Generic movelist (Tekken 7): Difference between revisions

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== Tackle ==
== Tackle ==


{{MoveDataHeader|range=|tracksLeft=|tracksRight=}}
{{MoveData
{{MoveData
|id=Generic-Ultimate Tackle
|id=Generic-Ultimate Tackle

Revision as of 13:26, 12 August 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.

n

Name
Alt

Input

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

Template:Jab

d

Name
Alt

Input

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

Template:Crouch jab Template:Crouch straight Template:Crouch spin kick Template:Crouch shin kick

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
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

Template:Full crouch shin kick

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
    • r BT on break
    • Clockwise
  • 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
  • Works on standing and crouching opponent
  • Throw break 2 in 4f window
    • r BT on break
    • Clockwise
  • Tackle moves available before recovery
  • Opponent recovers in FUFT
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