Kazuya version of a Devil Jin b+4, 22 damage, mid that is +6 on NH and stuns on CH for juggle, and only jab punishable. A “get off me” tool. “Hadouken”. Any further out i would wait for the whiff punish with hopkick. Good tracking, but weaker to your opponents left. Encourages people to duck. Tracks to his left. Will not punish some 12f moves, for example, Face up Feet Toward(FUFT) wake up 4. Low poke which is +1 on hit allowing further pressure. At the wall, the guaranteed followups are JU, f,f+2 which is harder and less reliable, and the easiest followup which is f+2,1,4 which still packs a punch. Quick mid that gives a lot of frame advantage on hit (0 on block). This move is usually used when his opponent has their back to the wall to fish for a wall splat. A good homing move and 14 frame punisher with b+4,3. Leaves you right in their face. Combos into dp+1 on normal hit for a full combo. Good range, tracks her weakside well but is not recommended to be used for tracking. One of the fastest homing (sidestep tracking) moves in the game. Fastest WS launcher in the game at 13f, 22 damage, can punish -13 lows and really good for “duck and punish” highs in strings. Option to go into FC or not afterwards by holding ~d. She can set up and fish for this CH 4 using her poking style and movement. Makes the opponent hesitate in pressuring Asuka. f,N,d,D/F+(1+4 or 2+3): These lead to different chain grabs. Guaranteed stomp (d+3+4) on hit. A knockdown low that guarantees a F2 at the wall and rage drive in open. A launcher with decent range but doesn’t launch crouchers. While it’s 11f startup, (1 frame slower than most jabs) it’s a great jab string that offers some sweet benefits: Jack’s long arms, the 1 being mid so the string can’t be crouched under and punished, and the last hit offering a great value- Being an optional frame trap that launches and only -12 on block. KND/Wallsplats. I have put a lot of work in this video from performing all King's Moves and finding WWE videos for same. 2nd hit KND for guaranteed b+4 after. Another great low. Can be followed up with another 3 for opponents who duck or a 4 if they stay standing. Paul’s Lockdown move, 20f mid which is +3 on block and +8 on hit, forces crouch in both conditions, on CH it knockdowns which can’t be tech rolled. Safe mid that can be followed-up from multiple lows like db3, Hellsweeps, or db2 if the player does not want to follow up with another low. The good ole Mishima 1, 1, 2. Your normal df1 to check people, has a high extension and mid extension to discourage people from sidestepping/pressing a button after. Heihachi will be free to initiate pressure towards the floored opponent as they try to recover. One is mostly used to break through attacks, while … Tijuana Twister does a spinning power bomb, which can floor break. Scariest low in the game which trips on NH for a Juggle. Near the wall you can go for a high risk high reward mixup by mixing between the high and mid. King’s many command throws require the correct button to break. High crushes early on, has decent range, can be performed out of crouch. Safe mid that is plus on block, linear and seeable from a distance so try doing it at close distances for better + frames. Can be used as a -14 punish thanks to good range. The game is available on most of the platforms which include arcade, windows, PlayStation 4, … The d/b+1+4 grab also floor breaks, provided you haven’t already done so in the combo. After 1,2,2 you also have the option to punish eager retaliation by finishing the string (1,2,2,2,2) with another set of h,m. Safe, high damage knock down and wall splat that’s used to discourage opponents from ducking her WR2. Its Unseeability leads to opponents ducking in fear and eating his mids thus vital for his Wavedash Mix-up. This move is faster when you’re crouching doing it. October 28th update: His main whiff punisher, decent range and launches. Highest damage starter without meter. High crushes, +3 on hit. Will break floors. Can not air grab but can grab a wall splattered opponent for a spinning power slam. When Jack-7 is low on life, he gains access to one of the better Rage Drives in the game- A followup to the Debugger, done by pressing 2. Very long range. Safe decent ranged homing move that lead to a knockdown. Hits fast and very low to the ground. Homing move, 22 damage, +5 on NH and stuns for juggle on CH, best choice for CH fishing, has a 13f standing status on stun that can be followed up with JF pewgf for a full launch (extremely hard but good reward). Safe mid CH launcher, has a wide hitbox, some high evasion and pushback. It is very easy to check the opponent’s offense as the string is hard to punish ending in a safe mid. Probably the overall best NH d/f+2 launcher in the game, amazing range, launches crouchers, goes under jabs situationally, and only -13! It also goes under jabs sometimes. This is argued the best in the game for good reason. +2 on hit lets you continue your pressure game. Steves “deathfist”. Recovery can be canceled by holding back. Insane range and one of Steves best whiff punishers. Low crushing mid that gives KND or W!. Launches on NH, mid, safe and fairly quick. This is like an improved version of d/b+1. Some characters cannot punish df+2,3 due to pushback. Safe mid knockdown that gives a guaranteed follow-up on hit. Unfortunately, he had only seen Kin… Effective CH string and safe on block and plus frames on hit. Homing, mid, CH launcher, range is a bit iffy, but if people hit buttons it will launch at whiff range, top korean players (Knee) still don’t punish consistently when it’s whiffed in their face, though it is definitely possible if you look for it. Unlike other fighting games, Tekken 7 characters have a smorgasbord of moves. “Tatsu”. Long reaching punisher, gives W!, decent damage and NC. Wallsplats. The low by its own is -12, and the mid afterwards can catch punish attempts, and on block will only get you punished with a weak full crouch d+1, so mix between the 2 options. This leaves the opponent far away so you could use this to create space too. More detailed guides (still work in progress): Can be done from df+1~b for pressure. Law’s main mid poke tool, good when paired with his low poke db+3. Other one of the CH fishing tool for him. Can easily combo after launching with WR+2,2. Confirm the combo on counter hit by doing Duck 1 instead of canceling the Duck. “Arc blast” is a great 15 frame mid launch. I believe that this Video deserves 1M + ViewsI have made this video to show Tekken 7 King's move performed by WWE superstars. Can also lead to Tail Spin. Long range slash kick with heavy + frames on block. Only -13 on block too which is not a huge punish considering the reward. Breaks with a 1 and can be quick rise teched to reduce damage (unless it hits a wall). Hopkick. NH low sweep launcher (only available without the sword, 2+3). One of his primary low pokes. Generic good poke mid which high crushes and can transition into RDS. Knowing what moves will punish your opponent, which are safe, and which are launch punishable are very necessary. Good tool to use in a Wavedash mix-up. Very good as a keepout tool and interrupt the opponent’s approach. Can mix it up with f+2,d+1. The d/f+1,1 ender is a -10 mid, and d/f+1,2,1,2 is a string of highs. Leads to a full combo. n/a Rating. Pushes Kat away making it very safe. Everything you want out of a hopkick. Mid-mid string that gives a KNK-mixup on block and launches for a full combo on CH. This lowers Xiaoyu’s hurtbox and crushes highs and probably more than it should mids as well. It has some high crush and low crush frames during the animation. Fastest move in the game, can punish “safe” moves and interrupt some strings. Good tracking mid that puts her into RDS, and reaches far. Block punishment that will lead into frame advantage on hit. Death on block. The other half of the full crouch mixup. -12 on block which people still seem to forget sometimes and try to launch it…. Helps Akuma hold his ground. It also hits grounded thus making his ground game atrocious. Really good reach and can be difficult to see low that gives her access to of. A must for punishing at wall with db1 FC df+1 to duck which gives access. Alternative to cd+3, with very damaging combos and ws+2 the followup db+4,4 is on. Should you catch a float with it lock-down move that lead to a low... Which leads to a knock down on NH as well as in a neutral situation well! Knd homing move that can lead into Tail Spin give W! creates extremely nasty at... 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