Generic movelist (Tekken 7): Difference between revisions

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Line 1: Line 1:
{{See other}}
'''Generic moves''' have the same properties (aside from hitbox) for every character that has them. Some characters may have unique moves mapped to the same input, thus making generic ones inaccessible.
'''Generic moves''' have the same properties (aside from hitbox) for every character that has them. Some characters may have unique moves mapped to the same input, thus making generic ones inaccessible.


Line 5: Line 7:
== n ==
== n ==


{{Sticky|{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{Move7
{{Move7
|name=Jab
|name=Jab
Line 14: Line 16:
|startup=i10
|startup=i10
|recv=r17
|recv=r17
|tot=27
|block=+1
|block=+1
|hit=+8
|hit=+8
Line 30: Line 33:
|crush=cs4~
|crush=cs4~
|recv=r24 FC
|recv=r24 FC
|tot=34
|block=-5
|block=-5
|hit=+6
|hit=+6
Line 46: Line 50:
|crush=cs4~
|crush=cs4~
|recv=r23 FC
|recv=r23 FC
|tot=34
|block=-4
|block=-4
|hit=+7
|hit=+7
Line 58: Line 63:
|startup=i16
|startup=i16
|crush=cs4~
|crush=cs4~
|recv=r FC
|recv=r33 FC
|tot=49
|block=-17
|block=-17
|hit=-3
|hit=-3
|notes=hFC.3 is the same move with cs1~
|notes=hFC.3 is the same move with cs1~
}}
}}
{{Move7
{{Move7
Line 72: Line 79:
|crush=cs4~
|crush=cs4~
|recv=r32 FC
|recv=r32 FC
|tot=44
|block=-13
|block=-13
|hit=-2
|hit=-2
|notes=Remapped to d+3+4 for some characters
}}
}}


Line 79: Line 88:


{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{Jumping knuckle}}
{{Move7
|id=Generic-uf+1
|name=Jumping Knuckle
|input=uf+1
|target=m
|damage=12
|startup=i18
|crush=js9~31 fs32~34
|recv=r31
|tot=49
|block=-12
|hit=-1
|notes={{Plainlist|
* {{FB}}
* Alternate input:
** ub+1
** u+1}}
}}
{{Move7
{{Move7
|id=Generic-uf+2
|id=Generic-uf+2
Line 88: Line 114:
|startup=i15~16
|startup=i15~16
|crush=
|crush=
|recv=
|recv=r30
|tot=46
|block=-12
|block=-12
|hit=+9
|hit=+9g~10g
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{BB}}
Line 103: Line 130:
|damage=12
|damage=12
|startup=i20
|startup=i20
|crush=js9~
|crush=js9~30 fs31~33
|recv=
|recv=r24
|tot=44
|block=-5
|block=-5
|hit=+6
|hit=+6
Line 114: Line 142:
|damage=12
|damage=12
|startup=i39
|startup=i39
|crush=js9~
|crush=js9~30 fs31~33
|recv=
|recv=r34
|tot=73
|block=-15
|block=-15
|hit=-4c
|hit=-4c
|notes={{FB}}
}}
}}
{{Move7
{{Move7
Line 125: Line 155:
|damage=25
|damage=25
|startup=i29
|startup=i29
|crush=js9~
|crush=js9~30 fs31~33
|recv=
|recv=r35
|tot=64
|block=-16
|block=-16
|hit=+15a (+5)
|hit=+15a (+5)
Line 138: Line 169:
|damage=25
|damage=25
|startup=i23~25
|startup=i23~25
|crush=js9~
|crush=js9~30 fs31~33
|recv=r27
|recv=r28
|block=-11
|tot=53
|block=-11~-9
|hit=+34a (+24a)
|hit=+34a (+24a)
}}
}}
Line 156: Line 188:
|crush=cs1~
|crush=cs1~
|recv=r24 FC
|recv=r24 FC
|tot=34
|block=-5
|block=-5
|hit=+6
|hit=+6
Line 171: Line 204:
|crush=cs1~
|crush=cs1~
|recv=r23 FC
|recv=r23 FC
|tot=34
|block=-4
|block=-4
|hit=+7
|hit=+7
Line 183: Line 217:
|startup=i16
|startup=i16
|crush=cs1~
|crush=cs1~
|recv=r FC
|recv=r33 FC
|tot=49
|block=-17
|block=-17
|hit=-3
|hit=-3
Line 196: Line 231:
|startup=i12
|startup=i12
|crush=cs1~
|crush=cs1~
|recv=r FC
|recv=r34 FC
|tot=46
|block=-15
|block=-15
|hit=-4
|hit=-4
Line 212: Line 248:
|crush=cs1~
|crush=cs1~
|recv=r30 FC
|recv=r30 FC
|tot=52
|block=-12
|block=-12
|hit=+5
|hit=+5
|ch=[[Combo|+31a]]
|ch=[[Combo|+31a]]
|notes=Grounded on frames 1~10
|notes={{Plainlist|
* Grounded on frames 1~10
* Different startup, but the same as:
** FUFT.d+3:3
** FUFT.f,3
** FUFT.u>3}}
}}
}}
{{Move7
{{Move7
Line 221: Line 263:
|input=FUFT.4
|input=FUFT.4
|target=m
|target=m
|damage=20
|damage=18
|startup=i22
|startup=i22
|crush=cs1~12
|crush=cs1~12
|recv=r30
|recv=r30
|tot=52
|block=-12
|block=-12
|hit=+5
|hit=+5
Line 230: Line 273:
|notes={{Plainlist|
|notes={{Plainlist|
* Wall break on counter hit
* Wall break on counter hit
* Grounded on frames 1~12}}
* Grounded on frames 1~12
* Different startup, but the same as:
** FUFT.d+3:4
** FUFT.f,4
** FUFT.u>4}}
}}
}}
{{Move7
{{Move7
Line 241: Line 288:
|crush=fs1~11 js12~
|crush=fs1~11 js12~
|recv=r27
|recv=r27
|block=-21
|tot=57
|block=-21~-10
|hit=+12a (+2a)
|hit=+12a (+2a)
|notes={{BB}}
}}
}}
{{Move7
{{Move7
Line 253: Line 302:
|crush=fs1~11 js12~
|crush=fs1~11 js12~
|recv=r12 BT
|recv=r12 BT
|block=-27
|tot=40
|block=-27~-15
|hit=+4a (-6a)
|hit=+4a (-6a)
|notes=Armor King, Eddy, and King
|notes={{Plainlist|
*{{BB}}
*Armor King, Eddy, and King}}
}}
}}
{{Move7
{{Move7
Line 264: Line 316:
|damage=20
|damage=20
|startup=i48~58
|startup=i48~58
|crush=fs1~
|crush=fs1~46 js47~57 fs58~91
|recv=r39
|recv=r39
|block=[[Combo|+10s]]
|tot=97
|block=[[Combo|+10s~+20s]]
|hit=+1a (-9a)
|hit=+1a (-9a)
|notes=Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu
|notes=|notes={{Plainlist|
*{{BB}}
*Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu}}
}}
}}
{{Move7
{{Move7
Line 279: Line 334:
|crush=fs1~10
|crush=fs1~10
|recv=r35
|recv=r35
|hit=-3c<ref name="hit-frame">When it's said to be -3 on hit, this is with respect to the frame when the wake-up kicks can be done and when the attacker can [[guard]]. The cancel to while standing kicks can at the earliest be done at -11. Anything else can only be done starting at -18. Normally this doesn't matter because the back roll effectively resets to neutral anyway, but at the wall it's quite significant, as it means even if it hits it doesn't really get you up safely.</ref>
|hit=-3c
|block=-16
|block=-16
|notes=Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina
|notes={{Plainlist|
* Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina
* When it's said to be -3 on hit, this is with respect to the frame when the wake-up kicks can be done and when the attacker can [[guard]]. The cancel to while standing kicks can at the earliest be done at -11. Anything else can only be done starting at -18. Normally this doesn't matter because the back roll effectively resets to neutral anyway, but at the wall it's quite significant, as it means even if it hits it doesn't really get you up safely.
* Can recover crouching on hit with D}}
}}
}}
{{Move7
{{Move7
Line 292: Line 350:
|crush=fs1~10
|crush=fs1~10
|recv=r37
|recv=r37
|hit=-3c<ref name="hit-frame"/>
|hit=-3c
|block=-18
|block=-18
|notes=Bob, Bryan, Claudio, Devil Jin, Dragunov, Eddy, Feng, Gigas, Heihachi, Hwoarang, Jin, Josie, Julia, Kazuya, Kunimitsu, Law, Lee, Lei, Leo, Lucky Chloe, Master Raven, Miguel, Negan, Paul, Shaheen, Steve, and Yoshimitsu
|notes={{Plainlist|
* Bob, Bryan, Claudio, Devil Jin, Dragunov, Eddy, Feng, Gigas, Heihachi, Hwoarang, Jin, Josie, Julia, Kazuya, Kunimitsu, Law, Lee, Lei, Leo, Lucky Chloe, Master Raven, Miguel, Negan, Paul, Shaheen, Steve, and Yoshimitsu
* See FUFT.d+3 (Light)
* Can recover crouching on hit with D}}
}}
}}
{{Move7
{{Move7
Line 305: Line 366:
|crush=fs1~10
|crush=fs1~10
|recv=r39
|recv=r39
|hit=-3c<ref name="hit-frame"/>
|hit=-3c
|block=-20
|block=-20
|notes=Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis
|notes={{Plainlist|
* Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis
* See FUFT.d+3 (Light)
* Can recover crouching on hit with D}}
}}
{{Move7
|id=Generic-FUFT.d+3:3
|input=FUFT.d+3:3
|target=L
|damage=10
|startup=i14
|crush=cs1~
|recv=r30 FC
|tot=44
|block=-12
|hit=+5
|ch=[[Combo|+31a]]
|notes={{Plainlist|
* 3 frame input window at the end of the roll
* Different startup, but the same as:
** FUFT.3
** FUFT.f,3
** FUFT.u>3}}
}}
{{Move7
|id=Generic-FUFT.d+3:4
|input=FUFT.d+3:4
|target=m
|damage=18
|startup=i14
|recv=r30
|tot=44
|block=-12
|hit=+5
|ch=+20a (+10a)
|notes={{Plainlist|
* Wall break on counter hit
* 3 frame input window at the end of the roll
* Different startup, but the same as:
** FUFT.4
** FUFT.f,4
** FUFT.u>4}}
}}
{{Move7
|id=Generic-FUFT.f,3
|input=FUFT.f,3
|target=L
|damage=10
|startup=i19
|crush=cs1~
|recv=r30 FC
|tot=49
|block=-12
|hit=+5
|ch=[[Combo|+31a]]
|notes={{Plainlist|
* Can also be done in FDFA
* Different startup, but the same as:
** FUFT.3
** FUFT.d+3:3
** FUFT.u>3}}
}}
{{Move7
|id=Generic-FUFT.f,4
|input=FUFT.f,4
|target=m
|damage=18
|startup=i17
|crush=cs1~3
|recv=r30
|tot=47
|block=-12
|hit=+5
|ch=+20a (+10a)
|notes={{Plainlist|
* Can also be done in FDFA
* Different startup, but the same as:
** FUFT.4
** FUFT.d+3:4
** FUFT.u>4}}
}}
{{Move7
|id=Generic-FUFT.f,1+2
|name=Front Roll Cross Chop
|input=FUFT.f,1+2
|target=m
|damage=15
|startup=i19~24
|crush=fs1~18 js19~29 fs30~58
|recv=r43
|block=+2~+7
|hit=+2a (-8)
|notes={{BB}}
}}
{{Move7
|id=Generic-FUFT.u&lt;3
|input=FUFT.u>3
|target=L
|damage=10
|startup=i31
|crush=cs1~
|recv=r30 FC
|tot=61
|block=-12
|hit=+5
|ch=[[Combo|+31a]]
|notes={{Plainlist|
* Different startup, but the same as:
** FUFT.3
** FUFT.d+3:3
** FUFT.f,3}}
}}
{{Move7
|id=Generic-FUFT.u&lt;4
|input=FUFT.u>4
|target=m
|damage=18
|startup=i31
|crush=
|recv=r30
|tot=61
|block=-12
|hit=+5
|ch=+20a (+10a)
|notes={{Plainlist|
* Wall break on counter hit
* Different startup, but the same as:
** FUFT.4
** FUFT.d+3:4
** FUFT.f,4}}
}}
}}
{{Move7
{{Move7
Line 317: Line 507:
|crush=cs1~
|crush=cs1~
|recv=r29 FC
|recv=r29 FC
|block=-13
|tot=50
|hit=+4
|block=-13~-11
|hit=+4~+6
|ch=[[Combo|+32a]]
|ch=[[Combo|+32a]]
|notes=Grounded on frames 1~3
|notes=Grounded on frames 1~3
Line 330: Line 521:
|crush=cs1~3
|crush=cs1~3
|recv=r33
|recv=r33
|tot=51
|block=-14
|block=-14
|hit=+17a (+7a)
|hit=+17a (+7a)
|notes={{Plainlist|
|notes={{Plainlist|
* Wall break
* {{BB}}
* Grounded on frames 1~3}}
* Grounded on frames 1~3}}
}}
{{Move7
|id=Generic-FUFA.f,3
|input=FUFA.f,3
|target=L
|damage=10
|startup=i14~15
|crush=cs1~
|recv=r29 FC
|tot=44
|block=-12~-11
|hit=+5~+6
|ch=[[Combo|+32a]]
|notes=Can also be done in FDFT
}}
{{Move7
|id=Generic-FUFA.f,4
|input=FUFA.f,4
|target=m
|damage=10
|startup=i11
|crush=cs1~3
|recv=r34
|tot=45
|block=-15
|hit=-4
|notes={{Plainlist|
* Can also be done in FDFT
* Wall break on counter hit or clean hit
* Clean hit +16a (+6)
* Clean hit 15 damage
* Grounded on frames 1~3}}
}}
{{Move7
|id=Generic-FUFA.u&lt;3
|input=FUFA.u>3
|target=L
|damage=10
|startup=i25~26
|crush=cs1~
|recv=r28
|tot=54
|block=-10~-9
|hit=+21 (+11a)
}}
{{Move7
|id=Generic-FUFA.u&lt;4
|input=FUFA.u>4
|target=m
|damage=10
|startup=i15
|recv=r34
|tot=49
|block=-15
|hit=+16a (+6a)
|notes={{BB}}
}}
}}
{{Move7
{{Move7
Line 344: Line 592:
|crush=cs1~
|crush=cs1~
|recv=r33 FC
|recv=r33 FC
|tot=52
|block=-17
|block=-17
|hit=-3
|hit=-3
Line 349: Line 598:
|notes={{Plainlist|
|notes={{Plainlist|
* Clean hit [[Combo|+28a]]
* Clean hit [[Combo|+28a]]
* Clean hit damage 10
* Combo on counter hit not possible for many characters
* Combo on counter hit not possible for many characters
* Grounded on frames 1~5}}
* Grounded on frames 1~5}}
Line 360: Line 610:
|crush=cs1~5
|crush=cs1~5
|recv=r33
|recv=r33
|tot=52
|block=-14
|block=-14
|hit=-5
|hit=-5
Line 376: Line 627:
|crush=cs1~
|crush=cs1~
|recv=r36 FC
|recv=r36 FC
|tot=57
|block=-20
|block=-20
|hit=+1c
|hit=+1c
Line 389: Line 641:
|crush=cs1~5
|crush=cs1~5
|recv=r38
|recv=r38
|tot=59
|block=-19
|block=-19
|hit=-10
|hit=-10
Line 394: Line 647:
|notes={{Plainlist|
|notes={{Plainlist|
* Clean hit +12a (+2a)
* Clean hit +12a (+2a)
* Clean hit damage 15
* Wall break on counter or clean hit
* Wall break on counter or clean hit
* Grounded on frames 1~5}}
* Grounded on frames 1~5}}
}}
}}
<references/>


== Jump ==
== Jump ==
Line 408: Line 661:
|damage=12
|damage=12
|startup=i11~12
|startup=i11~12
|crush=,js1~
|crush=js9~
|recv=
|recv=r27
|block=-9
|tot=39
|block=-9~-8
|hit=+2
|hit=+2
|notes={{Plainlist|
|notes={{Plainlist|
Line 421: Line 675:
|damage=12
|damage=12
|startup=i11~13
|startup=i11~13
|crush=,js1~
|crush=js9~
|recv=
|recv=r40
|block=-23
|tot=53
|hit=-12c
|block=-23~-21
|hit=-12c~-10c
|notes={{Plainlist|
|notes={{Plainlist|
* {{FB}}
* Although in-game frame-data says i11~13, move always hits at the end of a jump
* Although in-game frame-data says i11~13, move always hits at the end of a jump
* Same as:
* Same as:
Line 437: Line 693:
|damage=25
|damage=25
|startup=i15
|startup=i15
|crush=,js1~
|crush=js9~
|recv=
|recv=r39
|tot=54
|block=-20
|block=-20
|hit=-9
|hit=-9
Line 447: Line 704:
|input=Jump.4
|input=Jump.4
|target=m
|target=m
|damage=25
|damage=20
|startup=i8~9
|startup=i8~9
|crush=,js1~
|crush=js9~
|recv=
|recv=r26
|block=-8
|tot=35
|hit=+3
|block=-8~-7
|hit=+3~+4
|notes=
|notes=
}}
}}
Line 461: Line 719:
|damage=15
|damage=15
|startup=i9
|startup=i9
|crush=,js1~
|crush=js9~
|recv=
|recv=r28
|tot=37
|block=-9
|block=-9
|hit=+2
|hit=+2
Line 474: Line 733:
|damage=12
|damage=12
|startup=i11~13
|startup=i11~13
|crush=,js1~
|crush=js9~
|recv=
|recv=r40
|block=-23
|tot=53
|hit=-12c
|block=-23~-21
|hit=-12c~-10c
|notes={{Plainlist|
|notes={{Plainlist|
* {{FB}}
* Same as:
* Same as:
** Jump.2
** Jump.2
Line 489: Line 750:
|damage=25
|damage=25
|startup=i14
|startup=i14
|crush=,js1~
|crush=js9~
|recv=
|recv=r38
|tot=52
|block=-19
|block=-19
|hit=[[Attack#Double-over stun|+42a]]
|hit=[[Attack#Double-over stun|+42a]]
Line 501: Line 763:
|damage=25
|damage=25
|startup=i9~10
|startup=i9~10
|crush=,js1~
|crush=js9~
|recv=
|recv=r26
|block=-8
|tot=36
|hit=+3
|block=-8~-7
|hit=+3~+4
|notes=
|notes=
}}
}}
Line 513: Line 776:
|damage=18
|damage=18
|startup=i7
|startup=i7
|crush=,js1~
|crush=js9~
|recv=
|recv=r30
|tot=37
|block=-9
|block=-9
|hit=+2
|hit=+2
Line 526: Line 790:
|damage=12
|damage=12
|startup=i11~13
|startup=i11~13
|crush=,js1~
|crush=js9~
|recv=
|recv=r40
|block=-23
|tot=53
|hit=-12c
|block=-23~-21
|hit=-12c~-10c
|notes={{Plainlist|
|notes={{Plainlist|
* {{FB}}
* Same as:
* Same as:
** (Late Jump).2
** (Late Jump).2
Line 541: Line 807:
|damage=15
|damage=15
|startup=i15
|startup=i15
|crush=,js1~
|crush=js9 cs8~
|recv=
|recv=r34 FC
|block=-20
|tot=49
|block=-15
|hit=+6
|hit=+6
|notes=
|notes=
Line 553: Line 820:
|damage=15
|damage=15
|startup=i9~10
|startup=i9~10
|crush=,js1~
|crush=js9~
|recv=
|recv=r28
|block=-10
|tot=38
|hit=+6
|block=-10~-9
|hit=+1~+2
|notes=
|notes=
}}
}}
Line 568: Line 836:
|input=WR.F
|input=WR.F
|target=m
|target=m
|damage=
|damage=30
|startup=
|startup=i8~20
|crush=pc
|crush=pc
|recv=
|recv=r30
|block=
|tot=50
|hit=
|block=+13g~+25g
|notes=From max distance
|hit=+3a (-6)
|notes={{Plainlist|
*From max distance
*{{BB}}}}
}}
}}
{{Move7
{{Move7
Line 581: Line 852:
|input=WR.OTG.F
|input=WR.OTG.F
|target=L
|target=L
|damage=
|damage=10
|startup=
|startup=i12
|crush=
|crush=
|recv=
|recv=r43
|block=
|tot=55
|hit=
|block=+6
|hit=+13a (+21)
|notes=Run at opponent from reasonable distance while they are downed
|notes=Run at opponent from reasonable distance while they are downed
}}
}}
Line 594: Line 866:
|input=WR.4
|input=WR.4
|target=L
|target=L
|damage=
|damage=17
|startup=
|startup=i14~30
|crush=
|crush=fs14~40
|recv=
|recv=r40 FUFA
|block=
|tot=70
|hit=
|block=-40~-24
|hit=+5~+21
|notes=From max distance
|notes=From max distance
}}
}}
Line 607: Line 880:
|input=WR.1+2
|input=WR.1+2
|target=M
|target=M
|damage=
|damage=24
|startup=
|startup=i18~36
|crush=
|crush=js20~34 fs35~69
|recv=
|recv=r41
|block=
|tot=77
|hit=
|block=+0g~+18g
|notes=From max distance
|hit=-14a (-23)
|notes={{Plainlist|
*From max distance
*{{BB}}}}
}}
}}


Line 626: Line 902:
|target=t
|target=t
|startup=i12~14
|startup=i12~14
|recv=
|recv=r25
|tot=
|tot=39
|block=
|block=
|hit=
|hit=
Line 639: Line 915:
|target=t
|target=t
|startup=i15~17
|startup=i15~17
|recv=
|recv=r33
|tot=
|tot=50
|block=
|block=
|hit=
|hit=
Line 654: Line 930:
|target=t
|target=t
|startup=i12~14
|startup=i12~14
|recv=
|recv=r25
|tot=39
|block=
|block=
|hit=
|hit=
Line 668: Line 945:
|target=t
|target=t
|startup=i15~17
|startup=i15~17
|recv=
|recv=r33
|tot=50
|block=
|block=
|hit=
|hit=
Line 707: Line 985:
|block=
|block=
|hit=
|hit=
|notes=
|notes=Unbreakable
}}
}}


Line 771: Line 1,049:
** inputs are reversed for tackle from behind}}
** inputs are reversed for tackle from behind}}
}}
}}
== BT ==
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{Move7
|id=Generic-BT.1_2_1+2
|name=Back Turned Jab
|input=BT.1_2_1+2
|target=h
|damage=15
|startup=i8
|crush=
|recv=r27
|tot=35
|block=-8
|hit=+3
|notes=
}}
{{Move7
|id=Generic-BT.3_4_3+4
|name=
|input=BT.3_4_3+4
|target=h
|damage=18
|startup=i10
|crush=
|recv=r27
|tot=37
|block=-8
|hit=+23a (+13)
|notes={{BB}}
}}
{{Move7
|id=Generic-BT.d+1_2_1+2
|name=
|input=BT.d+1_2_1+2
|target=s
|damage=18
|startup=i10
|crush=cs1~
|recv=r21 FC
|tot=31
|block=-2
|hit=+9
|notes=Alternate Input: BT.db+1_2_1+2 or BT.df+1_2_1+2
}}
{{Move7
|id=Generic-BT.d+3_4_3+4
|name=
|input=BT.d+3_4_3+4
|target=l
|damage=12
|startup=i10
|crush=cs1~
|recv=r27 FC
|tot=37
|block=-11
|hit=+3
|notes=Alternate Input: BT.db+3_4_3+4 or BT.df+3_4_3+4
}}
{{Move7
|id=Generic-BT.uf+3
|name=
|input=BT.uf+3
|target=m
|damage=25
|startup=i9
|crush=js2~24 fs25~27
|recv=r31
|tot=40
|block=-12
|hit=+19a (+9)
|notes={{Plainlist|
*It takes 8 frames to jump, so the attack is i17
*Alternate Input: ub+3, u+3}}
}}
{{Move7
|id=Generic-BT.ub+4
|name=
|input=BT.ub+4
|target=m
|damage=18
|startup=i9
|crush=js1~24 fs25~27
|recv=r31
|tot=40
|block=-12
|hit=-1
|notes=It takes 8 frames to jump, so the attack is i17
}}
{{Move7
|id=Generic-BT.u+4
|name=
|input=BT.u+4
|target=m
|damage=18
|startup=i9
|crush=js1~24 fs25~27
|recv=r31
|tot=40
|block=-12
|hit=+19a (+9)
|notes={{Plainlist|
*It takes 8 frames to jump, so the attack is i17
*{{BB}}}}
}}
{{Move7
|id=Generic-BT.uf+4
|name=Back Turned Hopkick
|input=BT.uf+4
|target=m
|damage=18
|startup=i9
|crush=js1~24 fs25~27
|recv=r31
|tot=40
|block=-12
|hit=+33a (+23)
|notes=It takes 8 frames to jump, so the attack is i17
}}
{{Move7
|id=Generic-BT.1+3
|name=
|input=BT.1+3
|target=t
|damage=35
|startup=i12~14
|crush=
|recv=r31
|tot=45
|block=
|hit=
|notes=Throw break 1 or 2
}}
{{Move7
|id=Generic-BT.2+4
|name=
|input=BT.2+4
|damage=35
|target=t
|startup=i12~14
|recv=r31
|tot=45
|block=
|hit=
|notes={{Plainlist|
* Throw break 1 or 2
* Side switch}}
}}
{{Navbox system}}

Latest revision as of 21:48, 29 January 2024

This page is for Tekken 7. For Tekken 8, see Generic movelist.

Generic moves have the same properties (aside from hitbox) for every character that has them. Some characters may have unique moves mapped to the same input, thus making generic ones inaccessible.

This list is incomplete. You can help by expanding it.

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
7
+1
+8
i10
t27 r17

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch jab

d+1

s
5
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f
  • hFC.1 is the same move with cs1~
Crouch Straight

d+2

s
8
-4
+7
i11
cs4~
t34 r23 FC
hFC.2 is the same move with cs1~
Crouch Spin Kick

d+3

L
12
-17
-3
i16
cs4~
t49 r33 FC
hFC.3 is the same move with cs1~
Crouch Shin Kick

d+4

l
7
-13
-2
i12
cs4~
t44 r32 FC
Remapped to d+3+4 for some characters

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jumping Knuckle

uf+1

m
12
-12
-1
i18
js9~31 fs32~34
t49 r31
Floor Break
  • Alternate input:
    • ub+1
    • u+1
Hook

uf+2

h
17
-12
+9g~10g
i15~16
t46 r30
Balcony Break
  • Alternate input:
    • ub+2
    • u+2

uf,n,1

m
12
-5
+6
i20
js9~30 fs31~33
t44 r24

uf,n,2

M
12
-15
-4c
i39
js9~30 fs31~33
t73 r34
Floor Break

uf,n,3

m
25
-16
+15a (+5)
i29
js9~30 fs31~33
t64 r35
Balcony Break
Delayed Hopkick

uf,n,4

m
25
-11~-9
+34a (+24a)
i23~25
js9~30 fs31~33
t53 r28

Crouch

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch jab

hFC.1

s
5
-5
+6
i10
cs1~
t34 r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f
Crouch Straight

hFC.2

s
8
-4
+7
i11
cs1~
t34 r23 FC
Crouch Spin Kick

hFC.3

L
12
-17
-3
i16
cs1~
t49 r33 FC
Crouch Shin Kick

hFC.4

l
10
-15
-4
i12
cs1~
t46 r34 FC

Downed

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

FUFT.3

L
10
-12
+5
i22
cs1~
t52 r30 FC
  • Grounded on frames 1~10
  • Different startup, but the same as:
    • FUFT.d+3:3
    • FUFT.f,3
    • FUFT.u>3

FUFT.4

m
18
-12
+5
+20a (+10a)
i22
cs1~12
t52 r30
  • Wall break on counter hit
  • Grounded on frames 1~12
  • Different startup, but the same as:
    • FUFT.d+3:4
    • FUFT.f,4
    • FUFT.u>4
Spring Kick

FUFT.3+4

m
20
-21~-10
+12a (+2a)
i19~30
fs1~11 js12~
t57 r27
Balcony Break
Spinning Spring Kick

FUFT.3+4

m
25
-27~-15
+4a (-6a)
i16~28
fs1~11 js12~
t40 r12 BT
Balcony Break
  • Armor King, Eddy, and King
Kip-up to Cross Chop

FUFT.3+4

m
20
+1a (-9a)
i48~58
fs1~46 js47~57 fs58~91
t97 r39
Balcony Break
  • Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu
Toe Kick (Light)

FUFT.d+3

L
4
-16
-3c
i13
fs1~10
r35
  • Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina
  • When it's said to be -3 on hit, this is with respect to the frame when the wake-up kicks can be done and when the attacker can guard. The cancel to while standing kicks can at the earliest be done at -11. Anything else can only be done starting at -18. Normally this doesn't matter because the back roll effectively resets to neutral anyway, but at the wall it's quite significant, as it means even if it hits it doesn't really get you up safely.
  • Can recover crouching on hit with D
Toe Kick (Medium)

FUFT.d+3

L
5
-18
-3c
i13
fs1~10
r37
  • Bob, Bryan, Claudio, Devil Jin, Dragunov, Eddy, Feng, Gigas, Heihachi, Hwoarang, Jin, Josie, Julia, Kazuya, Kunimitsu, Law, Lee, Lei, Leo, Lucky Chloe, Master Raven, Miguel, Negan, Paul, Shaheen, Steve, and Yoshimitsu
  • See FUFT.d+3 (Light)
  • Can recover crouching on hit with D
Toe Kick (Heavy)

FUFT.d+3

L
6
-20
-3c
i13
fs1~10
r39
  • Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis
  • See FUFT.d+3 (Light)
  • Can recover crouching on hit with D

FUFT.d+3:3

L
10
-12
+5
i14
cs1~
t44 r30 FC
  • 3 frame input window at the end of the roll
  • Different startup, but the same as:
    • FUFT.3
    • FUFT.f,3
    • FUFT.u>3

FUFT.d+3:4

m
18
-12
+5
+20a (+10a)
i14
t44 r30
  • Wall break on counter hit
  • 3 frame input window at the end of the roll
  • Different startup, but the same as:
    • FUFT.4
    • FUFT.f,4
    • FUFT.u>4

FUFT.f,3

L
10
-12
+5
i19
cs1~
t49 r30 FC
  • Can also be done in FDFA
  • Different startup, but the same as:
    • FUFT.3
    • FUFT.d+3:3
    • FUFT.u>3

FUFT.f,4

m
18
-12
+5
+20a (+10a)
i17
cs1~3
t47 r30
  • Can also be done in FDFA
  • Different startup, but the same as:
    • FUFT.4
    • FUFT.d+3:4
    • FUFT.u>4
Front Roll Cross Chop

FUFT.f,1+2

m
15
+2~+7
+2a (-8)
i19~24
fs1~18 js19~29 fs30~58
r43
Balcony Break

FUFT.u>3

L
10
-12
+5
i31
cs1~
t61 r30 FC
  • Different startup, but the same as:
    • FUFT.3
    • FUFT.d+3:3
    • FUFT.f,3

FUFT.u>4

m
18
-12
+5
+20a (+10a)
i31
t61 r30
  • Wall break on counter hit
  • Different startup, but the same as:
    • FUFT.4
    • FUFT.d+3:4
    • FUFT.f,4

FUFA.3

L
10
-13~-11
+4~+6
i19~21
cs1~
t50 r29 FC
Grounded on frames 1~3

FUFA.4

m
10
-14
+17a (+7a)
i18
cs1~3
t51 r33
Balcony Break
  • Grounded on frames 1~3

FUFA.f,3

L
10
-12~-11
+5~+6
i14~15
cs1~
t44 r29 FC
Can also be done in FDFT

FUFA.f,4

m
10
-15
-4
i11
cs1~3
t45 r34
  • Can also be done in FDFT
  • Wall break on counter hit or clean hit
  • Clean hit +16a (+6)
  • Clean hit 15 damage
  • Grounded on frames 1~3

FUFA.u>3

L
10
-10~-9
+21 (+11a)
i25~26
cs1~
t54 r28

FUFA.u>4

m
10
-15
+16a (+6a)
i15
t49 r34
Balcony Break

FDFT.3

L
7
-17
-3
i19
cs1~
t52 r33 FC
  • Clean hit +28a
  • Clean hit damage 10
  • Combo on counter hit not possible for many characters
  • Grounded on frames 1~5

FDFT.4

m
10
-14
-5
+17a (+7a)
i19
cs1~5
t52 r33
  • Clean hit +17a (+7a)
  • Wall break on counter or clean hit
  • Grounded on frames 1~5

FDFA.3

L
10
-20
+1c
i26
cs1~
t57 r36 FC
Grounded on frames 1~5

FDFA.4

m
10
-19
-10
+12a (+2a)
i26
cs1~5
t59 r38
  • Clean hit +12a (+2a)
  • Clean hit damage 15
  • Wall break on counter or clean hit
  • Grounded on frames 1~5

Jump

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

Jump.1

m
12
-9~-8
+2
i11~12
js9~
t39 r27
Floor Break

Jump.2

M
12
-23~-21
-12c~-10c
i11~13
js9~
t53 r40
Floor Break
  • Although in-game frame-data says i11~13, move always hits at the end of a jump
  • Same as:
    • (Late Jump).2
    • Landing.2

Jump.3

m
25
-20
-9
i15
js9~
t54 r39

Jump.4

m
20
-8~-7
+3~+4
i8~9
js9~
t35 r26

(Late Jump).1

m
15
-9
+2
i9
js9~
t37 r28
Floor Break

(Late Jump).2

M
12
-23~-21
-12c~-10c
i11~13
js9~
t53 r40
Floor Break
  • Same as:
    • Jump.2
    • Landing.2

(Late Jump).3

m
25
-19
i14
js9~
t52 r38

(Late Jump).4

m
25
-8~-7
+3~+4
i9~10
js9~
t36 r26

Landing.1

m
18
-9
+2
i7
js9~
t37 r30
Floor Break

Landing.2

M
12
-23~-21
-12c~-10c
i11~13
js9~
t53 r40
Floor Break
  • Same as:
    • (Late Jump).2
    • Landing.2

Landing.3

L
15
-15
+6
i15
js9 cs8~
t49 r34 FC

Landing.4

M
15
-10~-9
+1~+2
i9~10
js9~
t38 r28

WR

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Running Shoulder

WR.F

m
30
+13g~+25g
+3a (-6)
i8~20
pc
t50 r30
  • From max distance
Balcony Break
Running Trample/Stomp

WR.OTG.F

L
10
+6
+13a (+21)
i12
t55 r43
Run at opponent from reasonable distance while they are downed
Running Slide

WR.4

L
17
-40~-24
+5~+21
i14~30
fs14~40
t70 r40 FUFA
From max distance
Running Dive

WR.1+2

M
24
+0g~+18g
-14a (-23)
i18~36
js20~34 fs35~69
t77 r41
  • From max distance
Balcony Break

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1+3

t
35
i12~14
t39 r25
Throw break 1 or 2

f+1+3

t
35
i15~17
t50 r33
Homing
  • Same throw as 1+3

2+4

t
35
i12~14
t39 r25
  • Throw break 1 or 2
  • Side switch

f+2+4

t
35
i15~17
t50 r33
Homing
  • Same throw as 2+4

Left throw

t
Throw break 1

Right throw

t
Throw break 2

Back throw

t
Unbreakable

Tackle

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Ultimate Tackle

db+1+2

t
5
-5
+3d
i26
t59 r33
  • Alternate input:
    • FC.1+2
    • FC.db+1+2
  • Works on standing and crouching opponent
  • Throw break 2 in 4f window
    • Turns both players <90° counter clockwise and r BT on break
  • Reverse tackle with 1+2 in 2f window before takedown
  • Tackle moves available before recovery
  • Opponent recovers in FUFT
Running Tackle

WR.F

t
5
-5
-23d
i16
  • Before max distance
  • Same as Ultimate Tackle
Ultimate Punch

Tackle.2,1,2,1

5,​5,​5,​15
+0
+0d
  • Alternate input:
    • any combination of 1 and 2 up to four hits
    • only Tackle.2 is +5d on hit
  • Block:
    • only 1st and 4th hits can be blocked
    • 1 to defend left side (against right punch)
    • 2 to defend right side (against left punch)
    • inputs are reversed for tackle from behind

BT

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Back Turned Jab

BT.1_2_1+2

h
15
-8
+3
i8
t35 r27

BT.3_4_3+4

h
18
-8
+23a (+13)
i10
t37 r27
Balcony Break

BT.d+1_2_1+2

s
18
-2
+9
i10
cs1~
t31 r21 FC
Alternate Input: BT.db+1_2_1+2 or BT.df+1_2_1+2

BT.d+3_4_3+4

l
12
-11
+3
i10
cs1~
t37 r27 FC
Alternate Input: BT.db+3_4_3+4 or BT.df+3_4_3+4

BT.uf+3

m
25
-12
+19a (+9)
i9
js2~24 fs25~27
t40 r31
  • It takes 8 frames to jump, so the attack is i17
  • Alternate Input: ub+3, u+3

BT.ub+4

m
18
-12
-1
i9
js1~24 fs25~27
t40 r31
It takes 8 frames to jump, so the attack is i17

BT.u+4

m
18
-12
+19a (+9)
i9
js1~24 fs25~27
t40 r31
  • It takes 8 frames to jump, so the attack is i17
Balcony Break
Back Turned Hopkick

BT.uf+4

m
18
-12
+33a (+23)
i9
js1~24 fs25~27
t40 r31
It takes 8 frames to jump, so the attack is i17

BT.1+3

t
35
i12~14
t45 r31
Throw break 1 or 2

BT.2+4

t
35
i12~14
t45 r31
  • Throw break 1 or 2
  • Side switch