A launcher with decent range but doesn’t launch crouchers. if opp back is to wall. Also a solid option to combo after a wallsplat. Cancel into qcb+4 for pressure on block. 0 Tips. Bob’s fastest launcher can only be done from crouching. You could also use it in tech trap situations as well. Combos into dp+1 on normal hit for a full combo. The good ole Mishima 1, 1, 2. Can use 4 by itself as a CH launcher. Used like a generic df+1 but worse frames on block. Since it’s double hitting the second one can be ducked and you can be launched punished. Neutral on hit and forces your opponent in crouch. Safe mid,mid string that KNDs and wallsplats. Good low poke that leaves him in PAB stance afterwards. Having a big damaging safe on block low is great for allowing Jack-7 to make comebacks. It requires a real break and it is important since Tekken 7s throw system has changed a bit. Looks sick tho. Tekken 7 Moves List and Combos Guide in which we have detailed all the moves, strings, mix-ups, and stances for all characters in the game. Special cancellable. Unsafe, but long range mid launcher and the source of Kuma/Pandas most damaging combos. Powerful mid launcher with quite a bit of push back that makes difficult to punish consistently (some punishes may be character-specific). One of the best panic moves in the game. Mid launcher from crouch dash. RA armor makes it a very good trade tool, and it deals a good chunk of damage even when used as a combo ender. +2~3 on hit now, guaranteed CC d+3+4 on CH. Practice this JF. Can be used to get an aggressive opponent off your case, with relative safety in case it is blocked. Used sparingly can lead to a lot of free damage and crouch mixup. Still useable. Power Bomb: done with WR2+4, but can also be done by Jaguar Step and 1+4/2+3. Like Marduks u/f+3 except no KND on regular hit. Safe, high damage knock down and wall splat that’s used to discourage opponents from ducking her WR2. Preferences Language The downside, besides the slightly shorter range, is that it requires you to condition the opponents to respect you and let you get in and enter a full crouch state right in front of them. You’ll learn loads of moves and combos in Tekken 7, and they can be finnicky enough that unless you’re very precise, you may have trouble pulling them off. Good range and reaches most -12 moves. Low crushes(not instantly) and extremely good for oki. Poking with -13 lows against Eddy is much riskier than usual. Invisible low that ATs on CH. 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). This move is faster when you’re crouching doing it. As Lee doesn’t have an i11, or i12 punisher that knocks down, this is the go to move if you want to punish them hard in the -10~12 area, 13 frame punisher (buff carried over from TR) which gives KND, 14 frame ws punisher, fewer matchups can launch punish it (compared to TTT2 when it was -16), with it’s former T6 properties returned (to some extent), makes this a viable FC mixup tool both in the open and by the wall, Decent low poke, now trips on CH for guaranteed BK (flop over) or f+3+4 (oki), Refer to d/b+3+4, FC alternative. Art of phoenix stance. Can be mixed up with no stance transition that has pushback and leaves you at a range to bait whiff punishes, or stance cancel into block to condition opponents into attacking you so you can respond with an appropriate move. On wall splattered opponents it does Shining Torpedo. The occasional 1+2 starts a juggle on counter hit and scares the opponents from taking their turn after 1,2. This can be hit confirmable so just hit the breaks after hitting 1, 1 if they are blocking those. He may have received big changes in the console version so take the current list with a grain of salt. Powerful 12 frame punish that KND and wall splats on hit. Gigas doesn’t have a lot going for him but at least he has long arms! High damaging low poke. Transitioning into a stance afterwards leaves him at -1 on block. In one of his fights, King was grievously wounded and collapsed in front of a monastery. Can catch SS Right and ducking opponents. Mid CH launcher elbow that’s + on block. Albatross (ALB) d+2 is guaranteed after the KND. On CH gives you massive frame advantage. Can transition to HMS by inputting FC d/f+4~3, can also be done by doing d/f+4 from HMS, High crushes, pretty much the common low to keep opponents alert. Safe so can be used as a frame trap but be careful with range and because it’s a high too. Decently fast at i20, and is safe on block DGF by pressing u! 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