Generic movelist (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
(migrate to from MoveData to Move7)
Line 6: Line 6:


{{Sticky|{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}}}
{{Sticky|{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}}}
{{Jab}}
{{Move7
|name=Jab
|id=Generic-1
|input=1
|target=h
|damage=7
|startup=i10
|recv=r17
|block=+1
|hit=+8
}}


== d ==
== d ==


{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{Crouch jab}}
{{Move7
{{Crouch straight}}
|id=Generic-d+1
{{Crouch spin kick}}
|name=Crouch jab
{{Crouch shin kick}}
|input=d+1
|target=s
|damage=5
|startup=i10
|crush=cs4~
|recv=r24 FC
|block=-5
|hit=+6
|notes={{Plainlist|
* Transition to r24 with f
* Transition input can be delayed 16f
* hFC.1 is the same move with cs1~}}
}}
{{Move7
|id=Generic-d+2
|name=Crouch Straight
|input=d+2
|target=s
|damage=8
|startup=i11
|crush=cs4~
|recv=r23 FC
|block=-4
|hit=+7
|notes=hFC.2 is the same move with cs1~
}}
{{Move7
|id=Generic-d+3
|name=Crouch Spin Kick
|input=d+3
|target=L
|damage=12
|startup=i16
|crush=cs4~
|recv=r FC
|block=-17
|hit=-3
|notes=hFC.3 is the same move with cs1~
}}
{{Move7
|id=Generic-d+4
|name=Crouch Shin Kick
|input=d+4
|target=l
|damage=7
|startup=i12
|crush=cs4~
|recv=r32 FC
|block=-13
|hit=-2
}}


== u ==
== u ==
Line 20: Line 80:
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{Jumping knuckle}}
{{Jumping knuckle}}
{{MoveData
{{Move7
|id=Generic-uf+2
|id=Generic-uf+2
|name=Hook
|name=Hook
Line 37: Line 97:
** u+2}}
** u+2}}
}}
}}
{{MoveData
{{Move7
|id=Generic-uf,n,1
|id=Generic-uf,n,1
|input=uf,n,1
|input=uf,n,1
Line 48: Line 108:
|hit=+6
|hit=+6
}}
}}
{{MoveData
{{Move7
|id=Generic-uf,n,2
|id=Generic-uf,n,2
|input=uf,n,2
|input=uf,n,2
Line 59: Line 119:
|hit=-4c
|hit=-4c
}}
}}
{{MoveData
{{Move7
|id=Generic-uf,n,3
|id=Generic-uf,n,3
|input=uf,n,3
|input=uf,n,3
Line 71: Line 131:
|notes={{BB}}
|notes={{BB}}
}}
}}
{{MoveData
{{Move7
|id=Generic-uf,n,4
|id=Generic-uf,n,4
|name=Delayed Hopkick
|name=Delayed Hopkick
Line 87: Line 147:


{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{Full crouch shin kick}}
{{Move7
|id=Generic-hFC.1
|name=Crouch jab
|input=hFC.1
|target=s
|damage=5
|startup=i10
|crush=cs1~
|recv=r24 FC
|block=-5
|hit=+6
|notes={{Plainlist|
* Transition to r24 with f
* Transition input can be delayed 16f}}
}}
{{Move7
|id=Generic-hFC.2
|name=Crouch Straight
|input=hFC.2
|target=s
|damage=8
|startup=i11
|crush=cs1~
|recv=r23 FC
|block=-4
|hit=+7
|notes=
}}
{{Move7
|id=Generic-hFC.3
|name=Crouch Spin Kick
|input=hFC.3
|target=L
|damage=12
|startup=i16
|crush=cs1~
|recv=r FC
|block=-17
|hit=-3
|notes=
}}
{{Move7
|id=Generic-hFC.4
|name=Crouch Shin Kick
|input=hFC.4
|target=l
|damage=10
|startup=i12
|crush=cs1~
|recv=r FC
|block=-15
|hit=-4
}}


== Downed ==
== Downed ==


{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveData
{{Move7
|id=Generic-FUFT.3
|id=Generic-FUFT.3
|input=FUFT.3
|input=FUFT.3
Line 105: Line 217:
|notes=Grounded on frames 1~10
|notes=Grounded on frames 1~10
}}
}}
{{MoveData
{{Move7
|id=Generic-FUFT.4
|id=Generic-FUFT.4
|input=FUFT.4
|input=FUFT.4
Line 120: Line 232:
* Grounded on frames 1~12}}
* Grounded on frames 1~12}}
}}
}}
{{MoveData
{{Move7
|id=Generic-FUFT.3+4
|id=Generic-FUFT.3+4
|input=FUFT.3+4
|input=FUFT.3+4
Line 132: Line 244:
|hit=+12a (+2a)
|hit=+12a (+2a)
}}
}}
{{MoveData
{{Move7
|id=Twist-FUFT.3+4
|id=Generic-FUFT.3+4 (Twist)
|input=FUFT.3+4
|input=FUFT.3+4
|name=Spinning Spring Kick
|name=Spinning Spring Kick
Line 145: Line 257:
|notes=Armor King, Eddy, and King
|notes=Armor King, Eddy, and King
}}
}}
{{MoveData
{{Move7
|id=Chop-FUFT.3+4
|id=Generic-FUFT.3+4 (Chop)
|input=FUFT.3+4
|input=FUFT.3+4
|name=Kip-up to Cross Chop
|name=Kip-up to Cross Chop
Line 158: Line 270:
|notes=Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu
|notes=Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu
}}
}}
{{MoveData
{{Move7
|id=FUFT.d+3-Light
|id=Generic-FUFT.d+3 (Light)
|name=Toe Kick (Light)
|name=Toe Kick (Light)
|input=FUFT.d+3
|input=FUFT.d+3
Line 171: Line 283:
|notes=Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina
|notes=Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina
}}
}}
{{MoveData
{{Move7
|id=FUFT.d+3-Medium
|id=Generic-FUFT.d+3 (Medium)
|name=Toe Kick (Medium)
|name=Toe Kick (Medium)
|input=FUFT.d+3
|input=FUFT.d+3
Line 184: Line 296:
|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=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
}}
}}
{{MoveData
{{Move7
|id=FUFT.d+3-Heavy
|id=Generic-FUFT.d+3 (Heavy)
|name=Toe Kick (Heavy)
|name=Toe Kick (Heavy)
|input=FUFT.d+3
|input=FUFT.d+3
Line 197: Line 309:
|notes=Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis
|notes=Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis
}}
}}
{{MoveData
{{Move7
|id=Generic-FUFA.3
|id=Generic-FUFA.3
|input=FUFA.3
|input=FUFA.3
Line 210: Line 322:
|notes=Grounded on frames 1~3
|notes=Grounded on frames 1~3
}}
}}
{{MoveData
{{Move7
|id=Generic-FUFA.4
|id=Generic-FUFA.4
|input=FUFA.4
|input=FUFA.4
Line 224: Line 336:
* Grounded on frames 1~3}}
* Grounded on frames 1~3}}
}}
}}
{{MoveData
{{Move7
|id=Generic-FDFT.3
|id=Generic-FDFT.3
|input=FDFT.3
|input=FDFT.3
Line 240: Line 352:
* Grounded on frames 1~5}}
* Grounded on frames 1~5}}
}}
}}
{{MoveData
{{Move7
|id=Generic-FDFT.4
|id=Generic-FDFT.4
|input=FDFT.4
|input=FDFT.4
Line 256: Line 368:
* Grounded on frames 1~5}}
* Grounded on frames 1~5}}
}}
}}
{{MoveData
{{Move7
|id=Generic-FDFA.3
|id=Generic-FDFA.3
|input=FDFA.3
|input=FDFA.3
Line 269: Line 381:
|notes=Grounded on frames 1~5
|notes=Grounded on frames 1~5
}}
}}
{{MoveData
{{Move7
|id=Generic-FDFA.4
|id=Generic-FDFA.4
|input=FDFA.4
|input=FDFA.4
Line 289: Line 401:


{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveData
{{Move7
|id=Generic-Jump.1
|id=Generic-Jump.1
|input=Jump.1
|input=Jump.1
Line 302: Line 414:
* {{FB}}}}
* {{FB}}}}
}}
}}
{{MoveData
{{Move7
|id=Generic-Jump.2
|id=Generic-Jump.2
|input=Jump.2
|input=Jump.2
Line 318: Line 430:
** Landing.2}}
** Landing.2}}
}}
}}
{{MoveData
{{Move7
|id=Generic-Jump.3
|id=Generic-Jump.3
|input=Jump.3
|input=Jump.3
Line 330: Line 442:
|notes=
|notes=
}}
}}
{{MoveData
{{Move7
|id=Generic-Jump.4
|id=Generic-Jump.4
|input=Jump.4
|input=Jump.4
Line 342: Line 454:
|notes=
|notes=
}}
}}
{{MoveData
{{Move7
|id=Generic-(Late Jump).1
|id=Generic-(Late Jump).1
|input=(Late Jump).1
|input=(Late Jump).1
Line 355: Line 467:
* {{FB}}}}
* {{FB}}}}
}}
}}
{{MoveData
{{Move7
|id=Generic-(Late Jump).2
|id=Generic-(Late Jump).2
|input=(Late Jump).2
|input=(Late Jump).2
Line 370: Line 482:
** Landing.2}}
** Landing.2}}
}}
}}
{{MoveData
{{Move7
|id=Generic-(Late Jump).3
|id=Generic-(Late Jump).3
|input=(Late Jump).3
|input=(Late Jump).3
Line 382: Line 494:
|notes=
|notes=
}}
}}
{{MoveData
{{Move7
|id=Generic-(Late Jump).4
|id=Generic-(Late Jump).4
|input=(Late Jump).4
|input=(Late Jump).4
Line 394: Line 506:
|notes=
|notes=
}}
}}
{{MoveData
{{Move7
|id=Generic-Landing.1
|id=Generic-Landing.1
|input=Landing.1
|input=Landing.1
Line 407: Line 519:
* {{FB}}}}
* {{FB}}}}
}}
}}
{{MoveData
{{Move7
|id=Generic-Landing.2
|id=Generic-Landing.2
|input=Landing.2
|input=Landing.2
Line 422: Line 534:
** Landing.2}}
** Landing.2}}
}}
}}
{{MoveData
{{Move7
|id=Generic-Landing.3
|id=Generic-Landing.3
|input=Landing.3
|input=Landing.3
Line 434: Line 546:
|notes=
|notes=
}}
}}
{{MoveData
{{Move7
|id=Generic-Landing.4
|id=Generic-Landing.4
|input=Landing.4
|input=Landing.4
Line 450: Line 562:


{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveData
{{Move7
|id=Generic-Running Shoulder
|id=Generic-WR.F
|name=Running Shoulder
|name=Running Shoulder
|input=WR.F
|input=WR.F
Line 463: Line 575:
|notes=From max distance
|notes=From max distance
}}
}}
{{MoveData
{{Move7
|id=Generic-WR.OTG.F
|id=Generic-WR.OTG.F
|name=Running Trample/Stomp
|name=Running Trample/Stomp
Line 476: Line 588:
|notes=Run at opponent from reasonable distance while they are downed
|notes=Run at opponent from reasonable distance while they are downed
}}
}}
{{MoveData
{{Move7
|id=Generic-WR.4
|id=Generic-WR.4
|name=Running Slide
|name=Running Slide
Line 489: Line 601:
|notes=From max distance
|notes=From max distance
}}
}}
{{MoveData
{{Move7
|id=Generic-WR.1+2
|id=Generic-WR.1+2
|name=Running Dive
|name=Running Dive
Line 506: Line 618:


{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveData
{{Move7
|id=Generic-1+3
|id=Generic-1+3
|name=
|name=
Line 519: Line 631:
|notes=Throw break 1 or 2
|notes=Throw break 1 or 2
}}
}}
{{MoveData
{{Move7
|id=Generic-f+1+3
|id=Generic-f+1+3
|name=
|name=
Line 534: Line 646:
* Same throw as 1+3}}
* Same throw as 1+3}}
}}
}}
{{MoveData
{{Move7
|id=Generic-2+4
|id=Generic-2+4
|name=
|name=
Line 548: Line 660:
* Side switch}}
* Side switch}}
}}
}}
{{MoveData
{{Move7
|id=Generic-f+2+4
|id=Generic-f+2+4
|name=
|name=
Line 562: Line 674:
* Same throw as 2+4}}
* Same throw as 2+4}}
}}
}}
{{MoveData
{{Move7
|id=Generic-Left throw
|id=Generic-Left throw
|name=
|name=
Line 572: Line 684:
|notes=Throw break 1
|notes=Throw break 1
}}
}}
{{MoveData
{{Move7
|id=Generic-Right throw
|id=Generic-Right throw
|name=
|name=
Line 584: Line 696:
|notes=Throw break 2
|notes=Throw break 2
}}
}}
{{MoveData
{{Move7
|id=Generic-Back throw
|id=Generic-Back throw
|name=
|name=
Line 600: Line 712:


{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveData
{{Move7
|id=Generic-Ultimate Tackle
|id=Generic-Ultimate Tackle
|name=Ultimate Tackle
|name=Ultimate Tackle
Line 622: Line 734:
* Opponent recovers in FUFT}}
* Opponent recovers in FUFT}}
}}
}}
{{MoveData
{{Move7
|id=Generic-Running Tackle
|id=Generic-Running Tackle
|name=Running Tackle
|name=Running Tackle
Line 637: Line 749:
* Same as Ultimate Tackle}}
* Same as Ultimate Tackle}}
}}
}}
{{MoveData
{{Move7
|id=Generic-Ultimate Punch
|id=Generic-Ultimate Punch
|name=Ultimate Punch
|name=Ultimate Punch

Revision as of 14:23, 17 September 2023

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
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~
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~
r23 FC
hFC.2 is the same move with cs1~
Crouch Spin Kick

d+3

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

d+4

l
7
-13
-2
i12
cs4~
r32 FC

u

Name
Alt

Input

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

Template:Jumping knuckle

Hook

uf+2

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

uf,n,1

m
12
-5
+6
i20
js9~

uf,n,2

M
12
-15
-4c
i39
js9~

uf,n,3

m
25
-16
+15a (+5)
i29
js9~
Balcony Break
Delayed Hopkick

uf,n,4

m
25
-11
+34a (+24a)
i23~25
js9~
r27

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~
r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f
Crouch Straight

hFC.2

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

hFC.3

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

hFC.4

l
10
-15
-4
i12
cs1~
r 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~
r30 FC
Grounded on frames 1~10

FUFT.4

m
20
-12
+5
+20a (+10a)
i22
cs1~12
r30
  • Wall break on counter hit
  • Grounded on frames 1~12
Spring Kick

FUFT.3+4

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

FUFT.3+4

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

FUFT.3+4

m
20
+1a (-9a)
i48~58
fs1~
r39
Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu
Toe Kick (Light)

FUFT.d+3

L
4
-16
-3c[1]
i13
fs1~10
r35
Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina
Toe Kick (Medium)

FUFT.d+3

L
5
-18
-3c[1]
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
Toe Kick (Heavy)

FUFT.d+3

L
6
-20
-3c[1]
i13
fs1~10
r39
Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis

FUFA.3

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

FUFA.4

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

FDFT.3

L
7
-17
-3
i19
cs1~
r33 FC
  • Clean hit +28a
  • 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
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~
r36 FC
Grounded on frames 1~5

FDFA.4

m
10
-19
-10
+12a (+2a)
i26
cs1~5
r38
  • Clean hit +12a (+2a)
  • 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
+2
i11~12
,js1~
Floor Break

Jump.2

M
12
-23
-12c
i11~13
,js1~
  • 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
,js1~

Jump.4

m
25
-8
+3
i8~9
,js1~

(Late Jump).1

m
15
-9
+2
i9
,js1~
Floor Break

(Late Jump).2

M
12
-23
-12c
i11~13
,js1~
  • Same as:
    • Jump.2
    • Landing.2

(Late Jump).3

m
25
-19
i14
,js1~

(Late Jump).4

m
25
-8
+3
i9~10
,js1~

Landing.1

m
18
-9
+2
i7
,js1~
Floor Break

Landing.2

M
12
-23
-12c
i11~13
,js1~
  • Same as:
    • (Late Jump).2
    • Landing.2

Landing.3

L
15
-20
+6
i15
,js1~

Landing.4

M
15
-10
+6
i9~10
,js1~

WR

Name
Alt

Input

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

WR.F

m
pc
From max distance
Running Trample/Stomp

WR.OTG.F

L
Run at opponent from reasonable distance while they are downed
Running Slide

WR.4

L
From max distance
Running Dive

WR.1+2

M
From max distance

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
Throw break 1 or 2

f+1+3

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

2+4

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

f+2+4

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

Left throw

t
Throw break 1

Right throw

t
Throw break 2

Back throw

t

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
  1. 1.0 1.1 1.2 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.