Tekken 7

Tekken 7 Gigas Guide

tekken-7-gigas-guide

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 (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.

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 Kuma and Panda. 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.

Punishment

Standing:

i10: 1,2 and 2,1

1,2 is a great 10 frame punisher, 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.

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.

i13: df3,1

The only reason you should be using this move to punish 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).

i15: d2

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.

i16: f2 and ff2 (frame perfect)

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.

While standing:

i10: FC1

Nothing much to say, just a normal downjab, good range though

i11: ws1

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.

i13: ws4,2

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)

i15: ws2,3 and ws2,4

Unfortunately Gigas doesn’t get a launcher at 15 frames, instead he gets a 41 dmg string that wallsplats and wallbreaks. It’s…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.

i18: ws3

This is your only launching option from crouch: it deals 25 dmg and it’s -13 on block.

as a slide punish Gigas gets either a cc db3,2 (very tight) or ws1 df4,1+2

Main moves

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.

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)

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.

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.

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.

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.

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

df1: super high range, i14, very good mid poke overall. Tracks well to the left

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.

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.

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

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.

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.

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.

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 city (not really ;_;). 

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. 

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.

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.

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.

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. 

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… Kappa.

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.

Stances

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.  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.

Now onto Golem: This stance is…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…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…is alright I guess.

Wall Combos

Now onto wall combos:

F2,1,1(delayed)

Season 2 max damage

Delay the last 1 to get the max dmg.

Doesn’t work on xiaoyu (and other small characters when off axis).

F2,1 > B2(hold)

Best oki.

Connects with all techs.

Hits grounded (but they get a free hit.)

On block, forces Goliath mixup.

F2,1 > 3

Can set up some decent oki

4 will CH wake up kicks and wall splat.

F2,D1~3+4 > 2

Hits side rolls.

Hits grounded.

1 > DF4, 1+2

Wall combo that hits the whole cast.

Decent damage.

 D1 > WS4,2

Face down, feet away oki unless they hold B

If they don’t tech:

Follow up free db1+2 (wallsplat if they kick)

If they back tech:

You are +14.

Running 2 to continue pressure.

F+4* if you think they won’t press buttons (Goliath mix)

D3/Db2/Db3 for lows.

Overkill Grab.

as for a Floor Break combo at the wall we have:

f2,1,1 FB! b1+2 d2 b1 

this is the best damage possible and will give good oki thanks to b1 flipping them on hit.

Here’s a link to a youtube video with some useful setups that you might want to implement in your gameplay: https://www.youtube.com/watch?v=H072KWp-F_0

This is very old but most of the stuff shown can still be used even after all this time.

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: Fighting Game Buddy.