Reaches all the way from earth to pluto. Safe close-range mid poke. +4~5 OC. Has two possible follow-ups that leads to either a high or a mid. 54 combos for Armor King. Hold down 1+2 for 3 different levels of charge that become safer and more damaging the longer you hold. Great mid that can lead to CH combo. Gives a combo on counter hit (Screw starter). Also crushes highs. CH launcher that can be done from crouch or CD, very good tool to make people afraid of CD. Be wary about using as poke/punisher as it’s high. WS44 is also an effective ws punisher (besides ws1). CH4 and CH4,3 both lead to combos. Low launcher option from relax stance. Should again be used as mixup with slide. With a bit of pushback on block, the move is mostly safe vs most of the matchups, wallsplats and makes for a good whiff punisher and keep out tool every now and again. for a full combo on CH. CH launching mid. She has a number of good moves from this stance as well. While standing launcher. In one of his fights, King was grievously wounded and collapsed in front of a monastery. Very strong panic tool and was made safe in T7 from -12 in TTT2. Basic 4 CH launcher. Safe mid CH launcher, knocks down on normal hit. 60 combos for King. Her hop kick. 2nd hit duckable on block. On hit is +4~6. NC with long range. A knockdown low that guarantees a F2 at the wall and rage drive in open. Full launch and combo on CH makes it a great CH fishing tool as well. Art of phoenix stance. Causes knockdown on hit, and can be wallcarry. Gives a free u/b+4 at the wall. Has extremely good strings after such as f+2,1,4(ends in high tailspins, -4) and f+2,1,1+2(+1 on hit,ends in a mid and leaves them in fc. Some people would rather map LP+RK or LK+RP to a shoulder button too but for now this setup works best as it also makes memorizing some chains a bit easier. Good tracking mid that puts her into RDS, and reaches far. Has follow ups that put the opponent and yourself into a guessing game. Can also be used as a combo and wall ender.Unsafe with heavy pushback if last hit blocked. +5 on hit, great poking string. Insanely quick recovery and a lot of active frames. 0~+1 on hit. Another Kazuya lock-down move that is a launcher, 25 damage, can be easily used as mix-up tool from Wavedash. Don’t be fooled by the -30, this thing is pretty much impossible to punish since it knocks you back a ton on block. 12f Punisher with great range, 30 Damage. Mid poke from stance with a HUGE hit confirm window. i17 (fastest input, but don’t try to use it as a 17f punisher ). Giant Swing and Tomahawk will do a Shining Torpedo (multiple hits and ends with the opponent on the ground at your feet). What’s even nicer is that it while many moves in the game only have a single ender as a frame trap, d/f+1 has 2 different frametrap enders, each requiring a different approach to punish. WS launcher. A unseeable sweep that gives full combo on clean hit (not at tip range). Good hitbox. One of her most damaging lows that allow her to go Backturned,(BT) +4 on hit and +9 on ch which leaves the opponent in a stunned state which can guarantee a free follow up to BT1,2 if user went BT. On CH gives guaranteed d+3+4. i10 punisher, last hit is mid, keeps opponents from ducking. Ground grabs: d/b+1+3 (1 break) or d/b+2+4 (2 break) against an opponent on the ground. Her longest ranged homing move. Counter hit launcher for a full combo, cancel from special cancellable strings to fish for counter hits. The rookick is a launcher which will hit people who crouch in fear of throws and lows that she has from RDS.Note that it is launch punishable on block as she remains backturned afterwards. Leaves you close to your opponent, +3 on hit and you can transition into SAV. Just something you have to use. Use with qcf+2 for high risk/reward damaging 50/50s. Really stupid move. A good get off me move to use when you feel like you’re pressured since Hwoarang doesn’t have any keep out tools. High crushes and tracks one direction. Safe low crushing mid with good tracking to both sides(? Can be done from df+1~b for pressure. She gets a huge combo off of her CH 4. The stun has 13f standing status thus d+1+2 is guaranteed which leads to damaging wall combos. Air grab that can’t be broken, does good damage, floor breaks and let’s king do oki. King in Tekken 7 easily has the best throwing game. Hard to punish on whiff. Double-hit NC low poke that requires full crouch. Using it from close is not recommended. If you've just got Tekken 7 and would like to compete in tournaments in the future, we have some top tips from Tekken pro and streamer Justin 'King Jae' Nelson. i14 punisher from crouching. Another fast mid poke with good range and admirable tracking used when pressuring opponents. Great tool to use for pressure and in combos too. 2 frames slower than a standard WS+4. +2 on hit lets you continue your pressure game. Bob’s best low poke is nothing spectacular, but it leaves him at +2 on hit. Good for whiff punishing. Good ranged low that knocks the opponent down on hit. ff+1 is the beefy option, acting like a safe launcher in terms of damage and threat. Special cancelable, second hit mid, NC on hit, on block can cancel into special to frametrap/restart pressure. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. King top 15 move with gifs 1[2] _ 2,1 h[h] _ h,m i10 +1[-1] _ -2 The basic string move for almost every character in the game.Some players crouch instantly after seeing the animation of the first hit if they block (1, 2) try not to do a mixup into command throws so often. 53 combos for Asuka. Her i15 launcher which reaches very far and tracks both ways and hits grounded. A good panic button as it comes out i8 when the generic fastest button for characters is i10. Solid mid poke to keep the opponent in check. Air grabs can not be broken but some have followups that can be. Short range, use with caution if not at wall and in open ground. Fandom Apps Take your favorite fandoms with you and never miss a beat. High crushes, +3 on hit. Safe long range mid, with a ZEN transition that is +9 on hit and -1 on block, allowing you to do ZEN mixups. +5 and forces your opponent in crouch. Can sometimes duck highs at the start of the move. +15 frames on block means he can follow it up with an unblockable Duck f+2 or Duck cancel WS+1, 2 for big damage.Since it’s a high it can be ducked, but as a mixup instead of going for the Ext Duck f+2 he can go for Ext Duck 1 which is a mid. If they for some reason duck the second hit, a hopkick is guaranteed if they don’t techroll. 2 Hit 13f mid mid safe string that is a NC and can be delayed as well as hit confirmed. Beats all crushing moves and leaves them in fc on hit. A decent low that launches on CH, can go backturn for roll combo on CH. Can mix it up with f+2,d+1. Crushes lows, in some circumstances it evades highs, NH launcher. Second hit is a launcher on CH. It is very easy to check the opponent’s offense as the string is hard to punish ending in a safe mid. Can also be used a poking tool. Some characters cannot punish df+2,3 due to pushback. The stance itself goes over a lot of attacks (many mids and highs included); certain attacks can be cancelled into DFLIP to keep the pressure going. Similar to Kaz’s df+2, but more unsafe and linear. It has decent range and if you hit with this you have +12. Quick mid that gives a lot of frame advantage on hit (0 on block). He became a Catholic priest and renounced his old fighting ways. Great move when fishing for wall splats. Your generic 1,2 jabs but with Hwoarang you can go into your left/right flamingo stance depending on what you end your string and start your mixup. Ultimate Granblue Fantasy: Versus Mortal Kombat 11 Tekken 7 Samurai Shodown More site features Tiers Podcast Wallsplats. One of Steves main counter hit tools. This move (and many other CH 4s) can also be called “Magic 4”. Super good low, great range and tracks at the tip. The mid hitbox is quite “high” and while there is slight tracking, it’s not reliable. Ending in a string of highs, hard to get a combo: キング, Hepburn: Kingu is! Levels of charge that become safer and more damaging the longer you hold a.. You catch a float with it safe homing mid with tons of range, tracks to his (... Check people, has decent range and one of the only 12f in... Frame long reaching high that is mainly relevant at the wall to fish a. And steppable now staggers on block and gets you in RFF properties similar to ’! Her CH 4 using her poking style and movement wall to fish for this CH 4 opponents! Is only -10 and high crushes at particular ranges and startup frames of! 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