce Moves in the game</a>. This is a damaging safe on block mid, mid string. d/f+2 by itself should never be used as it is less safe than the full string, so only use the full sting. This is safe at -6 (Matchup tip: Yoshimitsu can block punish this move with Flash, so do not throw this move out against him), and on natural hit it grants a juggle off the wall. The wall bounce can occur even at 2 back-dash cancels away from the wall, making this more of a threat to your opponent. However, it comes out slow at 20 frames and is very linear, but if you’ve trained the opponent to stay put with b+4, this is a terrifying tool to deal with. In Season 3, a universal change is that Wall Bounce occurs now on side wall hits, so the wall bounce happens more consistently.</p>



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<p><strong>d+4</strong> [Startup: 14&nbsp; Block: -11  Hit: 0]	is a very fast low poke at 14 frames. This move is great to throw out if you need a quick low poke to harass the opponent, and is a great option to close out a round, as it has some surprising range as well. This move doesn’t high crush and does very little damage, so it gets overlooked, but this is a good poke as every other key low poke Feng has is either slow (d+2 at i20) or risky (d/b+3 at -15 on block). It also has a follow up with <strong>d+4, 1+2 </strong>[Block: -10&nbsp; Hit: KND ]. It is a counter hit low mid string that knocks down on hit and wall splats. This is not a natural combo, and the second hit is punishable on block at -10.</p>



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<h2 class="wp-block-heading"><strong>Situational Moves</strong></h2>



<p><strong>d+3</strong> [Startup: 16s cs4~&nbsp; Block: -17  Hit: -3] is a weird low poke. It high crushes very fast, and deals decent damage. It is negative on hit and is launch punishable on block, but if spaced right some characters can’t launch it.&nbsp;</p>



<p><strong>d+3+4</strong><strong>	</strong><strong> </strong>[Startup: 12s cs4~&nbsp; Block: -13  Hit: -2] is a generic low that is still usable. This move is Feng’s fastest low at 12 frames, high crushes on frame 4, and is a great option to close out a round. It deals very low damage, is -2 on hit, and -13 on block, so it is a little risky and can be launched by certain characters (Kazyua, Josie).</p>



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<p><strong>d/f+4:</strong> [Startup: 15 Block: -6&nbsp; Hit: +5] A ranged mid poke, this move is similar to Dragunov and Alisa’s d/f+4, it has good range and has some pushback on hit and block to bait out a whiff that you can capitalize on. Feng’s version is slower at 15 frame startup, but it is safer at -6 on block. d/f+4 is best used as a mid option at closing a round when the opponent is at mid range, Feng has better mid options up close. Note that this is very linear and can be sidestepped. Feng now has a brand new string extension introduced in Season 3. <strong>d/f+4,2 </strong>[Block: -11&nbsp; Hit: +1] is a natural combo on hit, but it -11 on block and is not great to use in neutral. <strong>d/f+4,2,1+2 </strong>[Block: -19&nbsp; Hit: KND] is incredibly bad in neutral. It is -19, so the entire cast can launch it, and it is interruptible by moves 13 frames or faster. However, this string is going to be used as another option in combos. This string is now your max damage ender in open ground and does solid wall carry. This is also a great wall combo as it only does one less damage than 1, 3; b+1+2 and <a href="https://youtu.be/M-QJNaFuZnU" target="_blank" rel="noopener">gives excellent oki at the wall</a>.&nbsp;</p>



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<p><strong>SS+2: </strong>[Startup: 15 Block: +3&nbsp; Hit: +9] A homing move that is very advantageous on hit with decent range, and is a great way to get into back-turned stance. In Season 3 the advantage on block was increased to +3 from +1. Now you can go into solid pressure. BT 1 and BT d+4 are uninterruptible, but can be back-dashed or ducked by the opponent, making them whiff. BT 1+2 has enough range to force the opponent to block when they backdash, but is interruptible. On hit, you are at +9 and can do any back-turned mixup that you want. Note this is a high, and people tend to duck this move often in fear of SS+4.</p>



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<p><strong>f+2,1(The Choo-Choo): </strong>[Startup: 16~17&nbsp; Block: -5  Hit: +6] A counter hit-confirmable string. You can throw out the first two moves as the second hit is the safest at -5. The third hit is essentially b+1+2 with the same amount of death on block. If the first hit counter hits, you can confirm the counterhit with the second hit and finish the string. All three hits can be delayed, so you can easily confirm the first two hits.The third hit will also hit if the second connects natural or counter hit, but you need to be fast to confirm the second hit connected. The third hit wall splats as well, so if all three hits connect at the wall, you get a very damaging wall combo.&nbsp;</p>



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<p><strong>u/f+4:</strong> [Startup: 15 js9~ Block: -13&nbsp; Hit: Launch] Feng&#8217;s hopkick, it is a mediocre one due to the poor range and stubbiness of the move. Many -15 moves cannot be punished by this due to pushback. You have to use a different punisher, which more often than not, is b+1+2. Nonetheless, it is still a hopkick that crushes lows and is a juggle starter, so it still has its uses.</p>



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<p><strong>u/f+3+4:</strong> [Startup: 24 tc6~23 Block: -10 Hit: Launch] is a decent panic move that high crushes and launches for a full combo on hit. The crush occurs for most of the move’s active frames from frame 6 to 23, and this means it can <a href="https://youtu.be/NAsllmNf9XA" target="_blank" rel="noopener">sometimes duck under certain mids as well</a>. Being only -10 on block, the risk is minimal for the reward you get on hit. Do note that it can be -16 after the 2nd hit is blocked &amp; 3rd hit whiffs, but it is a pretty rare occurrence.&nbsp;</p>



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<p><strong>b,f+1:</strong> [Startup: 25 Block: -15 Hit: KND] A very evasive move. Feng takes a big step back and strikes out. The move knocks down on normal hit and wall splats. On counter hit it leads to a mini combo with ff+3 (which also floor breaks on Forgotten Realms). The move is launch punishable on block, and more often than not, Feng can get hit out of it. It is a risky gamble, especially when Feng has a much safer evasive option with his Kenpo Step, but it is still good if you have the right read.</p>



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<p><strong>d/b+4: </strong>[Startup: 30s cs6~ Block: -26&nbsp; Hit: KND] A low sweep that starts a full combo.&nbsp; This sweep is a homing move and high crushes, so it can be used on a hard read. You can also use this at range 2 to 3 as this can be hard to whiff punish, as long as you’re not&nbsp; predictable.  Use sparingly, as it is quite slow and is death on block.&nbsp;</p>



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<p><strong>WS+4: </strong>[Startup: 11 Block: -7&nbsp; Hit: +7 Counter Hit: +29G] Feng’s 11 frame while standing punisher. It is weaker than other WS+4s because the damage is comparatively low, and it’s not good to use against opponents that use slides, as the pickup grants limited follow-ups. You still have to use it as a while standing punish, and this move and has its frame advantage on hit buffed from +4 to a whopping +7, they are still pushed back a bit, so your best options for follow up are d/b+1, d/f+4 and d/b+3.&nbsp; This move is good to use as an uninterruptible follow-up to moves like d/b+3. The counter hit will make opponents scared to press buttons. It is also accessible from QCF as a fast option, so it can counter hit often, which it great as it deals the exact same stun that d/f+1 grants on counter hit, leading to free mixups.</p>



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<p><strong>WS+2:</strong> [Startup: 15 Block: -9 Hit: KND] A solid while standing mid. This move on hit gives a small combo on most characters. Against Bears, WS+2 is a full launcher, you use d/f+1 to convert. This is a good option to use after d/b+3 if they aren’t pushing buttons, and is a decent move to use out of Snake Dash using the d,d/f, n method.</p>



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<p><strong>f,f,f+3: </strong>[Startup: 20 js5~&nbsp; Block: +6  Hit: KND]	A standard running 3, A.K.A., Slash Kick. This is a decent move to use on approach, as it gives great frame advantage on block and pretty solid tracking. On hit, the opponent is knocked down, and you get a free f+3+4 Stance mixup that is uninterruptible if they tech roll. If you’re able to execute Instant While Running moves, you can use this up close. It is one of the slower Slash Kicks, and can be sidewalked if you are predictable with it.</p>



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<p><strong>&nbsp;FC+d/f+1:</strong> [Startup: 21 cs1~ Block: -12 Hit: -1 Counter Hit: Hit: KND] A high crushing low poke. This is going to mainly be used after d/b+3 on hit for a mix-up, but you can also access if from QCF stance as well. The counter hit is just like d+2 as you get a guaranteed Crouch Cancel into stomp. It is not that risky on block at only -12, and is -1 on hit, similar to d+2 as well.</p>



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<p><strong>FC+d/f+2 (The Johnny Cage):</strong> [Startup: 18s Block: -14&nbsp; Hit: Launch] A crouching mid launcher, similar to King’s FC+2. This is a new addition to Tekken 7, and it gives a full combo on natural hit. This is also Feng’s i18 WS punish. It isn’t used often as a punisher as WS+3 covers most launch punishable lows as it is consistent and deals more damage. It has more range than WS+3, so it’s still useful as punishment for moves that WS+3 can’t punish, such as Law’s Dragon Tail or Jack’s Debugger. It is punishable on block at -14.&nbsp;</p>



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<p><strong>d/b+2:</strong> [Startup: 20 cs6~ Block: -11&nbsp; Hit: 0] Another decent low poke. It high crushes, has decent tracking and is also only -11 on block, so is not a huge risk to throw out every once in a while(compared to other lows), but it is slow for a basic low poke. What makes the move interesting is the string extensions. d/b+2,2 [Block: -17&nbsp; Hit: KND] is a very risky low follow-up that launches for a full combo with f+1+2. If the first hit counter hits, this second hit is guaranteed, and it still launches. However, it is very punishable on block. You can also cancel the second hit by inputting <strong>d/b+2,2,b </strong>[Block: -15&nbsp; Hit: -4] for mind games to mess with the opponent. However this is still launch punishable if the first hit is blocked and leaves you at a bad disadvantage on hit, preventing you from pressuring further. This is somewhat alleviated by the third hit, <strong>d/b+2, 2, 2(The Baby Tantrum)</strong>[Block: -8 Hit: KND]. The third hit is mid and safe, and on hit knocks the opponent down in front of you. The full string is a bit cheesy against lower level players, but higher level opponents can simply use a reversal to parry the third hit. You can still get away with this against some matchups that don’t have a reversal option (like Bob).</p>



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<p><strong>Grounded face up 3+4 (Chinese Getup): </strong>&nbsp;[Startup: 30 js28~ Block: -3 Hit: KND] A get up tool that grants a full combo if it hits. This replaces the generic 3+4 spring kick that characters have when they are Face Up, Feet Towards on the ground. The move can be used to whiff punish opponents who use mids for Oki, but it will lose to lows and low-hitting mids. You get a full conversion if this hits, and this also tends to irritate people when they get hit.</p>



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<p><strong>ff+1+2:</strong> [Startup: 23 pc6~22 Block: -12 Hit: KND]&nbsp; Feng’s Power Crush. Unfortunately, this is not a good Power Crush in terms of using it as a get-off-me tool like other armor moves in the game. However, this move is useful for pressuring at the wall. This move wall splats on normal hit, but is -12 on block. Similar to Akuma’s Focus Attack, you can hold 1+2 to charge the move [Startup: 39 pc6~22 Block: +3 Hit: +14]. This move has been reworked in Season 3. It is now +3 on block up from plus 1, and the pushback and block was reduced noticeably, so this is now more solid at the wall for pressure. On hit, the opponent is left in a stun state at and the pushback on hit was reduced as well. Before in open ground, you had to do a difficult dash into b+1+2, but now the opponent is much closer. B+1+2 is guaranteed anywhere with no dash needed. At the wall on hit, it used to be +23 on hit, so you could get f+3,4 or d/f+2, 2 guaranteed for extreme wall damage. The advantage is now reduced to +14 on hit, so Feng only gets b+1+2 at the wall for a combo, which still does really good damage.&nbsp;</p>



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<p><strong>4~3:</strong> [Startup: 27 js15~ Block: -4~+4&nbsp; Hit: +4~+13s] A really good <a href="https://mmosumo.com/lars-alexandersson-oki-guide-tekken-7/">oki tool and is one of the few moves that can hit meaty in Tekken</a> 7. These types of moves are seen more often in 2D fighters, where using a move on an opponent’s wake-up makes it so the move hits later in its animation, giving more frame advantage than usual on block and hit. This is used after Feng’s open ground combos ending with f+3,4. Follow up with a short dash into 4~3 and Feng can be +4 on block if timed perfectly. This is not great to use in the neutral because it is slow, can be floated for a full combo, and can be sidestepped.&nbsp;</p>



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<p><strong>ff+3/BT3:</strong> [Startup: 32 Block: +8s Hit: +8s] This is a very chunky mid, and is now an excellent tool for wakeups along with 4~3. It is now +8 on block (It was +4 previously) and hit, and the opponent is forced into crouch as well, so moves 17 frames or faster are uninterruptible . On Counter Hit, the opponent is launched for a full combo, and this is Feng’s highest damaging counter hit launcher.. This move hits grounded opponents, and you can use it in the same Oki scenarios as 4~3. The move also floor breaks, and is used in certain floor break combos. You can also do this move from Back-turn Stance with 3, and it has the same properties. Note that this move is really slow, so you cannot use this in neutral</p>



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<h2 class="wp-block-heading"><strong>Reversals</strong><br></h2>



<p>Feng has some interesting reversal options for when you have the read.&nbsp;<br></p>



<p><strong>f+3+4 (STC)</strong> [Reversal Window: i3 ~ i18] has an auto-parry that will Parry punches and kicks and deals a knockdown after two hits are parried. Good against strings.<br></p>



<p><strong>1+2</strong> [Startup: 21 Block: -13 Hit: KDN] [Reversal Window: i2 ~ i7] is an elbow that has a sabaki punch parry integrated in the start-up. This move is one of the best punch reversals in the game, as when you reverse a move, you get a full combo with dash f+1+2. On normal hit you get a crumple state with no guaranteed options in open ground. However at the wall, you can convert into a combo with 1+4, b+1+2. <a href="https://youtu.be/2864dCnKN3c" target="_blank" rel="noopener">There are also plenty of decent setups for this reversal</a>, as it can reliably parry jabs after Feng has a move blocked that is -5 to -7 on block (Opponents often try to jab in this situation as they are trying to take their turn and initiate offense), such as d/f+3, 1,3 and d/f+2,2. This move is punishable on block at -13 if the opponent doesn&#8217;t attack, and it doesn’t parry kicks or attacks that use both arms, so it should mainly be used when you have a hard read.<br></p>



<p><strong>WS+1+2</strong> [Startup: 23 Block: -9&nbsp; Hit: +3] [Reversal Window: i3 ~ i8] is another move that has a punch parry built into it. This move was reworked a bit in Season 3. On normal hit, Feng used to get a knockdown that could wall splat, but now the opponent is standing, leaving Feng at +3 on hit, which is a big nerf to this rarely-used move. It used to be -10 and unsafe, but now it is -9 and safe on block, but the pushback is reduced on block now, so the opponent can more easily take their turn. When it reverses a punch, the opponent is in a stunned state similar to a fully charged ff+1+2, and has also been reworked similarly as well. The pushback on hit was reduced on hit noticeably, and the hit advantage was reduced as well from +30 to +16. In open ground, Feng used to be able to dash into f+1+2 for a full combo and at the wall, he used to be able to do f+3,4 or d/f+2, 2 as well. Now, Feng gets a guaranteed d/b+1, 4 anywhere. This parry can be used against certain strings, like against Paul’s b+2,1, but is still very limited.</p>



<p><strong>b+1+3 or b+2+4</strong> [Reversal Window: i2 ~ i10] parries punches, and moves that use both arms. This cannot be chickened and also side-swaps.</p>



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<h3 class="wp-block-heading"><strong>Jab Strings&nbsp;</strong><br></h3>



<p>I’m listing Feng’s Jab options in it’s own section here, as he has many options that are usable.&nbsp;<br></p>



<p><strong>1:</strong> [Startup: 10 Block: +1&nbsp; Hit: +8]			</p>



<p>A Standard jab. This and df+1 are used to open offense in most situations. It is a solid jab, and you can do f+1 for slightly more range (A.K.A, a lead jab).</p>



<p><strong>1,1 </strong>[Block: -11&nbsp; Hit: +2] and it’s extensions are a decent addition to Feng’s close range pressure game, and while a bit risky, if the whole string is mixed up effectively can be very annoying to deal with. This is a high mid string, with the second hit leading to a combo on counterhit, so trying to duck and ws punish Feng is really risky. It&#8217;s -11, but the follow-up strings will discourage people from punishing this.&nbsp;</p>



<p><strong>1,1,2</strong> [Block: -14&nbsp; Hit: -3] is used to mix up the 1,1 so that the opponent is discouraged from punishing. This string was changed in Season 2. You cannot delay the third hit anymore, so you have to commit to either the second or third part of the string. If 1,1 counter hits and you pressed 2, the opponent stays standing instead of the crumple stun you get if you just do 1, 1. This is also -14 on block.</p>



<p><strong>1,1,2,1</strong> [Block: -14&nbsp; Hit: -1] is also unsafe on block, but is the beginning of Feng’s 10-Hit Combo. So the opponent will need to choose between a block punish and a low parry here as the next 2 hits (3, 4) in the 10 hit combo are a natural string. Don’t continue the 10 hit string after 3, 4<strong> </strong>as the next hit is always a low that can be easily parried.<br></p>



<p><strong>1, 2 </strong>[Block: -1&nbsp; Hit: +7] is a good 1,2 string. It&#8217;s -1, so it is very safe. Use this to keep up pressure, as this jails on block and gives good advantage on hit.</p>



<p><strong>1, 2, 2</strong> [Block: -13&nbsp; Hit: +3] is his most damaging 10 Frame punish, and a great 10 fram punish in general. This was buffed in season 3 to have more hit advantage, from +1 to plus 3, so <a href="https://youtu.be/Ey5Jf1UIe7U" target="_blank" rel="noopener">you can keep the pressure up easier</a>. <strong>1,2,2,b</strong> [Block: -13&nbsp; Hit: +5] is a good way to get into back-turned at more advantage than just 1,2,2 at +5 on hit. Feng has a really good situation in after this hits, exactly like SS+2 on block. BT 1 and BT d+4 are uninterruptible, but can be back-dashed or ducked by the opponent. BT 1+2 has enough range to force the opponent to block when they backdash and will catch them ducking, but it is interruptible by jabs.&nbsp; Only do this if you know 1,2,2 will connect. It is risky if you’re not on point, as it is -13 on block, and -13 backturn means the opponent can punish you hard, as they can use a 15 frame launcher guaranteed.</p>



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<p><strong>1,3</strong> [Block: -5&nbsp; Hit:+6] is another good 10 frame punish, it only does 2 less damage than 1,2,2 and gives slightly more advantage on hit. It&#8217;s also safe on block, so messing up the punish isn&#8217;t risky. The second hit can be ducked, but if it counter hits, you get a free shoulder(or d+4, 1+2 for wall carry), and can wall splat as well.<br></p>



<p><strong>2: </strong>[Startup: 10 Block: -3&nbsp; Hit: +5] is not very usable on its own. <strong>2,4</strong> [Block: -12&nbsp; Hit:-1] is a natural combo, so it can be used as a punisher, but it is not a good one. It is only usable if you want to go back-turned with <strong>2,4,1,b</strong> [Block: -13&nbsp; Hit:-2]. This is a decent way to get into back-turned, and you can mix it up with <strong>2,4,1 </strong>[Block: -13&nbsp; Hit: KND], a wall splatting mid. If your opponent is trigger-happy with their buttons, finish off the string. On counter hit, 2,4,1 now knocks down for a guaranteed b+1+2. Note that both options are punishable on block.</p>



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<h2 class="wp-block-heading"><strong>Stances</strong></h2>



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<p><strong>Deceptive Step, A.K.A KNP/Kenpo </strong>(b+3+4) itself was previously covered in Important Moves.	<strong>&nbsp;</strong></p>



<p><strong>KNP 1</strong> [Startup: 20 cs15~ Block: -13 Hit: +8s] is a high-crushing low that deals good damage on hit. You are +8 on hit with Feng in crouch, but the opponent remains standing. Anything 17 frames or faster is uninterruptible. All the follow-up options you have from d/b+3 apply here. On counter hit, the opponent is knocked down, and you get either a guaranteed CC Stomp or F,F+3, whichever you prefer. There is no good mid option to mix up with this low, and it’s -13, so it’s launch punishable by a handful of characters.</p>



<p><strong>KNP 2</strong> [Startup: 14 cs15~ Block: -9 Hit: KND] is a fast whiff punisher and interrupter if you think the opponent will rush in with a slower mid. This move is safe, and on hit, the opponent is knocked down similarly to Counter Hit b+1, so you get a free b+1+2 for good damage. This is a high, so it can be ducked.</p>



<p><strong>KNP 3</strong> [Startup: 22 js15~) Block: -12 Hit: Launch ] is your go-to move to capitalize on a big whiff, as you get a full juggle from it. Don’t use it unless you have confirmed the whiff, as the move is slow, punishable on block at -12 and very easy to punish on whiff.&nbsp;</p>



<p><strong>KNP 4 </strong>[Startup: 31 js15~ Block: -7 Hit: KND] is a hail-mary move that you throw out to close the distance. It is very similar to Bryan’s b,b+4 as Feng ends up grounded as well. It’s technically safe on block, but it’s very linear, slow and can be jab floated. It can be a little tricky to punish due it’s low hurtbox, but most of the cast has a ground-hitting move that does the job. On hit, the opponent is knocked down, but you can’t follow up for Oki. This move can also be used as an option to lay on the ground fast to stall and get a time-out victory. There is a follow-up with <strong>KNP 4,3+4</strong>, which has the exact same properties as Grounded Face Up 3+4. If the opponent blocks the 4, you might be able to hit them with Grounded Face Up 3+4 depending on their actions, but this usually doesn’t work, as the opponent is most likely going to use a ground hitting move, so you’re going to take damage either way. At higher levels of play this move is generally best avoided.</p>



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<p><strong>Sidestep </strong>is effectively a Stance, due to the sheer amount of great options you can perform off of it.&nbsp;</p>



<p><strong>SS+4 </strong>is covered in Important Moves</p>



<p><strong>SS+1+2 </strong>is covered in Important Moves</p>



<p><strong>SS+2 </strong>is covered in Situational Moves</p>



<p><strong>SS+3 </strong>[Startup: 18 Block:-13 Hit:-2] and its follow-ups decent, but the move starts up as a high, so it can be ducked. It is also -13 on block so it is not good to use by itself. <strong>SS+3,b</strong>[Block: -11 Hit: 0] is another option to go Back-Turned, but is still punishable at -11 and still a high. The extension <strong>SS+3,2</strong>[Block:-5 Hit: KDN] is the best option to use as it is mid and is essentially BT 1+2 with the same properties (Covered in Back-Turn Stance). This string can be decent for wake-ups at the wall, as you can clip the opponent trying to get up kick the first hit with the second for a wall combo. However, this is outshined by all the other options from Sidestep and is more limited in application.</p>



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<p><strong>Shifting Clouds (STC) </strong>is a more offensive stance, and seems amazing on paper. By pressing f+3+4 Feng will wave his arms around, reversing all high and mid punches or kicks. If only one hit is reversed, the situation is essentially resent to neutral. If 2 strikes are reversed he will automatically perform a strike which knocks the opponent down and wall splats. It can be just frame blocked if the opponent is on point, which rarely happens, but when it does the parry is -17, so most of the cast can launch after the just frame block. Theoretically, this can be used to both steal an opponent’s turn, before launching into a mix-up if they don’t bite.The problem is every single option can be sidestepped to the left pretty easily, and given the telegraphed entry animation (he is quite literally waving his arms around) coupled with how long Feng is left vulnerable if you don’t press any buttons, it is a massive risk for not much reward. Overall this stance can be a decent reversal against characters who like to stick close and constantly pressure with strings, and may also catch the opponent sleeping when used in moderation, but is generally best avoided at higher levels of play.<br></p>



<p><strong>STC 1</strong> [Startup: 20 Block: -14&nbsp; Hit: KND] has been buffed from Tag 2, but is unfortunately still not a great option. It is a mid that can give a full combo with dash f+1+2. You can space it to give it more pushback, but a lot of characters can still punish it, especially when their back is to the wall.&nbsp;</p>



<p><strong>STC 2</strong> [Startup: 15 Block: -13&nbsp; Hit: Launch] is your mid option from this stance. It is a full launcher that can be mixed up with STC 4 as people tend to duck expecting the low. It is punishable at -13, so it is risky.&nbsp; 	</p>



<p><strong>STC 3</strong> [Startup: 20 Block: +8 Hit: KND] is a good option after you have mixed up the opponent already, as this is a high option. This is +8 on block, but the pushback on block was noticeably increased in Season 3, limiting the follow-ups you can do now to d/b+1, d/f+4, and d/b+3. On hit, the opponent is knocked down and you get a free Stomp.</p>



<p><strong>STC 4</strong> [Startup: 20 Block: -14&nbsp; Hit: +2] is a good low poke. Good opponents will be looking for this move, so use STC 2 for a mixup. On Counter Hit, the opponent is knocked down, and you can follow up with a dash Stomp, or a ff+3. 	</p>



<p><strong>STC 1+2</strong> and it’s follow-ups are useless, I am only listing it to cover all STC options.<br></p>



<p><strong>Stance Transitions</strong>: KNP can transfer to STC by holding forward after hitting b+3+4, and you can also hold back in STC to transfer to KNP. The transfer to STC has the same reversal property the stance has, and you have access to the same moves from the stances. The options are: b+3+4,f,b and f+3+4,b. You can also access STC from his QCF roll dash by inputting qcf+3+4, and you can cancel into KNP by holding back. You are very open when you are using these transitions, only use this for mind games after you’ve conditioned an opponent to hesitate.<br></p>



<p><a href="https://youtu.be/fvFlXSSvU4o" target="_blank" rel="noopener">T7 FR: The Wei Scrolls | Feng Wei Tutorial: Shifting Clouds &amp; Deceptive Step by TekkenOtakuHD</a>&nbsp;</p>



<p></p>



<p></p>



<h2 class="wp-block-heading"><strong>QCF (Quarter Circle Forward)&nbsp;</strong></h2>



<p>Feng’s QCF is a roll dash that Feng can use to approach as well as access certain moves by inputting d,d/f,f. You can also access While Standing moves by holding d/f briefly so you still get the movement, but then you are placed in crouch and can access WS. Holding d/f longer grants you access to Feng’s Full Crouch moves, like FC+d/f+1 or FC+d/f+2 for another layer of mixups and mind games.&nbsp;<br></p>



<p>A movement option from QCF is called Snake Dash. Essentially, you are cancelling your QCF by inputting up to sidestep. You can use this to cancel the roll dash and block, or you can input another QCF and repeat. This movement option can be used for spacing, mixups and to induce hesitation.<br></p>



<p><strong>qcf+1</strong> is already covered in Important Moves.</p>



<p><strong>qcf+2 </strong>[Startup: 22 Block: -14 Hit: Launch] is a mid launcher option. This can be used as a mid mixup in conjunction with QCF1, since they have the same startup speed at 22 frames, and look similar to each other on startup. This is also -14 like QCF 1, so it is very risky.</p>



<p><strong>qcf+3</strong> [Startup: 15 Block: 12 Hit: Launch] is Feng’s WS+3. It is a natural hit launcher that leads to a full combo. It’s not the most usable from QCF, as it is best used as a WS block punisher, and it is punishable at -12.</p>



<p><strong>qcf+4 (WS+4)</strong> is already covered in Situational Moves</p>



<p><strong>qcf+1+2</strong> is already covered in Important Moves.</p>



<p></p>



<p><strong>All Options out of QCF</strong></p>



<p>qcf+1</p>



<p>qcf+2</p>



<p>qcf+3</p>



<p>qcf+4</p>



<p>qcf+1+2</p>



<p>STC (qcf+3+4)</p>



<p>1+4</p>



<p>d/f+3</p>



<p>d+3</p>



<p>d/b+3</p>



<p>d/f+3+4 (Hold 4 before inputting QCF)</p>



<p>Any move with an u/b, u, or u/f input</p>



<p><strong>All Options out of d,d/f</strong></p>



<p>WS+1</p>



<p>WS+2</p>



<p>WS+3</p>



<p>WS+4</p>



<p>WS+1+2 (Punch Parry)</p>



<p>1+3 or 2+4 (Generic Throws)</p>



<p>FC d/f+1</p>



<p>FC d/f+2</p>



<p>downjabs</p>



<p>FC d+3</p>



<p>FC d+4<br></p>



<p><a href="https://youtu.be/8eb8HXbLfI0" target="_blank" rel="noopener">T7 FR: The Wei Scrolls | Feng Wei Tutorial: The Art of Snake Dash by TekkenOtakuHD</a>&nbsp;</p>



<p></p>



<p><strong>Back-Turn Stance (BT)</strong> is a mixup stance with a lot of options from it. This can be used as a mixup Oki option after a knockdown, and whenever the opponent is respecting you, for example if you have a lot of plus frames (like after counter hit d/f+1 and WS+4), or hold mental frame advantage for example when the transition is covered by the next hit in the string (f+4 series). The scariest options are low/high options, so ducking beats both options, but he has good mids to keep the opponent standing. While this is used often by high-level players, it is quite risky since you can’t block in BT, and most of the moves are very linear, so this stance is all about commitment.</p>



<p></p>



<h2 class="wp-block-heading">&nbsp;&nbsp;&nbsp;<strong>Transitions into Back-Turn</strong></h2>



<p>B+3~4</p>



<p>2,4,1,b (Cancel)</p>



<p>3,3,4</p>



<p>3,3,4,b (Cancel)</p>



<p>1,2,2,b</p>



<p>3~4,b</p>



<p>f+4,b</p>



<p>SS+2</p>



<p>SS+3,b</p>



<p>SS+3,2</p>



<p></p>



<h2 class="wp-block-heading"><strong>Back-Turn Options</strong><br></h2>



<p><strong>BT 1 </strong>&nbsp;[Startup: 12&nbsp; Block: -3 Hit: +14] is a 12 frame high jab with good range. This is a good quick move to use when you need to throw a fast move out. On block, this is very safe at -3. On hit, you are +14 and you get a guaranteed b+1+2 for good damage, and it is easily hit-confirmable due to the read-able stun. It is a high, so it can be ducked.<br></p>



<p><strong>BT 2</strong> [Startup: 16b&nbsp; Block: -6 Hit: +5] is a mid option used to poke the opponent. This keeps Feng in BT for another mixup, and on hit, you are at a decent advantage with the opponent right next to you. On block, the situation is the same as f+4~b (Can be jabbed punished, but d/b ducks jabs, mid options beat d/b). Opponents sometimes won’t hit buttons after the first hit because of the follow-up option <strong>BT 2,2</strong> [Block: -13s Hit: KND]. This is a natural combo that knocks down on hit for a good oki scenario. You can also delay the second hit to try to bait your opponent to hit a button, as the second hit on counter hit leads to a full combo. The full string is -13, so Kazuya, Josie and Eddy can launch punish this string.&nbsp;&nbsp;</p>



<p><strong>BT 3 </strong>[Startup: 32 Block: +8 Hit: +8s] is already covered in Situational Moves under ff+3.</p>



<p><strong>BT 1+2</strong> [Startup: 16b Block: -5 Hit: KND] is Feng’s best mid option out of BT. This is a safe double elbow mid that crumples on hit for some great oki options (<a href="https://youtu.be/-nS2IIiqhoM" target="_blank" rel="noopener">such as BT 3</a>). On block, the same situation as f+4,b and BT 2 applies here to. At the wall, you get a conversion into a wall combo. This move is very integral if you are going to use BT stance, as Feng’s scariest options are lows and highs, so this is used to keep them standing.&nbsp;</p>



<p></p>



<p><strong>BT d+3</strong> [Startup: 18 cs6~ Block: -26 Hit: Launch] is Feng’s scariest low option. A high-crushing low sweep that tracks both ways and launches for a full combo in open ground and at the wall, and is the reason why you can’t just sidestep BT all day. This is the move that everyone is aware of when playing against Feng, and will on occasion twitch duck so they can block it for a launch punish, as this move is death on block. This move only launches on clean hit, and is negative on hit if the hit is not clean. Only use this after you have mixed up your opponent with mids out of BT.<br></p>



<p><strong>BT 1+4 or 2+3</strong> is Feng’s most damaging command throw. It deals 50 damage and also gives decent oki as well. This is another option out of BT that opponents tend to duck out of fear and to also cover BT d+3. Once you’ve conditioned the opponent with mids, you can go for the throw more often. It is a 1+2 break, and is the only command grab in BT, so opponents can easily break it. However, a tricky thing about Feng’s BT is that generic throws also look like 1+2 grabs, so you can use them to force the opponent to guess a break. On Oki, d+4 is the best option as it will hit everything except when the opponent taps up to quick stand. They can low block, but not low parry that low.<br></p>



<p><strong>BT 4</strong> [Startup: 10&nbsp; Block: -8 Hit: KND] is Feng’s fastest option of of BT, a generic high kick the sends the opponent flying away with no guaranteed follow up. This can also wallsplat for a wall combo as well. This move is a high, so it can be ducked.</p>



<p><strong>BT d+4</strong> [Startup: 10s cs1~&nbsp; Block: -11 Hit: +3] is a very fast generic low poke. If you want to catch out stepping opponents and don’t want to commit to d+3, d+4 is a good option that high crushes on frame 1, so after a BT 2 on block you can successfully evade highs with this. It also has good tracking, is considerably safer on block, and plus 3 on hit to keep your offense going.<br></p>



<p><strong>BT u/f+4</strong> [Startup: 21&nbsp; Block: -10 Hit: Launch] is a generic back-turned hopkick that launches for a full juggle. This is a good mid to use if you want more reward than if you use BT 1+2. You can also duck in BT to trick the opponent into thinking you’re doing BT d+3 and then hit them with this. 	<br></p>



<p><strong>BT d/b</strong> is a slippery movement option to back away from the opponent. You are left in crouch, so you can use WS moves if the opponent tries to chase you down. <strong>BT d/f</strong> is another option to turn around, you can go into any WS or FC option. The duck can be used to make the opponent think you’re doing BT d+3 and hit them with WS+3 for a launch.</p>



<p></p>



<p><a href="https://youtu.be/zhyc4RgnQYE" target="_blank" rel="noopener">T7 FR: The Wei Scrolls | Feng Wei Tutorial Part 4: Back-Turn by TekkenOtakuHD </a>&nbsp;</p>



<p></p>



<p></p>



<h2 class="wp-block-heading"><strong>Rage&nbsp;</strong><br></h2>



<p><strong>Rage Drive: b+1+2(Hold)</strong>	[Startup: 13 Block: +3(+9 at the wall) Hit: KND]	</p>



<p>Feng’s Rage Drive is an enhanced version of his b+1+2 that can wallsplat from a large distance away, similar to Leo’s and Paul’s Rage Drives. This is the preferred use for your Rage. On hit, you get a full wall combo, and you can use this in combos as an easy wall carry option. On block, the Rage drive is +3 in open ground and pushes the opponent away. This is not the best use for this, but it is a decent option to push the opponent away, reset the situation to neutral and buy a few seconds of time, which can also aid with time-outs as well. This move is best used at the wall, however. On block, Feng is at +9, so he can do anything 18 frames or faster, and the opponent has to take the mixup. Most opponents are scared to push buttons afterwards, so you can also go into BT stance or Sidestep options as well for more mixup options. The opponent is also dealt 5 damage as chip when they are pushed against the wall, so the Rage Drive can be used to finish opponents on a sliver of life, <a href="https://twitter.com/TEKKEN/status/1000147362294054914" target="_blank" rel="noopener">which is incredibly satisfying</a>.&nbsp;<br></p>



<p><strong>Rage Art: d+1+2</strong> [Startup: 20 pc8~17 Block: -22 Hit: KND]</p>



<p>Feng’s Rage Art is the same as 90% of the cast. There isn’t much to talk about with this one.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<h2 class="wp-block-heading"><strong>Punishers</strong></h2>



<p></p>



<p><strong>Standing Punishers</strong><br></p>



<p><strong>-10:</strong> 1,3: 24 DMG, +6</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1,2,2: 26 DMG, +3&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1, 2, 2, b: 26 DMG, +5<br></p>



<p><strong>-13:</strong> b+1+2: 30 DMG, Good Range, Knockdown, Wall Splat<br></p>



<p><strong>-15:</strong> u/f+4 13 DMG, Launch, Poor Range<br></p>



<p><strong>-16:</strong> d/b+1, 4: 35 DMG, Range, Knockdown, Wall Splat<br></p>



<p><strong>-18:</strong> f+4 20 DMG, Launch<br></p>



<p><strong>-19:</strong> f+1+2: 28 DMG, Tailspin Launch<br></p>



<p><strong>-21:</strong> f+3, 4: 30 DMG, Launch</p>



<p></p>



<p></p>



<p><strong>While Standing Punishment</strong></p>



<p></p>



<p><strong>-10:</strong> FC+d/b or d+1: 6 DMG<br></p>



<p><strong>-11: </strong>WS+4: 18 DMG, +7<br></p>



<p><strong>-14:</strong> WS+1, 2: 26 DMG, +1; WS+1 only to Float slides<br></p>



<p><strong>-15:</strong> WS+3: 16 DMG, Launch<br></p>



<p><strong>-18:</strong> FC+d/f+2: 25 DMG, Launch</p>



<p><strong>-23:</strong> u/f, n+4:	25 DMG, Launch</p>



<p></p>



<h2 class="wp-block-heading"><strong>Combos</strong></h2>



<p></p>



<p>Combo References:&nbsp;<br></p>



<p><a href="https://docs.google.com/document/d/1sWO8KjO32sbA-YMt_XHK-dVcha8u12ZqkNtOgJqiW2Y/edit" target="_blank" rel="noopener">Feng in T7</a><br></p>



<p><a href="https://youtu.be/EhnzPLF0Huw" target="_blank" rel="noopener">Tekken FR Feng Combos by SutekiChannel</a><br></p>



<p><a href="https://youtu.be/agyHZW6SNGQ" target="_blank" rel="noopener">Tekken 7 Combo Breakdowns: Feng&nbsp; by HurtboxTV</a><br></p>



<p><a href="https://youtu.be/kECTdlrrDWI" target="_blank" rel="noopener">Feng Wei Season 3 Practical Combo Catalog by Pizza Pizza</a>&nbsp;<br></p>



<p><a href="https://youtu.be/vMawYjgW2Fo" target="_blank" rel="noopener">Feng Wei Season 3 Day 1 Combos!(Without Walls) by MasterSpreader</a><br></p>



<p><a href="https://youtu.be/9yPBsQO8y3Y" target="_blank" rel="noopener">Season 3 Feng Wei Punch Parry And STC 1 Combos!(Day 2) by MasterSpreader</a><br></p>



<p><a href="https://youtu.be/G_Mzv0QXgis" target="_blank" rel="noopener">T7 &#8211; S3 Staple combos #5 Feng by 쿨잼Coorejam</a></p>



<p></p>



<p></p>



<h3 class="wp-block-heading"><strong>Mini-combos</strong></h3>



<ul class="wp-block-list"><li>(f+4),3: d+3+4</li><li>WS 2: b+1+2 OR d+4, 1+2 for wall carry&nbsp;</li><li>u/f+3: 4~3</li><li>d/f+3+4: 4~3</li><li>KNP 2: f(tap forward);&nbsp; b+1+2&nbsp;</li><li>STC 3: d+3+4</li><li>BT 1: b+1+2</li><li>BT 2,2: d+4 OR b+1+2 (hits unless they do nothing on wakeup)</li><li>CH (1),3: b+1+2</li><li>CH b+1: Dash b+1+2</li><li>CH STC 4: f,f+3 OR Dash d+3+4</li><li>CH KNP 1: f,f+3 OR CC d+3+4</li><li>CH QCF1+2: d+3+4</li><li>CH b,f+1: f,f+3; d+3+4</li><li>CH d+2: CC d+3+4 OR CC d+4, 1+2 (strict timing)</li><li>CH FC d/f+1: CC d+3+4</li><li>CH (2,1),4: b+1+2</li><li>3~4: d/f+4,2; b+4; b+1+2</li></ul>



<p></p>



<p></p>



<h2 class="wp-block-heading">BnB Combos</h2>



<p><strong>BNB combo 1</strong></p>



<p>&nbsp;f+1+2; S! SSR f+3,4; f+1; f+3,4. <strong>Variation:</strong> f+1+2; S! f,f+4&gt;3 (Full Delay); f+1; f+3,4 (Season 3 &#8211; BNB 1: After f+1+2; f+3,4; f+1; Micro-Dash into d/f+4,2,1+2.</p>



<p>Variation of BNB 1: After f+1+2; f+4&gt;3; d/f+4,2,1+2 OR After f+1+2; f,f+4&gt;3;)<br></p>



<p><strong>Starters</strong></p>



<ul class="wp-block-list"><li>f+3,4</li><li>F+4 (Need to SSL after f+1+2)</li><li>(f+4),4</li><li>u/f+4</li><li>u/f,n,4</li><li>WS3</li><li>SS+4</li><li>STC 1 (must dash to convert with f+1+2)</li><li>STC 2</li><li>KNP 3</li><li>QCF 2</li><li>BT u/f+4</li><li>PARRY 1+2 (must dash to convert with f+1+2)</li><li>CH ff+3</li></ul>



<p></p>



<p></p>



<p></p>



<p><strong>BNB 2</strong>&nbsp;</p>



<p>d/b+1,4; S! dash f+3,4; b+1+2. <strong>Variation:</strong> d/f+1; d/b+1,4; S! dash f+3,4; (Alternate Ender: 3~4, 3 for more damage/floor break) (Season 3 &#8211; BNB 2 and Variation 2: After d/b+1,4; deep dash into d/f+4,2,1+2)<br></p>



<p><strong>Starters</strong><br></p>



<ul class="wp-block-list"><li>f+4~b~d/f: WS1</li><li>d/f+3: 2</li><li>d/b+4: WS1</li><li>BT d+3: WS1</li><li>CH (BT 2),2: d/f+1&nbsp;</li><li>FC d/f+2: WS1</li><li>Grounded face up 3+4: d/f+1</li><li>u/f+3+4(can only use one d/f+1 before d/b+1,4)</li></ul>



<p></p>



<p></p>



<p><strong>Other Important/Unique Combos</strong><br></p>



<p><strong>f+1+2&nbsp;</strong></p>



<ul class="wp-block-list"><li>dash 3,3; f+1; f+3,4; b+1+2 (Use 2 instead of f+1 for male/big characters)&nbsp;</li><li>dash d/f+1; d/f+1; f+1; f+3,4; b+1+2&nbsp;</li><li>dash d/f+1; f,f+4&gt;3; f+1; f+3, 4 (Season 3 &#8211; dash d/f+1; f,f+4&gt;3; d/f+4,2,1+2 OR f,f+4&gt;3; f+1;Micro-Dash d/f+4,2,1+2.</li></ul>



<p></p>



<p><strong>CH QCF1</strong></p>



<ul class="wp-block-list"><li>&nbsp;f+3,4; f+1; f+1+2; hold ‘f’ f+3,4 (Season 3 &#8211; after f+1+2; dash into d/f+4,2,1+2)&nbsp;</li></ul>



<ul class="wp-block-list"><li>d/b+1,4; (f+3),4; f+1; f+3,4 (use 2 instead of f+1 vs males and bigs)</li><li>1+4; d/b+1, 4; dash f+3, 4; (Also for u/f+3 when the wall is to Feng’s right)(Season 3 &#8211; after d/b+1, 4; deep dash into d/f+4,2,1+2)</li><li>1+4; b+1+2 (Wall combo)&nbsp;</li></ul>



<p></p>



<p><strong>Low Parry Combos</strong></p>



<ul class="wp-block-list"><li>d/f+1; d/b+1,4; dash f+3,4; b+1+2</li><li>d/b+1,4; (f+3),4; f+1; f+3,4 (use 2 instead of f+1 vs males and bigs)</li><li>SSL, f+1+2; S! SSR f+3,4; f+1; f+3,4 (Season 3 &#8211; After f+1+2; S! SSR f+3,4; f+1; Micro-Dash d/f+4,2,1+2 OR After f+1+2; f+4&gt;3; d/f+4,2,1+2 OR After f+1+2; f,f+4&gt;3; f+1;Micro-Dash d/f+4,2,1+2)</li><li>f+3,4; f+1; f+1+2; dash into d/f+4,2,1+2&nbsp;&nbsp;</li></ul>



<p></p>



<p><strong>3~4,b</strong></p>



<ul class="wp-block-list"><li>BT 2; BT 1; d/b+1,4; Dash f+3,4 OR d/f+4,2,1+2</li></ul>



<p></p>



<p></p>



<p></p>



<p><strong><a class="wpil_keyword_link " href="https://mmosumo.com/bdo-where-to-find-bears-bear-location/" title="Bear" data-wpil-keyword-link="linked">Bear</a> Only Combos</strong></p>



<ul class="wp-block-list"><li>d/f+3: d/b+1,4; S! dash d/f+1; f+3,4; b+1+2 (Damage)</li><li>d/f+3: d/b+1,4; S! [f+3],4; 2; f+3,4 (Wall Carry, Oki)</li><li>WS2: d/f+1; d/b+1,4; S! [f+3]4; f+3,4&nbsp;</li><li>3~4: d/f+1; d/b+1,4; S! [f+3]4; f+3,4</li><li>(launch) f+3,4; f+3,4; f+3,4 (Swag Wall Carry)</li><li>CH b,f+1: [f+3] 4; d/f+1; d/b+1,4; S! 3~4,3 (Damage)</li><li>CH b,f+1: [f+3] 4; d/f+1; d/b+1,4; S! Dash f+3,4 (Wall Carry, Oki)</li><li>STC 3: b+1+2</li><li>CH FC d/f+1: cc b+1+2</li><li>CH d+2: cc b+1+2</li><li>[f+4] 3: b+1+2</li></ul>



<p></p>



<p></p>



<p></p>



<p><strong>Wall Combo Starters</strong></p>



<ul class="wp-block-list"><li>CH f+2,1,2</li><li>d/b+1,4</li><li>CH b+1</li><li>b+1+2</li><li>KNP 2</li><li>BT 1, b+1+2</li><li>ff+2</li><li>ff+1+2&nbsp;</li><li>SS+1+2</li><li>SS+4</li><li>fff+3</li></ul>



<p></p>



<h2 class="wp-block-heading"><strong>Wall Combos</strong></h2>



<ul class="wp-block-list"><li>d/f+4,2,1+2 (very consistent, leads to excellent Okizeme, Best Option for Bears, leaves the opponent behind Feng if off axis to the opponent&#8217;s right side after wall splat)</li><li>1,3; b+1+2 (works with wall carry and every wall splat option except SS+4)</li><li>3,3&gt;4 (works with wall carry and every wall splat option, and SS+4)</li><li>backdash d/f+3; d/f+1; b+1+2 (max damage)</li><li>f,f+3; b+1+2 (Use only with wall carry, not guaranteed vs every female character, Bob, Akuma, Hwaorang, Bears, and Lee if they stay down &#8211; 50/50 with stomp (d+3+4) instead)&nbsp;</li><li>f+2,1; b+1+2 (use when Opponent gets tail-spinned near wall)</li><li>f+4,3 (bound spike, Floor Break)</li><li>WS+1; b+1+2 (use after d/b+4 and BT d+3)</li><li>b+2,3,4&gt;2 (spike)</li><li>High wall-splat (e.g. u/f+4 starter): b+1+2; 1,3; b+1+2 OR 4; 1,3; b+1+2</li></ul>



<p><strong>Low Parry Wall Combos</strong></p>



<ul class="wp-block-list"><li>d/f+1; b+1+2</li><li>d/f+4,2,1+2</li><li>3,3&gt;4</li><li>F+2,1; b+1+2</li></ul>



<p></p>



<p></p>



<p><strong>BT 1+2 Wall Combos</strong></p>



<ul class="wp-block-list"><li>BT 1+2: BT 1+2; d+4</li><li>BT 1+2: BT 1; B+1+2</li></ul>



<p></p>



<p></p>



<p><strong>Wall Bounce Combos</strong><br></p>



<p><strong>Close to Wall</strong></p>



<ul class="wp-block-list"><li>BNB: 1,3; 1,3; b+1+2 (use 1,2; B+1+2 for even more consistency, less damage)</li><li>At weird wall angles when the opponent won’t stick to the wall: 1,3; d/b+1, 4 Dash f+3,4 (Dash 4~3; d/b+3 if they&#8217;re back-turned)</li><li>Close Oki/Bears: 1,3; d/f+4,2,1+2</li><li>Close High Damage: d/f+3; 1,3; b+1+2</li><li>Cool Guy Option: f+4~B; BT3; b+1+2 (Not guaranteed vs every female character, Bob, Akuma, Hwo, Bears, and Lee if they stay down &#8211; 50/50 with d+3+4 instead)</li></ul>



<p><strong>Far from Wall (2 backdashes away from wall)</strong></p>



<ul class="wp-block-list"><li>BNB: f+1+2; dash f+2,1; b+1+2</li><li>Oki/Bears: f+1+2; d/f+4,2,1+2</li><li>Better Damage: d/f+3; f+1+2; 1,3; b+1+2 or d/f+4,2,1+2</li><li>Max Damage: U/F~N 4, B+1+2, d/f+1, b+1+2</li></ul>



<p></p>



<p><strong>Rage Drive</strong></p>



<ul class="wp-block-list"><li>Close BNB: 1,3; RD; 1,3; b+1+2&nbsp;&nbsp;</li><li>Close Oki/Bears: 1,3; RD; d/f+4,2,1+2</li><li>Close High Damage: d/f+3; RD; 1,3; b+1+2&nbsp;&nbsp;</li><li>Far BNB: f+1+2; RD; 1,3; b+1+2</li><li>Far Oki /Bears: f+1+2; RD; d/f+4,2,1+2</li><li>Far Better Damage: d/f+3; f+1+2; RD; 1,3; b+1+2</li><li>Far Max Damage: U/F~N 4; B+1+2; RD; 1,3; b+1+2</li></ul>



<p></p>



<p><strong>Wall Bounce Floor Break</strong></p>



<ul class="wp-block-list"><li>Close BNB: 1,3;&nbsp; f+4,3; FB! 4; d/f+1; b+1+2</li><li>Close Oki/Bears: 1,3;&nbsp; f+4,3; FB! 4; d/f+4,2,1+2</li><li>Close High Damage: d/f+3; f+4,3; FB! 4; d/f+1; b+1+2&nbsp;&nbsp;</li><li>Far BNB/Oki/Bears: f,f+3; FB! d/f+4,2,1+2</li><li>Far Better Damage: d/f+3; d/f+4; f+4,3; FB! 4; d/f+1; b+1+2</li><li>Far High Damage: U/F~N 4; d/f+4; f+4,3; FB! 4; d/f+1; b+1+2</li></ul>



<p></p>



<p><strong>Balcony Break/Wall Break</strong></p>



<ul class="wp-block-list"><li>Close BNB: 1,3; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)</li><li>Close BNB: 1,3; b+1+2 BB! f+1+2; f+3,4; b+1+2 (Damage)</li><li>Close High Damage: d/f+3; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)</li><li>Close High Damage: d/f+3 b+1+2 BB! f+1+2; f+3,4; b+1+2 (Damage)</li><li>Far BNB/Bears: f+1+2; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)</li><li>Far BNB/Bears: f+1+2; d/f+4; b+1+2; BB! f+1+2; f+3,4; b+1+2 (Damage)</li><li>Far High Damage: U/F~N 4; d/f+4; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)</li><li>Far High Damage: U/F~N 4; d/f+4; b+1+2; BB! f+1+2; f+3,4; b+1+2 (Damage)</li></ul>



<p></p>



<p></p>



<p><strong>Bears Balcony Break/Wall Break</strong></p>



<ul class="wp-block-list"><li>Close: 4; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)</li><li>Close: 4; b+1+2; BB!f+1+2; f+3,4; b+1+2 (Damage)</li></ul>



<p></p>



<h2 class="wp-block-heading"><strong>Floor Break Combos</strong></h2>



<p></p>



<p><strong>Open Ground Floor Break</strong></p>



<ul class="wp-block-list"><li>BNB 1 combo starter, f+1+2; SSR f+3,4; f+1; d+3+4; FB! f+3,4</li><li>BNB 2 combo starter, d/b+1,4; f+3,4; d+2; FB! f+3,4</li><li>BNB 2 combo starter, d/f+1; d/b+1,4;&nbsp; 3~4; FB! BT 3&nbsp;</li><li>d/f+1+2:&nbsp; FB!  f+3,4; f+1; f+1+2; hold ‘f’ f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)</li></ul>



<p></p>



<p><strong>Wall Floor Break</strong></p>



<ul class="wp-block-list"><li>W! f+4,3; FB! 4; W! d/f+1; b+1+2&nbsp; (works with every wall splat except BT 1+2) (After FB! 4; d/f+4,2,1+2 for Oki/Bears)</li><li>After tailspin at wall: f,f+3; FB! d/f+4,2,1+2</li></ul>



<p></p>



<p></p>



<p></p>



<p><strong>Post-combo oki (Open Ground)</strong><br></p>



<p>Feng&#8217;s open ground okizeme after combos is some of the best in the game. The cornerstone of this is 4~3. After you end your combo with f+3,4, dash then do 4~3, this beats every wakeup option but tech roll, which the opponent has to block leaves Feng up to +4 to +5 if done with proper timing. They can only tech roll to their left after recovering from combos that end in f+3,4, so their get up options are limited to tech roll left, staying down and using side roll or wake-up kicks, backwards wake-up or standing up. Condition them to techroll using dash 4~3. If they keep getting hit by it, keep on doing it until they realize they have to techroll. Then you can mix up with <strong>Deep Dash d+3+4,</strong> as the opponent needs to block low after a techroll to deal with this. This can whiff on a tech rolling opponent if the dash isn’t deep enough, but with enough practice, it can be done consistently. It beats all other options. If you get the opponent to duck while tech rolling to block the stomp, Feng can be up to +13 after a meaty 4~3 and can link a b+4. With the recent changes to f,f+3 in Season 2, this is another great option for wakeups. This works off the same combos, but you have to do a deep dash into f,f+3 or else quick backrise dodges it. You can get WR3 if your execution isn’t on point, so practice getting the deep dash. f,f+3 beats wakeup kicks, techroll, isn&#8217;t interruptible from techroll, reaches quick backrise, tracks both side rolls, and if they do a late stand up, you hit them in the back which means a guaranteed b+1+2. Late backrise doesn&#8217;t allow for blocking it either.&nbsp; Quick backrise does makes f,f+3 blockable (unlike 4~3), but Feng is +8 on block so you’re still in a great position. Feng also has plenty of decent 50/50 options for post combo oki(once they start tech rolling) such as:&nbsp;</p>



<p>• deep dash into SS 50/50. Loses to quick backstand, putting the opponent out of range for the mixup.<br>• dash QCF1+2 for frames / QCF1 for a chunky low.<br>• dash b+3~4 BT mixup. Also loses to quick backstand and certain getup attacks.</p>



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<p></p>



<p></p>



<p></p>



<p></p>



<h2 class="wp-block-heading"><strong>Post-combo oki (Wall)</strong><br></h2>



<p>References:&nbsp;</p>



<p><a href="https://youtu.be/FAc94nwV8Oc" target="_blank" rel="noopener">My Top 6 Favorite Things To Do At The Wall After Df4,2,1+2 (New String) by&nbsp;</a></p>



<p><a href="https://youtu.be/FAc94nwV8Oc" target="_blank" rel="noopener">MasterSpreader</a></p>



<p></p>



<p>With the new d/f+4,2,1+2 string, Feng now has access to a really good wall ender that gives the same knockdown as Devil Jin’s b+4, forcing the opponent to tech roll. Most opponents tech roll 99.99% of the time as it’s the safest option. Feng has some great Oki options of of this such as:&nbsp;<br></p>



<ul class="wp-block-list"><li>d/f+3+4 catches all wakeups except side roll and mid get-up kicks.</li></ul>



<ul class="wp-block-list"><li>SSR d/f+2,2 forces the opponent block no matter which direction they tech. Doing a delayed SSR makes it consistent and covers everything but side-roll and staying down.</li></ul>



<ul class="wp-block-list"><li>Microdash 2-1 covers everything but side-roll and forces block on tech roll. You can hit-confirm into the second hit for a re-wallsplat.</li></ul>



<ul class="wp-block-list"><li>Microdash SSL d/f+3 will force the opponent to block on tech roll both sides and hits everything else except wake-up backwards. Microdash SSL+4 is good to force a more rewarding mixup to d/f+3 no matter which way they tech. SS+4 can be finicky to get the clean hit, but doing the dash first makes it a bit more consistent.</li></ul>



<ul class="wp-block-list"><li>Microdash KNP 1 and Microdash KNP 3 is another 50/50 you can force on both techrolls consistently.</li></ul>



<p></p>



<p>Note that sometimes on weird angles the opponent ends up behind Feng with Feng at the wall now. You can follow up with BT options such as BT 1+2 and BT 2 for safe mids or BT d+3 for a risky launch.</p>



<p></p>



<p></p>



<h2 class="wp-block-heading"><strong>Season 2 Changes</strong></h2>



<p><strong>2,4,1: Opponent reaction on counter hit was changed.</strong> &#8211; This now knocks down for a guaranteed shoulder.&nbsp;<br></p>



<p><strong>3~4, 3: Changed from -15F to -26F on block. Feng reaction on block changed.</strong> &#8211; Feng goes into stagger state when blocked, the move is now much easier to launch punish. This move is only used as a combo ender, and is rarely used in neutral, so this is a negligible change.<br></p>



<p><strong>b+3+4&nbsp; / f+3+4,B / d/b+1,B: “Block timing slower by 5F.”</strong> The autoblock for Kenpo stance and all transitions to Kenpo now activates at frame 45 instead of frame 40. This means the opponent is more likely to stuff Feng out of a misplaced Kenpo.<br></p>



<p><strong>d+2 / d/b+3 / f+3+4,4 (STC 4) / During sidestep 4 / b+1: “Opponent closer on block”. </strong>Reduces the pushback on block, making the moves slightly easier to punish. A negligible change overall, since d+2 and d/b+3 are hard to see and aren’t blocked often. STC 4, SS+4 and b+1 were already easy to punish, so these moves don’t change in useability.<br></p>



<p><strong>d/f+2,2: “Causes Wall Bounce on hit”</strong>. &#8211; Refer to the move info in Important Moves.<br></p>



<p><strong>d/f+3+4: Causes Screw on mid-air hit.</strong> &#8211; Refer to the move info in Important Moves<br></p>



<p><strong>d/b+1+2,2: “Opponent reaction on counter hit was changed”.</strong> &#8211; The second hit now has the same Counter Hit Property as d+2. This string is still not great, since the opponent can easily low parry it.<br></p>



<p><strong>f,f+3 (or back toward enemy 3): Changed from +4F to +8F on block. Opponent reaction on counter hit was changed. &#8211; </strong>Refer to the move info in Situational Moves.<br></p>



<p><strong>f,f+4,3: Recovery for both players increased by 1F. Changed to -14F on block regardless of input timing.</strong> &#8211; This is now easier to react to and punish. A negligible change since this move is used rarely in the neutral.<br></p>



<p><strong>1,1 / 1,1,2: Opponent reaction on counter hit for 1,1,2 was changed. Input window changed from 26F to 24F.</strong> &#8211; Refer to the move info in Jab Strings</p>



<p></p>



<h2 class="wp-block-heading"><strong>Season 3 Changes</strong><br></h2>



<p><strong>1,2,2: Changed the frame advantage upon hit from +1 frame to +3 frames.&nbsp;</strong></p>



<p><strong>1,2,2+b: Changed the frame advantage upon hit from +3 frame to +5 frames.</strong> &#8211; Both of these changes were covered in Jab Strings. Overall a very good buff to his 10 frame punishment.<br></p>



<p><strong>3: Decreased the distance between the character and the opponent when the move hits or is blocked. </strong>Negligible change, the first hit is not great in neutral</p>



<p><strong>3,3,4+b: Shortened recovery time by 4 frames.</strong> &#8211; Negligible change, the string is very bad, -17 on block and -6 on hit.&nbsp;&nbsp;<br></p>



<p><strong>2~1: Changed the frame advantage upon hit from +5 frames to +8 frames. Decreased the distance between the character and the opponent when the move hits or is blocked. The move can now also be performed with “During sidestep 2~1”. </strong>&#8211; Potentially decent move now. The issue is that the move starts up slow at 24 frames. However, it is -3 on block, and is now very hit-confirmable into the extension. I can also be done from sidestep, but you cannot do it immediately after a sidestep stills as SS+2 still comes out if performed too early.</p>



<p><strong>2~1,1: Changed the frame advantage when blocked from -12 frames to -13 frames. Shortened the recovery time after the move hits by 2 frames. Changed the opponent’s behavior when hit from the side. Increased the distance between the character and the opponent when the move is blocked. Decreased the distance between the character and the opponent when the move hits. </strong>&#8211; Feng can now connect f+1+2 consistently for his best BNB. The same knockdown occur when Feng connects at the opponent’s side (Not at their back), combos will need to be adjusted since f+1+2 is less consistent off axis.&nbsp;<br></p>



<p><strong>3~4: Changed the frame advantage when blocked from -12 frames to -7 frames. Shortened the recovery time after the move hits by 5 frames. The move can now also be performed with “During sidestep 3~4”. </strong>&#8211; 3~4 now can combo into d/f+4, 2, 1+2, but does not get a full combo. On Bears, d/f+1 does pick up for a full combo. The move can now be performed when sidestepping.</p>



<p><strong>3~4+b:&nbsp; Changed the frame advantage when blocked from -7 frames to -2 frames. Shortened the recovery time after the move hits by 5 frames</strong>. -3~4 back gets a full combo with BT 2, BT 1, d/b+1, 4. Negligible changes, as 3~4 is still too slow and linear to be effective with it.<br></p>



<p><strong>f+4,3:</strong><strong>	</strong><strong>Changed the attack startup from frame 21 to frame 22. Decreased the distance between the character and the opponent when the move is blocked.</strong> &#8211;&nbsp; The pushback on block was reduced, making punishment a little easier for your opponent. The string is still uninterruptible, the startup increase doesn’t matter and still can be made safe on block by spacing the move properly.</p>



<p><strong>F+4,4: Changed the attack startup from frame 31 to frame 32. Decreased the distance between the character and the opponent when the move is blocked. Changed the startup of the character’s crouching status from frame 24 to frame 10.</strong> &#8211; This can be interrupted and be punished on block slightly more consistently. It now high crushes a lot faster and on the same frame as SS+4.<br></p>



<p><strong>F+3+4,1:&nbsp; Shortened recovery time after the move hits by 2 frames.</strong> &#8211; Feng can now combo into Dash f+1+2 consistently.<br></p>



<p><strong>F+3+4,3: Increased the distance between the character and the opponent when the move is blocked.</strong> &#8211; Major pushback on block now. Big nerf on a rarely used move.&nbsp;<br></p>



<p><strong>d/f+4: Changed the damage from 15 to 14. Decreased the distance between the character and the opponent when the move hits. </strong>&#8211; The damage decrease is not a big deal.</p>



<p><strong>d/f+4,2,1+2: New move.</strong> &#8211; See Situational Moves for more information about this string.<br></p>



<p><strong>d/b+1,2: Changed the frame advantage upon hit from +5 frames to +7 frames.</strong> &#8211; Good buff, more frames to pressure more effectively.<br></p>



<p><strong>d/b+2,2+b: Changed the frame advantage when blocked from -17 frames to -15 frames. Changed the frame advantage upon hit from -6 frames to -4 frames.</strong> &#8211; Negligible change, still launch punishable on block, still cannot pressure effectively on hit.</p>



<p><strong>d/b+2,2,2: Changed the damage from 5, 10, 30 to 10, 10, 25.&nbsp; Decreased the distance between the character and the opponent when the 2nd hit is blocked.</strong> &#8211; The damage increase to the first hit makes it a slightly better low poke, the damage total is the same if all three hit as it was in Season 2.<br></p>



<p><strong>d/b+3: Changed the damage from 12 to 14.</strong> &#8211; Good buff, this is a key low, and the damage will add up a little better now.<br></p>



<p><strong>B+2,3,4,2: Changed the damage from 15, 8, 12, 21 to 15, 10, 13, 22. Increased the range of the 1st and 4th hits of the attack. Changed the input window for the 4th hit from 27 frames to 37 frames.</strong> &#8211; This is a much better wall combo option due to the last hit being delayable, it now deals the same total damage as 3,3&gt;4.<br></p>



<p><strong>Back-Turned 1: Changed the frame advantage when blocked from -1 frame to -3 frames. Increased the recovery time for both the character and the opponent by 2 frames upon hit to slow down the interaction. Increased the lower range of the attack</strong>. &#8211; A small nerf, since Feng is still safe enough to sidestep. It is now easier to hit-confirm into b+1+2. The attack now has a slightly bigger hitbox, always nice.<br></p>



<p><strong>KNP 4,3+4: Changed the frame advantage when blocked from -5 frames to -3 frames.&nbsp; Shortened the recovery time after the move hits by 2 frames. Decreased the distance between the character and the opponent when the move hits.</strong> &#8211; Safer on block, and leads into a combo more consistently with new options such as d/f+1.&nbsp;&nbsp;<br></p>



<p><strong>u/f+3+4: The character is now counted as crouching from frames 6 to 23 of the 1st hit. </strong>&#8211; Now high crushes from frame 6-23, making this a slightly more effective panic move.<br></p>



<p><strong>F,f+2: Changed the frame advantage when blocked from -10 frames to -9 frames.</strong> &#8211; Overall great buff, as this is a key approach tool that had to be spaced properly to avoid being punished. Gigas and Jack could punish it consistently, but not anymore. Feng now has a proper Demon’s Paw.&nbsp;<br></p>



<p><strong>f,f+1+2 Hold: Changed the damage from 28 to 25. Changed the frame advantage when blocked from +1 frame to +3 frames. Changed the frame advantage upon hit from +23 frames to +14 frames. Decreased the distance between the character and the opponent when the move hits or is blocked.</strong> &#8211; Major Re-Work, overall more useful for wall pressure. Move Details are explained in Situational Moves.&nbsp;<br></p>



<p><strong>QCF 1</strong><strong>	</strong><strong>: Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.</strong> &#8211; Second attempt to fix infamous bug where Feng teleports behind the opponent. We’ll see how this works out.&nbsp;<br></p>



<p><strong>QCF 1+2: Changed the damage from 23 to 21. Changed the frame advantage when blocked from +5 frames to +4 frames. Changed the frame advantage upon hit from +9 frames to +8 frames. Decreased the distance between the character and the opponent when the move is blocked. </strong>&#8211; Major Re-Work, overall buffed due to less pushback on block. Move details are listed in Important Moves.&nbsp;<br></p>



<p><strong>While Standing 1,2</strong><strong>	</strong><strong>: Changed the damage from 11, 12 to 13, 13. </strong>&#8211; Small buff, 14 Frame punish now deals 26 damage now from 23. First hit is also buffed as this is a key approach tool. More damage is always nice.<br></p>



<p><strong>While Standing 4: Changed the frame advantage upon hit from +4 frames to +7 frames.</strong> &#8211; Good buff.<br></p>



<p><strong>While Standing 1+2: Changed the damage from 25 to 20. Changed the frame advantage when blocked from -10 frames to -9 frames. Shortened the recovery animation by 1 frame when the move hits. Changed the opponent’s behavior when hit. Decreased the distance between the character and the opponent when the move is blocked. </strong>&#8211; Nerfed. Safe on block, but -9 with decreased pushback means the opponent gets a free turn. The move also no longer knocks down or wall splats, the opponent is now left standing and Feng is +3 on hit.</p>



<p><strong>While Standing 1+2 upon successful punch parry: Changed the damage from 25 to 20. Changed the frame advantage upon hit from +30 frames to +16 frames. Decreased the distance between the character and the opponent when the move hits.</strong> &#8211; Majorly Re-Worked similarly to ff+1+2(Full Hold). Move details are listed in Reversal. Still a punch parry with limited utility .<br></p>



<p><strong>Full Crouch d/f+1: Changed the damage from 18 to 19. Changed the frame advantage when blocked from -13 frames to -12 frames. Changed the frame advantage upon hit from -2 frames to -1 frame.</strong> &#8211; Good buffs, it cannot be launched anymore by Kazuya, Josie and Eddy. Move Details in Situational Moves.<br></p>



<p><strong>Sidestep 2: Changed the frame advantage when blocked from +1 frame to +3 frames.</strong> &#8211; Good buff, more BT pressure. Move Details in Situational Moves.<br></p>



<p><strong>Sidestep 4: Changed the startup of the character’s crouching status from frame 13 to frame 10.</strong> &#8211; Same change as f+4, 4. High Crushed on frame 10. Faster crushing is always nice.<br></p>



<p><strong>While down (facing up) 3+4: Changed the frame advantage when blocked from -5 frames to -3 frames. Shortened the recovery time after the move hits by 2 frames.&nbsp; Decreased the distance between the character and the opponent when the move hits.</strong> &#8211; Same changes as KNP 4,3+4.&nbsp;</p>



<p></p>



<p></p>



<h2 class="wp-block-heading"><strong>Round-Up</strong></h2>



<p>Feng is a versatile character with a strong neutral game due to his strong Mid and Low pokes to pressure the opponent, as well as a good selection of mix-up options that he can choose depending on the situation. He is also very hard to lock down due to his many panic and evasive moves, as well as good movement options that allow a player with good spacing to be at the range they want to be, which combines well with his simple and effective whiff punishment.<br></p>



<p>Feng excels at range 0 to 1, as all of his best pokes are able to reach the opponent at this range and it allows him to control the pace of the match.<br></p>



<p>Feng is an absolute monster at the wall, due to his rage drive and his oppressive mid and low pokes to keep the opponent in check. Many of his strong mix up options, such as SS+4 and SS1+2, QCF+1 and&nbsp; QCF+1+2 and his BT options still combo at the wall, forcing the opponent to guess constantly and allowing Feng the freedom to bully his opponent effectively.<br></p>



<p>Feng&#8217;s punishment is overall below average. While he doesn&#8217;t excel at punishing mistakes, his i10 and i13 punishers are good. However, he has no good i12 punish and his hopkick has bad range, meaning unlike many other characters, Feng can struggle to punish -15 moves. His WS punishment is among the worst in the game, with his WS+4 having low damage (+7 on hit, however), nothing for i12, i13, and a weak i14 punish. His i15 frame WS+3 does launch, but it has a bad hit box and can whiff against certain moves. He also has low juggle damage off many of his combos, but he makes up for it with good wall carry and oki off of them.<br></p>



<p>Due to his sheer number of usable moves, Feng is tougher to use than other characters due to the fact that you have to do more decision-making in a clutch situation. However, his simple execution and reliance on good movement and punishment makes him a good character to learn the game with. He is one of the few characters who actually becomes more interesting the better you get with him.<br></p>



<p>Feng is recommended for players who want a character with strong poking, fantastic evasion and a versatile toolkit.<br></p>



<p><a class="wpil_keyword_link " href="https://mmosumo.com/black-desert-class-tier-list-for-pve/" title="Tier" data-wpil-keyword-link="linked">Tier</a> Ranking: A</p>



<p>Overall Difficulty: 6/10</p>



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<p></p>



<h2 class="wp-block-heading"><strong>Anti-Strats</strong></h2>



<p><strong>Shut down his evasion: </strong>While Feng is a very evasive character and can be tough to pin down, knowing how to deal with them takes away many defensive options. Kenpo and b, f+1 both move feng backwards, so advancing moves will shut these options down and will hit Feng out of them, especially since Kenpo had its autoblock startup 5 frames later in Season 2. u/f+2 can be very tricky to deal with as it can evade moves that a regular sidestep can’t, especially if the Feng player is good at being unpredictable with it. If you catch a pattern, you can blow up u/f+2 with homing moves or moves that track right, and it can be sidestepped left as well.&nbsp;<br></p>



<p><strong>Play the Player, Not the Character:</strong> Since Feng is an open-ended character, players can play Feng how they want to. While character knowledge is important, no two Feng players are exactly alike and can have different tendencies and timing to their offense. A lot of the time, especially in a tournament setting, you will have to guess what they’ll be doing until you’ve gotten a grasp of their habits. Some good options to limit Feng in general include Sidestep left (which can shut down key pokes such as d/f+1, b+1), fuzzy-guarding his lows and backdashing to avoid obvious Sidestep Mixup attempts. Note that Feng has options to counter these strategies, so keep attentive, and adapt to the situation.<br></p>



<p><strong>Weak Punishment: </strong>Do not be afraid to throw out moves on occasion that are -12 on block. Feng has no good 12 frame punish and can only punish with jabs, and might even be safe depending on the pushback. Also, note your character’s launch punishable moves that have pushback. Feng’s Hopkick has horrible range, so he has to use b+1+2 or d/b+1, 4 to punish these moves. A knockdown is not as bad as getting juggled, so the risk/reward is in your favour. Any low that isn’t -15 on block isn’t going to be punished hard. His WS+4 does pitiful damage, and his 14 frame WS+1, 2 is weak.<br></p>



<p><strong>Stay Patient, Turtle Up:</strong> Don&#8217;t retaliate after blocking close range moves such as d/f+1, WS+1, and his 1 or 1,2 options. Most Feng players will follow these up with uf+2 or b+1, which can crush or beat most options. Stay patient, and try to space out Feng at spacing 2 (2 Character Spaces away) to get the life lead, then turtle him out to cause frustration. This will force Feng to come in, and his options are limited to his WS+1, QCF options and long range options such as f+3 and f,f+2 that can be sidestepped, as well as f+1+2, which is a high homing move. Be ready to punish any mistakes.&nbsp;<br></p>



<p><a href="https://youtu.be/nadD0bPjTJ8" target="_blank" rel="noopener">Anti-Feng Guide By El Turko</a><br></p>



<p><strong>Strings To Watch out For</strong><br></p>



<p>Information taken from: <strong>&nbsp;</strong><a href="https://docs.google.com/document/d/1uSlTGr0XFkRS3q4uSMUecGcMbXOQa3hLJ46GqFHk3HI/edit" target="_blank" rel="noopener">Tekken 7 String Cheese by Somsana</a>&nbsp;<br></p>



<p>3,3,4<strong> </strong><strong>&nbsp;</strong>high high low -12</p>



<p>On block low parry. On hit you must block.</p>



<p>Feng can cancel 3,3,4 b which goes into back turned, which is -6 on hit, -17 on block.<br></p>



<p>3~4,3 mid low -26</p>



<p>Very easy to see and low block, low parry for style points.<br></p>



<p>F+4,3 high mid -10</p>



<p>F+4,4 high low -12&nbsp;</p>



<p>Block for a couple frames after the high, then low parry. Feng can go into back turn at -5 on block. His fastest option is i10 which are BT 4 and BT d+4. A simple d/f 1 will stuff his options.&nbsp;<br></p>



<p>D/b+1,2<strong> </strong>mid mid -12</p>



<p>D/b+1, 4 mid high -2</p>



<p>The high extension comes out a little bit slower so you can delay the duck by a little bit and still block the mid.&nbsp;</p>



<p></p>



<p>D/b+2,2,2 &nbsp;low low mid -8</p>



<p>Not a natural combo. 2nd low can be blocked, if Feng doesn’t finish the mid extension it is -18. Punch Parry the third hit as it is safe on block.<br></p>



<p>D/b+1+2,2 mid low -11</p>



<p>On block, low parry. On hit you have to block the low.<br></p>



<p>B+2,3,4,2<strong> </strong>mid low mid mid -5</p>



<p>Must low parry the 2nd hit.<br></p>



<p>u/f+3+4,3 mid high high high -6</p>



<p>Last hit duckable. No high extension string is -10. Launch punishable if the last couple hits whiff.<br></p>



<p>b+3,3 mid high -6</p>



<p>Second hit duckable on block<br></p>



<p>1,1,2,1,3,4 high mid mid mid low mid -17</p>



<p>2nd hit counter hit launches. String can be delayed. 5th hit must be low parried.</p>



<p></p>



<p><strong>Moves you should be block punishing</strong><br></p>



<p>B+1+2: -19&nbsp;</p>



<p>F+3, 4: -16&nbsp;</p>



<p>b, f+1: -15</p>



<p>QCF+1: -14 (Cannot Low Parry)</p>



<p>d/b+3: -15</p>



<p>b+1: -10</p>



<p>d+2: -11</p>



<p></p>



<p></p>



<p><strong>Other References</strong></p>



<p></p>



<p>Discords: Tekken Zaibatsu, Feng Wei&nbsp;<br></p>



<p><a href="https://www.reddit.com/r/Tekken/comments/8y2f71/stratosfears_dojo_picking_a_main_character/" target="_blank" rel="noopener">Stratosfear&#8217;s Dojo: Picking a main character</a><br></p>



<p><a href="http://www.tekkenzaibatsu.com" target="_blank" rel="noopener">Tekken Zaibatsu</a><br></p>



<p><a href="http://rbnorway.org/T7-frame-data/" target="_blank" rel="noopener">RBNorway</a><br></p>



<p><a href="https://docs.google.com/spreadsheets/d/1CM3Wf3NFhdCGFIf3Ph-3xe71S_O3GDQNJt-CstpxW-k/edit#gid=1322528311" target="_blank" rel="noopener">Tekken 7: Feng Cheat Sheet</a><br></p>



<p><a href="https://youtu.be/jnB6OLSh6gc" target="_blank" rel="noopener">Tekken 7 FR Guide: Feng by FrameWhisperer Tekken</a><br></p>



<p><a href="https://youtu.be/9pE34q22q6s" target="_blank" rel="noopener">Tekken It Higher! Ep. 2 &#8211; Get Recked! w/Feng by jaBBu</a><br></p>



<p><a href="https://youtu.be/u-E1SFeTh3s" target="_blank" rel="noopener">Tekken 7 &#8211; Feng Move List Review by MannyBiggz &#8211; Part One</a><br></p>



<p><a href="https://youtu.be/odndBTT0f78" target="_blank" rel="noopener">Part Two</a><br></p>



<p><a href="https://youtu.be/49s2s0zh_Ng" target="_blank" rel="noopener">Part Three</a><br></p>



<p><a href="https://youtu.be/XCwQ2X0ZgvU" target="_blank" rel="noopener">Part Four</a><br></p>



<p><a href="https://youtu.be/ixjzOg40Ryg" target="_blank" rel="noopener">FENG WEI &#8211; SETUPS + OKIZEME [SEASON 2] by</a></p>



<p><a href="https://youtu.be/ixjzOg40Ryg" target="_blank" rel="noopener">TK_ Mellowlink</a></p>



<p></p>



<p></p>



<p></p>



<p><strong>Players to Watch</strong></p>



<p></p>



<p><a href="https://youtu.be/KV8syWiGJLc" target="_blank" rel="noopener">Yuu</a><br></p>



<p><a href="https://youtu.be/2bci2EiF4N0" target="_blank" rel="noopener">Nashi</a><br></p>



<p><a href="https://youtu.be/xUnQgCZD088" target="_blank" rel="noopener">Callmenoob</a><br></p>



<p><a href="https://youtu.be/ReACpKGOlo4" target="_blank" rel="noopener">Hao</a><br></p>



<p><a href="https://youtu.be/gg5TeoLVJAk" target="_blank" rel="noopener">Mateo</a><br></p>



<p><a href="https://youtu.be/CEbY-mwpSdM" target="_blank" rel="noopener">Knee</a><br></p>



<p><a href="https://youtu.be/EZ514NQkIYk" target="_blank" rel="noopener">Honorable Mentions</a></p>



<p></p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Tekken 7 Geese Howard Guide and Combos</title>
		<link>https://mmosumo.com/tekken-7-geese-howard-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sun, 15 Mar 2020 03:09:57 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1696</guid>

					<description><![CDATA[Overview Geese Howard strikes a balance between a fireball+poking zoner at longer ranges and a heavy burst damage dealer with deadly mixups and safeguards with meter up close. And if the enemy gets PREDICTABO &#8211; Geese has the deadliest parry damage in the game for both mids and lows with his unique command parries. Out [&#8230;]]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading">Overview</h2>



<p>Geese Howard strikes a balance between a fireball+poking zoner at longer ranges and a heavy burst damage dealer with deadly mixups and safeguards with meter up close. And if the enemy gets PREDICTABO &#8211; Geese has the deadliest parry damage in the game for both mids and lows with his unique command parries. Out of the “2D” characters, Geese has the best movement, is safer and easier than Akuma but isn’t as deadly, while being riskier and harder than Eliza, but with a more varied toolset. Geese is a solid high-<a class="wpil_keyword_link " href="https://mmosumo.com/black-desert-class-tier-list-for-pve/" title="tier" data-wpil-keyword-link="linked">tier</a> character that suffers from unreliability due to meter reliance. On the other hand Geese is one of the strongest characters with 1 bar of meter and arguably the strongest character in the game with full 3 bars of resources.<br></p>



<h3 class="wp-block-heading">Strengths and Weaknesses</h3>



<p>Pros:</p>



<ul class="wp-block-list"><li>With meter one of the strongest characters and highest damage potentials in the game due to unique parries, mixups, resets and crazy meter use moves</li><li>Good zoning with long range fireballs and pokes</li><li>Good movement</li><li>Good safe “orbital” launcher</li><li>Most bad-ass character in the game with the best shoutouts, emojis and memes!</li></ul>



<p>Cons:&nbsp;</p>



<ul class="wp-block-list"><li>Very average or worse without meter</li><li>No fast standing launcher without meter</li><li>Below average and risky lows</li><li>Horrible whiff and block punishment further away</li></ul>



<h3 class="wp-block-heading">Evaluation</h3>



<p>Space control: Good</p>



<p>Poking: Average</p>



<p>Damage: Average &#8211; Best* (meter)</p>



<p>Block punishment: average &#8211; good*&nbsp;</p>



<p>Whiff punishment: Bad</p>



<p>Movement: Good</p>



<p>Difficulty: Hard<br></p>



<h2 class="wp-block-heading">Moves</h2>



<p>Legend:&nbsp;</p>



<p>x / xx = cancel into command normal / special move / super move</p>



<p>MM = Max Mode</p>



<p>MMc = Max Mode Cancel</p>



<p>RR = Raigou Reppuken (Fireball super)</p>



<p>RS = Raging Storm (Super)<br></p>



<h2 class="wp-block-heading">Top moves</h2>



<p>Jabs &#8211; 1 | 1~1+2 (MMc 1bar) | 1 x f3 | 1 x 1,2 | 1,2&lt;1,1 | 1,2,3 | 1,2,1,2 (RR 2bars)<br></p>



<p>Situational moves:</p>



<p>Rage moves: Geese has no Rage Drive, but has 2 different rage arts with their own special advantages<br></p>



<p>Rashomon<br></p>



<p>Deadly Rave<br></p>



<p>Combos: 6+ hits = DR &gt; Rashomon<br></p>



<h2 class="wp-block-heading">Punishment</h2>



<p>Block Punishment:<br></p>



<p>Block Punishment &#8211; standing<br></p>



<p>Block punishment &#8211; crouching:&nbsp;<br></p>



<p>Whiff Punishment:<br></p>



<p>Whiff punishment &#8211; standing:<br></p>



<p>Whiff punishment &#8211; crouching:</p>



<p></p>



<h2 class="wp-block-heading">Strategy and tactics</h2>



<p>Geese Strategy:<br></p>



<p>Geese Tactics:</p>



<p>Geese at the start of the match is pretty average or worse as a character, but can hold his own with his fireballs, decent pokes, strings, and parries to keep the enemy on their toes. The main goal for Geese is to get the first bar of meter as soon as possible, which unlocks a 14 frame launcher from standing and the option to enter max mode either through raw activation or cancelling certain moves.<br></p>



<p>Strategy against Geese:</p>



<p>Prevent meter gain<br></p>



<p>Tactics against Geese:&nbsp;</p>



<p>Force meter use</p>



<p>Avoid mixups, resets&nbsp;<br></p>



<p>Avoiding 2f1 mix:</p>



<ul class="wp-block-list"><li>All followups without max mode canceling are high or special mid &#8211; duck and input your crouching launcher and then hold b</li><li>If you hear &amp;/ see jaeiken &#8211; choose to duck or stand &#8211;&nbsp;<ul><li>2hit jaeiken whiffed to your duck, launch</li><li>2hit jaeiken was blocked to standing &#8211; +9&nbsp;</li><li>3hit jaeiken was blocked standing &#8211; +14 punish</li></ul></li><li>Reppuken blocked &#8211; +12 punish</li><li>Double reppuken blocked &#8211; +17 punish</li><li>Raging storm blocked &#8211; +17 punish</li><li>Raigou Reppuken blocked &#8211; -1</li><li>Character specific strats: interrupt/evade/crush f1 with parry/reversal/backsway,sidestep,invulnerability</li></ul>



<p>Avoiding qcb1+2 launch mix:</p>



<ul class="wp-block-list"><li>universal strats: duck the high and avoid the mixup&#8230; or if you couldn&#8217;t do that then 3f fuzzy guard, jump, backdash</li><li>character-specific strats: parry/reversal, backsway, sidestep moves, invulnerable moves</li></ul>



<p></p>



<p>*Meter management</p>



<p>*Safer than ak</p>



<p><strong>TODO:</strong></p>



<p><strong>S! 2xQCB23xRR OTG reset near wall&nbsp;</strong></p>



<p><strong>big boy wall combos</strong></p>



<p><strong>CH (b4)4 S! combos</strong></p>



<p><strong>CH 4 S!; dash~u/f+4; 2~f+3; 1; dash~d+4~f+1~hcb+3 59dmg</strong></p>



<p><strong>CH 4 S! ff 2f3 2f3 d4xHCB3 58dmg</strong></p>



<p><strong>CH 4 S!; f+1+2; d+4~f+3; d+4~f+1~qcb+3 57</strong></p>



<p><strong>CH 4 S!; dash; d/f+4; d+4~f+3; d+4~f+1~qcb+3 57</strong></p>



<p><strong>parrys 3f, 6f raw due to movement, 15 active frames</strong></p>



<p><strong>OBT 123 counter BT dickjab? OBT 1211_2 / OBT 1f1 next level meta?</strong></p>



<p><strong>generic U1 against qcb23/4 ?</strong></p>



<p><strong>launch 2f3 b44 S! ffff 1 DR</strong></p>



<p><strong>d4 CH combos</strong></p>



<p><strong>QCB23 qcf1xRR W! d4f1xqcf2</strong></p>



<p><strong>RR d4 MMc 4 S!&nbsp;</strong></p>



<p><strong>OBT d1+2 ws4 b44 S!&nbsp;</strong></p>



<p><strong>d1+2 d1 d4f3 2f1xHCB4 50dmg Kuma/Panda</strong></p>



<p><strong>d1+2 d1 d4f3 2xQCB23 49dmg? Kuma/Panda</strong></p>



<p><strong>d1+2 d1 d4f3 2xQCB23xQCFQCF1+2 ?dmg Kuma/Panda</strong></p>



<p><strong>d1+2 d1 d4f3 2f1xHCB4 50dmg Kuma/Panda</strong></p>



<p><strong>d1+2 d1 d4f3 2xQCB23 49dmg? Kuma/Panda</strong></p>



<p><strong>d1+2 d1 d4f3 2xQCB23xQCFQCF1+2 ?dmg Kuma/Panda</strong></p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="2017/12/04 Tekken 7 FR Rank Match! Knee (Yoshimitsu) vs Destiny (Geese)" width="1170" height="658" src="https://www.youtube.com/embed/BzCsmhqFe_s?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<p>W! bj4 df14 / df11 / 1f3 W! resplat dmg?</p>



<p>S! 2f3 d4f31+2 2f3 | QCB1+23/4</p>



<p>S! 2f3 1 2f31+2 | QCB1+23/4</p>



<p>S! f1+2xQCB1+2 fff1</p>



<p>(12)1 floor break setups in combos?</p>



<p>TEST OKIZEME &#8211; throws, KNDs<br></p>



<p>d1+2 d2 W! qcfqcf1+2 d1+3/d2+4 75dmg (55+20) 2bar</p>



<p>b1+2 W! qcfqcf1+2 d1+3/d2+4 97dmg(44+33+20) 2bar</p>



<p>RS W! d4xQCF2&nbsp;</p>



<p>S! b321+2 DR</p>



<p>b321+2 2f3 b44&nbsp;</p>



<p>b321+2 S! oki combo -&gt; QCB1+2 whiff 3/4 mixup with 1 bar ?</p>



<p>Kuma d1+2 d1 cc b44 S! fff 2f1xQCB23? / 2f3 d4xHCB3</p>



<p>d4xQCB23xQCFQCF1+2 fff1 ?dmg&nbsp;</p>



<p>2f11+2 2f1xQCB1+21xQCFQCF1+2 fff1 ?dmg doesn’t work?</p>



<p>f1+2 1f31+2 4 S! ff 2xQCF1+2xQCFQCF1+2 wr1</p>



<p>2f1+2 2f1xQCF1+2xQCFQCF1+2 iwr1 94dmg<br></p>



<p><strong>Sources:</strong></p>



<p><a href="https://docs.google.com/spreadsheets/d/1epa86eWDiM1-LHR4-l9Pj6_RbvdsZDBboULTTLn-g5A/htmlview?usp=drivesdk&amp;sle=true" target="_blank" rel="noopener">https://docs.google.com/spreadsheets/d/1epa86eWDiM1-LHR4-l9Pj6_RbvdsZDBboULTTLn-g5A/htmlview?usp=drivesdk&amp;sle=true</a></p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Tekken 7 - Geese Howard | Combos Guide" width="1170" height="658" src="https://www.youtube.com/embed/cxJiQOQ0Xv4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="TEKKEN 7 GEESE HOWARD COMBO MOVIE | PS4" width="1170" height="658" src="https://www.youtube.com/embed/NnrTR34hZzY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<p><a href="https://docs.google.com/spreadsheets/d/e/2PACX-1vQUx7U7hzz4IqO1Sg9bI-9tI64trEBcyDz0K-_1sSfJk9EimKPb42dQXh7qN4Dy_slqqXWBhaWXrJxj/pubhtml#" target="_blank" rel="noopener"><strong>https://docs.google.com/spreadsheets/d/e/2PACX-1vQUx7U7hzz4IqO1Sg9bI-9tI64trEBcyDz0K-_1sSfJk9EimKPb42dQXh7qN4Dy_slqqXWBhaWXrJxj/pubhtml#</strong></a><strong> Geese Bible</strong></p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="철권7 FR 기스하워드 콤보/ Tekken7 FR Geese Howard combo" width="1170" height="658" src="https://www.youtube.com/embed/znT_SCAuDUY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Anakin Geese Howard Tekken last 2 hrs  gameplay online ranked" width="1170" height="658" src="https://www.youtube.com/embed/uLcyRq2vC8o?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="[鉄拳7] 新キャラ「ギースハワード」 安定コンボ集" width="1170" height="658" src="https://www.youtube.com/embed/nRHOfgc3_3M?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="DAY 1 BASIC GEESE HOWARD COMBOS" width="1170" height="658" src="https://www.youtube.com/embed/gYhvIAVXv18?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
https://clips.twitch.tv/CogentBelovedTapirFeelsBadMan
</div></figure>



<p><a href="https://www.twitch.tv/videos/205515149?from-redirect=true" target="_blank" rel="noopener"><strong>https://www.twitch.tv/videos/205515149?from-redirect=true</strong></a><strong> Punish Geese</strong></p>



<p><a href="https://docs.google.com/spreadsheets/d/1epa86eWDiM1-LHR4-l9Pj6_RbvdsZDBboULTTLn-g5A/edit#gid=0" target="_blank" rel="noopener"><strong>https://docs.google.com/spreadsheets/d/1epa86eWDiM1-LHR4-l9Pj6_RbvdsZDBboULTTLn-g5A/edit#gid=0</strong></a><strong> frame data</strong></p>



<p><strong>&#8212;</strong></p>



<p><strong>No button buffering possible for EX moves. Supers ?&nbsp;</strong><br></p>



<p><strong>Max mode can be cancelled on block except d4 = stagger block</strong></p>



<p><strong>sm = special mid</strong></p>



<p><strong>SC = Special&amp;Command move&amp;Super Cancel</strong><br></p>



<p><strong>SC Moves:</strong></p>



<p><strong>1</strong></p>



<p><strong>2</strong></p>



<p><strong>d1/FC1</strong></p>



<p><strong>d3,1</strong></p>



<p><strong>ws1</strong></p>



<p><strong>f+1</strong></p>



<p><strong>d4/FC4* (only on hit/CH)</strong><br></p>



<p><strong>SU = Super Cancel</strong></p>



<p><strong>SU Moves:</strong></p>



<p><strong>1</strong></p>



<p><strong>2</strong></p>



<p><strong>d1/FC1</strong></p>



<p><strong>d3,1</strong></p>



<p><strong>ws1</strong></p>



<p><strong>f1</strong></p>



<p><strong>d4/FC4* (only on hit/CH)</strong></p>



<p><strong>qcb1</strong></p>



<p><strong>(qcb2)1_3_4</strong></p>



<p><strong>(qcb1+2)1_3_4</strong></p>



<p><strong>qcf1_2_1+2</strong></p>



<p><strong>hcb3_4_3+4</strong><br></p>



<p><strong>MC = MaxMode Cancel (SC/command move x 1+2/2+3) (requires 1 bar, takes half of max mode bar)</strong></p>



<p><strong>Max Cancelable Moves:</strong></p>



<p><strong>1</strong></p>



<p><strong>1,2,3</strong></p>



<p><strong>2</strong></p>



<p><strong>f+1</strong></p>



<p><strong>f+3</strong></p>



<p><strong>b+3,2</strong></p>



<p><strong>f+2</strong></p>



<p><strong>df+3,4~3</strong></p>



<p><strong>d+1</strong></p>



<p><strong>d+3,1</strong></p>



<p><strong>d+4</strong></p>



<p><strong>ws+1</strong><br></p>



<p><strong>1+2+3 Max Mode (raw input) (requires bar, consumes 1 bar)</strong><br></p>



<p><strong>d1+2 RS 51dmg</strong></p>



<p><strong>d1+2 RRK 49dmg</strong><br></p>



<p><strong>CH ss3 d1+3/d2+4</strong><br></p>



<p><strong>QCFQCF1+2:</strong></p>



<p><strong>buffer from reppuken: qcf1/2~qcf~1+2 = qcf1/2xqcfqcf1+2 ?</strong><br></p>



<p><strong>Deadly Rave:</strong></p>



<p><strong>double tap can help: 1,1,2,2,4,4,1,1,4,4,1,1,3,3,2,2,1+2,1+2</strong></p>



<p><strong>motion buffer DR = hcb~f(f)(f)(f)3+4</strong><br></p>



<p><strong>Raging Storm:</strong></p>



<p><strong>motion buffer RS = db,hcb,f(f)(f)(f)(f)df1+2</strong></p>



<p><strong>db,hcb,2xdf1+2 = 2xRS</strong><br></p>



<h2 class="wp-block-heading"><strong>Move list:</strong><br></h2>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Range</td><td>Info</td></tr><tr><td>1</td><td>h</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>1,1</td><td>h,h</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td>nc</td></tr><tr><td>1,1,2</td><td>h,h,h</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td>nc</td></tr><tr><td>1,2</td><td>h,m</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td>nc, jail?</td></tr><tr><td>1,2,1</td><td>h,m,m</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>1,2,1,1</td><td>h,m,m,h</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>1,2,3</td><td>h,m,h</td><td><br></td><td>+1</td><td><br></td><td><br></td><td><br></td><td><br></td><td>duck</td></tr><tr><td>2</td><td>s.m</td><td>15</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td>SC</td></tr><tr><td>3</td><td>h</td><td>16</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>3,3</td><td>h,m</td><td>16,?</td><td>-14</td><td><br></td><td>hKZD</td><td><br></td><td><br></td><td><br></td></tr><tr><td>4</td><td>h</td><td>16?</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>1+2</td><td>m</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>f+1</td><td>m</td><td>24</td><td>-17</td><td>?</td><td>?</td><td><br></td><td><br></td><td>SC</td></tr><tr><td>f+1,1+2</td><td>m</td><td>24</td><td>?</td><td><br></td><td><br></td><td><br></td><td><br></td><td>MC</td></tr><tr><td>f+2</td><td>m,h</td><td>20</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>f+2,1+2</td><td>m,h</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td>MC</td></tr><tr><td>f+2,1</td><td>m,h,h</td><td><br></td><td>-9</td><td><br></td><td><br></td><td><br></td><td><br></td><td>duck?</td></tr><tr><td>f+3</td><td>h</td><td>23</td><td>+1-3</td><td>+20-22kg</td><td>+20-22kg</td><td><br></td><td><br></td><td><br></td></tr><tr><td>f+3,1+2</td><td>h</td><td><br></td><td>+5-7<br></td><td>+24-26kg</td><td>+24-26kg</td><td><br></td><td><br></td><td>MC</td></tr><tr><td>f+4</td><td>m</td><td>19</td><td>-14</td><td><br></td><td>launch</td><td><br></td><td><br></td><td>spacing</td></tr><tr><td>f+1+2</td><td>m</td><td>24</td><td>-5</td><td>launch</td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>df+1</td><td>m</td><td>13</td><td>-1</td><td>+7</td><td>+7</td><td><br></td><td><br></td><td><br></td></tr><tr><td>df+1,1</td><td>m,h</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td>nc</td></tr><tr><td>df+1,4</td><td>m,m</td><td><br></td><td>-14</td><td><br></td><td>launch</td><td><br></td><td><br></td><td>ncc</td></tr><tr><td>df+2</td><td>m</td><td>18</td><td>-5</td><td>+14S</td><td>S!</td><td><br></td><td>2</td><td><br></td></tr><tr><td>df+3</td><td>l</td><td>15</td><td>-13</td><td>-2</td><td>-2</td><td><br></td><td><br></td><td><br></td></tr><tr><td>df+3,4</td><td>l,m</td><td>15,?</td><td>-13</td><td>-2</td><td>KND W!</td><td><br></td><td><br></td><td>ncc</td></tr><tr><td>df3, 4~2</td><td>l,m</td><td>15,?</td><td>-3</td><td>KND W!</td><td>KND W!</td><td><br></td><td><br></td><td>step/interrupt</td></tr><tr><td>df3,4~3</td><td>l,m</td><td>15,?</td><td>+1</td><td>+20KG</td><td>+20KG</td><td><br></td><td><br></td><td>step/interrupt/duck</td></tr><tr><td>df+4</td><td>m</td><td>14</td><td>-7</td><td>+4</td><td>+4</td><td><br></td><td><br></td><td>step?</td></tr><tr><td>d1/FC1</td><td>sm</td><td>10</td><td>-5</td><td>+6</td><td><br></td><td><br></td><td><br></td><td>SC</td></tr><tr><td>d2/FC2</td><td>l</td><td>14</td><td>-14</td><td>-3</td><td>-3</td><td><br></td><td><br></td><td>LP/block</td></tr><tr><td>d3/FC3</td><td>l</td><td>15</td><td>-11</td><td>-2</td><td>-2</td><td><br></td><td><br></td><td>LP</td></tr><tr><td>d3,1</td><td>l,sm</td><td>15,?S</td><td>-9</td><td>-2</td><td>-2</td><td><br></td><td><br></td><td>SC, ncc, can’t be low parried if d3 hits</td></tr><tr><td>db/d4 / FC4</td><td>l</td><td>17S</td><td>-31</td><td>-5</td><td>launch</td><td><br></td><td><br></td><td>stagger block = no SC</td></tr><tr><td>d1+2</td><td>l</td><td>24S</td><td>-18</td><td>20+</td><td>23+?</td><td><br></td><td>1++</td><td><br></td></tr><tr><td>b+1</td><td>h</td><td>12</td><td>-7</td><td>+4</td><td>+4</td><td><br></td><td><br></td><td><br></td></tr><tr><td>b+1,2</td><td>h,m</td><td>12,?</td><td>-7</td><td>+4</td><td>launch?</td><td><br></td><td><br></td><td>nc</td></tr><tr><td>b+2</td><td>m</td><td>26</td><td>-3</td><td>KND W!</td><td>KND W!</td><td><br></td><td>2</td><td><br></td></tr><tr><td>b+3</td><td>m</td><td>14</td><td>-9</td><td>+2</td><td>+2</td><td><br></td><td>1+</td><td><br></td></tr><tr><td>b+3,2</td><td>m,m</td><td>14,?</td><td>-15</td><td>KND</td><td><br></td><td><br></td><td>1+</td><td>nc</td></tr><tr><td>b+3,2, 1+2</td><td>m,m</td><td>14,?</td><td>?</td><td>Launch</td><td>Launch</td><td><br></td><td>1+</td><td>MM</td></tr><tr><td>b+4</td><td>l</td><td>19</td><td>-13</td><td>-4</td><td>-2</td><td><br></td><td>1++</td><td><br></td></tr><tr><td>b+4,4</td><td>l,h</td><td>19,?</td><td>-3</td><td>+16KG</td><td>S!</td><td><br></td><td>1++</td><td>ncc</td></tr><tr><td>f,f,f+1</td><td>m</td><td>18+</td><td>-8</td><td>KND W!</td><td>KND W!</td><td><br></td><td>3+</td><td>elbow</td></tr><tr><td>ws1</td><td>m</td><td>13</td><td>-?</td><td>+?</td><td>+?</td><td>12(14)</td><td>1++</td><td>SC</td></tr><tr><td>ws2</td><td>m</td><td>18</td><td>-14</td><td>+3</td><td>+3</td><td>10</td><td>1++</td><td><br></td></tr><tr><td>ws2f/b+2</td><td>m, AT</td><td>18</td><td>-14</td><td>launch</td><td>launch</td><td>10,10 (15)+ / 12,10 (15)+</td><td>1++</td><td><br></td></tr><tr><td>ws3</td><td>h</td><td>15</td><td>-3</td><td>+16KG</td><td>S!</td><td>17/20+</td><td>1++</td><td><br></td></tr><tr><td>ws4</td><td>m</td><td>11-12</td><td>-9 &#8211; -8</td><td>+2-3</td><td>+2-3</td><td>18(21)</td><td>1++</td><td><br></td></tr><tr><td>FCdf+1</td><td>m</td><td>15</td><td>-14</td><td>Launch</td><td>Launch</td><td>20+/24+</td><td>1++</td><td><br></td></tr><tr><td>ss3</td><td>l</td><td>28+</td><td>-13 &#8211; -12</td><td>+6</td><td>launch?</td><td>18/21+</td><td>1++</td><td><br></td></tr><tr><td>jump1</td><td><br></td><td><br></td><td>-21-</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>jump2</td><td><br></td><td><br></td><td>-12-</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>jump3</td><td><br></td><td><br></td><td>-23 &#8211; -1</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>jump4</td><td><br></td><td><br></td><td>-14-+3</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<p></p>



<h2 class="wp-block-heading"><strong>Special moves:</strong><br></h2>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Range</td><td>Info</td></tr><tr><td>qcf1</td><td>sm</td><td>19</td><td>-13-</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>qcf2</td><td>sm,sm</td><td>19~,43~</td><td>-19~</td><td><br></td><td><br></td><td><br></td><td><br></td><td>nc</td></tr><tr><td>qcb1</td><td>h</td><td>15</td><td>-15</td><td>KND W!</td><td>KND W!</td><td><br></td><td>2</td><td>duck</td></tr><tr><td>qcb2</td><td>h</td><td><br></td><td>-15</td><td><br></td><td><br></td><td><br></td><td><br></td><td>duck</td></tr><tr><td>qcb2,1</td><td>h,m</td><td><br></td><td>-15</td><td><br></td><td><br></td><td><br></td><td><br></td><td>duck</td></tr><tr><td>qcb2,3</td><td>h,m</td><td><br></td><td>-8</td><td><br></td><td><br></td><td><br></td><td><br></td><td>duck</td></tr><tr><td>qcb2,4</td><td>h,l</td><td><br></td><td>-18</td><td>Launch</td><td><br></td><td>10,20+/24+</td><td><br></td><td>duck</td></tr><tr><td>hcb3</td><td>sm,h</td><td><br></td><td>-9</td><td><br></td><td><br></td><td><br></td><td><br></td><td>duck, PC?</td></tr><tr><td>hcb4</td><td>sm,m,m</td><td><br></td><td>-14</td><td><br></td><td><br></td><td><br></td><td><br></td><td>PC?</td></tr><tr><td>jump qcb1/2</td><td>sm</td><td><br></td><td>-34-</td><td>-23-</td><td>-23-</td><td><br></td><td><br></td><td><br></td></tr><tr><td>TK qcb~ub1/2</td><td>sm</td><td><br></td><td>-34</td><td>-23</td><td>-23</td><td><br></td><td><br></td><td><br></td></tr><tr><td>f1+2, qcb1/2</td><td>m,sm</td><td>24,?</td><td>-27-</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<h2 class="wp-block-heading"><strong>MaxMode EX Special moves</strong><br></h2>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Range</td><td>Info</td></tr><tr><td>qcf1+2</td><td>sm,sm</td><td>19</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>qcb1+2</td><td>h</td><td>20</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>qcb1+21</td><td>h,m</td><td>20,?</td><td>-1</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>qcb1+23</td><td>h,m</td><td>20,?</td><td>-8</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>qcb1+2,4</td><td>h,l</td><td>20,?</td><td>-19</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>hcb3+4</td><td>s.m,m,m</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>qcb~ub1+2</td><td>s.m</td><td>19~</td><td>+11G~</td><td>+22~</td><td>+22~</td><td>14+/16+</td><td>~</td><td><br></td></tr><tr><td>hcb1+3</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td>45</td><td><br></td><td>high, mid?</td></tr><tr><td>f1+2qcb1+2</td><td>m, s.m</td><td>24-25</td><td>‘+4<br></td><td>?</td><td>?</td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<h2 class="wp-block-heading"><strong>Super moves:</strong><br></h2>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Range</td><td>Info</td></tr><tr><td>qcfqcf+1+2</td><td>sm x5</td><td>?</td><td>+1-+?</td><td><br></td><td><br></td><td><br></td><td><br></td><td>2bar</td></tr><tr><td>db,hcb,df+1+2</td><td>sm</td><td>9?</td><td>-? &#8211; -?</td><td><br></td><td><br></td><td><br></td><td><br></td><td>2bar</td></tr><tr><td>1,2,1,2</td><td>h,m,m,sm x5</td><td>10,?,?,?</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td>2bar</td></tr></tbody></table>



<p><strong>Reversals:</strong><br></p>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Range</td><td>Info</td></tr><tr><td>hcb1+3</td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td>45</td><td><br></td><td>highs</td></tr><tr><td>hcb2+4</td><td><br></td><td><br></td><td><br></td><td>+16</td><td><br></td><td><br></td><td><br></td><td>mids</td></tr><tr><td>hcb1+4/2+3</td><td><br></td><td><br></td><td><br></td><td>S!</td><td><br></td><td>25+</td><td><br></td><td>lows, special mids (low parry)</td></tr></tbody></table>



<p></p>



<h2 class="wp-block-heading"><strong>Top moves:</strong><br></h2>



<p><strong>Highs:</strong></p>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Range</td><td>Info</td></tr><tr><td>1,2&lt;1,1</td><td>h,m,m,h</td><td>10</td><td>-7</td><td><br></td><td><br></td><td>17</td><td><br></td><td>ncc hc (1 whiff/block)</td></tr><tr><td>1,2,3</td><td>h,m,h</td><td><br></td><td>+1</td><td><br></td><td><br></td><td><br></td><td><br></td><td>ncc hc (1 whiff/block) duck</td></tr><tr><td>1,1&lt;2</td><td>h,h,h</td><td>10</td><td>-12</td><td>7</td><td>7</td><td>23</td><td><br></td><td>nc hc</td></tr><tr><td>4</td><td>h</td><td>16</td><td>-3</td><td>KND W!</td><td>S!</td><td>17/21+</td><td>2</td><td>homing, screw</td></tr><tr><td>f3</td><td>h</td><td>23-25</td><td>+1-+3</td><td>+20 &#8211; +22KG</td><td>+20 &#8211; +22KG</td><td>15/18</td><td><br></td><td>uninterruptable, duck</td></tr></tbody></table>



<p><strong>Mids:</strong></p>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Range</td><td>Info</td></tr><tr><td>df+1(,1/4)</td><td>m(,h/m)</td><td>13</td><td>-1(-2/-14)</td><td>+7(++4/KND)</td><td>+7(+4/launch)</td><td>10,8/21 / 12,9/25</td><td>1+</td><td>ssl</td></tr><tr><td>df+4</td><td>m</td><td>14</td><td>-7</td><td>+4</td><td>+4</td><td>15/18</td><td>1+</td><td>ssr</td></tr><tr><td>b+3</td><td>m</td><td>14</td><td>-9</td><td>+2</td><td>+2</td><td>11/13</td><td>1+</td><td>low hit, ssl</td></tr><tr><td>1+2</td><td>m</td><td>14</td><td>-9</td><td>+4</td><td>KND+ W!&nbsp;</td><td>/22+</td><td>1+</td><td>ssr</td></tr><tr><td>df2</td><td>m</td><td>18</td><td>-5</td><td>+14KG</td><td>S!</td><td>17/20+</td><td>1++</td><td>homing</td></tr><tr><td>fff1</td><td>m</td><td>18+</td><td>-8</td><td>KND W!</td><td>KND W!</td><td>26/31</td><td>3+</td><td>swl/swr</td></tr><tr><td>jump4</td><td>m</td><td>19+</td><td>-14-+3</td><td>-4-+17</td><td>-4-+17</td><td>15+/18+</td><td>2++</td><td><br></td></tr><tr><td>jump2</td><td>m</td><td>19+</td><td>-12-+5</td><td>0-+17</td><td>0-+17</td><td>20+/22+</td><td>2+</td><td>closer</td></tr></tbody></table>



<p><strong>Lows:</strong></p>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Range</td><td>Info</td></tr><tr><td>d3,2&lt;qcb1</td><td>l,sm,h</td><td>15S</td><td>-11</td><td>-2</td><td>-2</td><td>12,5,15/14,5,12</td><td>1+</td><td>ncc hc, swl</td></tr><tr><td>ss3</td><td>l</td><td>28+</td><td>-12</td><td>+6</td><td>KND+</td><td>18/21+</td><td>1++</td><td>step/backdash</td></tr><tr><td>d1+2</td><td>l</td><td>24S</td><td>-18</td><td>KND+</td><td>KND+</td><td>20+/24+</td><td>1++</td><td>homing! block&nbsp;</td></tr></tbody></table>



<p></p>



<h2 class="wp-block-heading"><strong>Stances and stuff:</strong></h2>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Info</td></tr><tr><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<p><strong>Power crushes:</strong></p>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Info</td></tr><tr><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<p>Verdict &#8211;<strong>&nbsp;</strong><br></p>



<p><strong>Rage art:</strong></p>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Info</td></tr><tr><td>db+1+2</td><td>h</td><td>20</td><td>UB</td><td><br></td><td><br></td><td><br></td><td>PC8-17</td></tr></tbody></table>



<p>Verdict &#8211;<br></p>



<p><strong>Rage drive:</strong></p>



<table class="wp-block-table"><tbody><tr><td>Input</td><td>Height</td><td>Speed</td><td>Block</td><td>NH</td><td>CH</td><td>DMG NH/CH</td><td>Info</td></tr><tr><td>hcb,f+3+4</td><td>m</td><td><br></td><td>-23</td><td><br></td><td><br></td><td><br></td><td>PC8-17</td></tr></tbody></table>



<p>Verdict &#8211;</p>



<p></p>



<p><strong>Review:</strong></p>



<p></p>



<p><strong>Evaluation:</strong><br></p>



<p><strong>inatekken: </strong><a href="http://seesaawiki.jp/w/inatekken/d/" target="_blank" rel="noopener"><strong>http://seesaawiki.jp/w/inatekken/d/</strong></a></p>



<p>spacing/zoning 3 / 5 ?</p>



<p>reach 3 / 5 ?</p>



<p>combos 3 / 5 ?</p>



<p>speed 3 / 5 ?</p>



<p>punishing 3 / 5 ?</p>



<p>easy to handle 3 / 5 ?<br></p>



<p><strong>Neutral:</strong></p>



<p>Jab strings: 11&lt;2 +7 far, 11 +6 close, 123_1(1_2)</p>



<p>jab fastest punisher, 1xQCB1 for KND W!</p>



<p>b12 12f fast whiff punish</p>



<p>df11 fast mid whiff punish</p>



<p></p>



<p>2,f3 (high, duckable on block, +1 block, nc +20KG hit) // 2,f+1x nothing / qcf1 (-13 at most) / qcf2 (-19 + pushback at most) / HCB3 (safe, duckable) / HCB4 (-14) &#8211; hit confirmable, on hit can go for 2f1xQCB2,3/4&nbsp; mixup (especially with Max Mode on QCB1+2 hit, 3/4 50/50 launch mixup)</p>



<p>f+1x nothing / qcf1 (-13 at most) / qcf2 (-19 + pushback at most) / HCB3 (safe, duckable) / HCB4 (-14) / &#8211; but you shouldn’t throw f+1 out alone, bad move<br></p>



<p><strong>Offense:</strong><br></p>



<p><strong>Poking / 5:</strong></p>



<p><strong>Highs</strong></p>



<p><strong>Mids</strong></p>



<p><strong>Lows</strong></p>



<p><strong>Pressure</strong><br></p>



<p><strong>Mixups / 5:</strong></p>



<p><strong>standing</strong></p>



<p><strong>FC</strong></p>



<p><strong>throws</strong></p>



<p>1+3 W! &#8211; break 1/2</p>



<p>2+4 side switch &#8211; break 1/2</p>



<p>b1+2 side switch W! &#8211; break 1/2</p>



<p>d1+3/d2+4 ground hit throw &#8211; unbreakable<br></p>



<p><strong>Okizeme:</strong></p>



<p>b4&lt;4 S! anti-spring kick, fff 2f3 d4f1xHCB3 combo</p>



<p></p>



<p><strong>Defense:</strong><br></p>



<p><strong>Zoning / keepaway / 5:</strong></p>



<p><strong>High</strong></p>



<p><strong>Mid</strong></p>



<p><strong>Low</strong></p>



<p>Reppuken!<br></p>



<p><strong>Crushes:</strong></p>



<p><strong>High crush</strong></p>



<p>d1(f3 / f1 / SC / MC)</p>



<p><strong>Low crush</strong><br></p>



<p><strong>Reversal / parry?</strong></p>



<p>hcb1+3 high reversal, ?dmg on hit</p>



<p>hcb2+4 mid reversal, no s.m reversal, at least +14 on hit</p>



<p>hcb1+4/2+3 low reversal, s.m reversal,&nbsp; 25dmg S! on hit<br></p>



<p><strong>Punishment / 5:</strong><br></p>



<p><strong>Block punishment / 5:</strong><br></p>



<h2 class="wp-block-heading"><strong>Standing:</strong><br></h2>



<table class="wp-block-table"><tbody><tr><td>Speed</td><td>Input</td><td>Hit</td><td>Damage</td><td>Range</td><td>Info</td></tr><tr><td>10</td><td>1,1,2</td><td>+7</td><td>23</td><td>1</td><td><br></td></tr><tr><td>10</td><td>1xQCB1</td><td>KND W!</td><td>22</td><td>1</td><td><br></td></tr><tr><td>10</td><td>1xRS</td><td><br></td><td>50</td><td><br></td><td><br></td></tr><tr><td>10</td><td>1xQCB1xQCFQCF1+2</td><td>KND W!</td><td>51</td><td><br></td><td>2bar</td></tr><tr><td>10</td><td>1xQCB1xRS</td><td>KND W!</td><td>?</td><td><br></td><td><br></td></tr><tr><td>12</td><td>b1,2</td><td>+4</td><td>27</td><td>1+</td><td><br></td></tr><tr><td>14</td><td>b3,2</td><td>KND</td><td>26</td><td><br></td><td>wall?</td></tr><tr><td>14</td><td>b3,2,1+2</td><td>launch</td><td>26+</td><td><br></td><td>1bar</td></tr><tr><td>15</td><td>2f1xHCB4</td><td>KND</td><td>47</td><td><br></td><td>0bar</td></tr><tr><td>15</td><td>2f11+2 2f1xQCB1+21</td><td><br></td><td>62dmg</td><td><br></td><td>1bar</td></tr><tr><td>15</td><td>2f1xHCB4xQCFQCF1+2 iwr1</td><td><br></td><td>90dmg</td><td><br></td><td>2bar</td></tr><tr><td>15</td><td>2f11+2 2f1xHCB3+4xQCFQCF1+2 iwr1</td><td><br></td><td>104dmg</td><td><br></td><td>3bar</td></tr></tbody></table>



<p></p>



<h2 class="wp-block-heading"><strong>Crouching:</strong><br></h2>



<table class="wp-block-table"><tbody><tr><td>Speed</td><td>Input</td><td>Hit</td><td>Damage</td><td>Range</td><td>Info</td></tr><tr><td>10</td><td>FC1</td><td>+6</td><td><br></td><td><br></td><td>against crouching opponent</td></tr><tr><td>10</td><td>FC1xQCB1</td><td>KND W!</td><td>20</td><td>0.3</td><td>2nd hit whiffs against crouching opponent</td></tr><tr><td>10</td><td>FC1xQCFQCF1+2</td><td><br></td><td>44</td><td><br></td><td><br></td></tr><tr><td>10</td><td>FC1xRS</td><td><br></td><td>50</td><td><br></td><td><br></td></tr><tr><td>10</td><td>FC1xQCB1xQCFQCF1+2</td><td><br></td><td>49</td><td><br></td><td><br></td></tr><tr><td>10</td><td>FC1xQCB1xRS</td><td><br></td><td>51</td><td><br></td><td><br></td></tr><tr><td>11</td><td>ws4</td><td>+2-3</td><td>18</td><td><br></td><td><br></td></tr><tr><td>13</td><td>ws1xQCB1</td><td>KND W!</td><td>27</td><td>1++</td><td><br></td></tr><tr><td>15</td><td>FCdf+1</td><td>Launch</td><td>20+</td><td>1++</td><td><br></td></tr><tr><td>18</td><td>ws2f2</td><td>Launch</td><td>10,10+</td><td>1++</td><td><br></td></tr></tbody></table>



<p><strong>Whiff punishment / 5:</strong></p>



<p></p>



<p><strong>Standing:</strong></p>



<p><strong>hit standing</strong></p>



<p>jabs 10f range 1</p>



<p>b12 12f range 1++</p>



<p>4 16f range 2<br></p>



<p><strong>hit low</strong></p>



<p>df11 13f range 1</p>



<p>b32 (make it count) 14f range 1++</p>



<p>2f1 15f range 1+</p>



<p>df2 18f range 1++</p>



<p>f4 19f range 3?<br></p>



<p><strong>Crouching:</strong></p>



<p><strong>hit standing</strong></p>



<p>d1xQCB1&nbsp;</p>



<p>ws3 ?f</p>



<p><strong>hit low</strong><br></p>



<h2 class="wp-block-heading"><strong>Combos:</strong><br></h2>



<p><strong>NC:</strong></p>



<p>1xQCB1 KND W!</p>



<p>1xQCB1xQCFQCF1+2</p>



<p>1xQCB1xRS</p>



<p>1,1 14dmg +6 close</p>



<p>1,1,2 23dmg +7 far, HC</p>



<p>1,2 17dmg +4 close</p>



<p>(12)1,1 30dmg</p>



<p>(12)1,2 54dmg</p>



<p>(12)1,1xQCFQCF1+2 59dmg HC</p>



<p>2f3 30dmg +20KG</p>



<p>33 20dmg -1 HC<br></p>



<p><strong>NCC:</strong></p>



<p>(1)2,1,1 39dmg</p>



<p>(1)2,1,2 63dmg</p>



<p>(1)2,1,1xQCBQCB1+2 68dmg</p>



<p>(1)2,3 27dmg +20KG</p>



<p>d1f3 21dmg +20KG</p>



<p>d1f1 SC/MMc 18dmg+&nbsp;</p>



<p>df14 33dmg KND W!</p>



<p>b44 29dmg +16KG W!</p>



<p>d31 19dmg +2</p>



<p>d31xQCB1 31dmg KND W!<br></p>



<p><strong>Launchers:</strong></p>



<p>b321+2 1bar<br></p>



<p><strong>CH launchers:</strong></p>



<p>d/db4 / FC4<br></p>



<p><strong>Defensive:</strong><br></p>



<p>Low parry:</p>



<p>LP 2f3 b44 S! fff 2f1xHCB3 40dmg<br></p>



<p>HCB1+4/2+3:</p>



<p>HCB1+4 S! fff 2f3 d4f3 d4xHCB3 62dmg</p>



<p>HCB1+4 S! uf~4 d4f3 2f1xHCB3<br></p>



<p><strong>Normal hit:</strong><br></p>



<p>2:</p>



<p>2f11+2 2f1xQCB1+23 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 123dmg OBT 3bar</p>



<p>2f11+2 2f1xQCB1+23 2f3 b44 S! fff 2f1xQCF1xQCFQCF1+2 121dmg 3bar</p>



<p>2f11+2 2f1xQCF1+2xQCFQCF1+2 fff1 94dmg 3bar</p>



<p>2f1xHCB4xQCFQCF1+2 fff1 85dmg 2bar</p>



<p>2f1xQCB21 RS = 77dmg (43+34) 2bar</p>



<p>2f11+2 2f1xQCB1+21 62dmg 1bar</p>



<p>2f11+2 2f1xQCB1+23/4 53dmg + mixup 1bar<br></p>



<p>d1+2:</p>



<p>d1+2 qcf1 x RR 60dmg</p>



<p>d1+2 RR 59/dmg OTG/fast</p>



<p>d1+2 RS 56/51dmg OTG/fast</p>



<p>d1+2 d1+3/d2+4 40dmg</p>



<p>d1+2 qcf1 31dmg<br></p>



<p>f1+2:</p>



<p>f1+2 d4f3 b44 S! fff b321+2 DR ?dmg</p>



<p>f1+2 d4f3 b44 S! ff DR 69dmg+</p>



<p>f1+2 d4f3 b44 S! ff db1+2 66dmg+</p>



<p>f1+2 d4f3 b44 S! fff 2f11+2 2xHCB3 58dmg 1bar</p>



<p>f1+2 d4f3 1 ff b44 S! fff 2f1xHCB3 55dmg</p>



<p>f1+2 d4f3 b44 S! fff 2f1xHCB3 54dmg</p>



<p>f1+2 b3 d4f3 b44 S! fff d4xHCB3 54dmg<br></p>



<p>FCdf1:</p>



<p>FCdf1 &lt;1+2 d4f3 b44 S! fff b321+2 MMc DR 90dmg rage, 1 bar</p>



<p>FCdf1 &lt;1+2 d4f3 b44 S! fff b321+2 MMc db1+2 87dmg+ rage, 1 bar</p>



<p>FCdf1 2f3 b44 S! fff 2f1xHCB3xQCFQCF1+2 80dmg</p>



<p>FCdf1 2f3 b44 S! ffff 1 DR 78dmg rage</p>



<p>FCdf1 uf4 b321+2 1 4 S! ff DR 78dmg Rage, 1bar</p>



<p>FCdf1 2f3 b44 S! ff DR 76dmg rage</p>



<p>FCdf1 2f3 b44 S! ffff 1 db1+2 75dmg +scaling</p>



<p>FCdf1 2f3 b44 S! ff db1+2 73dmg+ rage</p>



<p>FCdf1 &lt;1+2 d4f3 b44 S! fff 2f1xHCB3 68dmg</p>



<p>FCdf1 df4 d4f3 b44 S! fff 2f1xHCB3 65dmg</p>



<p>FCdf1 df4 d4f3 b44 S! fff d4xHCB3 62dmg</p>



<p>FCdf1 df4 d4f3 b44 S! fff 2f1xQCB1 62dmg</p>



<p>FCdf1 df4 d4f3 b44 S! fff d4xQCB1 59dmg</p>



<p>FCdf1 2f3 1 4 S! ff uf~4 1f31+2 RS 67dmg 3bar</p>



<p>FCdf1 &lt;1+2 d4f3 b44 S! fff d4xHCB3 65dmg</p>



<p>FCdf1 2f3 b44 S! fff 2/d4f1xHCB3 60dmg</p>



<p>FCdf1 2f3 2f31+2 4 S! fff 2f3 60dmg 1bar oki</p>



<p>FCdf1 4 S! uf~4 uf~4 b321+2 hcb3 58dmg 1bar</p>



<p>FCdf1 1 f1+2 b44 S! ff uf~4 ff b321+2 58dmg 1bar</p>



<p>FCdf1 b3 d4f3 b44 S! fff2f31+2 56dmg 1bar oki</p>



<p>FCdf1 2f3 b44 S! fff 2f31+2 54dmg 1bar oki</p>



<p>FCdf1 2f3 b44 S! fff 2f3 54dmg oki<br></p>



<p>ws2f2:</p>



<p>ws2f2 ff 2f3 b44 S! fff b321+2 DR 83dmg rage+1bar</p>



<p>ws2f2 ff 2f3 b44 S! fff DR 76dmg+</p>



<p>ws2f2 ff 2f3 b44 S! ff db1+2 73dmg+</p>



<p>ws2f2 f3 b44 S! ff DR 71dmg+</p>



<p>ws2f2 f3 b44 S! ff db1+2 68dmg+</p>



<p>ws2f2 ff 2f3 b44 S! fff 2f1xHCB4 60dmg</p>



<p>ws2f2 ff d4f3 b44 S! fff 2f1xHCB4 59dmg</p>



<p>ws2f2 ff b321+2 d1 ws3 S! ff 2xHCB3 55dmg 1bar sideswitch</p>



<p>ws2f2 ff 1f31+2 1 4 S! ff f1+2qcb1+2 fff1 53dmg 1bar sideswitch<br></p>



<p>b32xMM 1bar:</p>



<p>b32xMM 1+2 d4f3 b44 S! fff DR 88dmg?</p>



<p>b32xMM 2f3 b44 S! ff DR 83dmg rage+1bar</p>



<p>b32xMM 2f3 b44 S! ff db1+2 79dmg+ rage+1bar</p>



<p>b32xMM 1+2 d4f3 b44 S! fff d4xQCF1xQCFQCF1+2 72dmg 3bar</p>



<p>b32xMM 1+2 d4f3 b44 S! fff d4xHCB3 71dmg</p>



<p>b32xMM 1+2 d4f3 b44 S! fff d4xQCF1 68dmg</p>



<p>b32xMM 2f3 b44 S! fff 2f1xHCB3 66dmg</p>



<p>b32xMM 4 S! ff 2f3 2f1xQCB1+23 66dmg FB!<br></p>



<p>hcb1+4/2+3:</p>



<p>hcb1+4 S! uf~4 2/d4f3 2f1xHCB3 62dmg<br></p>



<p>jump2:</p>



<p>jump2 2f11+2 2f1xQCF1+2xRS W! 2xHCB3 WB! ff 4 S! fff 2f1xHCB3 W! ff d4xHCB4 WB! DR King, medium+, Howard Estate</p>



<p>jump2 2f11+2 2f1xqcf1+2?xqcfqcf1+2 fff1 95dmg<br></p>



<p>jump4:</p>



<p>jump4 2f11+2 2f1xQCB1+21 WB! ff d4f3 2f3 b32 W! fff1 WB! ff 4 S! QCF1xQCFQCF1+2 W! ffff 2f1xHCB4 WB! DR 174dmg medium+, Howard Estate<br></p>



<p>QCB21 RS 61dmg</p>



<p>QCB21 RR 61dmg +fff1?<br></p>



<p>(QCB1+2)4:</p>



<p>(QCB1+2)4 ws4 d4f3 b44 S! fff d4xHCB3 67dmg</p>



<p>QCB1+24 d4f3 b44 S! fff 2f1xHCB3 62dmg damage long wall carry 0bar + -dragunov</p>



<p>QCB1+24 ws1f3 b44 S! fff 2f1xHCB3 61dmg<br></p>



<p>(QCB1+2)3:</p>



<p>(QCB1+2)3 2f3 b44 S! ff DR 79dmg+</p>



<p>(QCB1+2)3 2f3 b44 S! ff RA 76dmg+</p>



<p>(QCB1+2)3 2f3 2f3 b321+2 4 S! fff d4xQCF1 70dmg 1bar</p>



<p>(QCB1+2)3 2f3 b44 S! fff 2f1xHCB3 63dmg 0 bar</p>



<p>(QCB1+2)3 b3 d4f3 b44 S! fff d4xHCB3 62dmg</p>



<p>(QCB1+2)3 2f3 2f3 b32 57dmg wall carry without S!</p>



<p></p>



<h2 class="wp-block-heading"><strong>Counter hit:</strong><br></h2>



<p>CH 1+2:</p>



<p>CH 1+2 ff 2xRS 65dmg splat near wall</p>



<p>CH 1+2 ff 2xRR 63dmg +at wall</p>



<p>CH 1+2 qcfqcf1+2 58dmg</p>



<p>CH 1+2 ff RS 22+43dmg W! ?</p>



<p>CH 1+2 fff1 42dmg</p>



<p>CH 1+2 qcf1 33dmg</p>



<p>CH 1+2 ff d1+3/d2+4<br></p>



<p>CH df2/4/ws3</p>



<p>launch S! fff 2f31+2 2f3 78dmg 3bar</p>



<p>launch S! fff 2f3 d4f3 d4xHCB3xQCFQCF1+2 77dmg 2bar</p>



<p>61</p>



<p>2f3 d4f1xQCB23xQCFQCF1+2 ?dmg<br></p>



<p>CH df2:</p>



<p>CH df2 S! ff db1+2 63dmg</p>



<p>CH df2 S! fff 2f3 2f3 d4xHCB3 58dmg need early hit first 2f3&nbsp;</p>



<p>CH df2 S! fff 2f3 d4f3 d4xHCB3 57dmg consistent, stable<br></p>



<p>CH 4:</p>



<p>CH 4 S! fff 2f3 d4f3 b321+2 DR 84dmg 1bar rage</p>



<p>CH 4 S! fff 2f3 d4f3 b321+2 db1+2 81dmg +scaling 1bar rage</p>



<p>CH 4 S! ff uf~4 2f3 2f31+2 1211 64dmg 1bar</p>



<p>CH 4 S! ff db1+2 63dmg</p>



<p>CH 4 S! ff uf~4 2f3 2f31+2 2xQCB3 62dmg 1bar</p>



<p>CH 4 S! fff 2f3 2f3 d4xHCB3 58dmg need early hit first 2f3, inconsistent, unstable</p>



<p>CH 4 S! fff 2f3 d4f3 d4xHCB3 57dmg consistent, stable<br></p>



<p>CH ws3:<br></p>



<p>CH (b4)4:</p>



<p>CH (b4)4 S! ff jump4 2f3 1 ff d4xf1xHCB3 59dmg</p>



<p>CH (b4)4 S! ff 2f3 2f3 d4xHCB3 58dmg</p>



<p>CH (b4)4 S! fff 2f3 d4f3 d4xHCB3 57dmg</p>



<p>CH (b4)4 S! fff df4 d4f3 1 ff d4f1xHCB3 59dmg</p>



<p>CH (b4)4 S! fff df4 d4f3 d4f1xHCB3 57dmg</p>



<p>CH (b4)4 S! fff1+2 d4f3 d4f1xHCB3 57dmg<br></p>



<p>CH ss3:</p>



<p>CH ss+3, b+3,2, 1+2, b+4,4 S!&nbsp; dash 2~f+1~qcf+1 = 55 dmg &#8211; only SSR?&nbsp; &#8211; 1 bar<br>CH ss+3, d+4~f+3, 1+2, b+4,4 S! dash 2~f+1~qcf+1 = 57 dmg &#8211; only SSL ?&nbsp; &#8211; 1 bar<br>CH ss+3, 4 S! 2~f+3, d+4, 1+2, 2~f+1~qcf+1 = 60 dmg &#8211; only SSR? &#8211; 1 bar(edited)</p>



<p>CH ss3 df2 S! ff d4f3 d4f1xHCB3 59dmg ssl, close</p>



<p>CH ss3 4 S! d4f3 d4f1xHCB3/4 59dmg ssr, close</p>



<p>CH ss3 d4f3 1 4 S! fff 2f1xHCB3 58dmg ssl, close</p>



<p>CH ss3 2f3 b44 S! fff 2xHCB3 58dmg ssr, close</p>



<p>CH SS3 d4f1xQCB23 46dmg</p>



<p>CH ss3 d4f1xHCB4 45dmg stable range1</p>



<p>CH SS3 d4f1xQCB21 44dmg</p>



<p>CH ss3 ff d1+3/d2+4 41dmg stable all ranges, sideswitch!<br></p>



<p>CH d4/db4/FC4:</p>



<p>CH d4 ws1f3 2f3 1 ff b321+2 4 S! fff1 62dmg 1.5bar</p>



<p>CH d4xQCF1 b3 d4f3 d41+2 4 S! fff 2xHCB3 59dmg 1.5bar</p>



<p>CH d4f3 2f3 b44 S! fff d4xHCB3 58dmg</p>



<p>CH d4f3 2f3 1 4 S! ff (1)211 57dmg</p>



<p>CH d4f3 2f3 1 4 S! fff 2xHCB3 57dmg&nbsp;<br></p>



<p>CH f4/(df1)4:</p>



<p>CH f4 ff iws4 d4f31+2 MMc 4 S! fff 2xQCB23xRR iwr1 112dmg 68+44 3bar not right axis</p>



<p>CH f4 ff iws4 df1 b44 S! fff 2xQCB23xRR iwr1 108dmg 64+44 2bar on-axis</p>



<p>CH f4 2f3 d4f31+2 4 S! fff 2f1xQCB1 87dmg 3bar</p>



<p>86dmg 3bar</p>



<p>CH f4 2f3 b44 S! fff 2f1xHCB3xQCFQCF1+2 85dmg not max range, super no hit from left axis</p>



<p>CH f4 d4f3 b44 S! fff 2f1xHCB3 84dmg stable, all ranges, super no hit from left axis</p>



<p>CH f4 2f3 b44 S! fff 2f1xQCB1xQCFQF1+2 82dmg 2bar left axis</p>



<p>CH f4 d4f3 b44 S! fff 2f1xQCB1xQCFQCF1+2 81dmg 2bar left axis</p>



<p>CH f4 ff iws4 d4f3 d41+2 MMc 4 S! fff 2xf1xHCB3 73dmg 1bar not right axis</p>



<p>CH f4 ff iws4 df1 b44 S! fff 2f1xHCB3 65dmg on-axis</p>



<p>CH f4 2f3 b44 S! fff 2f1xHCB3 65dmg not max range</p>



<p>CH f4 d4f3 b44 S! fff 2f1xHCB3 64dmg stable, all ranges</p>



<p>CH f4 ssl ff b3 d4f3 b44 S! ffF d4xHCB3 64dmg stable, al ranges</p>



<p></p>



<h2 class="wp-block-heading"><strong>Wall:</strong><br></h2>



<p><strong>Wall splatters:</strong></p>



<p>1xQCB1 22dmg</p>



<p>FC1xQCB1 20dmg</p>



<p>f3, (2)f3, (d4)f3, (df3)4~3 15dmg</p>



<p>4<br></p>



<p>2f3</p>



<p>2f1xHCB4</p>



<p>2f1xHCB3</p>



<p>2f1xHCB1+21</p>



<p>df2</p>



<p>fff1</p>



<p>f21</p>



<p>(f2)1<br></p>



<p>b2 (wall bounce)</p>



<p>df34~2 (wall bounce)<br></p>



<p>CH:<br></p>



<p>d1f3</p>



<p>b44</p>



<p>(3)3<br></p>



<h2 class="wp-block-heading"><strong>Wall combos:</strong></h2>



<p>f1+2 W! 2f1xQCB21 44dmg</p>



<p>f1+2 W! df11 2xQCF2 43dmg</p>



<p>f1+2 W! 2f1xHCB4 41dmg<br></p>



<p>CH d1f3 W!:</p>



<p>CH d1f3 W! 2f1xQCB21 50dmg</p>



<p>CH d1f3 W! df11 2xQCF2 49dmg</p>



<p>CH d1f3 W! 2f1xHCB4 47dmg<br></p>



<p>CH SS3 ff RS df11 2xQCF2 86dmg</p>



<p>CH SS3 ff RS W! 2xQCF2 79dmg</p>



<p>CH SS3 QCFQCF1+2 W! f11+2 2xQCF1+2 72dmg 3bars</p>



<p>CH SS3 RS W! d4xQCF2f2 69dmg</p>



<p>CH SS3 QCFQCF1+2 W! f1xQCB21 66dmg</p>



<p>CH SS3 QCFQCF1+2 W! f1xHCB4 63dmg</p>



<p>CH SS3 2f1xQCB1+2 52dmg</p>



<p>CH SS3 2f1xQCB21 51dmg</p>



<p>CH SS3 df11 2xqcf2 50dmg</p>



<p>CH SS3 2f1xHCB4 48dmg<br></p>



<p>jump4 2f11+2 2f1xQCB21 QCFQCF1+2 d4xHCB4 WB! DR 149dmg (71+78) 3bar</p>



<p>2f1QCB21 QCFQCF1+2 d4xHCB4 WB! DR ?dmg 2bar</p>



<p>uf4 2f11+2 2f1xQCB1+21 W! ssl 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 W! fff DR 146dmg 3bar rage mishima dojo default wall reset</p>



<p>uf4 2f11+2 2f1xQCB1+21 W! ssl 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 W! fff db1+2 142dmg +scaling 3bar rage mishima dojo default wall reset</p>



<p>2f11+2 2f1xQCB1+21 W! ssl 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 W! fff db1+2 139dmg 3bar rage mishima dojo default wall reset</p>



<p>2f11+2 2f1xQCB1+21 W! ssl 2f3 W! 2f3 RS d1+3 136dmg</p>



<p>2f11+2 2f1xQCB1+21 W! ssl 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 W! fff db1+2 135dmg</p>



<p>uf4 2f11+2 2f1xQCB21 RS W! df11 2xQCF2 132dmg 3bar</p>



<p>2f11+2 2f1xQCB21 RR W! DR 64+68dmg = 132 3bar rage</p>



<p>2f11+2 2f1xQCB21 RR W! ff db1+2 64+64 = 128dmg + scaling 3bar rage<br></p>



<p>2f11+2 2f1xQCB21 RS W! df11 2xQCF2 125dmg 3bar</p>



<p>2f11+2 2f1xQCB1+21 W! bb RS db1+2 125dmg 3bar</p>



<p>2f11+2 2f1xQCB1+21 W! f1+2qcb1+2 RS W! 2xQCF2 124dmg 3bar</p>



<p>2f11+2 2f1xQCB1+21 W! f1+2qcb1+2 2xRS 2xqcf2 121dmg 3bar</p>



<p>2f11+2 2f1xQCB21 RS W! 2xqcf2 117dmg 3bar</p>



<p>2f1xQCB21 RS W! df11 2xQCF2 110dmg (45+65) 2bar</p>



<p>2f11+2 2f1xQCB1+21 W! f1+2QCB1+2 d1+3/d2+4 99dmg 1bar</p>



<p>2f11+2 2f1xQCB1+21 W! f1+2QCB1+2 2xQCF2 96dmg 1bar</p>



<p>2f1xHCB4 W! 2f1xQCB21xQCFQCF1+2 ?dmg 2bar</p>



<p>2f1xHCB4 W! 2f1xHCB4xQCFQCF1+2 89dmg 2bar</p>



<p>2f1xHCB4 W! ss 2f3 W! 2f1xQCB21 ?dmg</p>



<p>2f1xHCB4 W! ss 2f3 W! 2f1xHCB4 ?dmg</p>



<p>2f1xHCB4 W! 2f1xQCB21 ?dmg</p>



<p>2f1xHCB4 W! 2f1xHCB4 ?dmg<br></p>



<p>RS W! df11 2xQCF2 74dmg<br></p>



<p>MM QCB1+21 W! f1+2QCB1+2 2xQCF2</p>



<p>MM QCB1+21 W! f1+2QCB1+2 d1+3/d2+4</p>



<p>MM QCB1+21 W! f1+2QCB1+2 2xRS W! 2xQCF2</p>



<p>2f11+2 2f1xQCB1+21 W! f1+2QCB1+2 2xQCF2 ?dmg</p>



<p>2f11+2 2f1xHCB4 W! 2f1xQCB1+21 91dmg 1bar</p>



<p>b321+2 f1+2QCB1+2 2xQCF1+2 ?dmg</p>



<p>b321+2 2f1xQCB1+21 57dmg bar left for QCB1+23/4</p>



<p>b321+2 2f1xQCB3+4 53dmg bar left for QCB1+23/4</p>



<p>FCdf1 HW! df1 2f1x</p>



<p>FCdf1 MW! 1 2f1x</p>



<p>W! jump4 f21 normal splat<br></p>



<p>W! RS W! db1+2 +60dmg rage, 2bar (ie df2 W! bb RS W! db1+2)</p>



<p>W! RS W! DR +58dmg rage, 2bar</p>



<p>W! RR (OTG) W! DR +58dmg rage, 2bar</p>



<p>W! RR (OTG) W! db1+2 +54dmg</p>



<p>W! ssl 2f3 W! db1+2 +52dmg rage</p>



<p>W! ssr d4f3 W! db1+2 +52dmg rage</p>



<p>W! RR W! +48dmg rage, 2bar</p>



<p>W! 2f1xQCB21xQCFQCF1+2 45dmg 2bar</p>



<p>W! ssl 2f3 W! DR +43dmg rage</p>



<p>W! df11 2xQCF2xQCFQCF1+2 44dmg 2bar</p>



<p>W! ssr d4f3 W! DR +43dmg rage</p>



<p>W! 2f1xHCB4xQCFQCF1+2 42dmg 2bar</p>



<p>W! 2f1xQCB21xRS 41dmg</p>



<p>W! df11 2xQCF2xRS 40dmg</p>



<p>W! 2f1xHCB4xRS 38dmg 2bar</p>



<p>W! df11 2xQCF2xRS 37dmg 2bar</p>



<p>W! ssr df11 W! DR +36dmg rage</p>



<p>W! ssr df11 W! db1+2 +35dmg rage</p>



<p>W! DR +29dmg rage</p>



<p>W! 2f1xQCB21 29dmg normal splat, normal-large</p>



<p>W! df11 2xQCF2 +28dmg</p>



<p>W! 2f3 db1xQCF2 +28dmg</p>



<p>W! 1 1 2f1xQCF2 +27dmg</p>



<p>W! d4f3 db1xQCF2 +27dmg</p>



<p>W! 1,1 d1+3/d2+4 +27dmg</p>



<p>W! 2f1xHCB4 +26dmg normal splat, smalls</p>



<p>W! 2f3 ?dmg UF1/UF4 techtrap into 1xf1</p>



<p>W! df11 ?dmg UF techtrap into d1xf1</p>



<p>W! hcb4 &#8211; low splat</p>



<p>W! df11 2xQCF2 -kuma</p>



<p>W! 2xQCB23 -&gt; if no tech, d1+3/2+4 or QCF1xQCFQCF1+2 W!<br></p>



<p>b1+2 W! QCF1xQCFQCF1+2 QCF1 90dmg kuma</p>



<p>b1+2 W! QCF1xQCFQCF1+2 f21 92dmg kuma</p>



<p>b1+2 / back throw BT W! qcfqcf1+2 d1+3/d2+4 ?dmg<br></p>



<p>d1+2 d2 W! qcfqcf1+2 d1+3/d2+4 75dmg (55+20) 2bar</p>



<p>d1+2 d4xQCF2xQCFQCF1+2 QCF2 74dmg<br></p>



<h2 class="wp-block-heading"><strong>Opponent Backturned (OBT) Combos&nbsp;</strong></h2>



<p>OBT 1231+2 MMc b44 S! ff 2 x f1 x qcb23 x RR 98dmg 62+36 3bar</p>



<p>OBT 123 1 4 S! ff 2 x f1 x qcb23 x RR 95dmg 59+36 2bar</p>



<p>OBT 123 d4f3 b44 S! fff 2f1xHCB4 68dmg<br></p>



<p>OBT b321+2 MMc 2f3 b44 S! fff 2 x f1 x HCB4 66dmg 1bar</p>



<p>OBT d1f3 d4f3 b44 S! fff 2f1xHCB4 59dmg</p>



<p>OBT 2f1xQCB23 d1+3 69dmg, +jump2 76dmg, +jump4 78dmg</p>



<p>OBT 2f3 d4f3 b44 S! fff 2f1xHCB4 69dmg</p>



<p>OBT 2f1xQCB24 d1+3 75dmg (35+20+20)</p>



<p>OBT 2f11+2 (MMc) 2f1xQCB1+23 2f3 b44 S! fff 2f1xHCB4 104dmg 1bar, +jump2 105dmg, +jump4 110dmg<br></p>



<p>OBT d1xf1x1+2 MMc 2f1xQCB1+23 2f3 b44 S! fff 2xf1xHCB4 94dmg</p>



<p>OBT d1xf1x1+2 2f1xQCB1+23 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 113dmg (129dmg with RR reset, 93+36dmg)<br></p>



<p>OBT d1 ws1xf1xQCB23 ff d1+3 66dmg side switch<br></p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Tekken 7 Gigas Guide</title>
		<link>https://mmosumo.com/tekken-7-gigas-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Mon, 09 Mar 2020 14:59:37 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1693</guid>

					<description><![CDATA[Character Overview Gigas is sadly known as a very weak character, always at the bottom of every tier list. While that is true on paper, if you’re not competing at the highest level of play how good your character is won’t matter, plus, considering how well balanced T7 is, you really don’t need to worry [&#8230;]]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading"><strong>Character Overview</strong></h2>



<p>Gigas is sadly known as a very weak character, always at the bottom of every tier list. While that is true on paper, if you’re not competing at the highest level of play how good your character is won’t matter, plus, considering how well balanced T7 is, you really don’t need to worry (world champion Panda player?). Gigas has got some great tools to work with: great range and keepout game, good CH tools, super high damage, good standing punishers. </p>



<p>His ws punishers are kind of weak, not having a way to launch at 15f hurts, but his biggest problem is definitely his movement, right now his backdash is either the worst or the second worst in the game, together with <a href="https://mmosumo.com/kuma-and-panda-guide-tekken-7/">Kuma and Panda</a>. Furthermore most of his mids leave him at a heavy disadvantage on block, which means that you often have to end your “turn” if one of your pokes gets blocked and forces you to rely more than other characters on your lows. You’re going to need to play a lot around movement and spacing, keeping your opponent at range to avoid being pressured and abusing your many pushback moves to create whiffs and opportunity to take the lead.</p>



<h2 class="wp-block-heading"><strong>Punishment</strong></h2>



<p>Standing:</p>



<p>i10: 1,2 and 2,1</p>



<p>1,2 is a great 10 <a href="https://mmosumo.com/tekken-7-paul-phoenix-combo-guide-frame-data-punishes/">frame punisher</a>, most likely the best in the game. You get 31 dmg and a knockdown (KND). Though very strong both hits are highs so be careful of moves that recover in crouch. Also is unwise to use this outside of punishment since it’s -17 on block and therefore launch punishable.</p>



<p>2,1 is a h,h string that jails and it’s your second, and least strong, 10 frame punisher. You get 22 dmg, and you’re +5 on hit (+7 if you transition to Golem with 2,1,3+4, I’m going to expand on that later) and -6 on block (-4 when going into stance). Definitely not as strong as 1,2 but less risky if you’re unsure when you’re punishing stuff.<br></p>



<p>i13: df3,1</p>



<p>The only reason you should be using this <a href="https://mmosumo.com/lars-guide-tekken-7/">move to punish</a> is that a move recovers in a crouching state and therefore you can’t use 1,2 (e.g. DJ’s RD). On hit you get 23 dmg and +4 (-4 on block).<br></p>



<p>i15: d2</p>



<p>This is your only i15 punish and it’s great: it has a lot of range and does 13 dmg. On block is -14 so be careful. After a recent patch d2 hits grounded (yay!) so moves like cali roll won’t go under it anymore.<br></p>



<p>i16: f2 and ff2 (frame perfect)</p>



<p>These 2 are used to punish moves that have a lot of pushback like deathfist, demo man etc. F2 is high, does 20 dmg and it’s +7 to +9 on hit (-9 on block). It’s the easiest option compared to ff2 but is not that reliable. FF2 is a mid with insane range that deals 20 dmg, grants a KND and is -8 on block. I don’t really recommend using it as a block punisher, especially online.</p>



<p>While standing:<br></p>



<p>i10: FC1</p>



<p>Nothing much to say, just a normal downjab, good range though<br></p>



<p>i11: ws1</p>



<p>ws1 is a decent 11 frame punisher: it does 17 dmg and gives you +5 on hit (-7 on block). It’s ok nothing particular nor specific properties.<br></p>



<p>i13: ws4,2</p>



<p>ws4,2 is a new addition to gigas toolkit. In S1 he used to only have ws4 which, let’s be honest, was very bad. Now he has the 2 extension to make things a little better. You get 35dmg, and a knockdown on hit whereas on block you’re at -14 (first hit is -12 but has quite a bit of pushback). On forgotten realm it becomes a launcher since it floorbreaks. If ws4 counter hits you get a free hit (usually db1+2 which is the most damaging option)<br></p>



<p>i15: ws2,3 and ws2,4</p>



<p>Unfortunately Gigas doesn’t get a launcher at 15 frames, instead he gets a 41 dmg string that wallsplats and wallbreaks. It’s&#8230;alright, not a launcher but it deals decent damage (-13 on block tho). ws2,4 is very weird: if you hold forward you go into GOL which is very nice. It’s kind of a gamble though since you don’t get the free damage from the 3 extension and you risk getting either no reward (if they block GOL 1) being launched (if they duck GOL 2) so I honestly don’t see why you would want to use it.<br></p>



<p>i18: ws3</p>



<p>This is your only launching option from crouch: it deals 25 dmg and it’s -13 on block.<br></p>



<p>as a slide punish Gigas gets either a cc db3,2 (very tight) or ws1 df4,1+2</p>



<p></p>



<p></p>



<h2 class="wp-block-heading"><strong>Main moves</strong></h2>



<p>1: common 10f jab, +1 on block, +8 on hit. Gigas’ is especially strong because of how much range it has. It’s a great keepout tool as well as your best option for initiating offense. Abuse it.<br></p>



<p>f1+2: 13f high that gives a throw on CH for 64 dmg, it’s -9 on block and it’s one of your best “get off me” moves. If you trade with it you get a free d2. On CH it also wallspalts and wallbreaks when close enough (to a wall)<br></p>



<p>f2: long range i16 high counter hit launcher. If you think your opponent is going to get in with a move destroy them, use it to control space and play at the range you want.</p>



<p>f2,1: Since f2 is -9 on block here’s f2,1: the 1 extension is also high, +5 on hit and -3 on block. If it gets blocked at tip range and your opponent whiffs trying to punish you or get his turn: boom, punish him. Don’t use this too much because it doesn’t jail and you could get ducked and launched.<br></p>



<p>f2,d1: high, mid that can transition into golem. +13 on hit, if it gets blocked you are at -13 unless you go into stance which makes it -2. This is really just there to stop people ducking after f2.<br></p>



<p>df3,1: good i13 mid poke. The extension is high but if you don’t use you’re at -9 which means your turn is over. +4 on hit, -4 on block if the second part counter hits you get a free 1,2. Use this a lot, it’s rarely going to get ducked since people are going to be afraid of the 1+2 extension so just go for it. Cool thing, if df3 by itself trades you get a free 1,2 as well.<br></p>



<p>df3,1+2,(1+2): same as df3,1 but mid and launch punishable. The second hit is -16whereas the third is a duckable high. Very risky but also quite rewarding: if the df3 counter hits the second part of the string is guaranteed, it being a launcher (you don’t really get a full combo tho). Even though is very unsafe most opponents aren’t going to punish it because they’ll be afraid of the third hit which kind of makes it a mix-up string. Use it with caution. s3 update: this is now a full CH launcher, yay! Thanks to the new db3,2 you can now get a screw on all characters<br></p>



<p>df1: super high range, i14, very good mid poke overall. Tracks well to the left<br></p>



<p>df4, (1+2): i14 mid, -3 on block. This is probably going to be your best mid poke since it recovers very fast. The 1+2 extension is chunky, but if df4 is blocked it’s very interruptible. On block it’s +1 and forces crouch, not that good to be honest.<br></p>



<p>df2,1: Natural combo on CH, i15, incredibly easy to hit confirm. I love this string: it does good damage, it’s CH confirmable, has huge range and tracks well to the right. no reason not to use it.</p>



<p>d4: generic low poke, very fast at i12. -13 on block and -2 on hit. It might not sound that good but it’s one of your best lows<br></p>



<p>db2: chunky high crush low that puts you at a decent +3 on hit, very good to set up overkill or a f1+2. After db2 on hit df3 is unsteppable and uninterruptible (though it trades with down jabs). At -14 it’s very unsafe and can even be launched by some characters.<br></p>



<p>d3,2: very strong low,mid string, natural if the first hit CHs. In S2 it got nerfed and now are -12. d3 alone is -1 on hit whereas the 2 is +-0. If the mid extension CHs you get free damage on the ground. The second part of the string can’t be interrupted so condition your opponent accordingly.<br></p>



<p>uf3: low crushing hopknee that launches on CH. Pretty slow at i20 has some slight high evasion, wouldn’t count on it too much personally. At -3 on block gives room to move or even continue offense on a hard read.<br></p>



<p>b2* and f4*: These two moves will be your main tools to go into GOL: since they’re incredibly slow (and linear) you’ll have to condition your opponent to stay still before using them, or even just notice when he doesn’t want to press buttons and take advantage of it. Once you have the upper hand though: welcome to mixup <a class="wpil_keyword_link " href="https://mmosumo.com/black-desert-what-is-the-best-city/" title="city" data-wpil-keyword-link="linked">city</a> (not really ;_;).&nbsp;</p>



<p>If you don’t charge these kind of moves(f4, b2, f3,2, ws2,4) you’ll find yourself at -13 for b2 and f3,2, -14 for f4 and ws2,4 with some pushback. If you hit with them you can hold f and get a free GOL 1+2 into grounded 2 most of the times. Same goes for the charged versions on hit.&nbsp;<br></p>



<p>f3+4*: Your Rage Drive.This will stun any opponent that’s standing (airborne or grounded opponents won’t be staggered) and give you a free mixup. Very useful for comebacks. Unique to the RD version of GOL is the fact that you can do b2* out of it and get a free GOL 2. Be aware that this is very slow and if your opponent is expecting it you could get launched.<br></p>



<p>hcb,f 1+2: Big boi throw, wallsplats for around 70 dmg at the wall, switches sides when broken. i11 and bufferable, there’s a very big window after the hcb part where you can input f1+2 and still get the throw. Play around with this move and be as creative as you can.<br></p>



<p>Honorable mention to b3: chunky knd mid with huge pushback on block, kind of slow so be careful. If they don’t backroll you can get a guaranteed b4/d2/d3 or df1+2,1+2.<br></p>



<p>With s3 a new move was added: db3,2. This is a low-high string that’s only natural on CH and will launch your opponent for big damage. I personally don’t recommend using it in the neutral since db3 alone is an i21 low that’s -20 oB and -4 oH with a followup that’s easily duckable and launchable (though the high is safe on block) so be careful with how you use it. Despite being a mediocre neutral tool it really shines in combos, in fact, we have a new staple from basically all our launchers! it goes something like: Launch f2,1 1 db3,2 df1+2,1+2 or ff1+2,1+2 depending on how much wall carry you need. The jab after f2,1 is for consistency and adds wall carry, but you can go directly into db3,2 if you so desire. This new addition is a great improvement to Gigas’ combo game, giving him better wall carry and overall more consistent combos across the whole cast.&nbsp;<br></p>



<p>S3 also brought buffs to other moves, b1+2 being the winner in my opinion. It is now +4 oB instead of +1 which is great! It’s still very slow and the pushback on block (and hit) makes it harder to keep the pressure up when out in the open, but at the wall it becomes a very good move. Awesome buff, vr vr thank you Harada&#8230; Kappa.<br></p>



<p>Patch 3.10 update: As of the latest patch db3,2 has improved vertical hitbox, granting more consistent combos when off axis. It will now hit backturned as well. Really welcome buff! Normal grabs(1+3 and 2+4) also got increased range, making them more usable in combos, don’t really recommend this as the scaling very much kills the damage though, and a better answer to Akuma’s Demonflip. He will now get thrown no matter how far up in the air he is. Once again, good stuff.</p>



<p></p>



<h2 class="wp-block-heading"><strong>Stances</strong></h2>



<p>Let’s talk about Goliath first: first of all you enter GOL by holding forward after the following moves: b2, f4, ws2,4, f3,2 and f3+4 (which would be the manual transition, holding it will activate your Rage Drive). When in GOL your opponent will be staggered for a short amount of time, allowing you to impose a pretty decent 50/50. Your 2 main options are GOL 1, a safe on block mid that deals 20 dmg and has huge pushback, and GOL 2 and unblockable high that’ll give you 40 dmg. The mixup is pretty clear here, both options are uninterruptible and the opponent has to guess. Unfortunately the risk reward when far from a wall is not really in Gigas’ favour: if your opponent ducks and guessed wrong he eats 20 points of damage and a knockdown, if he guessed right he can fully launch you for at least 70 points of damage.&nbsp; Going mid is generally the safest option. This mixup really benefits from walls since both hits will wallsplat for big damage. (note that you can delay both the high and the mid to add damage and impose mind games). Be careful when playing against characters with a universal parry such as Jin and Geese, as they can parry both options. Here mind games come into play, it’ll be important to read your opponent to avoid getting parried. Another option is GOL 1+2 which is the same as uf1+2: this belly flop does OK damage and knocks down, low risk, low reward option really.<br></p>



<p>Now onto Golem: This stance is&#8230;underwhelming to be honest. Personally I almost never use it and I don’t see reasons to, but for the guide’s sake I’ll cover it. You can enter the stance by pressing 3+4 after the following moves: f2,d1, 2,1 or going into it manually by pressing db3+4. Out of GS you have 3 options: GS 1 is a mid launcher that’s i15 and -13 on block, GS 2 is a chunky i20 knd mid with some pushback (-8 on block) and GS ub allows you to jump back and&#8230;basically do nothing. You can do lows after going into stance but there’s a huge delay and you can easily get interrupted. The best use for this stance is after f2,d1: using GS will make the string safe and you could even make something whiff with GS ub, though depending on the move they whiff you may not recover in time to punish. db3+4 in itself crushes highs, but said property cease to exist as soon as you use one of your moves so don’t count on it too hard. Long story short: don’t use GS :). s3 update: they added the possibility to use Overkill directly from GS by inputting 1+2. While this is certainly nice, it doesn’t help the stance much in terms of utility, the only notable improvement is that after hitting (f2),d1 GS 1+2 (Overkill) will now be unduckable, your opponent will have to break it. Another buff they gave GS is that now GS 2 will Wall Bounce which&#8230;is alright I guess.<br></p>



<h2 class="wp-block-heading"><strong>Wall Combos</strong></h2>



<p>Now onto wall combos:</p>



<p>F2,1,1(delayed)</p>



<p>Season 2 max damage</p>



<p>Delay the last 1 to get the max dmg.</p>



<p>Doesn’t work on xiaoyu (and other small characters when off axis).<br></p>



<p>F2,1 &gt; B2(hold)</p>



<p>Best oki.</p>



<p>Connects with all techs.</p>



<p>Hits grounded (but they get a free hit.)</p>



<p>On block, forces Goliath mixup.<br></p>



<p>F2,1 &gt; 3</p>



<p>Can set up some decent oki</p>



<p>4 will CH wake up kicks and wall splat.<br></p>



<p>F2,D1~3+4 &gt; 2</p>



<p>Hits side rolls.</p>



<p>Hits grounded.<br></p>



<p>1 &gt; DF4, 1+2</p>



<p>Wall combo that hits the whole cast.</p>



<p>Decent damage.<br></p>



<p>&nbsp;D1 &gt; WS4,2</p>



<p>Face down, feet away oki unless they hold B</p>



<p>If they don’t tech:</p>



<p>Follow up free db1+2 (wallsplat if they kick)</p>



<p>If they back tech:</p>



<p>You are +14.</p>



<p>Running 2 to continue pressure.</p>



<p>F+4* if you think they won’t press buttons (Goliath mix)</p>



<p>D3/Db2/Db3 for lows.</p>



<p>Overkill Grab.<br></p>



<p>as for a Floor Break combo at the wall we have:</p>



<p>f2,1,1 FB! b1+2 d2 b1&nbsp;</p>



<p>this is the best damage possible and will give good oki thanks to b1 flipping them on hit.<br></p>



<p>Here’s a link to a youtube video with some useful setups that you might want to implement in your gameplay: <a href="https://www.youtube.com/watch?v=H072KWp-F_0" target="_blank" rel="noopener">https://www.youtube.com/watch?v=H072KWp-F_0</a><br></p>



<p>This is very old but most of the stuff shown can still be used even after all this time.</p>



<p></p>



<p>And that’s it, I hope this guide will ease your way into picking up Gigas or, if you already play him, help you discover something new about this wonderful character. Special thanks to Valiant from the Gigas discord server and to XΩ from the Gigas channel in the Tekken Zaibatsu discord and shoutouts to FudgyRDS’ app: <em>Fighting Game Buddy.</em><br></p>
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		<item>
		<title>Tekken 7 Hwoarang Guide</title>
		<link>https://mmosumo.com/tekken-7-hwoarang-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sun, 08 Mar 2020 12:24:12 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1688</guid>

					<description><![CDATA[Hwoarang Premier Guide &#8211; Written by: KND.Frontier TABLE OF CONTENTS OVERVIEW 3 STANCES 4 LEFT FOOT FORWARD 4 LEFT FLAMINGO STANCE 12 RIGHT FLAMINGO STANCE 16 RIGHT FOOT FORWARD 18 BACKTURN LEFT FOOT FORWARD 23 BACKTURN RIGHT FOOT FORWARD 23 BACKTURN LEFT FLAMINGO STANCE 24 BACKTURN RIGHT FLAMINGO STANCE 24 TOP MOVES 24 SITUATIONAL MOVES [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p><strong>Hwoarang Premier Guide &#8211; Written by: </strong><strong>KND.Frontier</strong></p>



<p><strong>TABLE OF CONTENTS</strong></p>



<table class="wp-block-table"><tbody><tr><td><strong>OVERVIEW</strong></td><td><strong>3</strong></td></tr><tr><td><strong>STANCES</strong></td><td><strong>4</strong></td></tr><tr><td><strong>LEFT FOOT FORWARD</strong></td><td><strong>4</strong></td></tr><tr><td><strong>LEFT FLAMINGO STANCE</strong></td><td><strong>12</strong></td></tr><tr><td><strong>RIGHT FLAMINGO STANCE</strong></td><td><strong>16</strong></td></tr><tr><td><strong>RIGHT FOOT FORWARD</strong></td><td><strong>18</strong></td></tr><tr><td><strong>BACKTURN LEFT FOOT FORWARD</strong></td><td><strong>23</strong></td></tr><tr><td><strong>BACKTURN RIGHT FOOT FORWARD</strong></td><td><strong>23</strong></td></tr><tr><td><strong>BACKTURN LEFT FLAMINGO STANCE</strong></td><td><strong>24</strong></td></tr><tr><td><strong>BACKTURN RIGHT FLAMINGO STANCE</strong></td><td><strong>24</strong></td></tr><tr><td><strong>TOP MOVES</strong></td><td><strong>24</strong></td></tr><tr><td><strong>SITUATIONAL MOVES</strong></td><td><strong>29</strong></td></tr><tr><td><strong>RAGE</strong></td><td><strong>32</strong></td></tr><tr><td><strong>COMBOS</strong></td><td><strong>44</strong></td></tr><tr><td><strong>PUNISHMENT</strong></td><td><strong>44</strong></td></tr><tr><td><strong>ROUND UP</strong></td><td><strong>47</strong></td></tr><tr><td><strong>ANTI-STRATS</strong></td><td><strong>48</strong></td></tr><tr><td><strong>LEGEND</strong></td><td><strong>50</strong></td></tr><tr><td><strong>REFERENCES</strong></td><td><strong>51</strong></td></tr><tr><td><strong>Note: There will be times throughout this document where moves from Left Foot Forward will have “LFF” beside them or none at all.&nbsp;</strong></td><td><strong>If there are issues with the document contact me @FPISSUM(Twitter)</strong></td></tr></tbody></table>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/xm93qiayTQYfiNK06WAY4TMRY_5vKLNBEVv9lpcQPoWtErI-Fh9aKaQrPDk7PFGUOzmJkWuKTBnlhh2-6Hlyp3NdLjK63J9wSSZW1G0lMa2U3wuX7BzwM-VRQFFs9cDjXRqo4-4W" alt=""/></figure>



<h2 class="wp-block-heading"><strong>A:&nbsp; OVERVIEW: The Blood Talon</strong></h2>



<p>	&nbsp; &nbsp; If there is one thing players can agree about Hwoarang, it&#8217;s that he is not for the faint of heart, literally. Boasting a humongous 100+ movelist, numerous stances, lack of reliable defensive tools, having matchups only ranging from even to bad, and a steep learning curve. This puts players who want to learn Hwoarang in a peculiar situation. Thankfully, his frame data is rather exemplary as most of his moves leave him in frame advantage or at a slight disadvantage. Allowing the taekwondo extraordinaire to easily pressure opponents with his mixups at close range and simply stay there. &nbsp; &nbsp; 	&nbsp; 	</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;	Hwoarang’s gameplan is centered on constant flurry of strings which chips at the opponent&#8217;s lifebar; robbing them of their turn as they are forced to react to the next mixup over and over again. Combine this with one of the strongest and consistent combo damage outputs both in open and with wall this makes this Talon one tough matchup to deal with.</p>



<h3 class="wp-block-heading"><strong>STRENGTHS &amp; WEAKNESSES</strong></h3>



<p><strong>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</strong><strong>	</strong><strong>	</strong><strong>Strengths:</strong></p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;		&#8211; A walking gatling gun due to the endless mixup routes he can create</p>



<p>	&nbsp; &nbsp; 	&#8211; Solid throw game (QCB+3, 2+4, DB1+3, F2+3, B2+4, RFF 1+3/2+4)</p>



<p>	&nbsp; &nbsp; 	&#8211; Powercrush King with the highest rewards (Backlash plus frames and launch&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;		 &nbsp; Capability, FLA PCs aren&#8217;t launch punishable at -12 to most of the cast, DF3,F 	</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;		 &nbsp; tanks hits in exchange for Hwoarang&#8217;s turn.)</p>



<p>&#8211; Amazing Rage capabilities (Safe Mid Rage Art accessed from Flamingo Stance</p>



<p>&nbsp;&nbsp;&nbsp;		 &nbsp; LFS &amp; RFS D3+4, His rage drive D3+4,4 has meaty plus frame advantage, post&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;		 &nbsp; combo spike,and launch abilities, and the 2nd rage drive UF3,4,3+4 is perfect&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;	 &nbsp; 	 &nbsp; for combos and more damage.)</p>



<p>	&nbsp; &nbsp; 	&#8211; Powerful/flexible Combos both in open and with walls (Great wall carry)</p>



<p>	&nbsp; &nbsp; 	&#8211; Superb wall pressure and okizeme game</p>



<p>	&nbsp; &nbsp; 	&#8211; Decent punishment (UB+3,3 from crouching at i16 is a big bonus)</p>



<p><strong>	</strong><strong>&nbsp; &nbsp; </strong><strong>	</strong><strong>Weaknesses:</strong></p>



<p><strong>	</strong>&nbsp; &nbsp; 	&#8211; Not the safest character in the game; forced to take risks</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;		&#8211; Slight execution difficulty (Mostly in combos)</p>



<p>	&nbsp; &nbsp; 	&#8211; No reliable defensive/panic option when being pressured (B+1 is -14 and isn’t&nbsp;&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;	&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; reliable in most situations, U3+4 is a slow high crushing option which can be&nbsp;</p>



<p>&nbsp;&nbsp;	&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Floated with an inconsistent hitbox.)</p>



<p>	&nbsp; &nbsp; 	&#8211; Moves have weak tracking; easy to sidestep against</p>



<p>	&nbsp; &nbsp; 	&#8211; Inability to guard/cancel in both Left and Right Flamingo Stances</p>



<p>	&nbsp; &nbsp; 	&#8211; Most moves with high plus frames are only accessible from stances</p>



<p>	&nbsp; &nbsp; 	&#8211; Zero elbow and knee moves, only one heel move (Weak to reversals &amp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;	 &nbsp; parries)</p>



<h2 class="wp-block-heading"><strong>&nbsp;B: STANCES</strong></h2>



<p>To fully understand Hwoarang it is a must to understand the purpose behind each of his stances as they offer specific options to Hwoarang&#8217;s mixup tool kit. Hwoarang has a total of eight stances in total.</p>



<p>&#8211; &nbsp; 		Left Foot Forward (LFF)</p>



<p>&#8211; &nbsp; 		Left Flamingo Stance (LFS)</p>



<p>&#8211; &nbsp; 		Right Flamingo Stance (RFS)</p>



<p>&#8211; &nbsp; 		Right Foot Forward (RFF)</p>



<p>&#8211; &nbsp; 		Backturn Left Foot Forward (BT LFF)</p>



<p>&#8211; &nbsp; 		Backturn Right Foot Forward (BT RFF)</p>



<p>&#8211; &nbsp; 		Backturn Left Flamingo Stance (BT LFS)</p>



<p>&#8211; &nbsp; 		Backturn Right Flamingo Stance (BT RFS)</p>



<p>The last four stances on the list are best to be thought as back turn tools that have a very specific use. You will not be making use of it twenty-four seven (24/7) in your offense. Left Foot Forward serves as Hwoarang&#8217;s neutral, Left Flamingo Stance continues pressure, Right Flamingo Stance enforces 50/50 situations, and Right Foot Forward does both.</p>



<p>Let’s start by analyzing his default stance, Left Foot Forward Stance (LFF)</p>



<p><strong>I. Left Foot Forward (LFF)</strong></p>



<p>This is Hwoarang&#8217;s default stance and the stance that you will find yourself in majority of the time. Left Foot Forward is definitely the most balanced stance as Hwoarang has access to all generic neutral tools from standing and can transition to all other stances in the flick of a button(s). The neutral tools are more for checking how your opponent reacts to you as most of these moves on block are only at a slight frame disadvantage. This allows Hwoarang to space and bait opponents to press buttons for easy whiff punishment as they may think a string is on its way. On hit, it is instantly Hwoarang&#8217;s advantage allowing Hwoarang to choose which stance to continue pressuring in. An example of this is doing F+2 on block which transitions Hwoarang to Right Foot Forward then holding back to place Hwo back to Left Foot Forward. If the opponent presses a button with short range right after, it will whiff giving Hwoarang the DF+2 launch punish.</p>



<p>Let’s take a look at the moves that keep Hwoarang in Left Foot Forward</p>



<p>l&nbsp; 1, 11, 12 The generic jab on its own is great for Hwoarang at +8 frames can be used to set up a ton of things such a counter hit fishing, sidestep mixups, etc. The 11 jab jails on block keeping your opponent firmly attached to the ground. You may opt to do 113 or 1133 to catch them off guard. 12 jabs is something you see quite often from Hwoarang players. They would do a 12 then backdash immediately if they don’t want to enter either Flamingo Stance or constantly spam it in an opponent&#8217;s face threatening a potentially raised leg.</p>



<p>l&nbsp; 12F3/4, 2F3/4 these are your important jab strings that keep space between you and your opponent. 12F+3 or 2f+3 have the same frame data on block (-8) so it&#8217;s your call whether you want to do the whole string or just one punch to kick. 12F+4 and 2F+4 got nerfed in season 2 despite a constant pushback buff and it tailspinning in combos. Losing the +8~10 on block frame advantage really hurts Hwoarang as this is one of the fastest get off me tools Hwoarang has in his small defensive arsenal. It is still a natural combo on counter hit making it duckable on reaction. Don’t be obvious when throwing 12F4 and 2F+4 out in the open, especially when you are getting pressured.</p>



<p>l&nbsp; 333 is 14 frame kick string that nets a free follow up in F+3~N+3 or FF+4. Each kick can be delayed to a certain extent making opponents guess which ender are you going for as there is 334, 33F+4, and 33,F. This string however is -14 on block so the risk evident when throwing this move out in the open most especially against characters who have strong 14 frame punisher like Law.</p>



<p>l&nbsp; 33F+4 is an alternate ender to the 33 string which has decent frames but can be ducked. Just like 333 each kick can be delayed to a certain extent making opponents guess which ender are you going for as there is 334, 33F+4, and 33,F. This string is a lot safer on block at -4.</p>



<p>l&nbsp; 3~4 or better known as the “Flying Eagle” got a proper fix in Season 2 as the hitbox has expanded and is more consistent on hit so the 2nd hit will whiff less on hit. This mid-mid move is convenient for simply throwing out as it safe -3 on block. It knocks down on hit in the open and wallsplats opponents at the wall. It even has a slight low crush state as Hwoarang hops do perform this move. It is the perfect wall carry move in any combo, but most especially in the new S2 BnB (F+4 RFS B+3). Rotate this move with F+2, SS+4, JFSR, DB+3 and you have yourself a reliable sidestep mixup.</p>



<p>l&nbsp; 43 is the ever so reliable Mid-High string that is Hwoarang’s 11 frame punisher. It leaves you at a +5 frame advantage creating opportunities for Hwoarang to either fish for a counter hit or continue pressure by transitioning to a stance. The option to not press a buttons is there as well, focusing more on movement to bait out an opponent’s attack and simply gather data from their reactions.</p>



<p>l&nbsp; B+1 Hwoarang inherits his master’s evasive move and is a huge boost defensively. Hwoarang does not have a lot of get off me tool when being pressured so this is a great addition as it has an inbuilt sidestep right and crumple stuns the opponent on counter hit. You can only get a follow up/combo at the wall. The downside is that its -14 on block and is tricky to use when your back is against the wall plus it has a ton of recovery on whiff.</p>



<p>l&nbsp; B+2 this move unfortunately got nerfed coming in to Tekken 7. Same properties as before on hit and on block (-9) but no more counter hit launch capabilities. Inbuilt sidestep left and is the more safe get off me option when getting pressured.</p>



<p>l&nbsp; UB+4 The third get off me option Hwoarang has to evade pressure, it is safe on block with decent recovery on whiff. It is perfect when there is still some space between you and your opponent. Let’s say like after a generic DF+4 on block. Fair warning Hwoarang can be floated from this move as he does a short hop.</p>



<p>l F+3~N+3 the riskiest get off me tool available to Hwoarang at -16 on block. This move has an inbuilt sidestep right and wall splats opponents at the wall. Use at your own risk&#8230;</p>



<p>l&nbsp; U3+4 is Hwoarang’s low crushing guillotine. Only good for when you know your opponent will use a low move to retaliate against your strings or during okizeme. Just like UB+4 you can be easily floated out of this move.</p>



<p>l&nbsp; DF+1 &amp; DF1+2 Hwoarang is blessed to have two generic DF+1’s with different frames on block and range. DF+1 is the shorter version and is -1 on block! This is great for neutral and if it connects it is +8 on hit making it awesome for continuing pressure. DF1+2 is the slightly longer version and remains safe at -3 on block, just like DF+1 if it connects its +8 on hit.</p>



<p>l&nbsp; DF+2 is Hwoarang’s 15 frame launcher that is safe on block and has a funky hitbox. There are times it will launch from ranges you wouldn’t expect. The only downside to this move is that is won’t launch opponents from crouching.</p>



<p>l&nbsp; F1+2 slightly crushes highs making it a great option against players who love their jabs. Beautiful counter hit launcher that will usually net 70+ combo damage. It is completely safe at -9 on block just don’t move or else you’ll get hit.</p>



<p>l&nbsp; UF+2 is a slow but damaging jump punch. It give Hwoarang tremendous frame advantage on block and gives free follows on counter hit (CH UF+2 to FF+3/B+3). The only issue is that you can be floated out of this move easily.</p>



<p>l&nbsp; D4,4 best known as “Firecracker” is a natural combo on counter hit and is a common move amongst low level Hwoarang players. The whole string isn’t great for neutral but perfect for a few backturn cross ups and setups. The D+4 on the other hand is great as it is Hwoarang’s long hitting high crush low that leaves him in a slight frame disadvantage.</p>



<p>l&nbsp; DB+3 is one of Hwoarang’s High Crushing options that leave him at 0 on block. The popular option is to do WS+4,4 on hit but do note that you can be interrupted by jabs.</p>



<p>l&nbsp; UF+34,4 is Hwoarang’s 14 frame punisher it is mainly for wall carry in combos and is used to punish against moves with pushback (eg. Paul’s QCF+2)<br></p>



<p>l&nbsp; WS+4 this is the generic 11 frame while standing kick and is perfect for creating space between you and your opponent. Hwoarang players commonly use this move when approaching the opponent.</p>



<p>l&nbsp; DF+3,4 is Hwoarang’s new powercrush in Season 2 as the mid-mid string wasn’t a power crush in Season 1. Same frames on block for both moves (DF+3 | DF+3,4) as before but the whole string no longer wallsplats on hit. It will constantly knockdown your opponent right in front of your feet, this means it can no longer break walls on its own. DF+3 on counter hit no longer puts the opponent in a crumple stun for beautiful combo conversion. A justifiable nerf in exchange for the powercrush ability.&nbsp;</p>



<p>l&nbsp; B+3 is the ever so reliable Left Plazma Blade; it is 16 frame launcher that whiff punishes opponents from great distances. It has a funky hitbox/crushing state just like DF+2. This however isn’t as safe as it leaves Hwoarang at -19 on block. It also flips grounded opponents. Basically, you are dead if this move gets blocked as your opponent has free rein over you to enforce a mixup of straight up launch punish you.</p>



<p>l&nbsp; F,N,DF+4 or JFSR this move isn’t in the movelist and has existed since Tekken 3. This just frame move is an important neutral tool to Hwoarang as it an essentially mid launcher safe on block (-10 on block) due to its pushback except against Gigas, Jack, Marduk,&nbsp; Nina, and Bryan.</p>



<p>l&nbsp; iWR+3 the only move Hwoarang has that isn’t reversible as it is a heel. It grants huge plus frames on block (+8 on block) and gives great okizeme as it Knockdown on hit. Caution you can be floated when doing this move.</p>



<p>l&nbsp; B1+2 is yet another move Hwoarang has inherited from his master in Season 2. It is Baek’s punch parry and leaves Hwoarang at a whooping +12 frame advantage guaranteeing Jabs to Flamingo, 44 to Right Flamingo, D3+4 if you have rage, and 4F4 to Right Foot Forward. This is a huge buff for Hwoarang defensively as it eases up a good number of matchups for him.</p>



<p>l&nbsp; 1+3 (Pickpocket) this is Hwoarang’s generic throw that can only be broken by either a 1 or 2 break.&nbsp;<br></p>



<p>l&nbsp; 2+4 (Falcon Dice Kick) this is Hwoarang’s generic throw that can only be broken by a 2 break. If your opponent does not roll you can get a free B+3. If they roll simply follow their direction and get your free B+3 damage.</p>



<p>l&nbsp; DB1+3 (Leg Hook Throw) this is one of Hwoarang’s special throws and it can only be broken by a 1+2 break. It puts the opponent’s head facing upward and right at your feet for great okizeme.</p>



<p>l&nbsp; QCB+3 (Door Mat) this is one of Hwoarang’s special throws and it can only be broken by a 1 break. It leaves your opponent in a position that isn’t favorable for them.</p>



<p>l&nbsp; B2+4 (Roll &amp; Choke) this is one of Hwoarang’s special throws and it can only be broken by a 2 break. It leaves your opponent in a position that isn’t favorable for them. Hwoarang transitions to Back Turn Right Foot Forward upon success.</p>



<p>l&nbsp; F2+3 (Human CannonBall) this is one of Hwoarang’s special throws and it can only be broken by a 1+2 break. It leaves your opponent in a position that isn’t favorable for them. This throw breaks floors and switches sides when broken.</p>



<p>Now onto the moves from Left Foot Forward that make Hwoarang transition to Left Flamingo Stance, Right Flamingo Stance, Right Foot Forward, &amp; Back Turn</p>



<p>l&nbsp; 12,3/4 and 2,3/4 is the Jabs strings Hwoarang can make use of to transition to either Left Flamingo Stance or Right Flamingo Stance. The frames for all moves listed here are more or less the same on block and on hit. This is a common way for most Hwoarang players to get to Flamingo Stance.</p>



<p>l&nbsp; 33,F can be canceled to transition to Left Flamingo Stance taking away the ability to do 333, 33F+4, and 334. The 14 frame kick string isn’t a natural combo that means they can block the second kick even if they get hit by the first.&nbsp;</p>



<p>l&nbsp; 334 is the version that transitions Hwoarang to Right Flamingo Stance. What makes this High-Mid-High string deadly is that it can be delayed for maximum effect to mix up the other options and if the last kick hits on counter hit prepare to launch them with RFS B+3 to make them pay. Just like the other 33 string enders they can be ducked and interrupted.</p>



<p>l&nbsp; 43,F this was covered in keeping Hwoarang Left Foot Forward but it is a is a completely different move when transitioning to Left Flamingo Stance. That is because its frames change from -6 on block to -6 on block with left leg raised. Now you might be thinking what the big difference then? It&#8217;s the fact that Hwoarang can’t guard in either Flamingo Stance. This simply means you’ll be hit out of Left Flamingo Stance. Only make use of this transition if you have conditioned your opponent not to attack and slightly respect Flamingo Transitions or as an 11 frame punisher.</p>



<p>l&nbsp; 4,4,4,4 (44 | 44F4 | 4F4) this was one of the moves a good number of us spammed when we were kids playing tekken. Hwoarang instantly got known for his 3 and 4 kick strings and that was the game plan back when were kids. 4444 isn’t that useful a string not unless your combo involves breaking a wall with it. 4444 transitions Hwoarang to Right Foot Forward. 44F+4 used to jail on block but Season 2 has nerfed it allowing players to duck after the first to kicks. This move is only used in High Wall Splat Combos for optimal damage. 44F+4 transitions Hwoarang to Right Foot Forward. 44 on the other hand has its uses in neutral as it is a great option as an 11 frame punisher that transitions Hwoarang to Right Flamingo Stance at +10g frame advantage. 4F+4 is also a perfect 11 frame punisher which transitions Hwoarang to Right Foot Forward at +6 frame advantage and has the ability to guard.</p>



<p>l&nbsp; F+2 The mid chop that transitions Hwoarang to Right Foot Forward at -2 frame disadvantage. If you would still like to press buttons I suggest RFF B+4 as it crushes highs or Backlash if your opponent uses a slower move.</p>



<p>l&nbsp; F+3 Allows you to manually transition Hwoarang to Left Flamingo Stance and has an inbuilt side step right mechanic allowing you to dodge certain strings and punish them for it.</p>



<p>l&nbsp; F,N+4 Allows you to manually transition Hwoarang to Right Flamingo Stance and has an inbuilt side step left mechanic allowing you to dodge certain strings and punish them for it.</p>



<p>l&nbsp; F+4 is a slow high move that gives you a +8 frame advantage and transitions Hwoarang to Right Flamingo Stance. This is a move you will see more often than not in combos than neutral due it’s slow startup.</p>



<p>l&nbsp; DF+3,F this was covered in keeping Hwoarang Left Foot Forward but it is a is a completely different move when transitioning to Left Flamingo Stance. That is because its frames change and the inability to guard in Left Flamingo Stance. This simply means you’ll be hit out of Left Flamingo Stance but thanks to the power crush buff you can tank a few hits and still remain in mix up <a class="wpil_keyword_link " href="https://mmosumo.com/black-desert-what-is-the-best-city/" title="city" data-wpil-keyword-link="linked">city</a>. This move is best used to close distance between you and your opponent. Only make use of this transition in neutral if you have conditioned your opponent not to attack and slightly respect Flamingo Transitions.</p>



<p>l&nbsp; DF+4 one of Hwoarang’s important tracking moves that transitions him to Right Foot Forward at -8 frame disadvantage. This will be used in tandem with F+2 to check your opponent’s movements as they both have similar startup frames (16~17 startup frames) with DF+4 being the homing variant. On hit it simply leaves you at a big frame advantage and on counter hit knocks down the opponent. This move also tailspins and is perfect for adjusting your combos when unsure of the distance to the wall.</p>



<p>l&nbsp; D+3,4 probably the strongest offensive move Hwoarang has in Left Foot Forward and transitions him to Right Flamingo Stance at a shocking +12 on block and +14g on hit. This low-high string was nerfed when Tekken 7 first came out to arcades making it a struggle for most Hwoarang players to find a way to pressure their opponents with this move. Majority came to consensus that it should only be used at the wall and not in open as the pushback just kills Hwoarang. Season 2 remedied that making Hwoarang extremely deadly.</p>



<p>l&nbsp; DB+4,F or B is one of Hwoarang’s standing lows that transitions him to Right Flamingo Stance at -1 on block and +3 on hit. The whole string DB+4,4 is natural combo on counter hit with FF+3 and B+3 as follow ups.</p>



<p>l&nbsp; DB3+4 is the unblockable called Dynamite Heel and is a staple ender post tailspin for combos against bears as they cannot escape from it. On its own it isn’t a great unblockable compared to Bob’s or Marduk’s; it can be used during okizeme as you can cancel the unblockable to transition to Left Flamingo Stance if you don’t Hwoarang will remain in Left Foot Forward.</p>



<p>l&nbsp; B+4 this is part of the get off me tools Hwoarang has available as he moves slightly to left and transitions him to Right Foot Forward. On Counter Hit it puts the opponent in crumple stun giving Hwoarang massive combo damage by tailspinning with Backlash.</p>



<p>l&nbsp; UB+3,3 / UB+3,4 This is the huge buff Hwoarang got in the arcade update of Tekken 7 Fated Retribution allowing him to have an easy access launch punisher from crouching. It no longer makes it a pain for players to constantly crouch cancel to get damage. This mid-high move transitions Hwoarang to Left Flamingo Stance at +3 on block. The UB+3,4 variation is mid-mid and transitions Hwoarang to Right Flamingo Stance. On block this move can’t follow up with anything meaning you’ll be hit after.</p>



<p>l&nbsp; U+3 Hwoarang short hops to Left Flamingo Stance at +3 on Block. This move is best used as a punisher. By utilizing its low crush you can punish strings that end in lows such as Jin’s 314. You can even punish strings that end in highs like Miguel’s WS+2,4 but that requires practice as it is quite strict.</p>



<p>l&nbsp; U+4 Hwoarang transitions to Right Flamingo Stance at +0 on Block. This move is best used as a punisher to a 50/50 situation as it crushes lows faster than U+3. You can punish strings that end in lows such as Josie 12D+4. You can even punish strings that end in highs like Devil Jin’s WS+2,4.</p>



<p>l&nbsp; UF+4,4,4 the air raid with a low that cannot be low parried if the second kick was blocked. All variations of this string will leave you in Right Flamingo Stance but for the third hit if you hold forward it will transition you to Right Foot Forward.</p>



<p>l&nbsp; FF+3 One of Hwoarang’s ground hitting moves and despite it’s look it can be reversed as it is a leg. This move transitions Hwoarang to Right Foot Forward and it +6 on block/hit. The options out of this move is rather tricky as it is range dependent.&nbsp;&nbsp;</p>



<p>l&nbsp; FF+4 This move has gained an infamous reputation but despite that it is called “Peacekeeper” it was introduced in Tekken 7 Vanilla and has greatly increased Hwoarang’s Combo Damage in the Tailspin system without it he would suffer greatly without walls. It transitions Hwoarang to Right Foot Forward at -7 on block and knocks down on hit.</p>



<p>l&nbsp; CD+3 This move has transformed for being a Counter Hit Launcher to a Wall Bounce in Season 2. This is one of the decent wall bounces in the game at it transitions Hwoarang to Left Flamingo Stance at +3 on block. It’s use in neutral is still the same scaring the opponents with Flamingo power crush or high crushing snake edges on block.</p>



<p>l&nbsp; SS+4 Spinning Trip Kick is a slow but damaging low that transitions Hwoarang to Right Foot Forward at +5 on hit and is slightly risky at -13 on block. This move is rotated with F+2 and JFSR as a Sidestep mixup.</p>



<p>l&nbsp; SS+3,3 Eruption to Left Flamingo is a Mid-High String that transitions Hwoarang to Left Flamingo Stance at +14g on block. This does not jail on block meaning they can duck the second kick and make you pay for it. SS+3 is the one with counter hit launch properties and is more risky to throw out alone as it is -12 on block.</p>



<p>l&nbsp; WS+4,4 Just like the Mishima clan Hwoarang has his own Tsunami Kicks but his is safe on block at -5. He transitions to Right Foot Forward making it deadly after punishing a low move. The second hit of this string hits grounded opponents and stances that are relatively low like Ling Xiaoyu’s Art of Phoenix.</p>



<p>l&nbsp; 1+2 Disrespect is what it is as Hwoarang turns his back to his opponent. This manually transitions Hwoarang to Backturn Right Foot Forward. It is mainly used in oki situations with or without walls post combo.</p>



<p>l&nbsp; iWR+4 input used to be F,F+4 but now since Hwoarang has Peacekeeper in its place you now must do F,F,F+4 to get this move. It’s still a great high move that transitions Hwoarang to Backturn Left Foot Forward at +5 on block for Backturn mix ups.</p>



<p>That is a grand total of twenty eight moves that keep him in Left Foot Forward and twenty-seven moves that transition to Hwoarang&#8217;s other stances. So that is fifty five moves to remember in Left Foot Forward. It is best to make use of the neutral tools (11 | 12F+3 | F+2 | DF+1 | DB+3 | F1+2 | D+4 | DF+2 | WS+4) to set up the table as you gather information from your opponent as the game progresses but if you want to start your mixups right away then it is highly recommended to make use of D+3,4 as it puts Hwoarang in a whooping +14-18g on Hit. It is definitely the most powerful tool available to Hwoarang in Left Foot Forward.</p>



<p><strong>II. Left Flamingo Stance (LFS)</strong></p>



<p>Left Flamingo Stance is the blender that keeps the pressure going for Hwoarang. The opponent is forced to continue guessing which mixup route you wish to take as there is no true option select against this stance. The simplest way to access this stance is by pressing F+3 this has an inbuilt side step right mechanic. Allowing Hwoarang to evade an opponent&#8217;s attack to start his own. Hwoarang can remain in Left Flamingo Stance by holding/pressing up,down,left,&amp; right. Most of the moves found in this stance can be side stepped towards his stomach and usually transition to either Right Flamingo Stance or Left Foot Forward with a mix of plus frames and slightly disadvantage frames.</p>



<p>The following are moves that put/keep Hwoarang in the Left Flamingo Stance:</p>



<p>123 (High, Transitions to LFS)</p>



<p>23 (High, Transitions to LFS)</p>



<p>F+3 (Instant Sidestep Right, Transition to LFS)</p>



<p>SS+3,3 (Mid-High String, Transitions to LFS)</p>



<p>U+3 (High, Slight Low Crush, Transitions to LFS)</p>



<p>43,F (High, Transitions to LFF)</p>



<p>33,F (High-Mid String, Transitions to LFS)</p>



<p>DF+3,F (Cancel, Transitions to LFS)</p>



<p>CD+3 (Mid, Transitions to LFS)</p>



<p>RFF F+3 (High, Transitions to LFS)</p>



<p>UB+3,3 (Mid-High, Transitions to LFS)</p>



<p>DB3+4, B B (Unblockable Mid, Transitions to LFS)</p>



<p>LFS 3,F (Mid, Stays in LFS)</p>



<p>LFS F+3 (Mid, Counter Hit Launcher, Stays in LFS)</p>



<p>Let&#8217;s take a look at the various options available in Left Flamingo Stance&nbsp;</p>



<p>l&nbsp; Flamingo Jab (LFS+1) is the most deceiving and deadliest option as it is +5 on block and starts up at 13 frames but will essentially start up at 10 frames or less if a string&nbsp; was used to transition to Left Flamingo Stance. This jab brings you back to Left Foot Forward which then allows you to fish for a Counter Hit Launch with F1+2 as that will trade with most options. You can also decide to stay safe by not pressing a button, sidestepping, or making use of a move with lesser risk like DF1+2 to simply check your opponent. Lastly you can make use of the plus frames to switch to another stance to continue your offense like D+3,4. Essentially the opponent is at your mercy after this move.</p>



<p>l&nbsp; LFS+2 is a mid chop that is safe on block at -2 and is +9 on Hit and transitions Hwoarang to Right Foot Forward. The main purpose of this move is to check the opponent&#8217;s reactions mainly to see if they are ducking. If this you get this move to hit you have the guaranteed option to do RFF DF+4 which cannot be sidestepped trapping them in another mixup situation. On block there isn’t much to do but if you really want to press a button I suggest going for RFF B+4 as it crushes highs in an instant.</p>



<p>l&nbsp; Flamingo Ten Hit String (LFS+223) is a mid-high-high string which is plus both on block and hit. Only the first two to three hits are actually useful in a real match setting. If you make use of the first two hits of the ten hit string Hwoarang will transition to Right Foot Forward and if you make use of all three hits Hwoarang will transition to Backturn Right Foot Forward. RFF4,4 is a popular option right after LFS+2,2 and BT RFF+3 for launching right after the 3<sup>rd</sup> hit of the ten hit string. However this can be ducked on reaction so make use of this string carefully.</p>



<p>l&nbsp; LFS+4 is a high hopping kick that low crushes it knocks down/wall splats on hit and is +2 on block with slight pushback. Hwoarang transitions to Right Flamingo Stance from this move. It is more for creating space from your opponent in a sense resetting neutral.</p>



<p>l&nbsp; LFS 3F+4 this is a mid-high string that wall splats and knocks down on hit. There really isn’t much use for this move in neutral aside from catching trigger happy opponents by surprise.</p>



<p>l&nbsp; LFS+3,3 is a delayable non-hit confirmable but natural counter hit combo string that walls splats, and break walls. It is -14 on block so do be careful when throwing it out. Just 3,3,3 it has a guaranteed follow up in F+3~N+3. It is mainly there to stop players from ducking the LFS+3,4 version.</p>



<p>l&nbsp; LFS+3,4 is one of the essential strings in the Left Flamingo Stance as it transitions to Right Flamingo Stance. This mid-high string is plus on hit and block (19g on hit and 8 on block), it is highly delayable so mixing up your timings to feint the LFS+3,3 is highly possible. It is however duckable on reaction as well but punishing it is quite tricky. If the 2<sup>nd</sup> hit of this string hits on counter hit it has a guaranteed launch option in RFS B+3. Making this string a huge threat to the opponent and a powerful option to go to in Left Flamingo Stance.</p>



<p>l&nbsp; LFS+3,F this is one of the four reason why the blender exists. It is a mid kick that keeps Hwoarang in Left Flamingo Stance at +2 on block. This means the only option that would trade with an opponent&#8217;s jab would be LFS+1. But if the opponent decides not to contest after LFS+3,F due to thinking about LFS D+3,4 and LFS+1 you can enforce your mixup again.</p>



<p>l&nbsp; LFS DF+3,F this is part of the four reasons why the blender exists. The added buff powercrush is huge in intimidating the opponent into not pressing buttons as you close the distance at them and bring their backs closer to the wall. Based on experience only one or two cancels will go in against opponents who don&#8217;t really respect flamingo pressure. You can go up to five cancels at max against those who respect flamingo pressure. One warning is the fact that it is a powercrush which means it will be defeated by lows or grabs.</p>



<p>l&nbsp; LFS D+3,4 slightly different from LFF D+3,4 as the first hit of this string hits grounded opponents. This is the main move opponents fear in this option as it keeps them in the blender at +16 on hit and +8 on block. You have seen it before or it may have happened to you already when a Hwoarang player would do LFF D+3,4 LFS 3+4 LFS D+3,4 LFS 3+4 LFS D+3,4. There really isn&#8217;t much the opponent can do on block if they fail to duck the 2<sup>nd</sup> hit and much more on hit as Hwoarang transitions to Right Flamingo Stance.</p>



<p>l&nbsp; LFS D+4 is the high crushing option available in Left Flamingo Stance. The snake edge isn’t that fast a low to continue abusing but is enough to stop players from retaliating with highs when Hwoarang is in Left Flamingo Stance.</p>



<p>l&nbsp; LFS DB+4 this is the go to low poke in Left Flamingo Stance as it transitions Hwoarang into Right Foot Forward. This fast low kick is +4 on hit and -12 on block making it a low risk high reward type of move. On Counter Hit you can get a free follow up in B3 | FF+3 | DB+4 | RFF DB+3 | RFF D+4 | RFF FF+3 but the best option out six options is B3 or FF3</p>



<p>l&nbsp; LFS UF+4 got a huge buff in season 2 as it is now only -14 on block as compared to its previous -15. It is also starts up faster at 19 frames although the recovery on hit has been decreased by 5 frames meaning no more backlash combos. It is the unsafe low crushing option in Left Flamingo Stance with beefy combo damage potential.</p>



<p>l&nbsp; LFS UF+3,4,3 this is the more safe low crushing option in Left Flamingo Stance. The beauty of this string is that is breaks the floor in forgotten realm, the first two hits launch and can carry opponents to the wall depending on your distance.</p>



<p>l&nbsp; LFS UF3+4 this move is also accessible from Left Flamingo Stance; it is mainly for wall carry in combos but can act as a whiff punisher if you are in Left Flamingo Stance when your opponent whiffs a move.</p>



<p>l&nbsp; LFS B+3 the Left Flamingo Power Crush that is homing and tailspins. It isn’t really a staple in most combos but is regularly used in tandem with moves such as CD+3 and LFS F+3 to make opponents scared to press buttons in this stance.</p>



<p>l&nbsp; LFS B+1 is also accessible in Left Flamingo Stance giving Hwoarang the option to evade an opponent’s attack and occasionally dodge Rage Arts when in Left Flamingo Stance.</p>



<p>l&nbsp; LFS B+4 a beautiful counter hit launch option in Left Flamingo Stance which transitions Hwoarang to Right Foot Forward and is just safe at -8 on block meaning you cannot press buttons anymore.</p>



<p>l&nbsp; LFS F+3 is the Baek cannon Hwoarang inherited from his master, aesthetically they look the same but there is one property that differs between the two moves and that is tracking. Baek’s F+3 was 99% homing and the only time you stepped this move was probably out of sheer luck. Hwoarang’s version isn’t the same as his can easily stepped. This move on counter hit gets a free crumple stun launch both in open and more so over at the wall. At the wall do LFS UF+4 immediately after LFS F+3 on counter hit to high wall splat them to juicy wall combo damage (CH LFS F+3 LFS UF+4 W! 4F+4 RFF F+3 LFS F+3 LFS 3F+4). This move knocks down, wall splats, and breaks walls on hit lastly it is only +3 on block but maintains the space between you and your opponent.</p>



<p>l&nbsp; LFS F+4,3 is a mid-high string that is +3-5 on block although it is easily ducakable on reaction. The mid kick of this string puts Hwoarang in Right Foot Forward and roughly covers the same amount of space that LFS+2 covers or more.</p>



<p>l&nbsp; LFS F2+3 is the throw Hwoarang has access to while in Left Flamingo Stance. It is a fast option that beats out jabs and breaks floors in forgotten realm.</p>



<p>l&nbsp; LFS F1+4 is an unblockable with huge damage and can be cancelled by inputting B,B. This doesn’t really have much of a use except in specific combos and for baiting out opponents who are at a distance or on the floor.</p>



<p>This stance truly does keep opponents at their toes with varying options to keep Hwoarang at an advantage frame wise. Hwoarang can get out of Flamingo by not pressing a button which will bring him back to Left Foot Forward. Hwoarang can also do a manual motion switch (LFS 3+4) to bring him to Right Flamingo Stance which we will now look into&#8230;<br></p>



<p><strong>III. Right Flamingo Stance (RFS)</strong></p>



<p>Right Flamingo Stance options usually end pressure as majority of the options either end in knockdown, launch, or counter hit. It has a 50/50 available keeping the opponent on their heels and once again there is no true option select against this stance. The simplest way to access this stance is by pressing F,N+4 this has an inbuilt side step left mechanic. Allowing Hwoarang to evade an opponent&#8217;s attack and launch them to the sky. Hwoarang can remain in Right Flamingo Stance by holding/pressing up,down,left,&amp; right. Do note that moves found in this stance can be side stepped towards his stomach and usually transition to either Right Flamingo Stance or Left Foot Forward with a mix of plus frames and slightly disadvantage frames.</p>



<p>The following are moves that place/keep Hwoarang in Right Flamingo Stance:</p>



<p>124 (High, Transitions to RFS)</p>



<p>24 (High, Transitions to RFS)</p>



<p>F,N+4 (Instant Sidestep Left, Transition to RFS)</p>



<p>F+4 (High, Transitions to RFS)</p>



<p>DB+4,F or B (Low, Transitions to RFS)</p>



<p>D+3,4 (Low-High, Transition to RFS)</p>



<p>U+4 (Mid, Low Crushes, Transition to RFS)</p>



<p>44 (High-High, Transitions to RFS)</p>



<p>334 (High-Mid-High String, Transitions to RFS)</p>



<p>UF+4,4,4 (High-Mid-Low String, Transitions to RFS &amp; RFF)</p>



<p>LFS 3,4 (High-Mid, Transitions to RFS)</p>



<p>UB+3,4 (Mid-Mid, Transitions to RFS)</p>



<p>RFS F+4 (High, Stays in RFS)</p>



<p>RFF 24,F (High-High, Stays in RFS)</p>



<p>We can then take a look at the options in Right Flamingo Stance</p>



<p>l&nbsp; Flamingo Jab (RFS+2) just like LFS+1 is also just as deadly an option being +5 on block and starts up at 13 frames but will essentially start up at 10 frames or less if a string&nbsp; was used to transition to Right Flamingo Stance. This jab brings you to Right Foot Forward which then allows you to fish for a Counter Hit Launch with RFF 4,4. Remain safe by not pressing a button, sidestepping, or making use of a move with lesser risk like RFF B+2 to simply check your opponent. Lastly you can make use of the plus frames to switch to another stance to continue your offense like D+3,4 or Backlash (RFF 3~4). Essentially the opponent is like jelly after this move.</p>



<p>l&nbsp; RFS+1 is a mid chop that is safe on block at -2 and is +9 on Hit and transitions Hwoarang to Left Foot Forward. This move just like LFS+2 is there to check opponent&#8217;s reactions. If this you get this move to hit you have the guaranteed option to do is F1+2 to fish for a counter hit launch which cannot be sidestepped trapping them in this situation. On block there isn’t much to do but if you really want to press a button I suggest going for a regular down jab as it crushes highs in an instant.</p>



<p>l&nbsp; Flamingo Ten Hit String (RFS+123) is a mid-high-high string which is plus both block and hit. Only the first two to three hits are actually useful in a real match setting. If you make use of the first two hits of the ten hit string Hwoarang will transition to Right Foot Forward and if you make use of all three hits Hwoarang will transition to Backturn Right Foot Forward. RFF4,4 is a popular option right after LFS+2,2 and BT RFF+4 for launching right after the 3<sup>rd</sup> hit of the ten hit string. However this can be ducked on reaction so make use of this string carefully.</p>



<p>l&nbsp; RFS 3 just like LFS 4 is a high hopping kick that low crushes it knocks down/wall splats on hit and is +2 on block with slight pushback. Hwoarang transitions to Left Flamingo Stance from this move. Having the same exact purpose of creating space from your opponent in a sense resetting neutral.</p>



<p>l&nbsp; RFS 4 one of the three reasons why an opponent would fuzzy guard against Right Flamingo Stance. It is a fast mid that knocks down and most importantly wall splats however it is -14 on block so there is a good amount of risk when throwing this move out.</p>



<p>l&nbsp; RFS F3,4 is a splitting image of LFS F+4,3 as it is also a mid-high string that is +3-5 on block and is easily ducakable on reaction. The mid kick of this string puts Hwoarang in Left Foot Forward and roughly covers the same amount of space that RFS+1 covers or more.</p>



<p>l&nbsp; RFS F4,4 dubbed as the toothbrush; it has the first kicks leave Hwoarang at only +1 meaning he can be easily interrupted by a down jab but not by highs due to the extension which counter hit launches. On block this move is completely safe but the whole string is ducakable on reaction so don&#8217;t spam this too often in your opponent&#8217;s face rather make use of it if you need a fast option to interrupt highs while in Right Flamingo Stance.</p>



<p>l&nbsp; RFS DF+4 part of the three reasons to fuzzy guard against Right Flamingo Stance. In Season 1 this move used to launch on regular hit and was -5 on block. Now in Season 2 it has become like the old LFS DF+3 from previous games being +1 on block and a counter hit launcher. The combos for the most part haven&#8217;t fully changed DB4 | F2 | D+3,4 still connect on counter hit but it is no longer possible to do FF+4 after RFS DF+4 on CH leaving out a consistent high damage output. Hwoarang will be left in Left Foot Forward after this move connects creating opportunities to bait your opponent or continue pressuring with jabs to let them know it is plus on block.</p>



<p>l&nbsp; RFS D+3 is the snake edge in Right Flamingo Stance; similar to LFS D+4 it high crushes and is a reminder to players not to contest Right Flamingo Stance with highs.</p>



<p>l&nbsp; RFS D+4,3 This is what makes Hwoarang a pseudo mishima in disguise as he was given his own hell sweep in Tekken 7 Vanilla but it has been nerfed in Tekken 7 Fated Retribution. In Vanilla RFS D+4 had a use as on clean hit it would fully trip the opponent giving a guaranteed follow up in FF+3 and B3 with great okizeme. Now in FR it no longer knockdown and only chips at your opponent&#8217;s lifebar and still launch open on block. The move is still great at it enforces the 50/50 in Right Flamingo Stance as it is a fast move. The whole string itself is only -14 but the odds of getting that blocked in a real match is quite low. If it does that means you were making use of RFS D+3,4 at a distance.</p>



<p>l&nbsp; RFS B+3 gained a massive buff in S2 making it only -10 on block previously it was -15. It also gained faster recovery on hit making the difficult combos more accessible in actual matches. It is definitely a low risk high reward type of move and something you should throw out a&nbsp; couple of times to see if your opponent is too concerned with RFS D+3,4</p>



<p>l&nbsp; RFS B+4 is the equivalent of LFS B+3 and it is also a Power Crush that is homing and tailspins. This is the move you see more often than not as a tailspin for most of Hwoarang’s combos. It can be used to prevent opponents from pressing buttons in Right Flamingo Stance by armoring through their retaliation.</p>



<p>This stance is definitely powerful with the 50/50 mixup it brings to the table. The opponent can’t make a mistake guessing or else they will be placed in unfavorable situations. Hwoarang can get out of Flamingo by not pressing a button which will in this case bring him back to Right Foot Forward. Hwoarang can also do a manual motion switch (LFS 3+4) to bring him to Left Flamingo Stance. The stance that is heavily associated with Right Flamingo Stance is Right Foot Forward which will we look more into&#8230;</p>



<p><strong>IV. Right Foot Forward (RFF)</strong></p>



<p>Right Foot Forward serves as the middle ground for Hwoarang&#8217;s pressure and neutral game. This is because Hwoarang does not just have access to Right Foot Forward moves but a few Left Foot Forward moves as well (DF+2 | DF+1 | DF1+2 | DB+4 | U3+4 | UF3+4 | D+3,4 | JFSR to name a few). This stance gives Hwoarang the ability to control space and continue pressure at the drop of a hat. You would see most Hwoarang players dance in between stances to constantly have access to the Right Foot Forward move list this is achieved by Backdashing, Dashing in, or Sidestepping to Right Foot Forward (Backdash + 3+4 | SS + 3+4 | Dash + 3+4) then canceling it by tapping up or down then the process is repeated for full effect.</p>



<p>The following are moves that transition/keep Hwoarang in Right Foot Forward:</p>



<p>F+2 (Mid, Transition to RFF)</p>



<p>DF+4 (Mid, Homing, Transitions to RFF)</p>



<p>FF+4 (Mid, Transitions to RFF)</p>



<p>FF+3 (Mid, Transitions to RFF)</p>



<p>SS+4 (Low, Transition to RFF)</p>



<p>44,F (High-High, Transitions to RFF)</p>



<p>B+4 (High, Transitions to RFF)</p>



<p>WS+4,4 (Mid-Mid, Transitions to RFF)</p>



<p>UF+4,4,4 (High-Mid-Low String, Transitions to RFS &amp; RFF)</p>



<p>Jacknife (Throw, Stay in RFF)</p>



<p>***Keep in mind that any move that transitions to RFS also puts Hwoarang in RFF should you not press a button.</p>



<p>Let’s dig into the options in Right Foot Forward.</p>



<p>l&nbsp; RFF 24,F or B This is a powerful pressure string that transitions Hwoarang to Right Flamingo Stance to extend his pressure. The High-High string jails on block and is a whopping +7 on block and +18g on hit. It keeps your opponent’s legs firmly planted in its position to enforce the 50/50 mixup or switch back to LFS by RFS 3+4 to continue pressure.</p>



<p>l&nbsp; RFF 2 Jab options (RFF2 | RFF1 | RFF 21 | RFF 211 | RFF 11 | RFF 2B+4 | RFF 23 | RFF 244 | RFF 243) The 2 Jab alone is great at +2 on block and +8 on hit giving Hwoarang the freedom to do a ton of things. The 1 Jab is 0 on block and +6 on hit which then puts the situation back to neutral. Each of the jab extensions available each have their own purpose. RFF 21 is to keep your opponent in place at 0 on block creating a null situation. RFF 211 is to catch opponents who want to duck the jab strings and essentially ends Hwoarang’s turn on block. RFF 11 serves the same purpose as RFF211 just with shorter reach and lesser hits. RFF 2B+4 is a wall splatting high-high string that can be confirmed to an extent on counter hit but does not jail on block making it duckable if used too often. RFF 23 is the counter hit option if the kick is the only one to connect if both hits connect it just leaves you at +2 opening the floor to mixup city. RFF 244 and RFF 243 is simply to create space between you and your opponent and see if they press buttons in between the string for a knockdown or counter hit launch.</p>



<p>l&nbsp; RFF 3,4(F) This is the combo filler you will see more often than not in BnB combos. In neutral it is advised to not throw out the whole sting as it is not hit confirmable meaning you are forced to commit. Despite it&#8217;s beautiful plus frames it is easily duckable and you can get punished big time for throwing it out. RFF 3 on it&#8217;s own however has its uses as a quick mid in Right Foot Forward which puts Hwoarang back in Left Foot Forward and is safe.</p>



<p>l&nbsp; RFF B+2 is downwards punch that nets Hwoarang +2 on block and +6 frames on hit. It also leaves him Right Foot Forward allowing you to continue pressuring your opponent with various options. On counter hit it has a guaranteed follow up in RFF D+4 | RFF FF+3 | FF+3 | B3 | DB+4 | RFF DB+3 and out of all the options cancelling out of Right Foot Forward Stance to Left Foot Forward Stance to do either FF+3 or B3 is best.</p>



<p>l&nbsp; RFF FF+4,3 is the famous scrub killing string which has a guaranteed RFF 2B+4. The main weakness of this string is the same as RFF3,4 but worse as it starts up far slower (22 startup frames). This move if set up properly can even catch prepared players by surprise.</p>



<p>l&nbsp; RFF DF+4,F or B is easily one of the pillars of Hwoarang&#8217;s pressure game as it is +7 on block, +15g on hit and +15 on counter hit. If you input forward or back Hwoarang will transition to Right Flamingo Stance, but if you don&#8217;t input forward or back Hwoarang will remain in Right Foot Forward with different frames (-7 on lock and +1 on hit). This move shines the most at the wall as the opponent will have major difficulties running away from the onslaught. Should they press a button while their back is against the wall a RFF 4 ot RFF 2B4 will surely wall splat them on counter hit for huge wall combo damage. In open it can start up&nbsp; dangerous mix ups but you should choose your moves wisely based on the data you had gathered from your opponent as they can backdash out of the pressure. For this case RFS 1 will keep them in place in exchange for being slightly minus on frames. The main concern with this move is that it is linear so making use of this move as a follow up right after WS+4,4 can mean certain death to a Sidestep Electric Wind God Fist.</p>



<p>l&nbsp; RFF 4 Kick options (RFF 4 | RFF 4,F or B | RFF 44 | RFF 43) The Kick alone isn&#8217;t all that great as it is -8 on block and +3 on hit not granting any advantage whatsoever. It is better to enter Right Flamingo Stance instead to get better frames (+7 on block, +18g on hit and, +14 on counter hit) to give yourself more options to pressure. The kick extensions RFF 44 and RFF 43 is simply to create space between you and your opponent and see if they press buttons in between the string for a counter hit launch or a knockdown.</p>



<p>l&nbsp; RFF F+4 makes Hwoarang do a Right Flamingo Feint as he sidesteps to the left. On its own this move isn’t that great but if you have conditioned your opponent to not press buttons this very well could lead to a 50/50 situation in your favor. Remember you can’t block when in Flamingo Stance.</p>



<p>l&nbsp; RFF F+[4,4] or better known as “Grand Theft” is a mid launcher that is only -13 on block. The reward is definitely high with slight risk due its pushback and tricky crushing properties. This move is mainly to catch opponents ducking in this stance and punish them with 70+ damage at the minimum.</p>



<p>l&nbsp; RFF F+3 is a high kick with the most plus frames in Hwoarang&#8217;s tool box being +12g on block and 23g on hit. Most importantly this move transitions to Left Flamingo Stance meaning mix up city. This is one of the moves to go to when Hwoarang is in Right Foot Forward simply mix it up with RFF DF+4,F and your opponent will eventually stay blocking. Unlike RFF DF+4,F this move has some slight tracking making it less risky to throw out. One note about this move is that on block and hit your opponent cannot duck should you input LFS2+3. In that situation the opponent’s throw break ability is tested.</p>



<p>l&nbsp; RFF DF+3 is present in the instances your RFF DF+4,4 gets sidestepped after WS4,4 on hit. It is a mid homing move that has a guaranteed follow up in FF+3 and B+3. However, it is slow to start up so it can be interrupted by a generic downjab. Despite it being -11 to -10 on block its pushback makes it only punishable at the wall but that is range dependent as well. Characters like Gigas&nbsp; can punish this move with no problems whatsoever with his 12. So double check which character you are playing against when throwing this move out.</p>



<p>l&nbsp; RFF D+4 The only time you see other Hwoarang players make use of this move is at the wall and rightfully so as it is a chunky low that has a really short range despite it being +5 on hit. It also hits grounded opponents but they will get pushbacked on hit. This shouldn’t discourage you from attempting it open space when you are in your opponent’s face.</p>



<p>l&nbsp; RFF DB+3,3 this is only Natural Combo on Counter Hit and is not delayable. Therefore like RFF3,4 | DB+4,4 | RFF FF+4,3 | RFF F+4,4 you have to commit if you want the whole string. This move should be reserved for high crushing hard reads as you can get punished big time for simply throwing it out. RFF DB+3 on its own is okay but RFF B+4 crushes highs far faster.</p>



<p>l&nbsp; RFF B+3 is the Counter Hit launcher in Right Foot Forward. As you in Tekken Tag Two this move led to huge combo damage provided you had the execution and awareness. Now in Tekken 7 the overall combo damage had dropped as the counter hit animation is now a crumple stun instead of a nosebleed. Hwoarang steps slightly to his right and transitions to Left Foot Forward making most combos off axis unless you side step to the left for realignment.</p>



<p>l&nbsp; RFF B+4 is the superior High Crushing tool available in Right Foot Forward as it crushes highs in CS6~17 on its 18 start up frames. This move is completely safe on block (-9) and nets +13kg on hit but due to pushback on block and on hit, the opponent is out of range to make use of such beautiful plus frames. Should it be used at the wall it will wall splat making it a great option to use if you have a read on your opponent. It is also tailspins in combos making it an option when adjusting your combos based on the situation.</p>



<p>l&nbsp; RFF FF+3 in Tekken Tag 2 used to be +3 on block but now in Tekken 7 it is -6 on block. Making it only useful for hitting opponents with low stances, breaking the floors in forgotten realm, and is sort of a spike post combo with nothing guaranteed right after.</p>



<p>l&nbsp; RFF 3~4 or better known as Backlash is in contention for the best Power Crush in the game and rightfully so as it a high move that tailspins an opponent on hit for a minimum of 70+ combo damage, is +4 on block, has absurd recovery on whiff as Hwoarang transitions back to Left Foot Forward, and can be used a cheese strat when you are at really low minus frames such pulling the trigger after F+2 (-2 on block, transitions to Right Foot Forward) gets blocked. Combine this move with the RFF Stance Cancelling in neutral, JFSR, and D+3,4 your opponent will hesitate in approaching Hwoarang in general. It will hurt more if your backlash is on point an example of which is doing the move just as they are about to attack. This isn’t easy and requires lots of experience to pull off. Now if this move gets blocked remember it is +4 so basically you are given free rein over your opponent. If you wish to fish for a counter hit launch F1+2 is highly recommended as it beats out most options. If you want to continue pressuring the opponent D+3,4 or 123 are best for putting them back to the blender. The main problem with this move is that it is a powercrush therefore it is weak to grabs, lows, and moves that recover really fast. Steve’s 1212 jab string to duck will allow him to punish Hwoarang big time with FC DF+2. Kazuya’s 1243 string will beat out Backlash putting Hwoarang is a bad situation. Don’t be too trigger happy with the move even on whiff as experienced players can easily punish this move.</p>



<p>l&nbsp; RFF 1+3 or 2+4 this is Hwoarang’s strongest throw as it previously did 50 damage in Season 1. Now in Season 2 it has been nerfed by 5 total points making it deliver 45 damage in total. There will be times that you will side switch with your opponent and there will be times that you don’t.</p>



<p>This stance could have been considered the best stance if you could only remain in Right Foot Forward after blocking a move. However, this isn’t the case as Hwoarang will always transition back to Left Foot Forward on block. There are a few ways to remain or maintain the presence of Right Foot Forward towards your opponent. One of which is the RFF Stance Canceling that was explained earlier, the other is Crab Walking to do this simply press Forward and Back in a fast speed and Hwoarang should twitch in place or move slightly forward. Hwoarang can go manually go back to Left Foot Forward by inputting 3+4. Now we’ll look at the stances that involve being in Back Turn…<br></p>



<p><strong>V. Backturn Left Foot Forward (BT LFF)</strong></p>



<p>Backturned Left Foot Forward is mainly used in situations that put Hwoarang in this position whether it would be crossups, or by his own accord. You can manually enter this stance by pressing 1+2 then 3+4 or vice versa.</p>



<p>There is only one unique option in Backturn Left Foot Forward; the rest are generic tools available to the rest of the cast</p>



<p>l&nbsp; BT LFF 4 is a plasma blade that launches on hit and is only -13 on block and leaves Hwoarang in Right Foot Forward. Similar to RFF F+[4,4] it is mainly to catch opponents ducking or retaliating since they believe a free hit is in place while Hwoarang is in this stance. You will at least punish them with 70+ combo damage at the minimum.</p>



<p>l&nbsp; BT LFF D+4 | BT LFF UF+4 | BT LFF 3 | BT LFF D1 | BT LFF 1 are the generic tools Hwoarang has access to just like rest of the cast.</p>



<p><strong>VI. Backturn Right Foot Forward (BT RFF)</strong></p>



<p>Backturn Right Foot Forward is mainly an okizeme tool right after combos with walls and without walls. The effect is far greater will walls though. You can manually enter this stance by inputting 1+2 while in Left Foot Forward.</p>



<p>Similar to Backturn Left Foot Forward there are a handful of unique&nbsp; options available to Backturn Right Foot Forward</p>



<p>l&nbsp; BT RFF 3 is a plasma blade that launches on hit and is only -13 on block and leaves Hwoarang in Left Foot Forward. Similar to RFF F+[4,4] it is mainly to catch opponents ducking or retaliating since they believe a free hit is in place while Hwoarang is in this stance. You will at least punish them with 70+ combo damage at the minimum.</p>



<p>l&nbsp; BT RFF D+3 this is a sneaky counter hit launcher that can only be followed up CC DB+4 | CC DB+4,4 | CC D+3,4 and nothing else will pick them to maximize this opportunity. The move overall isn’t amazing as it is -13 on block and -2 on hit.</p>



<p>l&nbsp; BT RFF 4,3 is the WS3+4,4 string but in Backturn and this version is irreversible making it highly useful in those situations. The whole string is -5 block but if you only do the first kcik it is &#8211; 9 on block.</p>



<p>l&nbsp; The rest are the same generic tools available in Back Turn Left Foot Forward BT RFF D+4 | BT RFF UF+4 | BT RFF 3 | BT RFF D1 | BT RFF 1</p>



<p><strong>&nbsp;VII. Backturn Left Flamingo Stance (BT LFS)</strong></p>



<p>Backturn Left Flamingo Stance can only be accessed via FoxStep and is the best option to go to for running away from your opponent. It has been mainly used to run out time, and bait opponents. All Left Flamingo options are available while in back turn.Fox Step is achieved by pressing “3+4 (RFF) then 1+2 (BT LFF)&#8230; After tapping 1+2 to go into BT, in mid animation of stance transition, press 3 and hold to buffer. After you can press and or hold 4 along with 3, it will put you into BT RFF. To get into fox step though, you let go of both 3 and 4 &#8211; and press f+3 to go into RFF f+3 but in BT. Too quickly or too late, and it will not work after the neutral…” &#8211; Hibineko, 2018 (<a href="https://www.youtube.com/watch?v=28O0mw9UCTI" target="_blank" rel="noopener">https://www.youtube.com/watch?v=28O0mw9UCTI</a>)</p>



<p><strong>VIII. Backturn Right Flamingo Stance (BT RFS)</strong></p>



<p>Backturn Right Flamingo Stance can only be accessed via FoxStep and is used to stay in place or end one’s momentum in running away from an opponent. All Right Flamingo options are available while in back turn. Fox Step is achieved by pressing “3+4 (RFF) then 1+2 (BT LFF)&#8230; After tapping 1+2 to go into BT, in mid animation of stance transition, press 3 and hold to buffer. After you can press and or hold 4 along with 3, it will put you into BT RFF. To get into fox step though, you let go of both 3 and 4 &#8211; and press f+3 to go into RFF f+3 but in BT. Too quickly or too late, and it will not work after the neutral…” &#8211; Hibineko, 2018 (<a href="https://www.youtube.com/watch?v=28O0mw9UCTI" target="_blank" rel="noopener">https://www.youtube.com/watch?v=28O0mw9UCTI</a>)</p>



<h2 class="wp-block-heading"><strong>C: TOP MOVES</strong></h2>



<p>Hwoarang has such a large arsenal of moves making it very difficult to decide what are his top moves as majority of them are fully situational based on how the match develops over time and which character he is fighting against. Hwoarang simply has multiple options to counter anti-strats against him. The moves listed below have been explained in the stance section above but will be explained more in depth-ish in this section if deemed necessary (So expect copy paste to happen here). I was able to narrow it down to base on how useful a move is and how important it is to Hwoarang.</p>



<p><strong>Number 01: JFSR (F,N,DF+4)</strong></p>



<p>This is a just frame move that is not in the command list when you start learning Hwoarang. It was a secret move that existed ever since his debut in Tekken 3. The sound effects on hit were different for every succeeding installment though. It can be done from either Left Foot Forward or Right Foot Forward. It cannot be done out of a crouch dash or wave dash. If you want to mix it up with that movement make sure to side step first then input JFSR. The LFF version however is stricter compared to the RFF version. This mid launcher is safe on block (-10 on block) due to its pushback except against Gigas, Jack, Marduk, Nina, and Bryan without walls.</p>



<p>This is essential to Hwoarang’s neutral game because he needs a safe mid launcher that launches crouching opponents who are afraid of Hwoarang’s mixup potential. DF+2 and B+3 simply don’t cut it as they are inferior to JFSR frame and range wise overall. Aside from launching opponents who are too concerned with D+3,4 chipping at their life bar and placing them at a 50/50 situation it helps give Hwoarang breathing room from opponents who constantly pressure him. This shouldn’t be used as a panic move but more as a spacing tool, for example 2F+4 to JFSR if the opponent still decides to come near. Both situations where they get hit or block the move is good for Hwoarang as he gets to remain in neutral and not get pressured.</p>



<p>It is also important to note that JFSR high crushes so it makes certain matchups more doable if one of their key moves is a high. An example of this is Hwoarang vs Jin, now realistically speaking you won’t crush Electric Wind Hook Fist (EWHF) every single time you throw out JFSR but there will be instances that you do making the Jin player question themselves if they should constantly spam EWHF. JFSR is too important to ignore for both offense and defense. So make sure to develop that execution so you can throw it out anytime in Left Foot Forward in both player 1 and player 2 sides. A good standing for JFSR execution in Left Foot Forward for your strong side is 8/10 and for your weak side 6/10.</p>



<p><strong>Number 02: Backlash (RFF 3~4)</strong></p>



<p>This might as well be the best Power Crush in the game because it is a high move that tailspins an opponent on hit for a minimum of 70+ combo damage, is +4 on block, and has absurd recovery on whiff as Hwoarang transitions back to Left Foot Forward. This is the move that is viewed as a threat for as long as Hwoarang is in Right Foot Forward. The opponent will more often than not choose to duck when Hwoarang is in that stance. Now if they will duck doesn’t that make this move completely useless once I get in their face as I am in Right Foot Forward? No, that isn’t the case as Hwoarang needs this move as a neutral threat rather than an offensive threat. Think of it as a keep out move that reminds opponents not to attack Hwoarang as you stance cancel around the stage. Hwoarang desperately needs to keep opponents from approaching him and this is one of the moves that will keep them to play neutral.</p>



<p>If this move gets blocked from range 1 keep in mind that it is +4 on block and that means you have a bit of leeway to pressure your opponent. If you are aiming to turn the tides with big damage go counter hit fishing with F1+2 as it beats out most options. You may even trade with your opponent on hit, but more often than not you’ll still be able to complete the juggle. If are aiming to capitalize on your opponent’s indecisiveness to approach Hwoarang you take your turn with D+3,4 or 123 for putting them to the blender.</p>



<p>However, this move can be heavily punished by grabs, lows, and moves that recover really fast. To name a few: Steve’s 1212 jab string to duck will allow him to punish Hwoarang big time with FC DF+2 or DCK F+2. Kazuya’s 1243 string will beat out Backlash putting Hwoarang is a bad situation. Don’t be too trigger happy with the move in neutral despite its great recovery on whiff as a well timed Sonic Fang from Steve can easily whiff punish you and place you in a bad position.</p>



<p>A big bonus if your backlash is on point an example of which is doing the move just as they are about to attack. This isn’t easy and requires lots of experience to pull off.</p>



<p><strong>Number 03: D+3,4</strong></p>



<p>This move embodies Hwoarang’s identify in the Tekken franchise. D+3,4 in previous installments wasn’t as strong as the D+3,4 in Tekken Tag 2 and now in Tekken 7 Fated Retribution. Since Tekken 7 is a 1v1 game and not a 2v2 game it would seem that giving a Natural Combo Low-High string was too much that they decided to nerf the move as a whole. This made it a struggle for most Hwoarang players to find a way to pressure their opponents with this move. Majority came to consensus that it should only be used at the wall and not in open as the pushback just kills Hwoarang.</p>



<p>For some reason they have changed their minds in Season 2 bringing back the Tekken Tag 2 properties that make Hwoarang extremely deadly.&nbsp; This is the strongest offensive move Hwoarang has in Left Foot Forward and Left Flamingo Stance as it transitions him to Right Flamingo Stance at a shocking +12 on block and +14g on hit with no pushback whatsoever. The Left Flamingo version is slightly different from the Left Foot Forward version as the first hit of this string hits grounded opponents.</p>



<p>It is the offensive starter to most of Hwoarang’s mix ups and something that allows him to enforce his will upon opponents. You have seen it before or it may have happened to you already when a Hwoarang player would do LFF D+3,4 LFS 3+4 LFS D+3,4 LFS 3+4 LFS D+3,4. There really isn&#8217;t much the opponent can do on block if they fail to duck the 2<sup>nd</sup> hit and much more on hit as Hwoarang transitions to Right Flamingo Stance. Without a doubt this is the main reason why opponents duck against Hwoarang.</p>



<p><strong>Number 04: DF+2</strong></p>



<p>This move is a big deal for Hwoarang’s neutral as it is a 15 frame launcher that is safe on block but does not launch crouching opponents. Instead you are given +4 frame advantage on hit and you can capitalize upon this by safely approaching your opponent. It even has a funky hitbox like Shaheen’s DF+2, Law DF+2, and Paul DF+2. There are times it will launch from ranges you wouldn’t expect. That is the important part as you need opponents to not casually approach Hwoarang like its nothing when you are in Left Foot Forward.</p>



<p><strong>Number 05: DB+3</strong></p>



<p>This is the best low crush option Hwoarang has in his arsenal range and frame wise. Being left in a null situation (0 on block) is something you should learn to live as it is not that bad for Hwoarang. Take the small chip damage you can take as you gather information from your opponent as the match goes on in order to establish how you will approach and pressure your opponent. This move will definitely help in gauging the low parry tendency of your opponent for you to change your timing to not get low parried. Pressing buttons after this move on hit is optional but if you really want to the popular option is to do WS+4,4 on hit but do note that you can be interrupted by jabs.&nbsp;&nbsp;</p>



<p><strong>Number 06: Flamingo Jabs (LFS+1 &amp; RFS+2)</strong></p>



<p>Take your opponent’s breath by surprise as this is the most deceiving and deadliest option in both Flamingo Stances (Left Flamingo Stance &amp; Right Flamingo Stance). This is because it is +5 on block and starts up at 13 frames but will essentially start up at 10 frames or less if a string&nbsp; was used to transition to Left/Right Flamingo Stance on hit or block (Assuming you made use of the following: 123 | 124 | D+3,4 | U+4 | Etc).</p>



<p>The best offensive table setter as it brings you back to Left Foot Forward or Right Foot Forward which then allows you to fish for a Counter Hit Launch with F1+2 or RFF B+3 as that will trade with most options. You can also decide to stay safe by not pressing a button, sidestepping, or making use of a move with lesser risk like DF1+2 to simply check your opponent. Lastly you can make use of the plus frames to switch to another stance to continue your offense like D+3,4. Essentially the opponent is at your mercy after this move.</p>



<p><strong>Number 07: F+2</strong></p>



<p>Probably the most underrated neutral tool as moves like JFSR, Backlash, and D+3,4 take all the spotlight. The mid chop transitions Hwoarang to Right Foot Forward at -2 frame disadvantage. It is important to note that this move crushes highs when Hwoarang spins to perform this move. It helps Hwoarang control the neutral a whole lot combined with JFSR, Backlash, WS+4,4 and 12F+3. If you would still like to press buttons I suggest RFF B+4 as it crushes highs or Backlash if your opponent uses a slower move.</p>



<p><strong>Number 08: RFF DF+4,F</strong></p>



<p>Without a doubt after D+3,4 RFF DF+4,F is easily the second pillar of Hwoarang&#8217;s pressure game as it is +7 on block, +15g on hit and +15 on counter hit. If you don&#8217;t input forward or back Hwoarang will remain in Right Foot Forward with different frames (-7 on lock and +1 on hit). You can easily play with your opponent’s head but choosing to enter Right Flamingo or not as Backlash will linger at the back of their minds.</p>



<p>This move shines the most at the wall as the opponent will have major difficulties running away from the onslaught. Should they press a button while their back is against the wall a RFF 4 or RFF 2B4 will surely wall splat them on counter hit for huge wall combo damage. In open it can start up dangerous mix ups but you should choose your moves wisely based on the data you had gathered from your opponent as they can backdash out of the pressure. For this case RFS 1 will keep them in place in exchange for being slightly minus on frames. The main concern with this move is that it is linear so making use of this move as a follow up right after WS+4,4 can mean certain death to a Sidestep Electric Wind God Fist.</p>



<p><strong>Number 09: WS+4,4</strong></p>



<p>It is unknown as to why Hwoarang has a Mishima-esque Tsunami Kick that isn’t unsafe on block. But Hwoarang players should not complain as it is safe on block at -5 and transitions to Right Foot Forward making it deadly after punishing a low move. It is great for controlling the space most especially against characters with low stances as the second hit of this string hits grounded opponents. An example of this matchup is Hwoarang vs Xiaoyu as you will find yourself spamming this move 24/7 against Ling Xiaoyu’s Art of Phoenix. That is basically the main purpose of this move as Hwoarang doesn’t have anything that does its job better.</p>



<p><strong>Number 10: RFS DF+4 | RFS B+3</strong></p>



<p>The only reason these two moves made it to the tenth spot together is because RFS DF+4 launch ability was taken away in exchange for +1 on block and RFS B+3 fills that hole as it is now only -10 on block making it worth the risk to throw out. You should rotate these two moves when in Right Flamingo Stance as the rewards are huge on hit with the least risk imaginable. The 50/50 mixup in Right Flamingo Stance couldn’t be truer with RFS D+4,3 accompanying them.</p>



<p><strong>Number 11: DF+1/DF1+2</strong></p>



<p>It has been a common theme in Hwoarang’s Top move list to see generic tools. This is because his neutral game truly needs it as his defense is heavily player (skill) reliant. Hwoarang is blessed to have two generic DF+1’s with different frames on block and range. DF+1 is the shorter version and is 0 on block! This is great for neutral and if it connects it is +8 on hit making it awesome for continuing pressure. DF1+2 is the slightly longer version and remains safe at -3 on block, just like DF+1 if it connects its +8 on hit.</p>



<p><strong>Number 12: DF+4</strong></p>



<p>The homing move you throw out more often than not in neutral as you’ll be stuck in Left Foot Forward most of the time. With this move you’ll be able to transition to Right Foot Forward in a jiffy at -8 frame disadvantage on block and +8 frame advantage on hit. Be very aware when the move hits as that will be one of the few opportunities you will get to approach your opponent rather safely and start up some pressure. This move will be used in tandem with F+2 to check your opponent’s movements as they both have similar startup frames (16~17 startup frames) with DF+4 being the homing variant. This move also tailspins and is perfect for adjusting your combos when unsure of the distance to the wall.</p>



<p><strong>Number 13: RFS D+4,3</strong></p>



<p>This is what makes Hwoarang a pseudo mishima in disguise as he was given his own hell sweep in Tekken 7 Fated Retribution. Together with RFS DF+4 and RFS B+3 this move is great at enforcing the 50/50 in Right Flamingo Stance as it is a fast move. It can be fuzzy guarded against so make sure to change up your timings to keep your opponents on their heels. The whole string itself is only -14 but the odds of getting that blocked in a real match is quite low. If it does that means you were making use of RFS D+3,4 at a distance.</p>



<p><strong>Number 14: F2+3 (Done from LFF | LFS | RFF)</strong></p>



<p>F2+3 is the throw Hwoarang has access to in the three stances that you will make use of majority of the time. The main purpose of this throw isn’t for its damage or floor breaking capability. It&#8217;s simply for switching sides most especially when your back is against the wall. You need to take every opportunity you can take to stay alive longer and as you already know Hwoarang desperately needs this side change.</p>



<p><strong>Number 15: DF3 Cancel (DF+3,F)/DF3/DF3,4</strong></p>



<p>Just so you know if it wasn’t for the powercrush buff in Season 2 this move would have been placed under Situational Moves. It is a huge deal that Hwoarang can approach his opponent with armor to tank a few hits and still remain in mix up city. The whole string is meant to stop them from pressing a button so you can safely mix it up with DF+3,F. Only make use of this transition in neutral if you have conditioned your opponent not to attack and slightly respect Flamingo Transitions.</p>



<p>These fifteen moves should be used in rotation and it should be enough to control space, approach, and pressure the opposing player. Majority of the moves listed here are safe in nature excluding lows so if you get hit by a high or mid after doing one of this moves on block, it simply means you pressed a button.</p>



<h2 class="wp-block-heading"><strong>D. SITUATIONAL MOVES</strong></h2>



<p>These moves are highly situational and are there to help turn the tide to your favor. I would say the whole movelist is situational but some simply used more often than others. The moves listed below have been explained in the stance section above but may have additional details in this section if deemed necessary (So expect copy paste to happen here). It has been narrowed down to a total of twelve situational moves from Hwoarang’s Treasure Box.</p>



<p><strong>Number 01: LFS 3,4/LFS 3,3/LFS 3,F</strong></p>



<p>You’ll find yourself in Left Flamingo Stance wondering what to do in said stance. More often than not you’ll press a button and these three moves will come out. Once you get a hang for Hwoarang’s moves you will begin to throw them out at a higher rate. This is simply because these are essential strings in the Left Flamingo Stance for mix up purposes. The glaring con is that despite it being highly delayable it can be fuzzy guarded against and if the opponent is highly awake you’ll be punished for throwing out all three options even if only one is truly punishable frame wise. LFS 3,4 is duckable | LFS 3,3 -14 on block | LFS 3,F is only +3 on block which means a down jab will interrupt most options and once you show that you’ll make use of the low crushing options a simple DF+1 will freeze you.</p>



<p><strong>Number 02: SS+4 | LFS DB+4</strong></p>



<p>These two low kicks are important in setting up Hwoarang’s offense. SS+4 is the slow low move that looks similar to F+2. It is very damaging as it transitions Hwoarang to Right Foot Forward at +5 on hit and is slightly risky at -13 on block. This move is rotated with F+2 and JFSR as a Sidestep mixup. LFS DB+4 is the low poke in Left Flamingo Stance as it transitions Hwoarang into Right Foot Forward. This fast low kick is +4 on hit and -12 on block making it a low risk high reward type of move. On Counter Hit you can get a free follow up in B3 | FF+3 | DB+4 | RFF DB+3 | RFF D+4 | RFF FF+3 but the best option out six options is B3 or FF3</p>



<p><strong>Number 03: iWR+3</strong></p>



<p>The only move Hwoarang has that isn’t reversible as it is a heel. You will be using this move a ton when against characters like King and Asuka. It grants huge plus frames on block (+8 on block) and gives great okizeme as it Knockdowns on hit. Caution you can be floated when doing this move.</p>



<p><strong>Number 04: FF+3</strong></p>



<p>One of Hwoarang’s ground hitting moves and despite it’s look it can be reversed as it is a leg. This move transitions Hwoarang to Right Foot Forward and it +6 on block/hit. The options out of this move is rather tricky as it is range dependent.&nbsp;</p>



<p><strong>Number 05: RFF+3</strong></p>



<p>RFF 3 is the go to option when RFF DF+3 gets interrupted after WS+4,4 on hit. This should stop them from pressing buttons and make RFF DF+4,F viable in the set. Once they start side stepping again RFF DF+3 will come back into play. It is as simple as that.</p>



<p><strong>Number 06: LFS UF+4 | LFS UF3,4</strong></p>



<p>If your opponent is constantly down jabbing you out of Flamingo make them pay the next time you enter Left Flamingo Stance with these two low crushing tools. It should teach them not to down jab as often allowing you to go to mix up land.<br></p>



<p><strong>Number 07: RFF DF+3</strong></p>



<p>This move has great range and is homing with a guaranteed follow up in FF+3 and B+3. It is present in the instances your RFF DF+4,4 gets sidestepped after WS4,4 on hit. However, it is slow to start up so it can be interrupted by a generic downjab. Despite it being -11 to -10 on block its pushback makes it only punishable at the wall but that is range dependent as well. Characters like Gigas can punish this move with no problems whatsoever with his 12.</p>



<p><strong>Number 08: RFF B+2</strong></p>



<p>This is a downwards punch that nets Hwoarang +2 on block and +6 frames on hit. It also leaves him Right Foot Forward allowing you to continue pressuring your opponent with various options. On counter hit it has a guaranteed follow up in RFF D+4 | RFF FF+3 | FF+3 | B3 | DB+4 | RFF DB+3 and out of all the options cancelling out of Right Foot Forward Stance to Left Foot Forward Stance to do either FF+3 or B3 is best.</p>



<p><strong>Number 09: F1+2</strong></p>



<p>The fact that this move slightly crushes highs is all you need to know. Beautiful counter hit launcher that will usually net 70+ combo damage. It is completely safe at -9 on block just don’t move or else you’ll get hit.</p>



<p><strong>Number 10: UF+2</strong></p>



<p>This move is a slow but damaging jump punch. It give Hwoarang tremendous frame advantage on block and gives free follows on counter hit (CH UF+2 to FF+3/B+3). The only issue is that you can be floated out of this move easily.</p>



<p><strong>Number 11: B1/B2/UB+4/F+3~N+3/B1+2</strong></p>



<p>Defense is a major problem for Hwoarang and that’s what these move attempt to remedy but they don’t do a great job. It is on you the player to make the right read with any of the mentioned moves here in number eleven. You can choose to go unsafe with great evasive properties towards the right with B+1 and F,N+[3,3]. You may opt to remain safe towards the left and backwards with B+2 and UB+4. If you have the right read and know your opponent will use a punch go make use of Hwoarang’s punch parry.<br></p>



<p><strong>Number 12: 1/11/12/12F+3/2F+3/12F+4/2F+4</strong></p>



<p>You might have gotten tired of seeing yet another generic tool in this list but it is what it is. Hwoarang needs these tools most especially in neutral. Each of these jabs has been properly explained in the stances section so I will not go over them anymore over here. Just know that these are your important jabs and jab strings that keep space between you and your opponent.</p>



<p>These moves aren’t necessarily better that other moves in Hwoarang’s move list but can easily be applied in numerous situations. The unnamed ones that aren’t mentioned here shouldn’t discourage you from using them in matches. Go over the move-list and see how it can be applied to your gameplay with the Top Moves mentioned in this guide.</p>



<h2 class="wp-block-heading"><strong>E. RAGE ABILITY</strong></h2>



<p>If Hwoarang is already in contention for being called the Powercrush King, he is also in the race for best Rage Capabilities. His Rage Art can only be accessed from his Flamingo Stance (Left Flamingo Stance &amp; Right Flamingo Stance) and his Rage Drives can be accessed from both Left Foot Forward and Right Foot Forward.</p>



<p><strong>Rage Art: FLA (LFS &amp; RFS) D3+4</strong></p>



<p>Hwoarang is part of the safe rage art squad (Namely: Alisa, Anna, Geese, Jin, Hwoarang, &amp; Steve) the only difference between him and those who are in it is that his Rage Art is a mid compared to their Rage Arts which are Highs. The catch is that it can only be done from either Left Flamingo Stance or Right Flamingo Stance. This means he can’t use his Rage Art for interrupting an opponent’s attack or punishing it. Instead it is mainly used for okizeme situations such as catching an opponent pressing a get up attack to hit Hwoarang out of Flamingo Stance. It can be used as a whiff punisher but this is seldom seen as entering Flamingo takes up 13 start up frames, the opponent may have recovered already when Hwoarang enters his Flamingo Stance. One practical use of this Rage Art as a punisher is in Geese’s strings. It is known that you can F+3 in between before the last hit (mid or low) and launch with LFS UF+4 but you can replace that with LFS D3+4 if you are in rage. Side note this Rage Art has been nerfed in Season 2 removing the free B+3 hit in open a small price to pay for the D+3,4 buff.&nbsp;&nbsp;</p>



<p><strong>Rage Drive 01: D3+4,4</strong></p>



<p>In Season 1 this rage drive only knocks down on hit and flips the opponent if used at the end of a combo. In Season 2 it has received a significant buff as it a class A launcher should the 3rd hit connects and spikes the opponent post combo for a guaranteed RFF DF+3, LFF F+3~N+3, RFF FF+3, and CD+3. The first two hits of this move is a natural combo but the third hit isn’t part of that which means the third hit can still be blocked even if you get hit by the first two. This is because if it was this Rage Drive would be instantly broken as it is already on par with Ling Xiaoyu’s Rage Drive in terms of speed for a low move. This Rage Drive starts up at 12 frames and is +6~8 on block giving Hwoarang the freedom to attack his opponent at will. Unfortunately, there is no true option to go to right after this move gets blocked despite the +6~8 advantage. RFF B+2 and RFF DF+4,F the popular choices to use can be sidestepped easily. Backlash or any High Option from both Left Foot Forward &amp; Right Foot Forward will be beaten by a simple down jab. D+3,4 or any low option from Left Foot Forward &amp; Right Foot Forward will be beaten by a low crushing move. RFF2+4 or any other throw will be beaten by high crushing move or solid throw breaks.</p>



<p><strong>Rage Drive 02: UF+3,4,3+4</strong></p>



<p>This is a move Ogre and True Ogre had since Tekken 3, Tekken Tag 1, &amp; Tekken Tag 2. Now Hwoarang inherits this move from them allowing him to create longer combos. Super Hunting Hawk only received damage bonuses, becoming +4 frames on block, and recovery by 4 frames after the last hit in Season 2. There isn’t much reason to use this move on its own even if you are able to whiff punish an opponent successfully with this move as the combos from this launcher aren’t the prettiest. This move is best suited for extending combos to get the wall, get close enough to the wall to do UF3+4 to wall splat the opponent to the wall, or high wall splat opponents into the wall for massive damage.</p>



<h2 class="wp-block-heading"><strong>F. COMBOS</strong></h2>



<p>In Season 1 Hwoarang’s combo damage was one of the best in the game basically ending rounds in the blink of an eye. However, Hwoarang’s combo damage has received a slight nerf in Season 2 but can be easily remedied by making use of the additional combo buffs he got. Let’s take a look at the moves that are essential to Hwoarang’s combos</p>



<h3 class="wp-block-heading"><strong>LAUNCHERS</strong></h3>



<p><strong>Safe Natural Hit Launchers</strong></p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF DF+2 (Mid, -5 on Block, Does not launch crouching opponents)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	UB+3,3 (Mid-High, +3 on Block, Tailspins on hit, Transition to Left Flamingo Stance,&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Duckable on reaction)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF/LFS UF+3,4 (Mid-High, -8 on Block, Slow)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF U+3 (High, +3 on Block, Transitions to Left Flamingo Stance)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF U3+4 (Mid, -7 on Block, Can be floated out off)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF 3~4 [Backlash] (High, +4 on Block, Powercrush, Homing, Punishable by experienced&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;players, Transitions Hwoarang to Left Foot Forward)</p>



<p><strong>Unsafe Natural Launchers</strong></p>



<p>&#8211; &nbsp; &nbsp; 	 CD+4 (Mid, -18 on Block)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	JFSR (Mid, -10 on Block, Just Frame, Punishable by Gigas, Jack, Marduk, Nina, &amp; Brayn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;in open,&nbsp; Punishable to the rest of the cast by the wall)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	B+3 (Mid, -19 on Block)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFS UF+4 (Mid, -14 on Block, Transitions Hwoarang to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFS 3,3 (Mid-Mid, -14 on Block, Only with Rage D3+4,4 at Forgotten Realm, Only with&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rage D3+4 near walls, Transitions Hwoarang to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFS B+3 (Mid, -10 on Block, Transitions Hwoarang to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF D+4 (Low, -28 on Block, Slow but High Crushes, Transitions Hwoarang to Left Foot&nbsp;</p>



<p>Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF D+3 (Low, -28 on Block, Slow but High Crushes, Transitions Hwoarang to Left Foot&nbsp;</p>



<p>Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF DF+3 (Mid, -11 on Block, Only at the wall at a specific angle, Transitions Hwoarang&nbsp;</p>



<p>to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF F+[4,4] (Mid, -13 on Block, Keeps Hwoarang in Right Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	BT LFF 4 (Mid, -13 on Block, Transitions Hwoarang to Right Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	BT RFF 3 (Mid, -13 on Block, Transitions Hwoarang to Left Foot Forward)</p>



<p><strong>Counter Hit Launchers</strong></p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF F1+2 (Mid, -9 on Block)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF B+4 (High, -9 on Block, Moves slightly to his right, Transitions to Right Foot&nbsp;</p>



<p>Forward)</p>



<p>&#8211; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; LFF D+4,4 (Low-High, -8 on Block, Duckable on reaction)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF B+1 (Mid, -13 on Block, Only at the wall at a specific angle)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	SS3,3 (Mid-High, +3 on Block, Duckable on reaction, Transitions Hwoarang to Left&nbsp;</p>



<p>Flamingo Stance)</p>



<p>&#8211;	LFS F+3 (Mid, +3 on Block, Keeps Hwoarang in Left Flamingo Stance)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFS B+4 (Mid, -8 on Block, Transitions Hwoarang to Right Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFS 3,4 (Mid-High, +8 on Block, Only the second kick nets a free launch in RFS B+3,&nbsp;</p>



<p>Transitions Hwoarang to Right Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFS F+4,4 (High-High, -6 on Block, Transition Hwoarang to Right Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFS DF+4 (Mid, +1 on Block, Transitions Hwoarang to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF 44 (High-High, -5 on Block, Does not jail on block, Transitions Hwoarang to Left&nbsp;</p>



<p>Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF 244 (High-High-High, -5 on Block, Does not jail on block, Transitions Hwoarang to&nbsp;</p>



<p>Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF DB+3,3 (Low-High, -2 on Block, Can be ducked on reaction, Transitions Hwoarang&nbsp;</p>



<p>to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF B+3 (High, -9 on Block, Transitions Hwoarang to Left Foot Forward)</p>



<p><strong>Wall Bounce</strong></p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	CD+3 (Mid, +3 on Block, Transitions Hwoarang to Left Foot Forward)</p>



<h3 class="wp-block-heading"><strong>TAILSPIN MOVES</strong></h3>



<p>Tailspin Moves in Left Foot Forward</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	12F+4 | 2f+4 (High-High-High, Hwoarang stays in Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	DF+4 (Mid, Transitions Hwoarang to Right Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	DB+4,4 (Low-High, Keeps Hwoarang in Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	UB+3,3 (Mid-High, Tailspins on hit, Transition to Left Flamingo Stance)</p>



<p>Tailspin Moves in Left Flamingo Stance</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFS B+3 (Mid, Homing, Powercrush, Transitions Hwoarang to Right Foot Forward)</p>



<p>Tailspin Moves in Right Flamingo Stance</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFS B+4 (Mid, Homing, Powercrush, Transitions Hwoarang to Left Foot Forward)</p>



<p>Tailspin Moves in Right Foot Forward</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF 44 (High-High, Transitions Hwoarang to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF 244 (High-High-High, Transitions Hwoarang to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF DF+3 (Mid, -11 on Block, Only at the wall at a specific angle, Transitions Hwoarang&nbsp;</p>



<p>to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF 3~4 [Backlash] (High, Transitions Hwoarang to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF DB+3,3 (Low-High, Transitions Hwoarang to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF B+4 (High, Transitions Hwoarang to Left Foot Forward)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF 2,B+4 (High-High, Transitions Hwoarang to Left Foot Forward)</p>



<h3 class="wp-block-heading"><strong>WALL CARRY MOVES (POST TAILSPIN)</strong></h3>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF 3~4 (Common Wall Carry Option used in tandem with Season 2 BnB Combo)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF/LFS UF3+4,(4) (The most common Wall Carry Option, only use full string if you feel&nbsp;</p>



<p>you won’t make it)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF F+3 to LFS UF3+4 or LFS B+3 (Seen in multiple combo videos and used by Hwoarang&nbsp;</p>



<p>players who have learned how to connect RFF F+3 to any of the options post tailspin)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFS F+4,3 (Best used with less hits in combo)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFS F+3,4 (Best used with less hits in combo)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF 4,4 (Best used with less hits in combo)</p>



<p>&#8211;&nbsp; &nbsp; 	LFS 3,F (Should be used if player decided to stay in Left Flamingo Stance)</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	LFF/LFS D+3,4 (In Season 1 its range was much farther, but now in Season 2 it has been&nbsp;</p>



<p>slightly nerfed)</p>



<p></p>



<h3 class="wp-block-heading"><strong>MOVES THAT SPIKE</strong></h3>



<table class="wp-block-table"><tbody><tr><td>Feet Facing You</td><td>Head Facing You</td></tr><tr><td>LFF UF+2</td><td>LFF 443</td></tr><tr><td>LFF FF+3</td><td>LFF/LFS UF+3,4,3</td></tr><tr><td>WS+4,4</td><td>iWR+3</td></tr><tr><td>WS 3+4,4</td><td>RFF B+2</td></tr><tr><td>BT RFF 4,3</td><td>RFF 43</td></tr><tr><td>LFF/LFS B+1</td><td>RFF 243</td></tr><tr><td>RFS DF+4</td><td>Has guaranteed option in B+3</td></tr></tbody></table>



<h3 class="wp-block-heading"><strong>MOVES FOR REPSPLAT</strong></h3>



<table class="wp-block-table"><tbody><tr><td>Poor Wall Splat</td><td>Good Wall Splat</td><td>Great Wall Splat</td></tr><tr><td>DF+1</td><td>3~4</td><td>UB+3,3</td></tr><tr><td>F+2</td><td>D+4,4</td><td>UB+3,4</td></tr><tr><td>B+2</td><td>2F+4</td><td>LFS 3,F+4</td></tr><tr><td>U+3</td><td>44</td><td>LFS+4</td></tr><tr><td>U+4</td><td>DB+4,4</td><td>RFS+3</td></tr><tr><td>UF+4,4</td><td>UF3+4</td><td>RFF 44</td></tr><tr><td>&nbsp;</td><td>UF+3,4</td><td>&nbsp;</td></tr><tr><td>&nbsp;</td><td>LFS F+4,3</td><td>&nbsp;</td></tr><tr><td>&nbsp;</td><td>RFS F+3,4</td><td>&nbsp;</td></tr></tbody></table>



<p><strong>MOVES THAT BREAK WALLS (Howard Estate, Jungle Outpost, G-Corp Helipad Day and Night, Duomo Di Sirio &amp; Twilight Conflict)</strong></p>



<table class="wp-block-table"><tbody><tr><td>Starter Only</td><td>Combos Only</td></tr><tr><td>FF+4</td><td>F1+2</td></tr><tr><td>3~4</td><td>DF+3,4</td></tr><tr><td>LFS F+4,3</td><td>DB+4,4</td></tr><tr><td>RFS F+3,4</td><td>B+2</td></tr><tr><td>&nbsp;</td><td>CD+3</td></tr><tr><td>&nbsp;</td><td>RFF DF+3</td></tr></tbody></table>



<table class="wp-block-table"><tbody><tr><td>Both</td></tr><tr><td>12F+4</td><td>LFS 3,3</td></tr><tr><td>2F+4</td><td>LFS 3F+4</td></tr><tr><td>DF+4</td><td>LFS B+3</td></tr><tr><td>33F+4</td><td>RFS B+4</td></tr><tr><td>333</td><td>RFS 4</td></tr><tr><td>444</td><td>LFS 4</td></tr><tr><td>F+{3,3}</td><td>RFS 3</td></tr><tr><td>UB+3,3</td><td>RFF 2B+4</td></tr><tr><td>LFS F+3</td><td>RFF 4,4</td></tr><tr><td>RFF 244</td><td>RFF B+4</td></tr><tr><td>RFF FF+4,3</td><td>RFF 3~4 (Backlash)</td></tr></tbody></table>



<p><strong>MOVES THAT BREAK FLOORS (Forgotten Realm)</strong></p>



<table class="wp-block-table"><tbody><tr><td>Starter Only</td><td>Both</td></tr><tr><td>2+4</td><td>UF+3,4,3</td></tr><tr><td>F2+3</td><td>&nbsp;</td></tr></tbody></table>



<table class="wp-block-table"><tbody><tr><td>Combo Only</td></tr><tr><td>443</td><td>U3+4</td><td>UF+2</td></tr><tr><td>DB3+4</td><td>FF+3</td><td>iWR+3</td></tr><tr><td>B+1</td><td>WS+4,4</td><td>LFS DB+4</td></tr><tr><td>RFS DF+4</td><td>RFF 243</td><td>RFF 43</td></tr><tr><td>RFF D+4</td><td>RFF B+2</td><td>RFF FF+3</td></tr></tbody></table>



<p>Now that you know which moves do what in combos come inside for combo staples in open, with wall, wall breaks, floor breaks, etc.</p>



<h2 class="wp-block-heading"><strong>BREAD AND BUTTER (BNB) JUGGLES (DF+2 | B+3 | JFSR | Backlash | LFS D+4 / RFS D+3 | Low Parry)</strong></h2>



<p>LAUNCHER: DF+2</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	DF+2 F+2 RFF34 RFS B+4 S! RFF F+3 UF+343 = 59 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	DF+2 U+3 LFS B+3 S! FF+4 RFF34 RFS B+4 = 62 DMG (Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	DF+2 F4 RFS2 RFF34 RFS B+4 S! RFF F+3 LFS UF3+4 = 57 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	DF+2 FF4 RFF34 RFS B+4 S! RFF F+3 UF343 = 64 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	DF2 F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 70 DMG (Hard)</p>



<p>LAUNCHER: B+3</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 F+2 RFF34 RFS B+4 S! RFF F+3 UF+343 = 63 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 U+3 LFS B+3 S! FF+4 RFF34 RFS B+4 = 66 DMG (Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 F4 RFS2 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 61 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 FF4 RFF34 RFS B+4 S! RFF F+3 UF343 = 68 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 74 DMG (Hard)</p>



<p>LAUNCHER: JFSR</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	JFSR Backlash S! FF+4 RFF34 RFS B+3 = 68 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	JFSR Backlash S! FF+4 RFF34 RFS B+4 = 68 DMG (Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	JFSR Backlash S! RFF F+3 LFS 3F LFS 3F LFS F+3 = 65 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	JFSR Backlash S! RFF F+3 LFS+2 RFF F+3 LFS UF+343 = 76 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	JFSR F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 75 DMG (Hard)</p>



<p></p>



<p>LAUNCHER: Backlash</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Backlash S! FF+4 RFF34 RFS F+3,4 = 74 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Backlash S! FF+4 RFF34 RFS B+4 = 68 DMG (Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Backlash S! FF+4 RFF3 123 LFS F+3 = 67 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Backlash S! RFF F+3 LFS+2 RFF F+3 LFS UF3+4 DF3+4 = 80 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Backlash S! U+3 LFS+2 RFF F+3 LFS UF3+4 DF3+4 = 83 DMG (Hard)</p>



<p>LAUNCHER: LFS D+4 / RFS D+3 (Snake Edge)</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Snake Edge U+4 RFS 4 = 39 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Snake Edge CC DB+4,4 S! iWR+4 = 41 DMG (Medium)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Snake Edge CC D+3,4 RFS B+4 S! D+3,4 RFS B+4 = 42 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Snake Edge CC DF+4 S! U+3 LFS 3F LFS 3F LFS F+3 = 51 DMG (Hard)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Snake Edge CC FF+4 RFF34 RFS B+4 = 45 DMG (Hard)</p>



<p>LAUNCHER: Low Parry</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Low Parry DF+1 D+3,4 RFS B+4 S! DF+3,4 = 30 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Low Parry D+3,4 RFS B+4 S! UF+343 = 34 DMG (Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Low Parry FF+4 RFF34 RFS B+4 S! RFF F+3 LFS UF+343 = 51 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Low Parry FF+4 RFF3 23 LFS1 123 LFS F+3 = 37 DMG (Medium)</p>



<p>5.)&nbsp; 	&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	Low Parry F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 57 DMG (Hard)</p>



<p>Moving onwards to what Hwoarang is really known for during the arcade update&#8230;</p>



<h2 class="wp-block-heading"><strong>WALL COMBO ENDERS</strong></h2>



<p>Tekken 7 Vanilla Enders</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	1 DF+1 D2 WS+4,4</p>



<p>The 1 Jab can be removed if you think it will not connect or if there are too many hits, Great Okizeme as Hwoarang transitions to Right Foot Forward. WS+4,4 to RFF3 used to be guaranteed in the Vanilla version.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	D+3,4 RFS DF+4 B+3</p>



<p>Only Stand Up Tech will avoid B+3 but the rest will lose to B+3 from RFS DF+4 spike and good okizeme but opponent may flip towards the left or right on occasion removing their backs from the wall just a little bit.</p>



<p>Tekken 7 Fated Retribution Season 1 Enders</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF F+3 LFS F+3 LFS 3F+4</p>



<p>This is the Tekken 7 Fated Retribution BnB you see from most Hwoarang players and did a ton of damage until Season 2 nerfed the moves. It is still the go to wall combo as it still consistent with most combos.</p>



<p>Tekken 7 Season 2 Enders</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	SS+3,3 LFS F+3</p>



<p>This is the easiest version of the three to get and does good damage for combos with many hits.<br></p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	SS+3,3 LFS 3F+4</p>



<p>This is a slightly difficult version of the three to input and does beautiful damage as it also breaks walls.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	SS+3,3 LFS 3F LFS 3F+4</p>



<p>The most damaging Wall Combo ender Hwoarang has in his arsenal and the hardest to input.</p>



<h2 class="wp-block-heading"><strong>WALL SPLAT COMBOS</strong></h2>



<p>Low Wall Splat Combos</p>



<p>Majority of the time this may happen from low wall carries</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	B+3</p>



<p>If the wall splat was too low, it&#8217;s best to go for B+3 to flip the opponent for okizeme</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	D+2 WS+4,4</p>



<p>The D+2 may not hit at times depending on how slump the opponent is to the wall. In the event that D+2 may not hit just go for WS+4,4 for safety you will still get a favorable okizeme situation.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	FF+3</p>



<p>Just like B+3 but transitioning to Right Foot Forward for okizeme and higher damage.</p>



<p>Regular Wall Splat Combos</p>



<p>This when you launch your opponent to the wall with DF+2 or RFS B+3 that is the general distance to take note of.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF F+3 LFS F+3 LFS 3F+4</p>



<p>It is still the go to wall splat combo as it still consistent with most combos and hits the entire cast.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	F+4 RFS2 RFF F+3 LFS F+3</p>



<p>This is an alternate version that does less damage but keeps Hwoarang in Left Flamingo Stance.<br></p>



<p>&#8211;&nbsp; 	&nbsp; &nbsp; F+4 RFS2 RFF DF+3</p>



<p>This is another version that does more damage than the one above it and keeps Hwoarang in Left Foot Forward.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	4F4 RFF F+3 LFS F+3 LFS 3F+4</p>



<p>Season 2 brought this wall splat combo to life as it is three points stronger than the BnB and works on the whole cast.<br></p>



<p>High Wall Splat Combos</p>



<p>This when you launch your opponent to the wall with B+3 or LFS UF+4 that is the general distance to take note of.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	RFF F+3 LFS F+3 LFS 3F+4</p>



<p>It is still the go to wall splat combo as it still consistent with most combos and hits the entire cast.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	DF+4 RFF F+3 LFS F+3 LFS 3F+4</p>



<p>This does the same amount of damage as B+4 without rage but this keeps you in a straight axis afterwards.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	B+4 RFF F+3 LFS F+3 LFS 3F+4</p>



<p>This does the same amount of damage as DF+4 without rage but as we know B+4 make Hwoarang move slightly to the left which will not leave you in a straight axis afterwards.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	F+4 RFS2 RFF F+3 LFS F+3 LFS 3F+4</p>



<p>This is the go to combo against males excluding Lee and Noctis. This does more damage than the BnB and breaks walls.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	4F4 RFF F+3 LFS F+3 LFS 3F+4</p>



<p>Season 2 brought this wall splat combo to life as it is three points stronger than the BnB and works on the whole cast.</p>



<p>&#8211;&nbsp; &nbsp; &nbsp; 	444F RFF F+3 LFS F+3 LFS 3F+4</p>



<p>Season 2 brought this wall splat combo to life and is seven whole points stronger than the 4F4 version and works on the whole cast.<br></p>



<h2 class="wp-block-heading"><strong>WALL BOUNCE COMBOS</strong></h2>



<p>LAUNCHER: CD+3</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	CD+3 WB! LFS F+3 LFS F+3 LFS 3F+4 = 68 DMG (Point Blank Distance: Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	CD+3 WB! LFS F+4,3 RFF F+3 LFS F+3 LFS 3F+4 = 76 DMG (Works from all&nbsp;</p>



<p>distances: Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	CD+3 WB! LFSF+4,3 RFF3~4 B+3 = 73 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	CD+3 WB! LFSF+4,3 RFF F+3 LFS1 F+{3,3} = 75 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	CD+3 WB! LFS 3+4 RFS/RFF244 RFF F+3 LFS F+3 LFS 3F+4 S! = 69 DMG (Long&nbsp;</p>



<p>Distance from the wall: Hard)<br></p>



<h2 class="wp-block-heading"><strong>BACKTURN COMBOS</strong></h2>



<p>From a Launch (e.g B+3)</p>



<p>LAUNCHER: B+3</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 F+4 RFS B+4 S! U3+4 B+3 = 67 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 F+4 RFS B+4 S! UF+343 = 59 DMG (Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 D+3,4 RFS B+4 S! RFF F+3 LFS1 FF+4 = 50 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 F4 RFS B+4 S! U+3 LFS 3F LFS F+3 = 61 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 F4 RFS B+3 FF+4 DB+4,4 S! FF+4 = 64 DMG (Hard)</p>



<p>From a Standing Move (e.g D+3,4)</p>



<p>LAUNCHER: D+3,4</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	D+3,4 RFS B+4 S! U3+4 B+3 = 63 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	D+3,4 RFS/RFF 24,F RFS B+4 S! U3+4 B+3 = 62 DMG (Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	D+3,4 RFS/RFF 24,F RFS B+4 S! RFF F+3 LFS1 FF+4 = 53 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	D+3,4 RFS2 RFF F+3 LFS B+3 S! WR+3 = 52 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	D+3,4 RFS2 RFF34 RFS B+4 S! RFF F+3 LFS1 FF+4 = 56 DMG (Hard)</p>



<p><strong>FORGOTTEN REALM COMBOS</strong></p>



<p>The general rule in Floor Break combos is to use a move that floor breaks and puts your opponent head down facing you for maximum combo damage. The number of hits is heavily concerned and positioning is key as well. I will list five combos with the same launcher that break the floor for you to get a feel of what to do as you research more about this combo situation.</p>



<p>LAUNCHER: UF+343</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	UF+343 F! DF+4 S! RFF FF+4,3 = 43 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	UF+343 12F+4 S! FF+4 = 47 DMG (Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	UF+34 1 FF+4 RFF34 RFS B+4 S! F+3 LFS DB+4 F! DF3+4 = 60 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	UF+34 2F4 S! RFF43 F! B+4 W! RFF F+3 LFS F+3 = 58 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	UF+34 24 RFS B+4 S! RFF F+3 LFS 3F LFS 3F LFS UF3+4 W! RFF 43 F! B4 W!&nbsp;</p>



<p>WS+4,4 = 70 DMG (Hard)<br></p>



<p><strong>BALCONY BREAK COMBOS</strong></p>



<p>The general rule in Balcony Break combos is to make use of a move that breaks walls. The number of hits is heavily concerned and positioning is key as well. Key point to take note of is that you don’t always have to do DF3+4 after breaking the balcony it is highly recommended to only do it after a full combo before breaking the balcony. I will list five combos with the same launcher/break move for you to get a feel of what to do as you research more about this combo situation.</p>



<p>LAUNCHER: B3 | LFS3F+4</p>



<p>1.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B3 W! RFF F+3 LFS 3F+4 B! DF+4 S! RFF3 UF3+4 WS+4,4 = 60 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B3 W! 33,F LFS3F+4 B! DF3+4 = 71 DMG (Easy)</p>



<p>3.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS UF3+4 W! CD+3 B! DF3+4 = 92 DMG&nbsp;</p>



<p>(Medium)</p>



<p>4.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 W! F+ RFS2 RFF F+3 LFS 3F+4 B! DF3+4 = 73 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	B+3 W! LFS3F+4 B! 24 RFS B+4 RFF F+3 LFS UF3+4 W! D+2 WS+4,4 = 62 DMG&nbsp;</p>



<p>(Hard)</p>



<h2 class="wp-block-heading"><strong>WALL BREAK COMBOS</strong></h2>



<p>The general rule in Wall Break combos is to make use of a move that breaks walls. The number of hits is heavily concerned and positioning is key as well. I will list five combos with the same launcher/break move for you to get a feel of what to do as you research more about this combo situation.</p>



<p>LAUNCHER: RFS B+3 | F1+2</p>



<p>1.) &nbsp; &nbsp; RFS B+3 F+4 RFS+4 S! F1+2 B! DF3+4 = 62 DMG (Easy)</p>



<p>2.)&nbsp; &nbsp; RFS B+3 W! F1+2 B! D+3,4 RFS B+4 S! RFF F+3 LFS UF3+4 W! DF+1 D+2 WS=4,4 = 66 DMG&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(Medium)</p>



<p>3.)&nbsp; &nbsp; RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS UF3+4 W! F1+2 B! DF3+4 = 80 DMG (Medium)</p>



<p>4.)&nbsp; &nbsp; RFS B+3 W! F1+2 B! 24 RFS B+4 S! RFF F+3 LFS 3F LFS UF3+4 W! DF3+4 = 63 DMG (Medium)</p>



<p>5.)&nbsp; &nbsp; RFS B+3 W! F1+2 B! FF+4 RFF3 123 LFS B+3 S! WR+3 = 61 DMG (Medium)</p>



<h2 class="wp-block-heading"><strong>MINI COMBOS</strong></h2>



<p>Free damage is good damage and it is something Hwoarang needs to level the playing field against his opponent. Never forget the follow ups to each of these moves.</p>



<p>WS+3 to FF+3/B+3</p>



<p>CH B+2 to FF+3/B+3</p>



<p>333 to F+3~N+3 | FF+4 | or if you have rage D3+4,4</p>



<p>LFS 3,3 to F+3~N+3 | FF+4 | or if you have rage D3+4,4</p>



<p>CH DB+4,4 to FF+3/B+3</p>



<p>443 to RFF FF+3</p>



<p>LFS F+4,3 to F+{3,3} | FF+4 | or if you have rage D3+4,4</p>



<p>RFS F+3,4 to F+{3,3} | FF+4 | or if you have rage D3+4,4</p>



<p>CH LFS DB+4 to FF+3 | B+3 | RFF FF+3 | DB+4</p>



<p>RFF 243 to RFF FF+3</p>



<p>RFF 43 to RFF FF+3</p>



<p>RFF B+2 to FF+3 | B+3 | RFF FF+3 | DB+4</p>



<p>LFS 3,3 to D3+4,4 RFF DF+3</p>



<p>3,3,3 to D3+4,4 RFF DF+3</p>



<h2 class="wp-block-heading"><strong>G. PUNISHMENT</strong></h2>



<p>Hwoarang’s punishment game has received a huge buff in Tekken 7 Fated Retribution as the developers added UB+3,3 which is a move that instantly tail spins opponents on hit. Making it the easy mode launch punish Hwoarang has always lacked from crouching. In previous installments, players were forced to do a Crouch Cancel which can be quite difficult to do in a real match setting. Hwoarang’s punishment kit isn’t that amazing when compared to other characters but is still decent enough.</p>



<p><strong>Standing Punishment</strong></p>



<p>-10: 1 | 11 | 123 | 124 | 2 | 23 | 24</p>



<p>Hwoarang’s 10 frame punishers allows him to go to either Flamingo Stance at huge plus frames (+11g on Hit) or remain in Left Foot Forward with lesser damage and lesser plus frames (11 is +6 on hit | 1 is + 8 on hit).</p>



<p>-11~12: 4 | 43 | 43,F | 44 | 4F4</p>



<p>This is more often than not Hwoarang’s go to punisher for moves that are -11 to -14. The rewards that you reap from 43, 43F, 44, and 4F4 are great as you transition to Left Foot Forward, Left Flamingo Stance, Right Flamingo Stance or Right Foot Forward with tremendous plus frames as compared to the 13 and 14 frame punishers available to Hwoarang.</p>



<p>-12: D3+4,4 (Need Rage)</p>



<p>This is Hwoarang’s only move that starts up at 12 frames and is only available when you are at low health. Its best not to use this as a punisher as Hwoarang’s 11 frame punisher sets up the rage drive perfectly. It should only be reserved for moves like M.Raven’s QCF+4 as it punishes it cleanly giving you a free launch.</p>



<p>-13: DF+1 | DF+1,3 | DF1+2 | B+4 | B+2</p>



<p>These are quite inferior to the 11 frame punishers Hwoarang has. The only time you would have to make use of these punishers is when the 11 frame punisher won’t connect due to range or if you want to stay in Left Foot Forward with +8 frame advantage or +2 frame advantage in Right Foot Forward.<br></p>



<p>-14: UF3+4,4</p>



<p>Previously this move was only reserved for punishing moves with pushback but now thanks to the damage buff in season 2 there are more reasons to make use of this punisher even if you’ll end up in Left Foot Forward at +1 frame advantage.&nbsp;<br></p>



<p>-15: DF+2</p>



<p>Hwoarang’s 15 frame punisher has a tricky range and will not launch opponents who recover in crouch so make use of the 14 frame punisher or 11 frame punisher in those situations.</p>



<p>-16: B+3 | UB+3,3</p>



<p>The faithful plasma blade will make opponents pay for using a launch punishable move against Hwoarang.</p>



<p>-18: JFSR</p>



<p>This is the fastest JFSR can be inputted so if you want to feel like a mishima by punishing moves with an electric this is your chance to do it with JFSR and feel powerful as you juggle your opponent straight to the wall.</p>



<h3 class="wp-block-heading"><strong>Crouching Punishment</strong></h3>



<p>-10: WS+1 | FC+1</p>



<p>Unlike the rest of the cast Hwoarang’s WS+1 starts up at 10 frames making it a legitimate punisher from crouching and is far better than the generic option as it leaves you at +7 frame advantage.</p>



<p>-11~13: WS+4,4</p>



<p>Hwoarang’s Tsunami Kicks is the go to punishers against most lows. It transitions Hwoarang to Right Foot Forward and leaves him at a +5 frame advantage.</p>



<p>-14~15: WS+3</p>



<p>Hwoarang’s 14 frame punisher is a knockdown mid which has a guaranteed follow up in FF+3 just like in previous installments of the game.</p>



<p>-15: WS+2</p>



<p>Just like most character Hwoarang has an uppercut punch from crouching but does not launch on natural hit. It makes up for it by leaving you at a +4 frame advantage and launching on counter hit.<br></p>



<p>-16: UB+3,3</p>



<p>This is the huge buff Hwoarang got in the arcade update of Tekken 7 Fated Retribution allowing him to have an easy access launch punisher from crouching. It is no longer making it a pain to players to constantly crouch cancel to get damage.<br></p>



<p>-17: CC B+3</p>



<p>This is still the far superior launch punisher for Hwoarang in crouching. UB+3,3 is a beautiful edition but can’t really rack up the damage needed to scare an opponent for throwing out their predictable hell sweeps.</p>



<p>-19: CC JFSR</p>



<p>Simple, you want to style on them just know this is very difficult to pull off in both practice mode and real matches.</p>



<h3 class="wp-block-heading"><strong>WHIFF PUNISHMENT</strong></h3>



<p>Range 1: 43 | DF+2 | 123 | 124</p>



<p>These three moves are the best options to punish an opponent from this distance. DF+2 make not hit at times so going for plus frames with 43 and remaining in Left Foot Forward always sounds like a good idea.</p>



<p>Range 1.5-2: DF+3,4 | UF3+4,4 | B+3 | JFSR</p>



<p>The four moves listed under this range do the best damage to your opponent for whiffing at this distance. UF3+4 is the most consistent out of the four.</p>



<p>Range 2- 4: FF+4</p>



<p>This is the only move that is consistent enough to make opponents pay for whiffing from long ranges.</p>



<h3 class="wp-block-heading"><strong>RELIABLE MOVES THAT HIT LOW STANCES/GROUNDED</strong></h3>



<p>Left Foot Forward</p>



<p>FF+3</p>



<p>B+3</p>



<p>DB+4</p>



<p>DB+3</p>



<p>Left Flamingo Stance</p>



<p>LFS D+3</p>



<p>LFS DB+4</p>



<p>Right Foot Forward</p>



<p>RFF FF+3</p>



<p>RFF D+4</p>



<p>Right Flamingo Stance</p>



<p>RFS D+4</p>



<h2 class="wp-block-heading"><strong>H. ROUNDUP</strong></h2>



<p>The mixup juggernaut is the persona Hwoarang has earned throughout his stay in the Tekken franchise. Hwoarang is a machine gun when it comes to pumping out bulldog pressure and staying in an opponent’s face for long periods of time. Tekken 7 Vanilla Hwoarang was already better than his previous versions aside from the D+3,4 nerf. But ever since Season 3 had dropped this is the strongest version Hwoarang has ever been in his history of Tekken.<br></p>



<p>Due to a large movelist, difficult gameplay, reliance of stances for offence, and zero elbows/knees make Hwoarang extremely difficult to play. Every win is something to pat yourself on the back for especially if you were dealing with a detrimental matchup (Xiaoyu, Eddy, Asuka, Kazumi to name a few). Players who will main Hwoarang will be very unique and not share the same style as others.<br></p>



<p>Hwoarang lacks a reliable defensive option despite the availability of moves like B+1, B+2, B+4, 2F+4, UB+4, F+3~N+3, and B1+2 in Left Foot Forward which are highly situational. Hwoarang is still weak in the tracking department as most of his moves can be easily stepped even on hit (See WS+4,4 on hit situation). This puts him right in the neutral offensive game with beautiful frame data (F+2 -2 block and +9 on hit) and inbuilt side steps in F+3 (Transitions to Left Flamingo Stance) and F,N+4 (Transitions to Right Flamingo Stance) to evade strings and startup his own mix-ups and chip at their life bar at a very fast pace. Having arguably the best powercrush in Backlash to keep out opponents and having a new powercrush (DF+3,F) which makes approaching the opponent so much easier keeping opponents hesitant to attack Hwoarang at any distance. Don’t forget his rage capabilities most especially the D3+4,4 buff for juicy combo damage.</p>



<p>Overall, Hwoarang will definitely kill players who have little to zero matchup knowledge, but will need to work hard against players who have a firm understanding of the holes in his strings and his overall gameplan.<br></p>



<p>Difficulty: Advanced</p>



<p></p>



<h2 class="wp-block-heading"><strong>I. ANTI-STRATS</strong></h2>



<p><strong>1. High Crush</strong></p>



<p>Majority of the time Hwoarang players will make use of 123 or 124 to establish their flamingo mix-ups even when in Flamingo Stance the best options to go to are highs (LFS+1 / RFS+2). Frustrate the Hwoarang with moves that High Crush so they will lose one of the safest ways to establish their offense. Characters like Ling Xiaoyu, Eddy Gordo, and Lei Wulong do really well against Hwoarang.</p>



<p><strong>&nbsp;2. Low Parry</strong></p>



<p>Just as Hwoarang’s best options are highs they are also lows so don’t be afraid to low parry when the leg is raised in Flamingo Stance. This should shutdown that D+3,4 threat that’s been bugging you the entire time.</p>



<p><strong>&nbsp;3. Make use of Parries/Reversals/Etc</strong></p>



<p>Hwoarang has virtually zero knees and elbow with majority of the move set being punches and kicks making him highly susceptible to parries and reversals. Anyone with this in their arsenal should use it against Hwoarang. Characters like Asuka, Geese, Noctis, King, and Law are great for this reason.</p>



<p><strong>4. Backdash</strong></p>



<p>When being pressured, generally your best bet in terms of risk and reward is to simply backdash and look for a whiff. After D+3,4 this isn’t really possible for the first few options used for mix-ups. It works best against LFS 3,4 | RFS DF+4 | RFF 2F+4 most of the time. His strongest low does not hit you from range 1.5 and the rest aren’t as great to set up anything. Therefore he can be punished with backdashes and reactionary low parries.</p>



<p><strong>5. Sidestep/Sidewalk</strong></p>



<p>Hwoarang’s moves don’t really track well so do sidestep to his weak side and make him pay for attempting to string you to death. Once you make the Hwoarang use his homing moves which are slower seize the opportunity to get in his face and bait out the weak defensive options such as B+1 and punish accordingly.</p>



<p><strong>6. Pressure</strong></p>



<p>Hwoarang may be great at giving pressure but he isn’t good at defending against it. Go ham at him and don’t let him go or else he’ll have time to breathe and space you out with Backlash, F+2, etc.<br></p>



<p><strong>7. Be patient</strong></p>



<p>If you so happen to find yourself in the blender against Hwoarang be patient because there will always be a hole in Hwoarang’s string. You just have to wait it out and you’ll be rewarded for as long as you lab him.</p>



<p><strong>8. Test the Hwoarang’s Punishment</strong></p>



<p>This isn’t really an anti-strat but it can be if the Hwoarang you are playing against has weak punishment. If they always punish -14 moves with 123/4 you can continue to gamble using your -13 move as the consequence isn’t that huge assuming your defense is good against the Flamingo Mix ups. If they always punish -28 lows with WS+3 to FF+3 that isn’t much of a big deal compared to getting launch punished for it. If the Hwoarang you are playing has solid punishment then make use of the seven anti strats to bring the game to your advantage.&nbsp;</p>



<h2 class="wp-block-heading"><strong>J. LEGEND</strong></h2>



<table class="wp-block-table"><tbody><tr><td><strong>LFS</strong></td><td><strong>&#8220;Left Flamingo Stance&#8221;, done by Hwoarang. (LFF f+3)</strong></td></tr><tr><td><strong>RFS</strong></td><td><strong> &#8220;Right Flamingo Stance&#8221;, done by Hwoarang. (RFF f+4)</strong></td></tr><tr><td><strong>LFF</strong></td><td><strong>&#8220;Left Foot Forward&#8221;, refers to Hwoarang&#8217;s Orthodox (Regular) Stance. This is his stance from the start of the match. (you can switch stances by inputting 3+4)</strong></td></tr><tr><td><strong>RFF</strong></td><td><strong> &#8220;Right Foot Forward&#8221;, refers to Hwoarang&#8217;s Southpaw (Lefty) Stance. (you can switch stances by inputting 3+4)</strong></td></tr><tr><td><strong>FOXSTEP</strong></td><td><strong>a move that can be done both when you&#8217;re facing an opponent or when your back is facing your opponent</strong></td></tr><tr><td><strong>JFSR</strong></td><td><strong>&#8220;Just Frame Sky Rocket&#8221;, a move done by Hwoarang (f~n~df: 4)</strong></td></tr><tr><td><strong> CROUCH CANCEL</strong></td><td><strong>&#8220;Crouch Cancel&#8221;, done by doing ff when on crouch status&nbsp;</strong><strong>&nbsp;to be able to do normal moves quicker. Very useful in&nbsp;</strong><strong>&nbsp;juggles.</strong></td></tr><tr><td><strong> TAILSPIN</strong></td><td><strong> Short for &#8216;Screw&#8217; attacks in Tekken 7 which are the combo extender mechanics usually used in the middle of a combo. The opponent spins in the air after eating these attacks. Also nicknamed &#8216;Tailspins.&#8217;</strong></td></tr><tr><td><strong> COUNTER HIT (CH)</strong></td><td><strong> A abbreviation for &#8220;Counter Hit&#8221; [see counter/counterhit]</strong></td></tr><tr><td><strong> HIT CONFIRM</strong></td><td><strong>The art of doing the guaranteed followup of a string DURING the time of first part of the string hits.</strong></td></tr><tr><td><strong> BLOCK STUN</strong></td><td><strong> refers to your character staggering after blocking a&nbsp;&nbsp;</strong><strong>&nbsp;opponent&#8217;s attack. The staggering character can&#8217;t do&nbsp;</strong><strong>&nbsp;anything on the block stun animation, making any move&nbsp;</strong><strong>&nbsp;he does next to be slower.</strong></td></tr><tr><td><strong> FRAMES</strong></td><td><strong> a unit of time used for accurately measuring&nbsp;</strong><strong>&nbsp;tekken-related speeds; it is important to note that tekken&nbsp;</strong><strong>&nbsp;currently runs on 60 frames per second</strong></td></tr><tr><td><strong>PITBULL</strong></td><td><strong>a way of playing tekken that uses offensive tactics to the extreme</strong></td></tr><tr><td><strong>TURTLE</strong></td><td><strong> a way of playing tekken that uses defensive tactics to the&nbsp;</strong><strong>&nbsp;extreme</strong></td></tr><tr><td><strong>“BOB”</strong></td><td><strong> &#8220;boy on bike&#8221;, a nickname for Hwoarang before T6.</strong></td></tr><tr><td><strong>© http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon</strong></td></tr></tbody></table>



<h2 class="wp-block-heading"><strong>K. REFERENCES</strong></h2>



<p><strong>Tekken Jargon. (n.d.). Retrieved September 12, 2017, from</strong><a href="http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon" target="_blank" rel="noopener"><strong> </strong><strong>http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon</strong></a></p>



<p><strong>Hwoarang T7 Frames. (n.d.). Retrieved September 12, 2017, from</strong><a href="http://rbnorway.org/hwoarang-t7-frames/" target="_blank" rel="noopener"><strong> </strong><strong>http://rbnorway.org/hwoarang-t7-frames/</strong></a></p>



<p><strong>Hwoarang&#8217;s Tekken 7 tier match ups. (n.d.). Retrieved from</strong><a href="https://www.eventhubs.com/tiers/tekken7/character/hwoarang/" target="_blank" rel="noopener"><strong> </strong><strong>https://www.eventhubs.com/tiers/tekken7/character/hwoarang/</strong></a></p>



<p><strong>Hwoarang Guide Tekken 7 FR • r/Tekken. (n.d.). Retrieved from</strong><a href="https://www.reddit.com/r/Tekken/comments/6qqn9y/hwoarang_guide_tekken_7_fr/" target="_blank" rel="noopener"><strong> </strong><strong>https://www.reddit.com/r/Tekken/comments/6qqn9y/hwoarang_guide_tekken_7_fr/</strong></a></p>



<p><strong>-. (2017, November 11). COMPLETE HWOARANG GUİDE | Wiki | Tekken Amino Amino. Retrieved from</strong><a href="https://aminoapps.com/c/tekken-amino/page/item/complete-hwoarang-guide/3WYE_DGWfDIgl8jb8BqQd3W7aajL46VLmk4" target="_blank" rel="noopener"><strong> </strong><strong>https://aminoapps.com/c/tekken-amino/page/item/complete-hwoarang-guide/3WYE_DGWfDIgl8jb8BqQd3W7aajL46VLmk4</strong></a></p>



<p><strong>N. (2017, September 10). Tekken 7 – Top 15 moves for all characters. Retrieved from</strong><a href="https://drunkardshade.com/2017/05/27/tekken-7-top-15-moves-for-all-characters/" target="_blank" rel="noopener"><strong> </strong><strong>https://drunkardshade.com/2017/05/27/tekken-7-top-15-moves-for-all-characters/</strong></a></p>



<p><strong>Z. (2017, June 15). Here&#8217;s which direction to sidestep against all characters in Tekken 7, PDF download also available. Retrieved from</strong><a href="http://tekkengamer.com/2017/06/14/heres-direction-sidestep-characters-tekken-7-pdf-download-also-available/" target="_blank" rel="noopener"><strong> </strong><strong>http://tekkengamer.com/2017/06/14/heres-direction-sidestep-characters-tekken-7-pdf-download-also-available/</strong></a></p>



<p><strong>Ardo&#8217;s Hwoarang Guide. (n.d.). Retrieved from</strong><a href="https://docs.google.com/document/d/1-CWugo0WPdqu53KpiR-MBkOo6W_V_cgn891kfuBzfDo/edit" target="_blank" rel="noopener"><strong> </strong><strong>https://docs.google.com/document/d/1-CWugo0WPdqu53KpiR-MBkOo6W_V_cgn891kfuBzfDo/edit#</strong></a></p>



<p><strong>M. (2017, June 07). Here&#8217;s how to master Hwoarang&#8217;s moves and Rage Arts in &#8216;Tekken 7&#8217;. Retrieved from</strong><a href="https://mic.com/articles/179233/tekken-7-hwoarang-combos-how-to-master-the-moves-and-rage-arts-of-jin-s-rival#.O99Eq7oJV" target="_blank" rel="noopener"><strong> </strong><strong>https://mic.com/articles/179233/tekken-7-hwoarang-combos-how-to-master-the-moves-and-rage-arts-of-jin-s-rival#.O99Eq7oJV</strong></a></p>



<p><strong>Hwoarang (Character). (n.d.). Retrieved from</strong><a href="https://www.giantbomb.com/hwoarang/3005-1941/" target="_blank" rel="noopener"><strong> </strong><strong>https://www.giantbomb.com/hwoarang/3005-1941/</strong></a></p>



<p><strong>Character Overviews (T7). (n.d.). Retrieved from</strong><a href="https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/preview" target="_blank" rel="noopener"><strong> </strong><strong>https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/preview</strong></a><br></p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Tekken 7 Josie Rizal Guide</title>
		<link>https://mmosumo.com/tekken-7-josie-rizal-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 07 Mar 2020 11:07:45 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1682</guid>

					<description><![CDATA[NH Launchers Number in link form is Start-Up frames WS+2,1 13 f+1+2 14 d/f+2 15 u/f+4 15 SWB 1 *15 b+1+2 16 d/f+1,4~4 16 b+4,3,d+4~4 16 CD 2 *17 u/f+3 29 *: CD and sway timing can vary for startup CH Launchers Combo-able CH Launchers 4 12 WS+1 13 SWS 1 14 WS+3 16 f,f+4 [&#8230;]]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Tekken 7 - Josie Rizal Breakdown" width="1170" height="658" src="https://www.youtube.com/embed/UPl8IVHvRaQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<h1 class="wp-block-heading">NH Launchers</h1>



<p>Number in link form is Start-Up frames</p>



<ol class="wp-block-list"><li>WS+2,1        <a href="-13"> 13</a></li><li>f+1+2         <a href="-5"> 14</a></li><li>d/f+2         <a href="-13"> 15</a></li><li>u/f+4         <a href="-13"> 15</a></li><li>SWB 1         <a href="-13">*15</a></li><li>b+1+2         <a href="-9"> 16</a></li><li>d/f+1,4~4     <a href="-11"> 16</a></li><li>b+4,3,d+4~4   <a href="-11"> 16</a></li><li>CD 2          <a href="-14">*17</a></li><li>u/f+3         <a href="-9"> 29</a><br>
  *: CD and sway timing can vary for startup</li></ol>



<h1 class="wp-block-heading">CH Launchers</h1>



<h1 class="wp-block-heading">Combo-able CH Launchers</h1>



<ol class="wp-block-list"><li>4      <a href="-7"> 12</a></li><li>WS+1   <a href="-4"> 13</a></li><li>SWS 1  <a href="-7"> 14</a></li><li>WS+3   <a href="-7"> 16</a></li><li>f,f+4  <a href="-9"> 16</a></li><li>f+3+4  <a href="-7"> 16</a></li><li>SWB 2  <a href="-13">*17</a></li><li>f+3    <a href="-3"> 18</a></li><li>d/b+2  <a href="-11"> 20</a></li><li>CD 3   <a href="-13">*21</a></li><li>SWS 3  <a href="-13"> 22</a></li><li>SWS 2  <a href="-6"> 22</a><br>
  *: CD and sway timing can vary for startup<br>
  Apologies, I was given incorrect data for SWS that was fixed just now. forgive me.</li></ol>



<h1 class="wp-block-heading">AWK CH launchers</h1>



<p>No Frames because they rely on wiffing to start</p>



<ol class="wp-block-list"><li>(1,2),4</li><li>(2),4</li><li>(d+3),4</li></ol>



<h1 class="wp-block-heading">Note on punishes with CD/sway</h1>



<p>The way the timing for CD and sway are noted is on animation start. The reason the time to input the startups for the moves isn&#8217;t included is because I consider them to be stances. The moves were treated the way they were because the final input can also be delayed. If you want to play it safe, add about 3 frames to those specific numbers listed.<br>
  Also note (SWS f) or (SWB f) yields a CD, not just (f,N,d,d/f)</p>



<h1 class="wp-block-heading">Normal Combos</h1>



<p>Note on f+3&#215;3 combos: you can&#8217;t hold forward and mash. Try QCF, SS, or simply return direction to neutral.</p>



<p>WS+2,1</p>



<ol class="wp-block-list"><li>dash d+3,4~f, 1,3 S! dash d/b+4,2,3 [57dmg](first dash-&gt; timing)</li><li>dash d+3,4~f, 1,3 S! dash 3,f+3     <a href="^">56dmg</a></li></ol>



<p>f+1+2</p>



<ol class="wp-block-list"><li>dash d/f+1,4,2 [49dmg]()</li><li>d/f+3+4        [40dmg](watch for oki)</li><li>d+3+4          [39dmg]()</li></ol>



<p>d/f+2</p>



<ol class="wp-block-list"><li>f+1+2, 4, 1,2,4~f 1,3 S! dash 3,f+3 [61dmg]()</li><li>f+1+2, 4, f+2,3,4 S! dash f+2,3,4   [57dmg]()</li><li>f+3, 4, f+2,3,4 S! dash f+2,3,4     [55dmg]()</li></ol>



<p>u/f+4</p>



<ol class="wp-block-list"><li>f+1+2, 4, f+3, 3,2~f, 1,3 S! dash 3,f+3 [64dmg]()</li><li>f+1+2, 4, f+2,3,4 S! dash f+2,3,4       [60dmg]()</li><li>f+3, 4, f+2,3,4 S! dash f+2,3,4         [58dmg]()</li></ol>



<h1 class="wp-block-heading">SWB 1 (The Sway)</h1>



<p>SWB is obtainable from (b+3+4) or (WS+2,1,b)</p>



<ol class="wp-block-list"><li>f+3, f+3, f+3, f+2,3,4 S! dash 3,f+3 [61dmg]()</li><li>f+3, 4, f+2,3,4 S! dash f+2,3,4      [55dmg]()</li><li>d+3,4~f, 1,3 S! dash f+2,3,4         [45dmg]()</li></ol>



<p>b+1+2</p>



<ol class="wp-block-list"><li>f+3, 1_2, f+1+2, f+2,3,4 S! dash 3,f3 [67dmg](2= 68dmg)</li><li>f+3, 4, f+2,3,4 S! dash f+2,3,4       [66dmg]()</li><li>d+3,4~f, 1,3 S! dash f+2,3,4          [56dmg]()</li></ol>



<p>(d/f+1,4~4)_(b+4,3,d+4~4) FEINT KNEE</p>



<p>Both combo the same since technically the Feint knee is the first hit.</p>



<ol class="wp-block-list"><li>f+2,3,4 S! dash d/b+4,2,3 [53dmg]()</li><li>f+2,3,4 S! dash f+2,3,4   [53dmg]()</li><li>1,2,4~f 1,3               [44dmg](No S!)</li></ol>



<p>CD 2</p>



<p>Reminder: ~f during SWS or SWB, else f,n,d,d/f</p>



<ol class="wp-block-list"><li>f+3, f+3, f+3, f+2,3,4 S! dash 3,f+3 [71dmg]()</li><li>f+3, f+3, f+3, 3,3 S! dash f+2,3,4   [69dmg]()</li><li>f+3, f+1+2, f+2,3,4 S! dash f+2,3,4  [67dmg]()</li></ol>



<p>u/f+3</p>



<p>However normally used u+3 or u/b+3</p>



<ol class="wp-block-list"><li>f+3, 4, f+2,3,4 S! dash f+2,3,4       [65dmg]()</li><li>f+3, 4, 3,2~f, 1,3 S! dash 3,2~f, 1,3 [63dmg]()</li><li>f+3, d+3,4~f 1,3 S! dash f+2,3,4      [63dmg]()</li></ol>



<p>u/f,n,4 (late hopkick)</p>



<p>Input 4 on touching ground</p>



<ol class="wp-block-list"><li>f+1+2, 4, 1,2,4~f 1,3 S! dash 3,f+3 [76dmg]()</li><li>f+1+2, 4, f+2,3,4 S! dash f+2,3,4   [72dmg]()</li><li>f+3, 4, f+2,3,4 S! dash f+2,3,4     [70dmg]()</li></ol>



<h1 class="wp-block-heading">Counter Hit Combos</h1>



<p>Note on f+4,3 &gt; u/f+3+4: delay the f+4,3 till enemy almost hits ground.</p>



<p>4</p>



<ol class="wp-block-list"><li>f+1+2, 1, f+1+2, 3,2~f, 1,3 S! dash 3,f+3 [66dmg]()</li><li>f+1+2, d+3,4~f, 1,3 S! dash d/b+4,2,3     [64dmg]()</li><li>f+1+2, 3,2~f, 1,3 S! dash 3,f+3           [61dmg]()</li><li>f+1+2, f+2,3,4 S! dash f+2,3,4            [61dmg]()</li></ol>



<p>WS+1</p>



<ol class="wp-block-list"><li>f+1+2, d/f+1,4,2 [63dmg]()</li></ol>



<p>SWS 1</p>



<ol class="wp-block-list"><li>f+3, 4, f+2,3,4 S! dash f+2,3,4  [66dmg]()</li><li>f+3, d+3,4~f 1,3 S! dash f+2,3,4 [64dmg]()</li></ol>



<p>WS+3</p>



<ol class="wp-block-list"><li>f+2,3,4 S! dash 1,2,4~f 3     [61dmg]()</li><li>f+2,3,4 S! dash f+3 3,2~f 1,3 [61dmg]()</li></ol>



<p>f,f+4</p>



<ol class="wp-block-list"><li>S! dash iWS+3 b+4,3, f+4,3, u/f+3+4 [67dmg]()</li><li>S! dash iWS+3 b+4,3, 1,2,4~f 3      [66dmg]()</li><li>S! dash f+3, 1, f+1+2, 1,2,4~f 3    [63dmg]()</li><li>S! dash f+3, 1, 1,2,4~f 1,3         [57dmg]()</li></ol>



<p>f+3+4</p>



<ol class="wp-block-list"><li>f+2,3,4 S! dash b+4,3,4        [62dmg]()</li><li>f+2,3,4 S! dash f+2,3,4        [60dmg]()</li><li>f+2,3,4 S! dash f+3, 3,2~f 1,3 [64dmg]()</li></ol>



<p>SWB 2</p>



<ol class="wp-block-list"><li>f+3, 1,2,4~f 1,3 S! WR+3  [66dmg]()</li><li>d+3,4~f 1,3 S! dash 3,f+3 [59dmg]()</li></ol>



<p>f+3</p>



<ol class="wp-block-list"><li>1, f+3, f+3, f+2,3,4 S! dash 3,f+3  [64dmg](f+3 trick involved)</li><li>1_2, f+1+2, f+2,3,4 S! dash f+2,3,4 [60dmg](2= 61dmg)</li></ol>



<p>d/b+2</p>



<ol class="wp-block-list"><li>dash d+3,4~1, f+3,2~f 1,3 S! dash 3,f+3 [63dmg]()</li><li>dash d+3,4~f 1,3 S! dash f+2,3,4        [59dmg]()</li></ol>



<p>CD 3</p>



<ol class="wp-block-list"><li>fc d/f+4 [47dmg]()</li><li>u/f3+4   [46dmg]()</li><li>d+3+4    [46dmg](Delay the follow up- else 43dmg)</li><li>CD 3     [45dmg]()</li></ol>



<p>SWS 3</p>



<ol class="wp-block-list"><li>WS+3, b+4,3, 3,2~f 1,3, S!, dash 3,f+3 [68dmg]()</li><li>f+3, 4, f+2,3,4 S! dash f+2,3,4        [65dmg]()</li><li>f+3, d+3,4~f 1,3 S! dash 3,f+3         [62dmg]()</li></ol>



<p>SWS 2</p>



<ol class="wp-block-list"><li>f+3, 4, f+2,3,4 S! dash f+2,3,4 [65dmg]()</li><li>f+3, d+3,4~f 1,3 S! dash 3,f+3  [62dmg]()</li></ol>



<h1 class="wp-block-heading">Wall Combos</h1>



<p>After W!</p>



<p>All damages were tested after one hit prior damage, and are only listed to understand relative damage to eachother.</p>



<ol class="wp-block-list"><li>d+3,4, 4      [27dmg]()<br>
  Your most consistent wall combo! Use if you&#8217;re unsure!</li><li>d/b+4,2,3     [26dmg]()<br>
  Your second most consistent wall combo, needs a HEAVY delay on the 3 in order to get a low hit else it&#8217;s 22dmg</li><li>f+3, u/f+3+4  [28dmg]()<br>
  Your highest damage wall combo, inconsistency and pretty much cannot be done at the end of a combo</li><li>1, d/f+1,4,2  [21dmg]()<br>
  This combo doesn&#8217;t do a lot of dmg but gives amazing oki<br>
  These are the main combos you should be doing after a wall splat as wall splats vary in height and the appropriate combo should be used depending on the situation.</li></ol>



<h1 class="wp-block-heading">Moves to W! in combos</h1>



<ol class="wp-block-list"><li>f+2,4  [33dmg]()</li></ol>



<p>Your second best option when far away from the wall, easy execution, decent reliability</p>



<ol class="wp-block-list"><li>f+3+4  [23dmg]()<br>
  Your best option when close the wall</li><li>3+4    [27dmg]()<br>
  Your best option when far away from the wall, fairly easy to execute</li><li>3,3    [32dmg]()<br>
  This option is your go to IDK option, works at most ranges, damage is meh, execution is easy</li><li>WS+3   [20dmg]()<br>
  Your second best option when close to the wall, difficult execution however<br>
  If you ever find yourself in a situation where you feel you may be able to get a wall splat because your combo is going on too long one of the above should work from various ranges, moves that wall splat typically will not stick to the wall if you are too far/too close to experiment with these for a mixture of damage and reliability for the splat.</li></ol>



<p>How to screw after a wall splat!!!</p>



<p>If you W! and then side step appropriately you can S! and use 3,3 to go for a double W! for maximum damage although this is very situational and quite difficult.</p>



<h1 class="wp-block-heading">Awkward CH Launchers</h1>



<p>The following work only on last hit, but are good gap closers at the same time.</p>



<p>(1,2_2), 3</p>



<p>No Follow ups are trueso removed if you&#8217;re looking.</p>



<p>(1,2_2), 4</p>



<p>You have to follow up from switch stance, so you have a few options, but command dash seems the best bet. Side note: I went for lexias chains, but f+2,3,4 yields same damage.</p>



<ul class="wp-block-list"><li>~f 1,3  S! d/b+4+2+3 [54dmg]()</li></ul>



<p>(d+3), 4</p>



<p>Only thing to note is the damage is different from the above, everything else is the same</p>



<ul class="wp-block-list"><li>~f 1,3 S! d/b+4+2+3 [46dmg]()</li></ul>



<h1 class="wp-block-heading">Rage Stuff</h1>



<p>Data</p>



<p>Rage Art (startup time seems 8 frames with 21 of animation, but unsure how  to confirm.) ( Rage Art damage scales inversely to your health)</p>



<ul class="wp-block-list"><li>d/f+1+2 <a href="-22">?</a><br>
  Rage Drive (like aways CD can vary for startup)</li><li>CD 3+4  <a href="+8">14</a></li></ul>



<p>Sample Art Combo</p>



<ul class="wp-block-list"><li>f+3, f+1+2, f+2,3,4 S! dash d/f+1+2  [60+XXdmg]()</li></ul>



<p>Sample Drive Combo</p>



<ul class="wp-block-list"><li>f+1+2 CD 3+4 f+1+2 f+2,3,4 S! dash f+2,3,4  [81dmg]()<br>
  The reason there are sample combos is because they both can sneak into many different combos. We encourage you to experiment fitting them in other places.</li></ul>



<h1 class="wp-block-heading">Misc.</h1>



<p>Low Parry Follow up</p>



<ul class="wp-block-list"><li>f+3, 4, f+2,3,4 S! f+2,3,4  [47dmg]()</li></ul>



<p>Slide in Punish</p>



<ul class="wp-block-list"><li>WS+3 4 f+2,3,4 S! dash f+2,3,4  [47dmg]()</li></ul>



<p>Slide in Follow up</p>



<ul class="wp-block-list"><li>SLD CH 3, WS+1, 4, f+2,3,4 S! f+2,3,4  [53dmg](CH only) </li></ul>



<p>when on ground face up feet towards</p>



<ul class="wp-block-list"><li>KND CH 3, d+3,4~1,3 S! f+2,3,4  [47dmg](CH only)</li></ul>



<h1 class="wp-block-heading">Special Thanks</h1>



<ul class="wp-block-list"><li>NotLexi</li><li>KuzmaTech</li><li>MiyuRibbons</li><li>Rock1492</li><li>NEO-TEKK</li><li>aviax</li></ul>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Tekken 7 Julia Chang Guide</title>
		<link>https://mmosumo.com/tekken-7-julia-chang-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 29 Feb 2020 15:05:37 +0000</pubDate>
				<category><![CDATA[Tekken 7]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1670</guid>

					<description><![CDATA[Introduction Julia is a very well rounded character. She has great mobility with moves like FF1&#160; which is a fast mid that moves her forward and shotgun (d,df1) which was also another fast mid so she was extremely good at interrupting the opponent’s approach and chipping them down.&#160; It’s hard to nail down a playstyle [&#8230;]]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading"><strong>Introduction</strong></h2>



<p>Julia is a very well rounded character. She has great mobility with moves like FF1&nbsp; which is a fast mid that moves her forward and shotgun (d,df1) which was also another fast mid so she was extremely good at interrupting the opponent’s approach and chipping them down.&nbsp; It’s hard to nail down a playstyle for Julia since she is quite versatile but the closest would be a mixup/okizeme based character with a strong neutral. She could bully with ff1 and establish a meta game from it on block (being only -2) with movement, CHs and so on.&nbsp;<br></p>



<p>Julia had really strong grabs, she has King’s shining wizard (fff1+2) and can also be done instantly (1+2 break) and her infamous Mad Axes (albeit Michelle has the old version of this, Julia/Jaycee has a different/weaker version of it but the concept is the same) This grab can be done via qcb f2, the amazing thing about this grab is that it was quick, really bufferable which was extremely dangerous considering Julia’s mobility with ff1 and shotguns and had a short window to break. She has a bunch of other command grabs also but these 2 are the main ones.<br></p>



<p>Her FC mixup was another cornerstone to her gameplay, bow and arrow (FC df43) was a low/mid natural knockdown low which gave extremely strong <a href="https://mmosumo.com/lars-alexandersson-oki-guide-tekken-7/">oki in previous tekkens</a>. Her mid options to complement this were WS1 launcher or WS3 safe homing mid with a JF combo followup. Julia can establish this FC mixup when the opponent respects her due to her strong CHs.<br></p>



<p>Basically Julia controls neutral really well and she can blender you if she wants to while destroying you at the wall.<br></p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Tekken 7 - Julia Chang Breakdown [4K]" width="1170" height="658" src="https://www.youtube.com/embed/W-RWtwZo728?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<h2 class="wp-block-heading"><strong>Strengths/Weaknesses&nbsp;</strong></h2>



<ul class="wp-block-list"><li>Strong Neutral</li><li>Dumb af wall game</li><li>Some of the best grabs&nbsp;</li><li>High damage output and carry</li><li>Explosive comeback potential</li></ul>



<ul class="wp-block-list"><li>Has to take risks for comebacks</li><li>No generic df1/d4</li><li>No strong CH launchers outside of standing 4</li></ul>



<h2 class="wp-block-heading"><strong>Key Moves</strong></h2>



<p>All these moves are shared between both Julia and Michelle<br></p>



<p>FF1 &#8211; this is Julia Chang in a nutshell, this move is going to be 50% of your moveset. Treat it as a generic df1.&nbsp; It’s a mid that can be done in 12f, you can also delay the ff to realign with your opponent. It’s an elbow so it beats parries/reversals etc. Julia uses ff1 to halter their approach and initiate her pressure game upclose. It’s -2 on block so she has plenty of options, SS/backdash to force whiffs and whiff punish with hopkicks, moves like 111/magic 4 to CH them if they mash slower stuff. This is one of the best mids in the series imo and it’s a very oppressive move. It has a followup with ff14 to stop them mashing afterwards but it’s a high so it is risky. On CH you can do dash d,df1~4,1 combo but it is tight.<br></p>



<p><strong>Jabs</strong> &#8211; Julia has a bunch of jab strings, it’s important to note each one<br></p>



<p>111 &#8211; Jab into mid/mid, it gave a breakable stun but she had huge frame advantage to setup her offense. It’s all natural on counterhit from the 1st jab so it was a strong move to throw out if you sensed mashing from the opponent at wrong moments.<br></p>



<p>114 &#8211; jab into mid/low, it’s basically the above string with a low ender. Can be used as a cheesy canned mixup.<br></p>



<p>121/1211 &#8211; jab into high/mid/low. The 3rd hit is very delayable so it was good to make the opponent respect Julia after her jabs. It was a natural combo on CH from the 3rd hit into the low which knocks down and gave Julia followups.<br></p>



<p>D3 &#8211; a 13f low, -12 on block and -1 on hit. It’s an extremely good low poke due to its speed, it can frame trap after ff1 on hit etc. Use it to chip the opponent down and force them to retaliate and use movement/CHs to beat it out.&nbsp;</p>



<p></p>



<p>Standing 4 &#8211; 11f female magic 4, she can followup with d,df1~4,1 into combos. This move is key for Julia’s moveset with ff1/d3 to interrupt the opponent’s buttons. Or just generally as a panic move during defence. It’s unsafe by itself but the 4 has a few followups to make your opponent respect the 4 on block.<br></p>



<p>FF3 &#8211; her main whiff punisher at range, in T6 it used to launch for a full combo, in TTT2 she just gets a d1+2 followup, no idea in T7 (pls launch again). Force your opponents to whiff with Julia’s movement and pressure and nail them with this FF3.&nbsp;<br></p>



<p>D,df1 &#8211; commonly called shotgun. It’s her main combo filler and an amazing 12f mid poke. It has an extremely delayable followup which was hitconfirmable on CH in d,df1,2 and wallsplats making her wall game obscenely strong with the opponent being afraid to challenge her at the wall. You can input d,df1~3 or d,df1~4 depending on what direction you want to go into and she goes into a spin stance which has a few moves out of it, most common move is spin 1+2 which was her bound move (screw in ttt2 terms)&nbsp;<br></p>



<p>UF43 &#8211; her hopkick. UF4 on it’s own was -9 so it was a really good low crush safe mid poke that Julia could use to keep the opponent in check. The most cheesy setup is UF4 into Mad Axes grab. It’s a great whiff <a href="https://mmosumo.com/lars-guide-tekken-7/">punisher upclose but be careful with it as a panic move</a> since UF43 on its own is launch punishable, it has a followup in UF431 which can be interrupted with 13f moves&nbsp; after UF43 (so a normal hopkick punish) but you lost the combo if you committed to this.&nbsp;<br></p>



<p>Mad Axes/Deja Vu &#8211; qcb f2 grab. Extremely bufferable and fast with a short window to break (1+2 break). You can use this to force mixups on your opponents who are sleeping on defense due to the window to break. Jaycee’s version called Deja Vu is a weaker version of the traditional Chang’s Mad Axes which is given to Michelle in TTT2. But it is still useful in her arsenal. Thanks to the bufferability of this move, you can do stuff like d,df1~4 and input qcb during the spin, then do f2 upon exiting the spin to grab them. Be creative with this move and keep them on their toes.<br></p>



<p>Shining Wizard &#8211; same as King/AKs shining wizard. It’s a fff1+2 grab that can be done point blank with execution, good to throw out during pressure to keep them on their toes.<br></p>



<p>QCF2 &#8211; a high launcher with built in high crush and safe on block. It was good to go under jabs and other highs if you sensed it&nbsp; coming, it has slightly more range than hopkicks so it was a good whiff punisher too.&nbsp;&nbsp;<br></p>



<p>4~2,1 &#8211; aka wardrums, one of the cornerstones of her wall game. This move is a low starter at the wall if the right conditions are met. So the string is a low/high (at the same time) into a mid. It’s only NC if just the low connects and high whiffs so it must be spaced properly.&nbsp; It’s easy enough in setups with “fixed spacing” such as 111 on CH into backdash, can be tricky on a moving opponent in neutral. Definitely learn how to use this move, it makes her wall game obscene.&nbsp;<br></p>



<p>WR1 &#8211; a fast running high +7 on block with pushback. The pushback is a lot on block for Julia to pressure but if it hits on normal hit, she gets a juicy followup with d1+2. Vs the wall, the move becomes even deadilier with the reduced pushback on block allowing her to pressure at +7. This move is really good for nailing the opponent mistiming their approach vs Julia.<br></p>



<p>B4 &#8211; a +1 on block homing high, essential to keep the opponent’s stepping in check upclose, gave a JF combo followup or an easy mode ff2 grounded hit.&nbsp;<br></p>



<p>DF1 &#8211; not a generic df1 at all. On crouching this move gives a ff3 d1+2 followup. An easy mode version is df1 into ff14 or even df1 to 2~b 2+3 on certain characters.&nbsp;<br></p>



<p>SS3 &#8211; a safe mid wallsplat, good at the wall to complement 4~2’s mixup game.<br></p>



<p>SS3+4 &#8211; a normal hit mid launcher, -21 but it had a lot of pushback so some characters really struggled vs it.&nbsp;<br></p>



<h2 class="wp-block-heading"><strong>FC Game</strong></h2>



<p>FC DF43 &#8211; aka bow n arrow, her low in her strong FC mixup game, in TTT2 it gives obscene oki with d3 being a guaranteed hit, ff1 picking up backrolls and ff2 (or d2+3 exclusive to Julia) grounded hitting mid to catch people who fear backrolling due to ff1.<br></p>



<p>WS3 &#8211; a common mid in the FC mixup situation, it’s a safe homing mid which gave a ff2 or a JF combo followup.<br></p>



<p>WS1 &#8211; a -13 mid launcher to catch people ducking in fear of fc df43.&nbsp;<br></p>



<h2 class="wp-block-heading"><strong>Wall Game</strong></h2>



<p>Her wall game is essentially centered around 4~2,1, mid splats and d,df1,2 CH confirms. Keep them still with her threatening CHs and find the spacing to land her wardrums and mix it up with her midsplats such as ss3/d1+2/f2+3 etc while making them respect her with d,df1,2 CH hitconfirms and jab strings/m4 while throwing in some grabs etc.<br></p>



<h2 class="wp-block-heading"><strong>Jaycee’s Wrestling Moves (Notable Moves)</strong></h2>



<p>In TTT2, Julia was under the disguise of Jaycee, this luchadora persona added some wrestling moves to the traditional Chang moveset. I don’t know if Julia in T7 will have these moves but since it’s confirmed that Jaycee is canon, we may see some of Jaycee’s exclusive moveset in T7’s Julia Chang.<br></p>



<p>DB4 &#8211; a dropkick&nbsp; it knocked down on CH and was hefty frames on hit, it also did a lot of damage and was a useful addition to Julia’s low arsenal.</p>



<p>F2+3 &#8211; a shoulder barge for Julia, it was a safe mid wallsplat which helped the wall game a lot since the other safe mid splat came out of a sidestep making it a bit telegraphed. IT was also useful in okizeme as f2+3 hits grounded on bigger characters.</p>



<p>Db1+2 &#8211; it was her bridge stance, the only useful move out of it was BRG 1+2 which was useful as a tag assault filler. She could also use BRG f1+2 to throw herself on the ground to tag crash, niche use but it’s there.<br></p>



<p>D2+3 &#8211; a grounded hitting mid move, she does a booty drop. This is really strong after fc df43 because ff2 is unsafe if they stand up and block, but not only does d2+3 do more damage, it is also safe on block. An extremely useful addition for Julia in TTT2.<br></p>



<p>DF3+4 &#8211; her main wall ender, the grab portion of the move does unscaled damage so it’s huge chunks as an ender.<br></p>



<p>ROL stance<br></p>



<p>She had a stance by entering f3 and she would do a roll and she could do moves out of it.<br></p>



<p>ROL 1 &#8211; +1 on block high, knocks down on NH and gave a ff2/d2+3 grounded hit or the JF combo follow<br></p>



<p>ROL 2 &#8211; a mid CH launcher out of ROL<br></p>



<p>ROL 3 &#8211; a -12 mid launcher on normal hit with some pushback, some characters couldn’t punish this so it was abusable, the ROL stance itself also went under highs and certain mids so it was useful to chuck out sometimes<br></p>



<p>ROL 1+2 &#8211; a breakable grab out of ROL.<br></p>



<h2 class="wp-block-heading">Punishers</h2>



<p>10f<br></p>



<p>1,2 &#8211; h,h +5 17dmg</p>



<p>1,1 &#8211; h,m +2 19 dmg<br></p>



<p>12f<br></p>



<p>2,b 1+2 &#8211; h,h 32 dmg +4 leaves opponent bt</p>



<p>F2,4 &#8211; h,m 27 dmg +5 (mainly used if you don’t want to switch sides)</p>



<p>D,df1 &#8211; m&nbsp; 14 dmg 0 on hit (longest range 12f punishand used for moves that recover in crouch eg anna qcf4)<br></p>



<p>13f<br></p>



<p>Df3,1+2 &#8211; m,m 32 dmg knd<br></p>



<p>Ff1,4 &#8211; m,h 27 dmg (used for wallsplat)<br></p>



<p>14f<br></p>



<p>Ff3 wr2,1 &#8211; m into combo with oki after<br></p>



<p>15f<br></p>



<p>Df2,1 &#8211; m,m 20 dmg launcher<br></p>



<p>Df2,3~1 &#8211; m,h (32 dmg used for wallsplat)</p>



<p></p>



<p>16f<br></p>



<p>D+1+2 &#8211; m 27 dmg, used for pushback moves such as deathfist<br></p>



<p>12-19f<br></p>



<p>F3~1 &#8211; h 24 dmg depending on range can give ff3/ff2 follow up or d1+2 on bigs</p>



<p></p>



<h1 class="wp-block-heading">WS punishment</h1>



<p>10f<br></p>



<p>D1 &#8211; sm 5 dmg +6<br></p>



<p>11f<br></p>



<p>Ws4 &#8211; m 21 dmg knd with great oki<br></p>



<p>12f<br></p>



<p>Fc df2 &#8211; m 25 dmg KND that wallsplats<br></p>



<p>15f<br></p>



<p>Ws1 &#8211; m 15 dmg launcher<br></p>



<p>16f<br></p>



<p>Uf4,3 &#8211; m,m 16 dmg launcher</p>



<p></p>



<h1 class="wp-block-heading">Whiff punishment</h1>



<p>Df2,1 (launch)</p>



<p>F3~1 ff3/ff2/d+1+2* (40/42 dmg or *45 dmg bigs only*)</p>



<p>Ff3 wr2,1 (44 dmg)</p>



<p>D1+2 (27 dmg)</p>



<p>Ff+1+2 (27 dmg wallbounce)</p>



<p></p>



<p></p>



<h1 class="wp-block-heading">Top Moves</h1>



<p>1,2 (a generic jab string)</p>



<p>1,1,1 (10f counter hit hitconfirmable wallsplat move)</p>



<p>4 (11f high magic for with an easy conversion on ch with ff1, -12 however but does have and extension)</p>



<p>4~2,1 (15f low and high with a mid follow up wallsplat, first hit is only -12, the extension is -16 though hitconfirmable on ch and if you space it where the high whiffs it will become nc)</p>



<p>F3~1 (12-19f depending on range, high that knd and has amazing range, only -3 at worse)</p>



<p>F3,2 (31f overall due to entering f3, but a safe range ch mid knd at -8)</p>



<p>F3,4 (33f overall due to entering f3, -13 low that on hit is +2 and ch launches)</p>



<p>F1+2 (18f mid pc that wallcounces, it is -14 however so use sparingly)</p>



<p>Df1 (14f mid that is -5 on block and +1 on hit, if this hits a crouched opponent it is +14 give guaranteed ff3_ff1,4 etc)</p>



<p>Df2,1 (15f launcher with amazing range, is -18 though so be careful)</p>



<p>Df2,3 (entry into swift step, not really abusable)</p>



<p>D3 (13f low thats -12 on block and -1 on ch, +4 forces crouch on ch, your main quick low poke)</p>



<p>Db4,1 (15 low that is -12 on block and -1 on hit, on ch the follow up is hitconfirmable and will knd, follow up is only -10 as well)</p>



<p>B4 (18f high homing move that is +1 on block and gives a launch on ch)</p>



<p>B1+2 (21f m launcher thats -13 on block, has amazing range and depending on who you are facing you will or won’t use this move as certain characters can punish it at ranges)</p>



<p>Uf1 (15f mid -8 on block and +4 on hit, evades some highs and launches on ch)</p>



<p>Ff1 (12f fastest, mid -2 on block +4 on hit, this is julia’s best moves as it is fast has good range and tracking and has a high extension via ff1,4 that launches on ch)</p>



<p>Ff3 (13f fastest, mid, is your go to range punish and it hits grounded, -14 on block however)</p>



<p>Ff1+2 (14f fastest, mid that is a wallbounce and is -7 on block, great range as well)</p>



<p>D,df+1 (12f fastest, mid thats -6 on block and 0 on hit, can enter CES via d,df1,3 or d,df1,4, has an extension that is hitconfirmable on counter hit and gives a wallsplat via d,df1,2)</p>



<p>Qcf2 (17f fastest high launcher -8 on block with pushback, high evades more than uf1 so sometimes you might want to use this over uf1)</p>



<p>Fff1 (14f fastest, high +4 on block and gives a mini combo on hit)</p>



<p>Ws3 (14f mid -7 on block +17 on hit and knd on ch, your main mid from crouch as its safe and homes)</p>



<p>Fc df4,3 (16f low mid -17 on block and knd on hit, fc df4 by its own is -14 with amazing range, at the wall fc df4,3 gives a free ff3 or d1+2 if the opponent is a big)</p>



<p>Ss4 (20f low -13 on block +3 on hit, on ch gives a free uf3+4)</p>



<p>Qcb,f+2 (10f start up throw that is very bufferable, 1+2 break)<br></p>



<h1 class="wp-block-heading">CH tools</h1>



<p>1,1,1&nbsp; &nbsp; &nbsp; (10f h,m,m hitconfirmable wallsplat)</p>



<p>4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (11f high ch launcher)</p>



<p>4~2,1 &nbsp; &nbsp; (15f low and high, mid hitconfirmable wallsplat)</p>



<p>Db4,1 &nbsp; &nbsp; (15f low mid hitconfirmable wallsplat)</p>



<p>CES 1&nbsp; &nbsp; (15f high ch launcher)</p>



<p>F3,2&nbsp; &nbsp; &nbsp; &nbsp; (31f fastest, long range mid ch launcher)</p>



<p>F3,4&nbsp; &nbsp; &nbsp; &nbsp; (33f fastest, low range low ch launcher)</p>



<p>Uf1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (15f mid with high evasion, ch launcher)</p>



<p>(ff1),4&nbsp; &nbsp; &nbsp; (extension from a 12f fastest move, on ch gives !S)</p>



<p>D,df1,2&nbsp; &nbsp; (12f fastest, mid,mid that’s hitconfirmable on ch )</p>



<p>Ws3&nbsp; &nbsp; &nbsp; &nbsp; (14f homing mid from crouch, KND on ch and gives a free grounded move or a just frame combo)</p>



<p></p>



<h1 class="wp-block-heading">Tailspin Moves</h1>



<p>CES 2</p>



<p>Df4,2,3</p>



<p>B4</p>



<p>Ff1,4</p>



<p>Ws2,1</p>



<p>Ws3</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<h1 class="wp-block-heading">Combos</h1>



<p>The above combos is the harder combo and the one below is much easier<br></p>



<p>Df2,1 f3~1 df3 ff1 f2,1,3~1 ff1,4 !S wr2,1 (78 dmg)</p>



<p>Df2,1 f3~1 df3 ff1 d,df1,4 df4,2,3 !S df2,3,1+2 (74 dmg)<br></p>



<p>UF4,3 F3~1 ff1 ff1 f2,1,3~1 ff1,4 !S wr2,1 (72 dmg)</p>



<p>Uf4,3 4 d,df1,4,1 d,df1,4 df4,2,3 !S df2,3,1+2 (65 dmg)<br></p>



<p>B1+2 f3,4 df3 ff1 f2,1,3~1 ff1,4 !S wr2,1&nbsp; (76 dmg)</p>



<p>B1+2 f3,4 df3 ff1 d,df1,4 df4,2,3 !S df2,3,1+2 (72 dmg)<br></p>



<p>B4&nbsp; df3+4 ff1 d,df1,4,2 !S df4,2,bf1 (67 dmg)<br></p>



<p>Qcf2 f3~1 df3 ff1 f2,1,3~1 ff1.4 !S wr2,1 (73 dmg)</p>



<p>Qcf2 f3~1 d,df1,41, d,df1,4 df4,2,3 !S df2,3,1+2 (70 dmg)<br></p>



<p>Ws1 df2,3~1 ff1 f2,1,3~1 ff1,4 !S wr2,1 (67 dmg)</p>



<p>Ws1 4 d,df1,4,1 d,df1,4 df4,2,3 !S df2,3,1+2 (64 dmg)<br></p>



<p>Ff3 wr2,1 (44 dmg)<br></p>



<p>Wr1 wr2,1 (51 dmg)<br></p>



<p>On crouch</p>



<p>Df1 ff3 wr2,1 (57 dmg)</p>



<p>Df1 df3,1+2 (45 dmg)</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<h1 class="wp-block-heading">CH Combos</h1>



<p>4 ff1 d,df1,4,1 f2,1,3~1 ff1,4 !S wr2,1 (68 dmg)</p>



<p>4 ff1 d,df1,4,1 d,df1,4 df,4,2,3 !S df2,1+3 (64 dmg)<br></p>



<p>CES 1&nbsp; ss f3,4 df3 ff1 f2,1,3~1 ff1,4 !S wr21 (69 dmg)</p>



<p>CES 1&nbsp; ss f3,4 df3 ff1 d,df1,4 df4,2,3 !S df2,3,1+2 (65 dmg)<br></p>



<p>F3,2 f3,4 df3 ff1 f2,1,3~1 ff1,4 !S wr2,1 (77 dmg)</p>



<p>F3,2 f3,4 df3 ff1 d,df1,4 df4,2,3 !S df2,3,1+2 (73 dmg)<br></p>



<p>F3,4 df3+4 ff1 f2,1,3~1 ff1,4 !S wr2,1 (72 dmg)</p>



<p>F,3,4 df3+4 ff1 d,df1,4 df4,2,3 !S df2,3,1+2 (68 dmg)<br></p>



<p>B3 cc df3+4 ff1 f2,1,3~1 ff1,4 !S wr2,1 (72 dmg)</p>



<p>B3 cc df3+4 ff1 d,df1,4 df4,2,3 !S df2,3,1+2 (68 dmg)</p>



<p></p>



<p>Uf1 ff1 d,df1,4,1 f2,1,3~1 ff1,4 !S wr2,1 (70 dmg)</p>



<p>Uf1 ff1 d,df1,4,1 d,df1,4 df4,2,3 !S df2,3,1+2 (66 dmg)<br></p>



<p>(ff1),4 wr3 df3 ff1 d,df1,3 df4,2,bf1 (72 dmg)</p>



<p>Ws3 4~2 ff1 ff1 d,df1,3 df4,2,3 !S df2,3,1+2 (65 dmg notes 4~2 ff is a just frame link)</p>



<p>Bears only ws3 ff1 will link</p>



<p></p>



<h1 class="wp-block-heading">BT combos</h1>



<p>1,2,1,1 free ff2/ff2</p>



<p>4,4,1</p>



<p></p>



<p></p>



<h1 class="wp-block-heading">Wall Combos</h1>



<p>Ff1,4 !W 1 df4,2,bf1 (61 dmg)</p>



<p>Ff1,4 !W 1 1+2,4,4 (58 dmg)</p>



<p>Ff1,4 !W ff1 uf4,3,1 (58 dmg works im thise chars as well as ganryu https://twitter.com/Fergus_TK/status/1105489986013487105?s=19)</p>



<p>Ff1,4 !W ff1 1 df4,2,bf1 (64 dmg marduk size above only)<br></p>



<p>From carry<br></p>



<p>!W uf+3+4 ff3 is max dmg (uf3+4 must hit low, d1+2 hits marduk size larger instead of ff3)</p>



<p></p>



<h1 class="wp-block-heading">Wall Bounce Combos</h1>



<p>close</p>



<p>Ff1+2 4 !W uf+3+4 ff3 (72 dmg)<br></p>



<p>F+1+2 1 !W 1 df4,2,bf1 (59 dmg)<br></p>



<p>Far<br></p>



<p>Ff1+2 df4,2,3 !W uf3+4 ff3 (82 dmg)<br></p>



<p>F+1+2 df4,2,3 !W uf3+4 ff3 (79 dmg)</p>



<p></p>



<p></p>



<p></p>



<p></p>



<h1 class="wp-block-heading">Wall Break/Balcony Break Moves</h1>



<p>1,1,1</p>



<p>1,1,2</p>



<p>4,4,1~2</p>



<p>4,4,4</p>



<p>4~2,1</p>



<p>1+2,4,bf1+2</p>



<p>CES 2</p>



<p>CES 3,1+2</p>



<p>CES 4,1+2</p>



<p>F2,1,2</p>



<p>F2,4</p>



<p>F3~1</p>



<p>F3,2</p>



<p>F4,1</p>



<p>F1+2</p>



<p>Df3,1+2</p>



<p>Df4,2,bf1</p>



<p>Df4,2,4</p>



<p>D4,1~2</p>



<p>D4,4</p>



<p>D1+2</p>



<p>db4,1</p>



<p>B4</p>



<p>Uf4,3,1</p>



<p>Ff1,4</p>



<p>Ff3</p>



<p>Ff1+2</p>



<p>D,df1,2</p>



<p>Wr1</p>



<p>Wr2,1</p>



<p>Wr3</p>



<p>Ws1~2</p>



<p>Ws2,1</p>



<p>Ws2,2,1+2</p>



<p>Ws3</p>



<p>Fc df2</p>



<p>Ss3</p>



<p>B+2+4</p>



<p>RD</p>



<p></p>



<h1 class="wp-block-heading">Floor Break Moves</h1>



<p>1,1</p>



<p>1+2</p>



<p>1+4</p>



<p>Df1</p>



<p>Db2,1</p>



<p>B1</p>



<p>Uf3+4</p>



<p>Ff2</p>



<p>Ws2,2</p>



<p>Df1+3</p>



<p></p>



<h1 class="wp-block-heading">Crushing moves</h1>



<p>High crush<br></p>



<p>CES 4</p>



<p>F3</p>



<p>d2,3</p>



<p>D4</p>



<p>Db1*</p>



<p>B3</p>



<p>Uf1*</p>



<p>Ff1*</p>



<p>Qcf2*</p>



<p>Fc df4</p>



<p>Ss2</p>



<p>Ss4<br></p>



<p>*Only evades highs slightly mainly just certain jabs etc<br></p>



<p>Low crush<br></p>



<p>F3</p>



<p>Uf4,3</p>



<p>Uf+3+4</p>



<p>Wr3</p>



<p></p>



<h1 class="wp-block-heading">Wall Game</h1>



<p>Julia possesses one of the top wall games as well as top wall carry, so getting to the wall in a combo isn’t an issue. She on on one the few chars to have a low wallsplat move via wardrum if spaced right and has safe mid wallsplats as well as hitconfirmables strings. Switching sides with you back at the wall isn’t a big issue either as julia has 1+3 which even if broken will switch sides, b+2+4 will also give a wallsplat if your back is to the wall. Useful moves at the wall are:<br></p>



<p>1,1,1 (10f ncc hitconfirmable)</p>



<p>4~2,1 (15f, low and high mid, if spaced where the high whiffs it becomes nc, is hitconfirmable on ch, watch out as it is -16)</p>



<p>F3~1/df2,3~1 (mainly as a whiff punish)</p>



<p>F+1+2 (18f mid PC, -14 wallbounce, good to rarely throw out due to armor)</p>



<p>Df1 (14f safe mid that if it hits crouchers will give you a free ff1,4 into wallsplat)</p>



<p>D,df1,2 (12f fastest, mid mid ncc and hitconfirmable, it is delayable but the full string is -14)</p>



<p>Db4,1 (15f low mid, ncc and hitconfirmable the last hit is only -10)</p>



<p>Ff1,4 (12f fastest, m,h mainly used as a whiff punish, fastest nc wallsplat move)</p>



<p>Ff1+2 (14f fastest, m wallbounce -8, one of the best wallbounces in the game)</p>



<p>Ws3 (14f homing m, -7, go to mid from crouch)</p>



<p>Fc df4,3 (16f low mid, -16, hitting this string will give Julia a free ff3 or d1+2 vs bigs)<br></p>



<p>With julias back to the wall B+2+4 gives a combo of:<br></p>



<p>B+2+4 !W df1 ff3</p>



<p></p>



<h1 class="wp-block-heading">Safe Launchers</h1>



<p>Qcf2 (-8 high)</p>



<p>B+1+2 (-13 pushback safe vs a few chars at range)</p>



<p></p>



<p></p>



<h1 class="wp-block-heading">Wardrum Tech</h1>



<p>In Certain situations julia can make Wardrum become nc very easily, A thread of these situations can be found with the below link:<br></p>



<figure class="wp-block-embed-twitter wp-block-embed is-type-rich is-provider-twitter"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-width="550" data-dnt="true"><p lang="en" dir="ltr">Nc wardrum thread</p>&mdash; ChangBang (@Lingxiaowho) <a href="https://twitter.com/Lingxiaowho/status/1162817325650841601?ref_src=twsrc%5Etfw" target="_blank" rel="noopener">August 17, 2019</a></blockquote><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
</div></figure>



<p>Below is a list of these situations also<br></p>



<p>Fc df2 ff n 4~2,1<br></p>



<p>CH ws ff3 ssl 4~2,1<br></p>



<p>Ff3 wr2,1 ff n 4~2,1<br></p>



<p>Ws4 ff n 4~2,1<br></p>



<p>Df2,1,3~1 ff3 ff n 4~2,1<br></p>



<p>!W uf3+4 ff3 f n 4~2,1<br></p>



<p>Fc df4,3 ff3 f n 4~2,1</p>



<p> Credit to fergus for ff1 uf4,3,1 list &#8211; <a href="https://twitter.com/Fergus_TK" target="_blank" rel="noopener">https://twitter.com/Fergus_TK</a></p>



<h2 class="wp-block-heading">Complete Movelist Breakdown</h2>



<p><strong>Format in Bold =&nbsp;</strong><br></p>



<p><strong>Input, Attack Property, Damage, Frame Startup, Frame Advantage, Tracking if Any (If it’s straight up linear, then its left out), NC (or NC on CH) if applicable.</strong><br></p>



<p><strong>“Tracks X way, means tracks the opponents direction”</strong><br></p>



<p><strong>NC = Natural Combo</strong></p>



<p><strong>NH = Normal Hit</strong></p>



<p><strong>CH = Counter Hit</strong></p>



<p><strong>KDN = Knockdown</strong></p>



<p><strong>OC = Opponent Crouching (Leaves them in crouch)</strong></p>



<p><strong>W! = Wallsplat</strong></p>



<p><strong>S! = Screw</strong></p>



<p><strong>SSL = Sidestep Left</strong></p>



<p><strong>SSR = Sidestep Right</strong></p>



<p><strong>SWL = Sidewalk Left</strong></p>



<p><strong>SWR = Sidewalk Right</strong></p>



<p></p>



<p><strong>DF1+2(RA), Mid, 20f, -22/KDN/KDN</strong><br></p>



<p>Standard mid RA, nothing too noticable about Julia’s.&nbsp;<br></p>



<p><strong>F2+3(RD), Mid, 15f, +8(vs wall)/KDN/KDN, tracks SSR/SWR</strong><br></p>



<p>Not a very useful RD since it doesn’t resplat like Paul/Feng/Leo/Kazumi etc due to it being 2 hits. However it’s useful for applying pressure vs the wall, you get 5 chip damage and +8 to work with, as well as being a + on block mid option in a wardrums spacing mixup in rage.&nbsp;</p>



<p></p>



<p><strong>1, High, 7, 10f, +1/+8/+8, tracks SSL slightly</strong><br></p>



<p>Jab pressure is pretty standard in tekken, it is your fastest move as Julia. Good as an interrupt tool during opponent’s pressure. It is +1 on block so you can work the frame(s) a little by doing jabs again if they mash etc. Since it’s so + on hit, you can do uf1 as a CH launcher if they mash anything. It’s a good tool to get your opponent antsy and forced to challenge, move or duck vs the jab. Julia has a pretty good jab game due to the hitbox and the followups it has<br></p>



<p><strong>1,1, High,/Mid,&nbsp; 7/12, 10f, -9/+2/+2, NC</strong><br></p>



<p>One of her 10f punishers. Depends if you want the damage in 1,1 or the +5 from the 1,2. The whole string is NC on CH and easy to hitconfirm. Since the 2nd hit is safe, it’s worth checking the opponent with 1,1 hitconfirms especially vs wall for a wallsplat combo. Really strong string to be able to hitconfirm and apply well. Use it as wall pressure as an interrupt tool or frame traps<br></p>



<p><strong>1,1,1, High/Mid/Mid, 7/12/20, 10f, -14/KDN/KDN, NC on CH</strong><br></p>



<p>Julia’s 10f CH wallsplat string, extremely strong near walls as an interrupt/pressure tool. Good to keep opponent in check in general and not to overextend on their pressure or challenge your + frames as Julia. A good visual cue for the CH animation is that the 2nd hit will put them in crouch if the 1st jab connects on CH<br></p>



<p><strong>1,1,2, High/Mid/Mid, 7/12/20, 10f, -9/KDN/Launch</strong><br></p>



<p>A CH launching mid after her jab strings, it’s quite slow but it can catch people out with delayed timing on their buttons. Pickup would be df423 s! Into df42bf1. I don’t really have much of use for this, maybe a CH attempt if you see that 11 got blocked and still wanna fish for a CH safe mid option?<br></p>



<p><strong>1,2&nbsp; High/High, 7/8 , 10f, -1/+5/+5, NC</strong><br></p>



<p>A good 1,2 to throw out as it has a scary followup if it lands on CH. It can also go into her CES (Clockwise Evasive Stance) stance, the spin stance allowing more pressure and mindgames. You can force your opponent to respect you by threatening with the followup which is really damaging on CH. So you can really bully people with Julia with her jab strings allowing her to extend her pressure and mindgames.<br></p>



<p><strong>CES 1, High, 14, 15f, 0/+6/Launch</strong><br></p>



<p>Julia’s CES (Clockwise Evasive Stance) or commonly known as spin is a stance she has out of d,df1, jabs and ws2. The CES 1 is a 15f high that can CH slow retaliations from your opponent if they mashed after jabs,d,df1 or ws2 on block.&nbsp;<br></p>



<p><strong>CES 2, Mid, 20, 18f, -9/+11/+11</strong><br></p>



<p>One of Julia’s main tailspin moves, accessible out of her CES stance. It’s can also be used as a mid option to complement CES 4,1+2 which is a low sweep kind of move. On hit, it can give spacing for a wardrums/mid mixup.&nbsp;<br></p>



<p><strong>CES 3,1+2, Mid/Mid, 10/27, 18f, -13/KDN/KDN, NC</strong><br></p>



<p>Another one of Julia’s mid options to complement CES4,1+2 although it is unsafe compared to CES2. It can also be used as a funky wall ender in some situations.I wouldn’t pay much attention to this move unless you got a good read on them ducking and you want the beefy damage.</p>



<p></p>



<p><strong>CES 4,1+2, Low/Mid, 14/18, 20f, -16/KDN/KDN, tracks SSL/SSR/SWL/SWR, NC</strong><br></p>



<p>Julia’s low option out of CES stance. It high crushes any high retaliations from spin transition and it also grants a full combo vs a breakable wall/balcony which makes this move even scarier. Just be careful as it is launch on block, the low staggers on block and the mid itself is also launch if the low whiffed. Condition your opponent to respect the spin mixup and throw out the low sparingly.</p>



<p></p>



<p><strong>CES 1+2, Mid, 18. 19f. -9/+5OC/Launch</strong><br></p>



<p>The CH mid launcher out of CES, if you feel like they will have a really delayed retaliation interrupting the spin transitions, this is the button to use. Although I feel spin 2 is better to use as a mid option in general since it’s better on normal hit.&nbsp;<br></p>



<p><strong>1,2,1, High/High/Mid, 7/8/10, 10f, -13/+3/+3&nbsp;</strong><br></p>



<p>The mid after her 1,2, if the 3rd hit CHs, then the ender is guaranteed. Use this sparingly to scare your opponent from challenging Julia’s jabs on block. The 3rd hit is really delayable so it’s good to score a CH into the guaranteed low ender<br></p>



<p><strong>1,2,1,1, High/High/Mid/Low, 7/8/10/20, 10f, -14/KDN/KDN, NC on CH after 3rd hit</strong><br></p>



<p>It’s the low ender to the string, natural if the 3rd hits on CH. If you get the low, you can do uf3+4 for free into oki. Really damaging sequence and it got buffed to -14 so it’s worth trying vs some characters. If you delay the mid into the low, there is a 12f gap and she high crushes with the low so it’ll beat a lot of buttons even with delay.&nbsp;<br></p>



<p><strong>1,2,3 (or 1,2,4) </strong>&nbsp;<strong>High/High, 7/8&nbsp; , 10f, +1/+7/+7</strong><br></p>



<p>Her jabs into the spin stance, the above frames only apply if you do a CES move out of spin. It’s not great on block since there is a 14f gap before CES 1 can come out. So any 14f or faster moves will interrupt moves out of jabs to spin moves on block. There is a bug with this move, where the opponent cannot do df or db moves on block, I dunno why but lets take it. On hit, there is a 8f gap before CES 1 so it cannot be interrupted. If they to down jab, you can jab spin into low parry or hopkick. Overall I don’t think it’s a good meta really, just use it sparingly.<br></p>



<p><strong>2, High, 10, 10f, -2/+7/+7</strong><br></p>



<p>Pretty useless move, no reason to use this over 1 jab. Ignore it</p>



<p></p>



<p><strong>2~b 1+2, High/Mid, 10/20, 12f, -8/+3/+3, NC</strong><br></p>



<p>One of her 12f punishers,opponent is left at +3 BT. If they hold db then shotgun(d,df1) will hit them and CH any buttons from BT so shotgun is a good option afterwards to keep them in check. It’s good to do this punish to side switch if your back is to the wall or close.&nbsp;</p>



<p></p>



<p><strong>3, High, 17, 14f, -14/KDN/KDN</strong><br></p>



<p>Useless, never use<br></p>



<p><strong>4, High, 15, 11f, -12/-3/Launch</strong></p>



<p>This is your 11f interrupt/pressure tool. It gives a combo on counter hit. Although it is unsafe on block, she has followups to make the opponent hestitate to punish. You want to use magic 4 after certain situations, such as + frames, or &#8211; frames if the opponent does slower moves or delayed reactions post ff1/d3/db4 etc. Really scares the opponent from overextending on their pressure or challenging your + frames.</p>



<p></p>



<p><strong>4,4, High/Low, 15/12, 11f, -16/-2/-2, NC on CH</strong><br></p>



<p>This followup will interrupt people trying to punish 4 on block, and if the 2nd hit connects on CH then the 3rd hit followups will be guaranteed. Use it sparingly.<br></p>



<p><strong>4,4,1, High/Low/Mid, 15/12/21, 11f, -14/Launch/Launch, NC after 2nd hit on CH</strong><br></p>



<p>4 string into a mid launcher. If they try to punish 4 on its own, then they get launched due to the fact that the 2nd hit into the mid is NCc or if they tried to duck the high ender of 44. It’s also her BT punisher if she gets to the opponents back<br></p>



<p><strong>4,4,4, High/Low/High, 15/12/23, 11f, -9/KDN/Launch, NC after 2nd hit on CH</strong><br></p>



<p>A safe high wallsplat ender after 4 string. Like the mid ender, it will be NC after 2nd hit on CH if the opponent tries to punish the standing 4 on its own. Can be useful near walls as the ender wallsplats. If the 4 CHs, then this followup will combo as a mini combo.<br></p>



<p><strong>4,4, 1~2, High/Low/Mid, 15/12/20, 11f, -9/KDN/Launch</strong><br></p>



<p>Same as her 1,1,2, used as a delayed CH mid launcher that’s safe on block to throw off your opponent’s timing or catch a delayed button post 44.&nbsp;</p>



<p></p>



<p><strong>4,4,D4, High/Low/Low, 15/12/10, 11f, -19/-8/-8, NC after 2nd hit</strong><br></p>



<p>Just a cheeky low extension in the string, can be ok to use sparingly to sneak extra damage in but I wouldn’t bother with it much since it’s really bad on block and on hit.<br></p>



<p><strong>4~2, LowHigh, 7/5, 15f, -12/-4/+1, NC on CH</strong><br></p>



<p>A 15f low wallsplat, this is the low/high on its own of the string. It’s a decent low poke due to the range and the fact that it cannot be crushed by hopkicks and the likes due to the high hitting at the same time. It’s good to throw out to look for the CH.<br></p>



<p><strong>4~2,1, LowHigh/Mid, 7/5/21, -16/KDN/KDN, NCc on CH and specific spacing</strong><br></p>



<p>This is one of Julia’s cheapest moves. It’s a very unique move in the tekken series. Since the 1st hit is a low and a high at the same time, the mid ender is only guaranteed if JUST the low connects, this can be acquired through a specific spacing where the high whiffs since the low has more range, if just the low connects then the mid is NC so we have a low NC wallsplatting string. After specific setups and KDNs, we can have auto-spacing for this string such as ff14 on hit, ff3/wr1 into wr21 etc. Another thing with this string is, it’s NC on CH as well and 4~2 sparks on CH only so that is a nice visual cue to confirm the followup. So you have a 15f low poke that also splats on CH with an easy confirm. Great move!<br></p>



<p><strong>1+2, Mid, 14, 18f, -5/+1/+6</strong><br></p>



<p>Useless, ignore. It’s not much reward as a mid poke or anything, just do ff1/df3 instead<br></p>



<p><strong>1+2,4, Mid/High,, 14/12, 18f, -12/-1/+4, NC</strong><br></p>



<p>Since it’s NC, it can be ok to throw out sometimes as a somewhat safeish mid NC string poke if the opponent doesn’t know or isn’t ready for it. It also has followups to scare the opponent although both options can be dickjabbed OS’ed.<br></p>



<p><strong>1+2,4,3+4, Mid/High/Mid, 14/12/20, 18f, -20/KDN/KDN, NC on CH after 2nd hit</strong><br></p>



<p>Only really useful as a combo ender, really unsafe on block so no point in using it in neutral. Just keep it to a combo ender.<br></p>



<p><strong>1+2, 4, bf1+2, Mid/High/Mid, 14/12/25, 18f, -10/KDN/KDN, NC on CH after 2nd hit</strong><br></p>



<p>One of her wall enders, could be ok as a cheesy string sometime or a knowledge check but not really recommended. I would just keep this for combo purpose, you can step the last hit on block&nbsp;</p>



<p></p>



<p><strong>1+4, Mid/Low, 18f, -26/KDN/Launch, tracks SSL/SWL, 2nd hit psuedo homing, NC</strong><br></p>



<p>It’s a mid low string that kdns into a free ff2. It is a tight string so that means you cannot interrupt the 2nd hit on block or even crush it and it’ll CH launch you if you attempt. It also has a cancel with ~d so you can enforce FC mixups if you want. The whole meta is a bit gimmicky but it can definitely work if used well. If they try to interrupt your FC mixup or other moves, they’ll risk getting CH launched. The string is also quite easy to hitconfirm as you can do the cancel on block. Be careful with overusing the cancel however as if they read it, they can hopkick punish it.<br></p>



<p><strong>F2, High, 10, 12f, -2/+7/+7</strong><br></p>



<p>Not much use on it’s own, no reason to use this over jabs for the same situations<br></p>



<p><strong>F2,1, High/High, 10/14, 12f, -1/+5/+10, NC</strong><br></p>



<p>Her main combo filler in combos into f21~f3,1. You could maybe pressure with f21 into f3 stance (swift step) although even on hit, all the options can be down jabbed so don’t do it if your opponent knows about it. The 2nd hit of F21 is really delayable and if you do f3~1 after, it’s a NC on CH, could be useful for CH fishing near wall for a 40 dmg wallsplat.&nbsp; Mainly used for combos anyway. Just don’t be obvious with it as it doesn’t jail. Since it’s +10 on CH, Julia can get jabs for free.&nbsp;<br></p>



<p><strong>F2,1,2, High/High/Mid, 10/14/18, 14f, -10/+2/Launch, NC on CH after 2nd hit</strong><br></p>



<p>Mid CH launcher of the f21 string. Only -10 and all the hits in the string can be delayable. Really good to catch people out and since it’s only -10 you’re not risking much. It also cannot be interrupted if no delay. On delay, you can SSR the last hit but still cannot interrupt.<br></p>



<p><strong>F3~1, High, 24, 19f, -3/KDN/KDN</strong><br></p>



<p>This is also a main staple in Julia’s combos. It’s also used as a whiff punisher at range, and a block punisher for specific moves such as Bear’s ff2. Can be useful as a neutral move randomly to get in since it’s only -3 on block, Julia can still move around and fish for whiff punishment or CH slower buttons on block.&nbsp;<br></p>



<p><strong>F3~2, Mid, 20, 31f, -8/KDN/Launch</strong><br></p>



<p>A safe mid CH launcher, I like to use this on oki when they backroll since it pushes back on block as well so Julia can still force whiffs and such. It’s a good mid to complement her low from swift step. You can use this to condition the opponent at range to respect Julia’s approach and then start doing dumb shit like f3~d cancel to go into FC mixups.&nbsp;</p>



<p></p>



<p><strong>F3~4, Low, 17, 33f, -13/+2/Launch</strong><br></p>



<p>The low out of swift step. It’s a CH launcher and tracks surprisingly well. Can be used on oki or in neutral to chase down the opponent and apply + frames on hit. It’s one of Julia’s few + on hit lows, I personally like the move a lot.<br></p>



<p><strong>F3~UF3+4, MidHigh, 8/12, 39f, -16/Launch/Launch</strong><br></p>



<p>Not really useful since it’s pretty on block, only really used in combos as a wall carry ender.&nbsp;<br></p>



<p><strong>F4, Mid, 13, 15f, -10/+3/+3</strong><br></p>



<p>F4 is the starter to her F41 string which is a nice ranged whiff punisher or specific block punisher. 1st hit is only -10 on block so it’s worth fishing for a hitconfirm with a string. It’s also useful as a wall carry.<br></p>



<p><strong>F41, Mid/Mid, 13/23, 15f, -14/KDN/KDN, NC</strong><br></p>



<p>A decent ranged whiff punisher and wall carry ender. It’s also a block punisher for specific moves such as Paul’s deathfist.&nbsp;<br></p>



<p><strong>F1+2, Mid, 25, 18f, -14/KDN/KDN</strong><br></p>



<p>A really strong powerful due to the wall bounce property. -14 isn’t too bad for a mid powercrush of this level. Scare your opponents into respecting you at the wall due to the threat of armour, which allows Julia to play her wall game with less interruption. One of the better power crushes in the game for sure. Just be wary of characters with 14f launchers<br></p>



<p><strong>F1+4, Unblockable, 30, 67f, Launch/Launch/Launch</strong><br></p>



<p>Too slow to use in the open, might have potential vs Bears and other big characters due to it hitting grounded on them as a tech trap, will have to look into it.<br></p>



<p><strong>DF1, Mid, 13, 14f, -5/+1(+14 on crouch)/+1, slight SSR</strong><br></p>



<p>One of Julia’s best moves. The move that will put the fear into the opponent for random ducking vs her. If this move connects on crouching opponents, she has +14 to work with meaning she can get a guaranteed ff3 into wr21 in the open, or ff14 wallsplat or df3,1+2 for easy mode and if you have the execution, ff1+2 near walls. Extremely strong for checking crouching opponents. A must use move for Julia.&nbsp;</p>



<p></p>



<p><strong>DF2, Mid, 8, 15f, -9/+2/+2, slightly tracks SSL</strong><br></p>



<p>Not much use on it’s own, but it has a bunch of followups. It can go into swift step.<br></p>



<p>DF2,3~1 is a natural combo so it’s pretty strong vs ducking opponents, especially vs the wall where it will wallsplat for 32 dmg and lashing arrow is only -3 on block so you still can do stuff, on block you cannot interrupt but you can duck.<br></p>



<p>DF2,3~2 has a 15f gap on block, but it has some high crush so it’ll hit people doing jabs or other highs. However the opponent can step it on block.&nbsp; If df2 hits, then the swift step 2 cannot be interrupted or stepped.<br></p>



<p>DF2,3~4, the low from swift step. 17f gap on block. Opponent can step (SSL only) on block, however on hit it cannot be ducked.&nbsp;<br></p>



<p>DF2~3+4 &#8211; huge gap on block, on hit there is a 12f gap. Not really worth doing at all<br></p>



<p><strong>DF2,4, Mid/High, 8/18, 15f, -6/+5/+5, NC</strong><br></p>



<p>A mid high string, it’s NC on block but it doesn’t jail so opponent can duck it. Could be ok as a safe mid NC poke if your opponent isn’t ready to duck it or doesn’t know. Not much use outside of that, I would just do df2,3~1 for the same purpose but better reward<br></p>



<p><strong>DF3, Mid, 14, 13f, -7/+4/+4, tracks SSR/SWR</strong><br></p>



<p>A good mid poke, buffed from 14f in ttt2 to 13f. A really strong move and it also tracks to opps right completely as well as having amazing range. It’s just generally good to poke with this mid and it even has a followup to hit your opponent if they’re challenging her df3 on block.<br></p>



<p><strong>DF3,1+2, Mid/Mid, 14/18, 13f, -13/KDN/KDN, tracks SSR/SWR, NC</strong><br></p>



<p>The followup to her df3 string. If you want an easy mode followup after df1 on crouching opponents, this is the string. You cannot interrupt the string but you can SSL the followup. It doesn’t give a direct clean wallsplat but it will if a wall is slightly off axis or at range. Basically a good tool to give mental frames on her blocked df3 to scare the opponent from challenging it.</p>



<p></p>



<p><strong>DF4, Mid, 14, 14f, -10/+1/+1, tracks SSR/SWR</strong><br></p>



<p>Another move that tracks to opponent’s right clean. This is a 14f mid that has a bunch of followups. Including her staple wall ender in df42bf1, a NCc string in df42bf1. The move by itself isn’t too useful however but the strings are..</p>



<p></p>



<p><strong>DF4,2, Mid/Mid. 14/10, 14f, -13/-2/-2, tracks SSR/SWR, NC on CH</strong><br></p>



<p>The 2nd hit in her df4 string that can lead to a mid or a high ender. Most Julia’s will stop at this hit if they’re fishing for a df423 CH confirm. If the opponent is on point, they can punish it if they notice the Julia stopping at this hit. Mix it up well and use it sparingly. The 2nd hit is delayable which is then NC on CH to both enders so you can fish for CH with this as well.<br></p>



<p><strong>DF4,2,1, Mid/Mid/Mid, 14/10/25,&nbsp; 14f, -14/KDN/KDN, tracks SSR/SWR, NC on CH after 1st hit</strong><br></p>



<p>The mid ender to the df4 string. There is 0 reason to do this over the bf1 ender though since the frames are the same and bf1 ender does more damage. Ignore this<br></p>



<p><strong>DF42bf1, Mid/Mid/Mid, 14/10/30, 14f, -14/KDN/KDN, tracks SSR/SWR, NC on CH after 1st hit</strong><br></p>



<p>An extremely strong 14f mid CH confirmable string. Does 56 damage and wallsplats, so you’re looking at a 56 dmg wallsplat starter. Quite easy to hitconfirm as well so fish for it near the wall and stop at the 2nd hit on block, or maybe just finish it anyway to catch them pushing buttons/trying to punish 2nd hit lol or if they attempt to duck the high ender. It cannot be stepped on block even if delayed, and it has a 11f gap if delayed. Cheap string<br></p>



<p><strong>DF4,2,3, Mid/Mid/High, 14/10/18, 14f, -5/KDN/KDN, tracks SSR/SWR, NC on CH after 1st hit</strong><br></p>



<p>The high ender to the string, like the mid ender it is NC on CH from the 1st hit. It’s the safe option from the df4 string. If not delayed, you cannot interrupt it, with delay, it has a 10f gap.<br></p>



<p><strong>DF3+4, SpecialMid/Mid, 10/20, 17f, -7/+9/+9, tracks SSL/SWL, NC</strong><br></p>



<p>Usually used in combos, particularly off b4. Since it’s one of the few moves that completely tracks to the opponent’s left, it can be useful to throw out to stop them from going that way. It’s also used as a SS resplat after direct splats to add on more damage.&nbsp;&nbsp;<br></p>



<p><strong>D1, SpecialMid, 5, 10f, -5/+6/+6</strong><br></p>



<p>A generic down jab, used to interrupt the opponent out of pressure since it also high crushes and is 10f.&nbsp; Julia especially has a very good down jab since on hit, she can do WS3 to CH the opponent afterwards as well as stopping them from stepping. Her FC game is really strong from a down jab interrupt, since I believe most characters cannot backdash BnA point blank from a down jab. And they cannot interrupt WS1 and it tracks one way as well.&nbsp;</p>



<p></p>



<p><strong>D2, SpecialMid, 8, 11f, -4/+7/+7</strong><br></p>



<p>Another interrupt tool to interrupt your opponent. Not much reason to use this over down jab as you cannot interrupt WS3 afterwards anyway. It is 1 more frame though so it’d be harder to backdash BnA and they cannot interrupt BnA as well.&nbsp;<br></p>



<p><strong>D23, SpecialMid/Mid, 8/13, 11f, -10/+1/+1, NC on CH&nbsp;</strong><br></p>



<p>An interrupt tool that’s NC on CH. Can be useful to interrupt pressure from the opponent and get some damage. It’s also used as a short wall carry after s! If you want to get better wall enders such as uf3+4 ff3 or f3~1 to jab df42bf1. Be wary as it is -10 on block and not NC so time your interrupts well<br></p>



<p><strong>D3, Low, 10, 13f, -12/-1/+4 OC, tracks SSL/SSR/SWL/SWR</strong><br></p>



<p>One of Julia’s best lows due to the speed and frames. It can be frame trapped after ff1 on hit (+4) so it’s a great low poke to frustrate your opponent. The damage may be low but it is a 13f low that’s only -1 on hit, so Julia can move around and fish for baits or use jabs/m4 to CH slower moves. It tracks really well so your opponent has to just eat this move in most cases. On CH, it leaves them in crouch at +4 so it’s great to use this as a frame trap from many moves. Definitely one of Julia’s best moves.&nbsp;<br></p>



<p><strong>D4, Low, 12, 20f, -16/-2/-2, tracks SSL/SSR/SWL/SWR</strong><br></p>



<p>The same low from her (4)4 string, can be useful as a high crush low poke although the situation is not that great since Julia is -2 on crouch although she has followups and movement to stop the opponent from challenging it. Tbh just use d3 lol<br></p>



<p><strong>D4,1, Low/Mid, 12/21, 20f, -16/Launch/Launch, tracks SSL/SSR/SWL/SWR, NC on CH</strong><br></p>



<p>Again. Same as (4) string. It’s just a low NC on CH launcher, but the low strings overall isn’t very useful, I wouldn’t pay much attention to these strings.&nbsp;<br></p>



<p><strong>D4,1~2, Low/Mid, 12/20, 20f, -9/KDN/Launch, tracks SSL/SSR/SWL/SWR</strong><br></p>



<p>Not very useful, it has a huge gap so again might be useful to catch people out with delayed timings. Launches on CH.&nbsp;</p>



<p></p>



<p></p>



<p></p>



<p><strong>D4,4, Low/High, 12/23, 20f, -6/KDN/KDN, tracks SSL/SSR/SWL/SWR, NC on CH</strong><br></p>



<p>Same as the (4) strings, NC on CH. Could be useful if your opponent isn’t ready to duck it since it’s a 16f CH low string. It pushes back on block so Julia can still move around and fish for whiff punishes.&nbsp;<br></p>



<p><strong>D4,D4, Low/Low, 12/10, 20f, -19/-8/-8, tracks SSL/SSR/SWL/SWR, NC on CH</strong><br></p>



<p>Not that useful at all, the risk is too high to finish the string.since its launch on block and heavily &#8211; on hit. She has better options for the same situation, ignore the string unless you want cheesy hits in if your opponent doesn’t know about the string..<br></p>



<p><strong>D1+2, Mid, 27, 16f, -14/KDN/KDN, tracks SSL/SWL</strong><br></p>



<p>Useful as a ranged whiff punisher, also used in combos on big characters at the wall and as an oki option after bow and arrow, especially since it’s a free hit after BnA on certain characters vs wall.&nbsp; And it’s a block punishment on pushback moves such as Pauls’ deathfist or Asuka’s b3.&nbsp;<br></p>



<p><strong>DB1, Mid, 17, 19f, -12/+5/Launch, tracks SSL/SSR slightly</strong><br></p>



<p>A nice panic move, it has pretty fast high crush and it’s only -12 on block so it’s not too risky to throw out. It launches on CH, with a f3,4 followup into ff1 etc. If you sense your opponent likes to use lots of highs/grabs, db1 is great to CH them for a combo.<br></p>



<p><strong>DB2, Mid, 13, 15f, -10/+1/+1</strong><br></p>



<p>Not really a useful mid at all, you have way better options in the same situation, I would just ignore it.<br></p>



<p><strong>DB2,1, Mid/Low, 13/7, 15f, -11/-4/0</strong><br></p>



<p>Again, not really a useful string, maybe at the very best it can be used as a round ender to sneak a cheeky low in.<br></p>



<p><strong>DB3, Low, 12, 16f, -17/-6/-6, tracks SSL/SSR/SWL/SWR</strong><br></p>



<p>Pretty bad on block and hit, but it can be useful as a round ender since it does more damage than d3/db4. I wouldn’t use it much outside of that due to it being launchable on block.</p>



<p></p>



<p></p>



<p><strong>DB4, Low, 11, 15f, -12/-1/+4, tracks SSL/SSR/SWL/SWR</strong><br></p>



<p>A pretty good low poke imo, it has a mid extension as well to scare your opponents from challenging or you can use the -1 and move around/CH slower retaliation from your opponent. It also has really strong tracking, psuedo homing essentially, great low poke to use in general up close and for mental frames with extension.<br></p>



<p><strong>DB4,1, Low/Mid, 11/21, 15f, -10/KDN/KDN, tracks SSL/SSR/SWL/SWR, NC on CH</strong><br></p>



<p>A mid extension to db4, it’s only -10 on block so it’s very abusable vs a lot of characters. On hit you cannot step or interrupt the followup, delayed or not. On block, it cannot be interrupted if not delayed, and if delayed, there is only a 10f gap so only down jab is possible since you are in crouch. If the mid is delayed, you can SSR it, but only on P2 side.&nbsp;<br></p>



<p><strong>B1, Mid, 18, 18f, -9/+5OC/Launch, tracks SSL/SSR/SWR</strong><br></p>



<p>Safe mid CH launcher that completely tracks to opponent’s right. Worth throwing out sometimes if your opponent likes to use slower moves, just be wary due to the speed since 18f is quite slow. It also has great tracking to opponent’s right so it’s also good to keep them in check in that area too.<br></p>



<p><strong>B2, High, 14, 13f, -10/+1/+1</strong><br></p>



<p>Not really much use to this move, especially on it’s own.&nbsp;<br></p>



<p><strong>B2,3, High/High, 14/15, 13f, -12/+4/+4, NC</strong><br></p>



<p>Could be an alternative to a 13f punish since it leaves the opponent upclose at +4 whereas df3,1+2 can leave the opponent at an awkward angle. Other than that, I don’t really see much for it.<br></p>



<p><strong>B2,3,1+2, High/High/Mid, 14/15/21, 13f, -13/KDN/KDN, NC on CH after 2nd hit</strong><br></p>



<p>Not much use other than a knowledge check string. All the hits are delayable so might be useful to cheese the opponent out at the wall and fish for a wallsplat. Other than that, I wouldn’t rely on the string too much. However it’s pretty good to use as a really short carry from a launcher since it does nice damage and splats high.&nbsp;</p>



<p></p>



<p></p>



<p></p>



<p><strong>B3, Low, 17, 27f, -13/+4/Launch. Tracks SSR/SWR</strong><br></p>



<p>While it is very slow, b3 has pretty good high crush and it even evades some mids. If you connect a b3 with the opponent on P1 side upclose, you can get a FC mixup that most characters cannot backdash or step in time. It is seeable to some people so be wary of abusing it. I like it as a “ghetto” keepout move since some characters really struggle to punish it at range if they’re not ready.<br></p>



<p><strong>B3,4, Low/Low, 17/10, 27f,&nbsp; -8/Launch/Launch, tracks SSR/SWR.</strong><br></p>



<p>A safe low launcher after b34, it can catch people sleeping or if they’re moving around or pressing buttons after b3 on hit. It can be useful if used very rarely to catch them off guard. It is safe on block but they can low parry on hit. Use it wisely.<br></p>



<p><strong>B4, High, 20, 18f, +1/Launch/Launch, homing</strong><br></p>



<p>A really strong move, it’s a +1 on block homing high launcher. If you sense your opponent stepping, throw out b4 and get a full combo. The easy pickup is dash df3+4 d,df1~4,1 CES 2 s! Dash df42bf1. Since it’s +1 on block, if you sense your opponent is gonna press buttons, you can fish for 111 CH confirm or standing 4 CH for slower moves.&nbsp;<br></p>



<p><strong>B1+2, Mid, 23, 21f, -13/Launch/Launch</strong><br></p>



<p>The main mid option in a wardrums situation. When you setup a knockdown into wardrums range, b1+2 would the the mid that would use since it’s a NH launcher and it is awkward for a lot of characters to punish it at range due to the pushback.&nbsp;<br></p>



<p><strong>UF1, Mid, 17, 15f, -8/+4/Launch, tracks SSL/SSR/SWR</strong><br></p>



<p>It is a 15f mid CH launcher with really strong tracking one direction, she also lowers her hitbox so she can go under some jabs at &#8211; frames, character specific. If they hold down on normal hit, they will fall down so ff2 is guaranteed. Pretty strong move overall, definitely worth using in game as a core move. For example, ff1 on block into uf1 will crush some character’s jabs ie Xiaoyu, Mishimas and others<br></p>



<p><strong>UF4, Mid, 8, 16f, -8/+4/+4</strong><br></p>



<p>The first hit of her hopkick string, it’s quite a good mid poke as it low crushes at 9f like standard hopkick. Some people will hesitate due to the followups, a common strat people like is to do uf4 into mad axes as the opponent freezes up.&nbsp;</p>



<p></p>



<p><strong>UF43, Mid/Mid, 8/8, 16f, -13/Launch/Launch, NC</strong><br></p>



<p>Her hopkick, pretty standard hopkick except for it being 2 hit. There is actually a trick to option select the hopkick, if you press 3 in the last few frames of UF43, it’ll only come out on hit and on block she’ll just do uf4. It’s really tight but possible. The hopkick is good as a panic move as it crushes lows on frame 9f so it can be good to scare your opponents from doing lows/down jab and unlike ttt2, it’s not launch punishable anymore.&nbsp;<br></p>



<p><strong>UF431, Mid/Mid/Mid, 8/8/25, 16f, -6/KDN/KDN</strong><br></p>



<p>Not really useful in T7, in TTT2 this could interrupt people trying to launch her hopkick and make them do 13f punishes instead but in T7, the hopkick was buffed to -13 so there’s no reason to do this extension in neutral. However it’s great in combos, you can do w! Ff1 into uf431 as a wall combo on some characters, it’s a good ender if you don’t have time to dash up jab or uf3+4 after a wall carry and you just want a guaranteed wall combo.&nbsp;<br></p>



<p><strong>UF3+4, Mid, 30, 35f, -13/Launch/Launch</strong><br></p>



<p>It’s her main wall ender and a guaranteed hit after certain kdns. As a wall combo, it can be timed to hit a slumped opponent low at the wall and gives a free ff3 for huge damage and strong oki. On it’s own it’s not very useful as it’s really slow, but it is a NH launcher so be sure to convert off it with df3+4, especially if you do it after a kdn and they mash getup kick, you’ll get a launch and can get a full conversion of it.<br></p>



<p><strong>FF1, Mid, 11, 12f(fastest), -2/+4/+7, tracks SSR/SWR and SSL/SWL if delayed</strong><br></p>



<p>Julia’s infamous move, this is an obscenely strong mid poke as it can come out in 12f, tracks one way really well immediately and can be delayed to be psuedo homing. It also has some high crush frames in it so it can go under jabs and other highs. You use this move to dictate the pace at neutral and interrupt your opponent’s approach or initiate your own offense. Since it’s only -2 on block, you can use movement to bait your opponent’s retaliation and whiff punish with df21/df3,1+2 or you can use 4 to CH slower moves or use qcf2 to go under most jabs/highs, there’s a lot you can do with this move. It’s a great move to really bully your opponent and make them hesitate their offence. It’s also a great combo filler.<br></p>



<p><strong>FF1,4, Mid/High, 11/17, 12f(fastest), -4/+15/Launch, tracks SSR/SWR and SSL/SWL if delayed, NC</strong><br></p>



<p>The high extension off ff1. Makes the opponent scared to press buttons since it cannot be interrupted with non crushing moves. It’s also her main screw in combos for big carry. On hit, you get a free wardrums/mid attempt assuming it hit point blank cleanly. Since it’s a screw move, you can use it to wall splat from df1 on hit or just wallsplat in general.&nbsp;<br></p>



<p><strong>FF2, Mid, 23, 19f(fastest), -14/KDN/KDN, tracks SSL/SSR slightly.</strong><br></p>



<p>Her main grounded hitting move in oki situations, it also knocksdown on NH giving a free ff3. Only really useful in oki. You have better moves at neutral to use.<br></p>



<p><strong>FF3, Mid, 21, 13f(fastest), -14/KDN/KDN</strong><br></p>



<p>Julia’s main whiff punisher at range outside of df21 and her main option off df1 on a crouching opponent,. It gives a iWR21 followup for 47 damage which is beefy for a whiff punisher of this speed and range. The WR21 followup is trickier than WR1 WR21 as Julia is closer to the opponent off ff3 than WR21 but practice makes perfect.&nbsp;<br></p>



<p><strong>FF1+2, Mid, 27, 14f(fastest), -7/KDN/KDN</strong><br></p>



<p>An extremely strong wallbounce. It’s a safe fast mid wall bounce which really adds to Julia’s wall game, usually used as a mid option with wardrums at the wall or near it. Since it’s a ff motion, we can also it from crouch so it’s also a nice option to use with BnA as well. Extremely strong move and definitely worth using/spamming at or near walls. At range, it’s consistent to go for f41 to wallsplat and upclose, do standing 4. If you have the execution, you can do df1 on crouching opponents into ff1+2 for an optimal folllowup near the wall.<br></p>



<p><strong>D,DF1, Mid, 14, 12f(fastest), -6/+0/+5, tracks SSL/SWL and tracks SSR slightly</strong><br></p>



<p>An extremely strong poking tool with Julia, commonly known as shotgun. It has a fat hitbox on it so it’s very hard to step. Can also come out in 12f and cancellable to spin. It’s also hitconfirmable on CH to the followup if you’re on point. It also has utility in certain combos. Frustrate your opponent with this and scare them with the followup and use the spin mixups well.<br></p>



<p>D,df1 spin meta on block<br></p>



<ul class="wp-block-list"><li>CES 1 trades with 13f</li><li>CES 2 trades with 16f</li><li>CES 3 trades with 16f</li><li>CES 4 trades with 18f but it crushes under highs</li></ul>



<p>Down jab will beat all options but Julia can do empty spin into low parry.<br></p>



<p>12f mid will always interrupt all CES options on block.</p>



<p></p>



<p></p>



<p><strong>D,DF1,2, Mid/Mid, 14/25, 12f(Fastest), -14/KDN/KDN, tracks SSL/SWL and tracks SSR slightly, NC on CH</strong><br></p>



<p>Julia’s 12f kdn/wallsplat mid mid CH hitconfirmable string. You get the idea, it’s really damn good at the wall to scare your opponent from disrespecting or pressing buttons at the wrong time vs Julia due to it being a 41 dmg wallsplat on CH. It also increases the fear of challenging Julia after a single shotgun on block which allows her to continue pressure using mental frame advantage. It can be tricky to hitconfirm on CH since there’s no sparks or anything like that on CH, just have to look out for animations being interrupted when you do d,df1 as a visual cue.&nbsp;<br></p>



<p><strong>QCF2, High, 15, 17f(fastest)m -8/Launch/Launch</strong><br></p>



<p>A safe high launcher with some high crush built in. Really strong if you sense your opponent jabbing or doing other highs so it’d net you a free launch. Useful after certain moves such as ff1 on block or d3 on hit, if you read jabs or such, let it rip.<br></p>



<p><strong>WR1, High, 28, 14f(fastest), +4/KDN/KDN</strong><br></p>



<p>Julia’s main approach tool and a way to make the opponent duck pre-emptively at range looking out for it. On hit, you can do an easy wr21 followup into strong oki. On block, there’s not much Julia can do with the + frames due to the pushback but a ff1/shotgun is usually a good option. At the wall with 0 pushback, it’s a different story as Julia has a lot more options with the reduced pushback being +4 point blank.&nbsp;<br></p>



<p><strong>WR2, Mid, 15, 17f(fastest), -14/+1/+1, tracks SSR/SWR</strong><br></p>



<p>A new move in T7 for Julia and is the main reason why her combos are so strong now. It’s usually used as a combo ender due to the damage, wall carry, high wallsplat potential and how far it can reach after screw. The move on it’s own can be useful at neutral since the followup is very hitconfirmable, so it’s good to keep people in check from ducking, just be careful as both hits are unsafe on block so use it wisely.<br></p>



<p><strong>WR21, Mid, 15/21, 14f(fastest), -13/KDN/KDN, tracks SSR/SWR, NC</strong><br></p>



<p>Her main ender in the open in combos. It’s very hitconfirmable so you can use it to keep opponent in check at range from ducking WR1. Easily one of the best combo enders in the game due to how much it does, wallcarry, damage and reachability wise. If not delayed, it jails on block (not good) but if delayed, you cannot step or interrupt the followup.&nbsp;</p>



<p></p>



<p></p>



<p><strong>WR3, Mid, 30, 25f(fastest). 0//KDN/KDN</strong><br></p>



<p>Not really useful in neutral since you have better options for the range but it does have specific combo usage such as after (ff1)4 CH and (ws2)1 CH<br></p>



<p><strong>WS1, Mid, 15, 15f, -13/Launch/Launch</strong><br></p>



<p>Her 15f WS punisher from crouch and one of the mid options you can do in the FC mixup situation with BnA. If you have the read on your opponent, you can take the risk and go for a mid launcher from crouch if they’re scared of BnA.&nbsp;<br></p>



<p><strong>WS1~2, Mid, 20, 20f, -9/KDN/Launch</strong><br></p>



<p>Same as the mid from (11)2 or (d4)1~2. Same concept in using it, to catch your opponents pressing really delayed buttons from crouch or maybe even as a FC mid option but I think ws3 is better for the same situations.<br></p>



<p><strong>WS2, Mid, 11, 18f, -17/-9/-6, slightly tracks SSL</strong><br></p>



<p>Not really useful on it’s own at all but it has a bunch of followups which can be useful as an alternative as a mid option to use with BnA. It can also be cancelled into spin for extended pressure which I like to do sometimes.<br></p>



<ul class="wp-block-list"><li>CES 1 trades with 13f</li><li>CES 2 trades with 16f</li><li>CES 3 trades with 16f</li><li>CES 4 trades 18f but crushes under highs</li></ul>



<p></p>



<p>Basically the same situation as d,df1 spin on block frames wise.&nbsp;<br></p>



<p>12f mid will interrupt all CES options on block.<br></p>



<p><strong>WS2,1, Mid/High, 11/10, 18f, -4/KDN/KDN, NC</strong><br></p>



<p>A kdn mid/high string from FC. If you’ve conditioned your opponent to not duck the high or they don’t know about it, it could be useful sparingly as it gives good safe damage on block from FC as a mid option. You get a ff2 as a followup. It’s also delayable and a CH launcher. On block, you cannot interrupt ws21 with no delay without crushing under and with delay there is a 13f gap. Use very sparingly to catch your opponent off.</p>



<p></p>



<p><strong>WS2,2, Mid/Mid, 11/16, 18f, -16/KDN/KDN, NC</strong><br></p>



<p>The mid followup to WS2 string, I don’t really like this string as there’s too much risk associated with it. The most you could do with this move is a cheesy way to hit them if they’re looking to duck the high in ws21. I wouldn’t use this move much personally, she has much better FC mid options to use and safer.<br></p>



<p><strong>WS2,2*, Mid/Mid, 11/23, +4/KDN/KDN, NC on CH</strong><br></p>



<p>I like this as a mid option a lot from FC. It is the charged version of (ws2)2 and you can use it as a way to keep the pressure on your opponent as well as applying it as a mid option in the FC mixup. It’s even NC on CH so even better. It trades with 11f so be wary about your opponent interrupting with jabs, but we can do ws21 to CH launch or&nbsp; ws2~spin for pressure.<br></p>



<p><strong>WS2,2,1+2, Mid/Mid/Mid, 11/23/17, 18f, -16/KDN/KDN, NC</strong><br></p>



<p>The followup to the ws22 string, like I said in the ws22 section, there isn’t much reason to use this outside of cheesing your opponent as she has safer and more rewarding options over this string. I would avoid this string personally.&nbsp;<br></p>



<p><strong>WS3, Mid, 21, 14f, -7/+15/KDN, homing</strong><br></p>



<p>Pretty good option from from FC as a mid option, it’s the most common mid option that Julias will do. Up close you can get a wardrums/mid on hit since its a screw move so they’ll tailspin on hit. On CH you can do a ff2 or dash 4~2 ff1 combo (its tight though)&nbsp;<br></p>



<p><strong>WS4, Mid, 21, 11f, -15/KDN/KDN</strong><br></p>



<p>Her ws 11f punisher, it’s pretty beefy for a ws4. On hit upclose, you can micro backdash and force wardrums/mid mixups. Be careful about doing it raw as some characters can get a beefy punish on it due to it being -15. WS4 can give a trade combo vs certain moves, notably Kat’s fc df4 to ws4.&nbsp;<br></p>



<p><strong>FC DF2, Mid, 25, 12f, -14/KDN/KDN</strong><br></p>



<p>Her 12f WS punisher, does more damage than ws4 and it also wallsplats, it’s important to know what lows you can do this vs as the wallsplat combo could mean the round for you over just mashing ws4. So it’s important to make using this move as a punisher especially vs walls, I think it’s ok to use ws4 in open for the strong oki game after.&nbsp;</p>



<p></p>



<p></p>



<p><strong>FC DF4, Low, 9, 16f, -14/-3/-3, tracks SSL/SSR&nbsp;</strong><br></p>



<p>The first hit of the infamous Bow and Arrow. The first hit is ok on it’s own when people are looking out for the followup so they’ll hesitate to punish the low by itself. Good poke low from FC.<br></p>



<p><strong>FC DF4,3, Low/Mid, 9/23, -17/KDN/KDN, tracks SSL/SSR, NC</strong><br></p>



<p>Bow and Arrow. One of the moves that makes people really dislike Julia. It’s a 32 damage low from FC with extremely strong oki in the open. You do d1+2 on moving opponents and then ff2/uf3+4 on remains so it’s essentially a 50/50, however it does whiff on Marduk + Bears so be wary on those characters. At the wall, you can get a free ff3 for a total of 48 damage. You have tons of mids mentioned above to work with for the FC mixup to scare your opponent, it’s a great way for Julia to make a comeback if she needs to.<br></p>



<p><strong>SS2, Mid, 15, 24f(fastest), -5/+3/+28</strong><br></p>



<p>A pretty decent mid, it is slow to come out but it does have some high crush, on CH you get a lot of + frames, nothing guaranteed but they cannot interrupt or move away from your FC mixup in the open or at the wall.&nbsp;&nbsp;<br></p>



<p><strong>SS3, Mid, 23, 26f(Fastest), -6/KDN/KDN</strong><br></p>



<p>A mid safe wallsplatting option she has at the wall if you want to create space afterwards since it has a lot of pushback on block as opposed to ff1+2. It is a bit slow to come out though so use your timing well with it.&nbsp;<br></p>



<p><strong>SS3+4, Mid/Mid, 10/10, 28f(fastest), -21/Launch/Launch</strong><br></p>



<p>A ghetto version of Asuka’s b3. This move goes under highs and surprisingly quite a few mids such as Bob’s ff2. It has a lot of pushback on block so it can be quite abusable vs some characters that struggles to reach it. Even if certain characters can punish it well, it could also be extremely difficult to do so, definitely worth using vs certain characters risk/reward wise.<br></p>



<p><strong>1+3</strong><br></p>



<p>One of Julia’s generic grabs, this one has a pretty strong 50/50 with<br></p>



<ul class="wp-block-list"><li>Immediate FF3 to beat everything but sideroll</li><li>Delayed FF3 to beat the aforementioned siderolls</li></ul>



<p>It’s also useful as a sideswitch grab, it even side switches on break so useful to get out of the wall and escape wall pressure.<br></p>



<p><strong>2+4&nbsp;</strong><br></p>



<p>Julia’s other generic grab. I would avoid using this one unless you want to do a generic grab on them vs the wall. In most other cases, it’s best to use the 1+3 grab instead. There is no backroll catch off this as far as I know so it’s pretty safe for them to hold b. However you can do backdash into wardrums spacing to force them into a mixup if they hold back.&nbsp;<br></p>



<p><strong>DF1+3</strong><br></p>



<p>A 1 break command grab and the oki is the same as 1+3 with the ff3 50/50 oki.&nbsp;<br></p>



<p>Db4 is also a nice option to beat everything but stand up duck, sideroll right and backroll.</p>



<p></p>



<p><strong>B2+4</strong><br></p>



<p>Seesaw toss, a 2 break command grab. If Julia has her back to the wall, she can force a face wallsplat and then do b1 spike to free ff3 or df1 ff3 for easy mode.&nbsp;<br></p>



<p><strong>Uf1+2 grab</strong><br></p>



<p>1+2 break command grab. Situation is the same as 1+3 and df1+3 grab with the ff3 50/50.<br></p>



<p><strong>QCB F2</strong><br></p>



<p>The infamous Mad Axes grab. This is Julia’s best grab and one of the best grabs in tekken. The reason it is so strong is because it’s 10f, has a short window break and is extremely bufferable.<br></p>



<p>You can do stuff like qcb, wait a second f2 and the grab will still come out, as long as you don’t press another face button, you can move around and “store” the mad axes buffer. So you can do stuff like ff1, shotgun spin and such and buffer the input during it and do f2 at the end of the animation to get the grab. You can buffer into SS/crouch/dash in and get mad axes out.<br></p>



<p>Due to how fast the grab is, you can even “CH” some moves and if they didn’t break the throw in time, they get chucked.<br></p>



<p>The oki isn’t too strong as there’s a lot of guesswork on Julia’s end.<br></p>



<p>If they quickstand, you can do immediate wardrums/mid mixup.<br></p>



<p>If they backroll, you have to dash and then force the wardrums/mid mixup.<br></p>



<p>I really like swift step 4 here as it beats siderolls, remains and is a mixup on backroll with swift step 2.<br></p>



<p><strong>FC DB, D,DB 1+2</strong><br></p>



<p>Julia’s 1+2 break FC command grab. The oki is really similar to 2+4 grab, we have no backroll catch but we can do backdash into wardrums/mid mixup again.&nbsp;</p>



<h2 class="wp-block-heading">Top Moves</h2>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Notation</td><td>Hit Level</td><td>Start-Up</td><td>On Block </td><td>On Hit</td><td>On Counter Hit</td><td>Notes</td></tr><tr><td>f,f+1</td><td>m</td><td>i11(~12)</td><td>-2</td><td>+4</td><td>+7</td><td>Amazingly fast and far reaching mid poke with lots of options on hit and block</td></tr><tr><td>f,f+1,4</td><td>m,h</td><td>i11(~12)</td><td>-4</td><td>+15g</td><td>Launch</td><td>Party Crasher; A great follow-up for people who like to retatilate quickly after f,f+1 on block</td></tr><tr><td>d,d/f+1,3_4</td><td>m</td><td>i11(~12)</td><td>+2</td><td>+8</td><td>+8</td><td>Shotgun; Incredibly fast mid poke that leads to her spin mixup game</td></tr><tr><td>d+3</td><td>l</td><td>i13</td><td>-12</td><td>-1</td><td>+4s</td><td>Very quick low poke that forces crouch on CH</td></tr><tr><td>FC d/f+4,3</td><td>l,m</td><td>i16</td><td>-17</td><td>KND</td><td>KND</td><td>Bow and Arrow; A high damaging fairly quick low from FC. Nets a free f,f+3 at the wall</td></tr><tr><td>d/b+4,1</td><td>l,m</td><td>i15</td><td>-10</td><td>KND</td><td>KND</td><td>Good l,m string that&#8217;s quick and only -10 on block ncc that gives a wallsplat</td></tr><tr><td>d/f+1</td><td>m</td><td>i14</td><td>-5</td><td>+1</td><td>+1</td><td>A very interesting mid poke that you want to use when you think the opponent will crouch because when it hits a crouching opponent you get a free follow-up: d/f+3,1+2 f,f+1,4 f,f+1+2 and f,f+3 are all possible</td></tr><tr><td>4~2,1</td><td>lh,m</td><td>i15</td><td>-16</td><td>KND</td><td>KND</td><td>Wardrums; lh string that is only -12 on block. If only low hits the mid is guaranteed. The full string is a ncc Also wallsplats</td></tr><tr><td>b+4</td><td>h</td><td>i18</td><td>+1</td><td>Launch</td><td>Launch</td><td>A bit on the slower side for a homing move, especially considering it&#8217;s a high, but on block leaves you at +1 and on hit you get a free follow-up of u/f+3+4 into f,f+3 and if you&#8217;re really good you can convert into a full combo with a microdash d/f+3+4</td></tr><tr><td>1,1,1</td><td>h,m,m</td><td>i10</td><td>-14</td><td>KND </td><td>KND</td><td>A ncc i10 jab string for 40 damage and a wallsplat!</td></tr><tr><td>f,f,f+1/WR+1</td><td>h</td><td>12(~14)</td><td>+4</td><td>KND</td><td>KND</td><td>Strong approach tool that yields good + frames on block and on hit you can get an iWR+2,1 for 54 damage!</td></tr><tr><td>d/f+2,1</td><td>m,m</td><td>i15</td><td>-18</td><td>Launch</td><td>Launch</td><td>Julia&#8217;s 15f launcher and very nice whiff punisher that reaches quite far and realigns after a SS/SW launch. Yields some of her best damage and carry. Just be careful as it is launch punishable on block</td></tr><tr><td>u/f+1</td><td>m</td><td>i15</td><td>-8</td><td>+4</td><td>Launch</td><td>i15 CH launcher that high crushes. Great after 1,2 on hit and you think the opponent might mash</td></tr><tr><td>f+2 strings</td><td>h</td><td>i12</td><td>N/A</td><td>N/A</td><td>N/A</td><td>The f+2 strings yield a great degree of flexibility. You have f+2,4 for a h,m that&#8217;s safe. You have f+2,1 which you can SS after. f+2,1,2 as a CH launcher if you think they might mash after the first two hits. f+2,1,3~2_4 yield a great mid and low CH launch after the hop. And you can also do f+2,1,3~d to go into her FC game. Play around with this string a lot and see how your opponent handles it and adjust accordingly</td></tr><tr><td>qcb, f+2</td><td>h</td><td>i11</td><td>Throw</td><td>Throw</td><td>Throw</td><td>The famous Mad Axes; An incredibly fast command grab that can be stored for several frames after the qcb. Most notably if you do backdash cancel with a qcb motion you&#8217;ll be constantly storing, then just input f+2 for a quick throw</td></tr><tr><td>qcf+2</td><td>h</td><td>i15</td><td>-8</td><td>Launch</td><td>Launch</td><td>i15 high launcher that also evades a lot of highs and is quite bufferable. Qcf+2 on block into qcf+2 will catch jab retaliation for a launch</td></tr><tr><td>f,f+3</td><td>m</td><td>i12(~13)</td><td>-14</td><td>KND</td><td>KND</td><td>Multipurpose tool. Long range wiff punisher with follow-ups on hit, with the max being iWR+2,1 for 47 damage. Her &#8220;you better get up&#8221; kick. Hits grounded at just about every angle and provides great oki on hit. Just don&#8217;t throw this out if there&#8217;s a chance it&#8217;ll be blocked as you can potentially be launched for it</td></tr><tr><td>f+3~1</td><td>h</td><td>i12(~19)</td><td>-3</td><td>KND</td><td>KND</td><td>Long range whiff punisher or even a wonky approach tool if you want. It&#8217;s only -3 on block so you can SS after. On hit you get a f,f+3</td></tr><tr><td>f,f+1+2</td><td>m</td><td>i13(~14)</td><td>-7</td><td>KND </td><td>KND</td><td>Safe. Mid. Wall bounce. Comes out pretty fast too</td></tr></tbody></table></figure>



<h2 class="wp-block-heading">Punishes</h2>



<figure class="wp-block-table"><table class=""><tbody><tr><td></td><td>Block</td><td>Hit Level</td><td>Damage</td><td>Startup</td><td>oB</td><td>oH</td><td>CH</td><td>Notes</td></tr><tr><td></td><td>1,1</td><td>h,m</td><td>19</td><td>10</td><td>-9</td><td>+2</td><td>+2</td><td></td></tr><tr><td></td><td>1,2</td><td>h,h</td><td>15</td><td>10</td><td>-1</td><td>+5</td><td>+5</td><td>Jails</td></tr><tr><td></td><td>4</td><td>h</td><td>15</td><td>11</td><td>-12</td><td>+-3</td><td>Launch</td><td></td></tr><tr><td></td><td>2~b 1+2</td><td>h,m</td><td>30</td><td>12</td><td>-8</td><td>+5</td><td>+5</td><td></td></tr><tr><td></td><td>FF+1</td><td>m</td><td>11</td><td>11(~12)</td><td>-2</td><td>4</td><td>+7</td><td></td></tr><tr><td></td><td>F,F+1,4</td><td>m,h</td><td>28</td><td>12</td><td>-4</td><td>+15</td><td>Launch</td><td>S! / W! / Wall Break</td></tr><tr><td></td><td>F+2</td><td>h</td><td>10</td><td>12</td><td>-2</td><td>+7</td><td>+7</td><td></td></tr><tr><td></td><td>F+2,4</td><td>h,m</td><td>10,1+</td><td>12</td><td>-8</td><td>+5</td><td>KND</td><td></td></tr><tr><td></td><td>D/F+3,1+2</td><td>m,m</td><td>32</td><td>13</td><td>-14</td><td>KND</td><td>KND</td><td>Wall Break</td></tr><tr><td></td><td>F,F+3</td><td>m</td><td>21</td><td>13</td><td>-14</td><td>KND</td><td>KND</td><td>Guaranteed Followups</td></tr><tr><td></td><td>D/F+2,1</td><td>m,m</td><td>20</td><td>15</td><td>-17</td><td>Launch</td><td>Launch</td><td></td></tr><tr><td></td><td>U/F+4,3</td><td>m,m</td><td>16</td><td>16</td><td>-13</td><td>Launch</td><td>Launch</td><td>W!</td></tr><tr><td></td><td>D+1+2</td><td>m</td><td>27</td><td>16</td><td>-17</td><td>KND</td><td>KND</td><td>W!</td></tr><tr><td></td><td>WS</td><td>Hit Level</td><td>Damage</td><td>Startup</td><td>oB</td><td>oH</td><td>CH</td><td>Notes</td></tr><tr><td></td><td>D+1</td><td>sm</td><td>5</td><td>10</td><td>-5</td><td>+6</td><td>+6</td><td></td></tr><tr><td></td><td>WS+4</td><td>m</td><td>21</td><td>11</td><td>-15</td><td>KND</td><td>KND</td><td></td></tr><tr><td></td><td>FC D/F+2</td><td>m</td><td>25</td><td>12</td><td>-14</td><td>KND</td><td>KND</td><td>W! / Wall Break</td></tr><tr><td></td><td>F,F+3</td><td>m</td><td>21</td><td>13</td><td>-14</td><td>KND</td><td>KND</td><td>W! / Wall Break / Guaranteed Followups</td></tr><tr><td></td><td>WS+3</td><td>m</td><td>21</td><td>14</td><td>-7</td><td>15</td><td>KND</td><td></td></tr><tr><td></td><td>WS+1</td><td>m</td><td>15</td><td>15</td><td>-13</td><td>Launch</td><td>Launch</td><td>W!</td></tr><tr><td></td><td>U/F+4,3</td><td>m,m</td><td>16</td><td>16</td><td>-13</td><td>Launch</td><td>Launch</td><td>W!</td></tr><tr><td></td><td>WS+2</td><td>m</td><td></td><td>18</td><td>-17</td><td>-9</td><td>-6</td><td>Can transition into CES with 3 or 4 followup</td></tr><tr><td></td><td>WS+2,1</td><td>m,h</td><td>31</td><td>18</td><td>-4</td><td>KND</td><td>KND</td><td></td></tr><tr><td></td><td>WS+2,2</td><td>m,m</td><td>27</td><td>18</td><td>-16</td><td>KND</td><td>KND</td><td></td></tr><tr><td></td><td>WS+2,2,1+2</td><td>m,m,m</td><td></td><td>18</td><td>-16</td><td>KND</td><td>KND</td><td>Shallow W!</td></tr><tr><td></td><td>Whiff</td><td>Hit Level</td><td>Damage</td><td>Startup</td><td>oB</td><td>oH</td><td>CH</td><td>Notes</td></tr><tr><td></td><td>F,F+3</td><td>m</td><td>21</td><td>13</td><td>-14</td><td>KND</td><td>KND</td><td>Guaranteed Followups</td></tr><tr><td></td><td>D/F+2,1</td><td>m,m</td><td>20</td><td>15</td><td>-18</td><td>Launch</td><td>Launch</td><td></td></tr><tr><td></td><td>F+4,1</td><td>m,m</td><td>36</td><td>15</td><td>-14</td><td>KND</td><td>KND</td><td>W!</td></tr><tr><td></td><td>U/F+4,3</td><td>m,m</td><td>16</td><td>16</td><td>-13</td><td>Launch</td><td>Launch</td><td></td></tr><tr><td></td><td>D+1+2</td><td>m</td><td>16</td><td>16</td><td>-14</td><td>KND</td><td>KND</td><td>W!</td></tr><tr><td></td><td>Situational</td><td>Range</td><td></td><td></td><td></td><td></td><td></td><td></td></tr></tbody></table></figure>



<h2 class="wp-block-heading">BnB Combos</h2>



<figure class="wp-block-table"><table class=""><tbody><tr><td></td><td>Wall Combos</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>1+2, 4, B/F+1+2</td><td>41</td><td>Easy</td><td>&#8211;</td><td>Using 3 as wall splat</td></tr><tr><td></td><td>D/F+4,2,BF+1</td><td>42</td><td>Easy</td><td>&#8211;</td><td>Using 3 as wall splat</td></tr><tr><td></td><td>1+2, 4, 4</td><td>43</td><td>Easy</td><td>&#8211;</td><td>Using 3 as wall splat</td></tr><tr><td></td><td>1 1+2, 4, 4</td><td>47</td><td>Easy</td><td>&#8211;</td><td>Using 3 as wall splat</td></tr><tr><td></td><td>D/F+4,2,(max delay)BF+1</td><td>49</td><td>Medium</td><td>&#8211;</td><td>Using 3 as wall splat</td></tr><tr><td></td><td>Low Parry Combos</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>DF+3 DF+4,2,3 S! DF+4,2,BF+1</td><td>41</td><td>Easy</td><td>Short</td><td></td></tr><tr><td></td><td>DF+3+4 F,F+1 D,DF+1~4 DF+4,2,3 S! WR+2,1</td><td>47</td><td>Medium</td><td>&#8211;</td><td></td></tr><tr><td></td><td>D/F+3 FF+1 F+2,1,3~1 FF+1,4 S! WR 2,1</td><td>47</td><td>Hard</td><td>Far</td><td></td></tr><tr><td></td><td>D/F+3 FF+1 FF+1 F+2,1,3~1 FF+1,4 S! WR 2,1</td><td>50</td><td>Very Hard</td><td>Far</td><td></td></tr><tr><td></td><td>D/F+3 D/F+3 FF+1 F+2,1,3~1 FF+1,4 S! WR 2,1</td><td>52</td><td>Very Hard</td><td>Far</td><td></td></tr><tr><td></td><td>D/F+2,3~1 FF+1 F+2,1,3~1 FF+1,4 S! WR 2,1</td><td>53</td><td>Very Hard</td><td>Far</td><td></td></tr><tr><td></td><td>F+3~1 FF+1 F+2,1,3~1 FF+1,4 S! WR 2,1</td><td>57</td><td>Very Hard</td><td>Far</td><td></td></tr><tr><td></td><td>DF+2,1</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td><a href="https://streamable.com/iobg8" target="_blank" rel="noreferrer noopener">F+3~1 DF+3 DF+4,2,3 S! dash DF+4,2,BF1</a></td><td>72</td><td>Easy</td><td>Medium</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/jk268" target="_blank" rel="noreferrer noopener">F+3~1 D/F+3 D/F+3 FF+1 FF+1 FF+1,4 S! WR 2,1</a></td><td>72</td><td>Medium</td><td>Far</td><td>More carry than the easy combo for equal damage</td></tr><tr><td></td><td><a href="https://streamable.com/4shqx" target="_blank" rel="noreferrer noopener">F+3~1, D/F+3 FF+1 D/DF+1~4 D/F+4,2,3 S! iWR 2,1</a></td><td>73</td><td>Medium/Hard</td><td>Far</td><td></td></tr><tr><td></td><td>F+3~1 D/F+3 F,F+1 D/DF+1~3,2 DF+4,2,BF+1</td><td>73</td><td>Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/9lgsf" target="_blank" rel="noreferrer noopener">F+3~1 DF+3 FF+1 DF+2,3~1 FF+1,4 S! WR 2,1</a></td><td>74</td><td>Medium/Hard</td><td>Far</td><td>More damage, slightly less carry than above</td></tr><tr><td></td><td><a href="https://streamable.com/7s6nx" target="_blank" rel="noreferrer noopener">F3~1 D/F+3 F,F+1 F+2,1,3~1 F,F+1,4 S! WR2,1</a></td><td>79</td><td>Hard</td><td>Far</td><td>Max damage, max carry</td></tr><tr><td></td><td>U/F+4,3</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td><a href="https://streamable.com/9um83" target="_blank" rel="noreferrer noopener">DF+3 DF+3 FF+1 FF+1 FF+1 FF+1,4 S! WR 2,1</a></td><td>60</td><td>Medium</td><td>Far</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/zgm3p" target="_blank" rel="noreferrer noopener">DF+2,3~1 DF+4,2,3 S! DF+4,2,BF1</a></td><td>62</td><td>Easy</td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/hobn3" target="_blank" rel="noreferrer noopener">DF+2,3~1 DF+3 FF+1 FF+1 FF+1,4 S! WR 2,1</a></td><td>62</td><td>Medium</td><td>Far</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/af117" target="_blank" rel="noreferrer noopener">F+4,1 FF+1 FF+1 FF+1 FF+1,4 S! WR2,1</a></td><td>64</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/mf70e" target="_blank" rel="noreferrer noopener">4, D/DF1,4,1 D/DF+1,4,1, deep dash FF+1,4 S! WR+2,1</a></td><td>64</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/pbjra" target="_blank" rel="noreferrer noopener">4 D,DF+1~4,1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>64</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/4rz6l" target="_blank" rel="noreferrer noopener">4 DF+3 FF+1 DF+2~3,1 FF+1,4 S! WR 2,1</a></td><td>64</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/kxlye" target="_blank" rel="noreferrer noopener">D+F2,3~1, FF+1, D+F2,3~1, FF+1,4, WR2,1</a></td><td>64</td><td>Medium</td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/axovm" target="_blank" rel="noreferrer noopener">D/F+3 F+2,1,3~1 D/F+4,2,3 S! WR2,1</a></td><td>64</td><td>Medium</td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/8ao4t" target="_blank" rel="noreferrer noopener">F+4,1 FF+1 D/F+2,3~1 FF+1,4 S! WR2,1</a></td><td>67</td><td>Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/b7z6d" target="_blank" rel="noreferrer noopener">FF+3 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>67</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>D/F+3 D/F+3 F,F+1 F+2,1,3~1 F,F+1,4 S! WR2,1</td><td>68</td><td>Medium/Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td>D/F+2,3~1 F,F+1 F+2,1,3~1 F,F+1,4 S! WR2,1</td><td>69</td><td>Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td>FF+3, D/F+3, FF+1, F+2,1,3,1, FF+1,4, WR2,1</td><td>73???</td><td>Very Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td>4 DF+3 FF+1 F+2,1,3~1 FF+1,4 S! WR2,1</td><td>71??</td><td>Hard</td><td>&#8211;</td><td>still testing~ very inconsistent</td></tr><tr><td></td><td>4 f3~1 F,F+1 F+2,1,3~1 F,F+1,4 S! WR2.1</td><td>74</td><td>Very Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td>QCF+2</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>F~3,1  DF+4,2,3  S!  DF+4,2,BF+1</td><td>63</td><td>Easy</td><td>Short</td><td></td></tr><tr><td></td><td>F~3,1 D/F+3 D/F+3 FF+1 FF+1 FF+1,4 S! WR 2,1</td><td>67</td><td>Medium</td><td>Far</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/ug5ym" target="_blank" rel="noreferrer noopener">F+3~1 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>68</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/6acky" target="_blank" rel="noreferrer noopener">F~3,1 D/F+3 FF+1 F2,1,3~1 FF+1,3 S! WR 2,1</a></td><td>74</td><td>Hard</td><td>Far</td><td></td></tr><tr><td></td><td>WS+1</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td><a href="https://streamable.com/6wp9z" target="_blank" rel="noreferrer noopener">DF+3 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>61</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>DF+3 FF+1 F+2,1,3~1 FF+1,4 S! WR2,1</td><td>62</td><td></td><td>Far</td><td></td></tr><tr><td></td><td>D/F+2,3~1 FF+1 D/F+2,3~1 FF+1,4 S! WR2,1</td><td>63</td><td>Medium</td><td>Medium</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/645bm" target="_blank" rel="noreferrer noopener">D/F+2,3~1 FF+1 F+2,1,3~1 FF+1,4 S! WR2,1</a></td><td>68</td><td>Hard</td><td>Far</td><td></td></tr><tr><td></td><td></td><td></td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>SS 3+4</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td><a href="https://streamable.com/9wtyk" target="_blank" rel="noreferrer noopener">DF+3 FF+1 FF+1 D,DF+1~4 DF+4,2,3 S! WR2,1</a></td><td>64</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>FF+1  D,DF+1~3,1  D,DF+1~3,2  S!  DF+4,2,BF+1</td><td>65</td><td>Medium</td><td>&#8211;</td><td>Ender can be inconsistent depending on SS side</td></tr><tr><td></td><td>D/F+3, FF+1, F+2,1,3~1, FF+1,4 S! WR+2,1</td><td>67</td><td>Medium</td><td>Far</td><td></td></tr><tr><td></td><td>F+4,1 D,DF+1,4,1 D,DF+1,4,2 S! WR+2,1</td><td>69</td><td>Medium/Hard</td><td></td><td></td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class=""><tbody><tr><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td></td><td>B+1+2</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td><a href="https://streamable.com/ddor8" target="_blank" rel="noreferrer noopener">DF+3 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>69</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>F+3,4 DF+3 FF+1 D,DF+1~3 DF+4,2,3 S! WR+2,1</td><td>71</td><td>Medium</td><td>&#8211;</td><td></td></tr><tr><td></td><td>FF+1 DF+3 FF+1 F+2,1,3~1 FF+1,4 S! WR2</td><td>73</td><td>Medium/Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td>F+3,4 D/F+3 F,F+1 F+2,1,3~1 F,F+1,4 S! WR+2,1</td><td></td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>F+3, U/F+3+4</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td></td><td></td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/j5cvi" target="_blank" rel="noreferrer noopener">F+3~1 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>73</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>F~3,1 D/F+3 D/F+3 FF+1 FF+1 FF+1,4 S! WR 2,1</td><td>72</td><td>Medium</td><td>Far</td><td></td></tr><tr><td></td><td>F~3,1 D/F+3 FF+1 F2,1,3~1 FF+1,3 S! WR 2,1</td><td>79</td><td>Hard</td><td>Far</td><td></td></tr><tr><td></td><td></td><td></td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>F+1+4</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td><a href="https://streamable.com/kqlz2" target="_blank" rel="noreferrer noopener">F+3~1 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>83</td><td></td><td></td><td></td></tr><tr><td></td><td>CH 4</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>F+[3~1], FF+1, </td><td></td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>FF+1 FF+1 DF+4,2,3 S! DF+4,2,BF+1</td><td>59</td><td>Easy</td><td>&#8211;</td><td></td></tr><tr><td></td><td>FF+1 DF+2,3~1 DF+3 FF+1,4 WR 2,1</td><td>60</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td><a href="https://streamable.com/omdm9" target="_blank" rel="noreferrer noopener">FF+1, DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>62</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>FF+1 DF+3 FF+1 F+2,1,3~1 FF+1,4 WR+2,1</td><td>68</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>F,F+3</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>F,F+2</td><td>39</td><td>Very Easy</td><td>&#8211;</td><td></td></tr><tr><td></td><td>F,F+1+2</td><td>42</td><td>Easy</td><td>&#8211;</td><td></td></tr><tr><td></td><td>UF+3+4</td><td>45</td><td></td><td>&#8211;</td><td>Hits if no tech roll. Counterhits get up kicks</td></tr><tr><td></td><td>WR2,1</td><td>47</td><td>Medium</td><td>&#8211;</td><td>Gotta get the iWR2,1</td></tr><tr><td></td><td>CH B+3</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>WS+3, FF1, FF1, FF1, FF1,4</td><td>54</td><td>Easy</td><td>&#8211;</td><td></td></tr><tr><td></td><td>WS+3 DF+4,2,BF1</td><td>54</td><td>Easy</td><td>&#8211;</td><td></td></tr><tr><td></td><td>WS+3, FF1, FF1, FF1, FF1 FF1,4</td><td>57</td><td>Medium?</td><td>&#8211;</td><td></td></tr><tr><td></td><td>cc DF+3+4 FF+1 FF+1 FF+1,4 S! WR+2,1</td><td>62</td><td>Medium</td><td>&#8211;</td><td>Works on all characters</td></tr><tr><td></td><td>cc FF+1 DF+3 FF+1 FF+1 FF+1 FF+1,4 S! WR 2,1</td><td>62</td><td>Medium</td><td>&#8211;</td><td>Easiest crouch cancel of my life</td></tr><tr><td></td><td><a href="https://streamable.com/obj9x" target="_blank" rel="noreferrer noopener">cc FF+1 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>64</td><td></td><td>&#8211;</td><td></td></tr><tr><td></td><td>FC DF+4,3 DF+3 F,F+1 D,DF+1~4,2 S! WR+2,1</td><td>65</td><td>Medium</td><td></td><td>Works on all characters</td></tr><tr><td></td><td>cc DF+3+4  FF+1 D,DF+1~3,2 DF+4,2,BF+1</td><td>67</td><td>Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td>cc FF+1 DF+3 FF+1 F+2,1,3~1 FF+1,4 S! WR 2,1</td><td>70</td><td>Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td>F,F+1 D~D/F+1,4,1 F+2,1,3~1 F,F+1,4 S! WR 2,1</td><td>71</td><td>Hard</td><td>&#8211;</td><td></td></tr><tr><td></td><td>CH B+1</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>FF+1 FF+1 FF+1 FF+1 FF+1 FF+1,4 S! WR 2,1</td><td>61</td><td></td><td></td><td>lul</td></tr><tr><td></td><td>DF+2,3~1 DF+3 FF+1 FF+1 FF+1,4 S! WR 2,1</td><td>67</td><td>Medium</td><td></td><td></td></tr><tr><td></td><td><a href="https://streamable.com/2f9xd" target="_blank" rel="noreferrer noopener">DF+3 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>67</td><td></td><td></td><td></td></tr><tr><td></td><td><a href="https://streamable.com/opf7h" target="_blank" rel="noreferrer noopener"> F+3,4 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>69</td><td></td><td></td><td></td></tr><tr><td></td><td><a href="https://streamable.com/5e4ls" target="_blank" rel="noreferrer noopener">F+3,4 D/F+3 FF+1 F+2,1,3~1 FF+1,4 S! WR2,1</a></td><td>75</td><td>Hard</td><td>Far</td><td></td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td></td><td>CH ws+(2),1</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>S! F+3~1 DF+4 FF+1 DF+4,2,BF+1</td><td>67</td><td>Easy</td><td>Short</td><td></td></tr><tr><td></td><td>S! F+3~1 DF+3 FF+1 D,DF+1~4 DF+4,2,3</td><td>67</td><td>Medium</td><td></td><td></td></tr><tr><td></td><td>S! F+3~1 DF+3 FF+1 D,DF+1~3 DF+4,2,BF+1</td><td>71</td><td>Medium</td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td></td><td>CH f+(1),4 </td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>S! F+3~1 DF+4 FF+1 DF+4,2,BF+1</td><td>63</td><td>Easy</td><td>Short</td><td></td></tr><tr><td></td><td>S! F+3~1 DF+3 FF+1 D,DF+1~4 DF+4,2,3</td><td>63</td><td>Medium</td><td></td><td></td></tr><tr><td></td><td>S! F+3~1 DF+3 FF+1 D,DF+1~3 DF+4,2,BF+1</td><td>67</td><td>Medium</td><td></td><td></td></tr><tr><td></td><td>S! WR+3 DF+3 FF+1 D,DF+1~3 DF+4,2,BF+1</td><td>72</td><td>Hard</td><td></td><td></td></tr><tr><td></td><td>CH DB+1</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td>F+3,4 DF+3 FF+1 FF+1,4 S! DF+4,2,BF+1</td><td>66</td><td>Easy</td><td></td><td>Works on Bears, Gigas and Jack</td></tr><tr><td></td><td><a href="https://streamable.com/v9epm" target="_blank" rel="noreferrer noopener">F+3,4 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR2,1</a></td><td>68</td><td></td><td></td><td></td></tr><tr><td></td><td>CH CES 1</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td><a href="https://streamable.com/7z7qi" target="_blank" rel="noreferrer noopener">DF+3 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR 2,1</a></td><td>62</td><td></td><td></td><td>Sidestep to correct axis depending on CES direction</td></tr><tr><td></td><td>CH F+3,2</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td><a href="https://streamable.com/7spui" target="_blank" rel="noreferrer noopener">F+3,4 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S! WR2,1</a></td><td>72</td><td></td><td></td><td></td></tr><tr><td></td><td>CH F+3,4</td><td>Damage</td><td>Difficulty</td><td>Carry</td><td>Notes</td></tr><tr><td></td><td><a href="https://streamable.com/5q0rg" target="_blank" rel="noreferrer noopener">DF+3 DF+3 FF+1 D,DF+1~4 DF+4,2,3 S!  WR 2,1</a></td><td>66</td><td></td><td></td><td></td></tr></tbody></table></figure>



<h2 class="wp-block-heading">Key Moves</h2>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Pokes</td><td>Hit Level</td><td>Damage</td><td>Startup</td><td>oB</td><td>oH</td><td>CH</td><td>Notes</td></tr><tr><td>D/F+3</td><td>m</td><td>14</td><td>13</td><td>-8</td><td>4</td><td>+4</td><td></td></tr><tr><td>f,f+1</td><td>m</td><td>11</td><td>11</td><td>-2</td><td>+4</td><td>+7</td><td></td></tr><tr><td>D+3</td><td>l</td><td>10</td><td>13</td><td>-12</td><td>+-1</td><td>+4</td><td></td></tr><tr><td>D/B+4</td><td>l</td><td>11</td><td>15</td><td>-12</td><td>+-1</td><td>+4</td><td></td></tr><tr><td>F2,4</td><td>h,m</td><td></td><td>12</td><td>-8</td><td>+5</td><td>+5</td><td></td></tr><tr><td>D/F4</td><td>m</td><td>14</td><td>14</td><td>-10</td><td>+1</td><td></td><td></td></tr><tr><td>D/F+4,2</td><td>m,m</td><td></td><td></td><td>-13</td><td>+-2</td><td>+-2</td><td></td></tr><tr><td>D/F+4,2,1</td><td>m,m,m</td><td></td><td></td><td>-14</td><td>+7</td><td>+KND</td><td></td></tr><tr><td>Launchers</td><td>Hit Level</td><td>Damage</td><td>Startup</td><td>oB</td><td>oH</td><td>CH</td><td>Notes</td></tr><tr><td>D/F+2,1</td><td>m,m</td><td>20</td><td>15</td><td>-17</td><td>Launch</td><td>Launch</td><td></td></tr><tr><td>U/F+4,3</td><td>m,m</td><td>16</td><td>16</td><td>-13</td><td>Launch</td><td>Launch</td><td></td></tr><tr><td>WS+1</td><td>m</td><td>15</td><td>15</td><td>-13</td><td>Launch</td><td>Launch</td><td></td></tr><tr><td>B1+2</td><td>m</td><td>23</td><td>21</td><td>-13</td><td>Launch</td><td>Launch</td><td></td></tr><tr><td>QCF+2</td><td>h</td><td>15</td><td>15</td><td>-8</td><td>Launch</td><td>Launch</td><td></td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td>Screws</td><td>Hit Level</td><td>Damage</td><td>Startup</td><td>oB</td><td>oH</td><td>CH</td><td>Notes</td></tr><tr><td>D/F+4, 2, 3</td><td>m,m,h</td><td></td><td>14</td><td></td><td></td><td>KND</td><td></td></tr><tr><td>FF+1,4</td><td>m,h</td><td>28</td><td>11</td><td>-4</td><td></td><td></td><td></td></tr><tr><td>WS+3</td><td>m</td><td>21</td><td>15</td><td></td><td></td><td></td><td></td></tr><tr><td>WS+2,1</td><td>m,h</td><td></td><td>18</td><td>-4</td><td></td><td></td><td></td></tr><tr><td>B+4</td><td>h</td><td></td><td>18</td><td>1</td><td></td><td></td><td></td></tr><tr><td>CES 2</td><td>m</td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td>Homing</td><td>Hit Level</td><td>Damage</td><td>Startup</td><td>oB</td><td>oH</td><td>CH</td><td>Notes</td></tr><tr><td>B+4</td><td>h</td><td></td><td>18</td><td>1</td><td>KND</td><td></td><td></td></tr><tr><td>WS+3</td><td>m</td><td></td><td>15</td><td></td><td>?</td><td>Launch</td><td></td></tr><tr><td>Power Crush</td><td>Hit Level</td><td>Damage</td><td>Startup</td><td>oB</td><td>oH</td><td>CH</td><td>Notes</td></tr><tr><td>F+1+2</td><td></td><td>25</td><td></td><td></td><td></td><td></td><td></td></tr></tbody></table></figure>
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