User:Kalki/analyzing-moves-and-strings

From Wavu Wiki, the 🌊 wavy Tekken wiki

On Analyzing Moves and Strings[1]

@oh_no_valerie

Glossary

Frame data courtesy of RBNorway


This guide is for helping beginner to intermediate players understand the properties and uses of moves and strings both for their own character and when faced with something unfamiliar.

At first, a character’s movelist might seem daunting; both from the perspective of someone trying to learn their favourite character and also trying to figure out how to deal with their worst matchup. More often than not the commonly used tools will follow some kind of common rules and archetypes, however Tekken is uninterested in communicating those to the player and requires a lot of playtime for intuition to be built.

If you’ve ever faced an opponent that overused a move you couldn’t deal with, this guide is for you. Hopefully this guide can cut down on the trial and error required to understand Tekken’s internal logic and rules.

The Rules

In order to know how to counter a strategy or a move/string, you need to be able to identify what you’re actually being hit by and what is happening. While the guide will go into more detail on identifying unfamiliar situations, here are some basic guidelines.

Every move or string has at least one weakness.

Tekken is a game that can have moves and strings that at a first glance seem quite powerful, but are always paired with some kind of flaw. Knowing how to use your knowledge of those flaws to turn the tide of a match is crucial. A lot of moves balance out their glaring weaknesses in ways that make them seem overpowered, so if a move’s safety or reward looks too good to be true, you know you have something to look for.

The more defensive options it covers and the more reward, the more weaknesses it has.

Your basic defensive options in this game are backdashing, sidestepping, ducking and counterpoking. Moves can deal with those by respectively having long reach/forward momentum, tracking/homing properties, being a mid, having a small enough gap left in between moves. When analyzing individual moves, you can think of their strengths and weaknesses as a sort of point system, where weaknesses add points and strengths consume those points. You want to put 10 points into frame advantage and range, you have to also take 10 points worth of weaknesses in the form of linearity and long startup. Individual moves will either cover a lot of options with high risk or low reward, or will cover only a couple of options well that leaves them vulnerable to other defensive options. Strings are often strong in that they can shut down some defensive options on account of being a barrage of attacks with usually small gaps in between. This automatically means they will carry more risk in a more obvious way, by containing telegraphed lows or highs or by being unsafe.

Risk/Reward is generally skewed in favor of the attacker

This is a result of defensive mechanics being quite strong, as even simply backdashing can nullify a lot of careless offense. A thing to note as well is that gaining momentum is in itself a very strong reward in this game. This is why as a rule of thumb, getting your move blocked will give your opponent less reward than if you had hit. You can see this in most staple launchers, hopkicks, etc, which are themselves not launch punishable.

However let’s talk about the exceptions and why they are there:

  • Strings often don’t follow this rule if they carry a lot of threat through mixup or counterhit properties, needing higher risk to compensate. It’s also a measure taken by the developers to speed up the pace of the game, making faster interactions more optimal than slower ones.
  • Defensive moves that shift momentum heavily and/or give high damage as a reward will often have disproportionately high risk.
  • Lows will often have seemingly very high risk for their reward. This is because reward for lows mostly comes in the form of momentum and not damage. Being able to steal or enforce a turn on a defensive player is valued quite high in this game. Lows that act as chip damage will almost universally be lightly punishable.

Strong moves are accompanied by sound cues

Pay attention to audio cues as they can help identify what your opponent is doing or just did. The Mishimas’ infamous Dorya for instance can only be heard if they do an electric. This helps you realize earlier what the situation is when you block, or that you now have a good opportunity to punish if they whiff.[2]

Strength and weakness is contextual within the characters

A character might have some moves that all things considered are very powerful. This usually means the character overall will be weak in some other area. You can think of it in more or less the same kind of point system I mentioned when talking about strings. They might have good pressure and whiff punish tools, but have to trade that off with mediocre lows and block punishment. Having that kind of surface level knowledge about a character will not only explain why their tools are the way they are, but also help you figure out what kind of situations you should be trying to create in a real match to put yourself in an advantage.

Super Amazing Important Tips

Just Backdash Bro

Backdashing is almost always better than walking backwards. You move backwards quickly and can create space to reset the momentum and bait for whiff punishes. You can even block during the backdash or cancel it into any moves, just like when you’re walking backwards. This is the safest defensive tool you can use, so use it a lot.

While backdashing on defense, it’s a great opportunity to look really hard at what your opponent is doing so you can deal with it better later.

Mental frame advantage > Actual frame advantage

AKA: Don’t finish your strings every single time.

Momentum is so powerful in this game where even the threat of losing it will affect a player’s decision making heavily. In an actual match this is the principle a lot of strings operate on, despite any apparent weaknesses. The risk of you finishing your string, no matter how unsafe, is a risk the opponent has to contend with if they want to take back control of the match. Not finishing your strings will make the opponent lock up while waiting for the last hit so they can punish, giving you an opportunity to continue your offense. This also applies to something like doing a down jab or a power crush after a safe move. Be unpredictable, take risks at least once so your opponent knows that that is now forever a looming threat. Causing your opponent to lock up when they could have been taking advantage of a situation is referred to as mental frame advantage. Your launch punishable move might as well have been +9 if your opponent does nothing about it. Often the safe response to this whole thing is to try to create space and reset the situation, this makes it so that the attacker has to take extra risks and commit further to resume their offense.

Strengths and Weaknesses of Individual Moves

To understand what you’re up against, you need to have a rough idea of what its strengths and weaknesses could be. There’s some traits that count as both, and some strengths are almost always accompanied by specific weaknesses. This won’t include situational strengths like wallbouncing, floating, etc. This mostly focuses on neutral situations and combines a bunch of stuff into the mid/high reward on hit/counterhit categories. Below is a list just for reference. It’s probably not complete and also don’t try to memorize it.

Strengths

+4 on block/hit
Makes it riskier for the opponent to sidestep and deters any of their attempts to interrupt your offense by ensuring uninterruptible mid followups.
+2 to +4 on block/hit
Ensures uninterruptible fast mid followups, though often leaving the possibility of them being sidestepped.
-4 to 0 on block/hit
Puts you in a position where you can use sidestep defensively as a response to your opponent retaliating with a fast move.
Safe
The opponent has no guaranteed way to deal damage to you after blocking the move.
Low
The only way to deal damage to an opponent that is blocking standing.
Mid
Can’t be escaped by ducking.
Fast
The move has a small amount of startup frames, making it more difficult to interrupt.
Homing
Can’t be escaped by sidestepping to either side, with any timing. Fully re-orients your character to the opponent.
Tracking to a specific side
Can’t be escaped by sidestepping to that side. More valuable if it tracks to the character’s weak side.
Mid/High reward on hit
Reward can come in many ways, be it significant frame advantage, positioning, damage, etc.
Mid/High reward on counterhit
Same as above but only when it interrupts an opponent’s move.
Leaves opponent crouching
Overall strength, though sometimes matchup specific. It limits your opponents options by preventing them from sidestepping towards the foreground, and aso limiting the moves they have access to.
Leaves you crouching
Sometimes a benefit for characters with strong moves from a full crouch position. Often sets up for decent reward mixup.
Affects character orientation (e.g. forces backturn)
Heavily limits the opponent’s options as they can’t block with their back turned towards you. Can allow for strings to combo when they otherwise wouldn’t.
Knockdown
Gives you advantage in either positioning when it pushes the opponent far away and closer to the wall, or okizeme when they are knocked down close to your character.
Power crush
Can absorb an infinite amount of mid and high attacks without being interrupted, allowing you to get out of disadvantageous situations.
Evasive Properties
Entirely due to the animation, can sometimes avoid certain moves.
High crush
Often confused with Evasive Properties, this is a flag in the game that makes the move unable to be interrupted by High attacks. In the frame data display, it occurs when the character state is “Crouching”.
Low crush/airborne
Same as above, though marked as “Airborne” and avoiding Low attacks instead. Has the added benefit where if you get hit by a move while airborne the resulting combo will do less damage than if you had been launched. The resulting combo is widely known as a float punish.
Hits grounded
Hits your opponent while they are on the ground, forcing them to make a decision about whether to get up. Some characters have this tool that also acts as a counterhit launcher, making it automatically deal with cases where the opponent either stays on the ground (regular damage) or tries to do a wakeup kick (opponent gets launched).
High range
Can be used as a keepout move or a long range punish. Also good at hitting the opponent while they’re trying to create space with backdashes.
Unblockable
Can hit the opponent even if they’re blocking correctly.
Fast recovery
On whiff, leaves less of a window for the opponent to punish.

Weaknesses

Stagger punishable on block
The entire cast can hit you with their biggest damage launcher.
-18 on block
Launch punishable by the entire cast from standing or crouching.
-15 on block
Launch punishable by most of the cast from standing or crouching.
-14 on block
Launch punishable by some of the cast from standing or crouching, medium reward punish from the rest
-13 on block
Launch punishable by some of the cast from crouching, medium reward from rest
Theoretically launch punishable by standing Kazuya.
-10 to -12 on block
Small to medium reward punish.
-5 to -9 on block
While technically safe, you lose all of your momentum and the opponent can start their offense.
- on hit
Can’t reliably continue offense even if you do manage to hit the opponent.
Low
Always risky as even in the few cases where the low is not punishable, the opponent can still low parry.
High
The opponent can duck to make it whiff completely, and often punish with a ws launcher.
Slow
Can be interrupted, or otherwise difficult to catch movement with.
Linear
The opponent can sidestep to either side to make the move whiff, giving them the opportunity to whiff punish depending on the move’s recovery.
Tracking to a specific side
Same as above, but only to a specific side. Less of a weakness if it tracks to the character’s weak side, as the opponent is more likely to sidestep in that direction.
Low reward on hit
Low damage or insignificant frame advantage on hit.
Leaves opponent crouching
Matchup-specific weakness. Some characters can launch punish with i13 or i14 moves from crouch, way earlier than the standard i15 from standing.
Leaves you crouching
Limits your options, though character dependent. Less of a weakness if your character has strong moves from crouching.
Slow recovery
On whiff, leaves a large window for the opponent to punish.
Requires clean hit
Some attacks require a clean hit for their full effectiveness. They will otherwise either lower their reward or increase their risk.
High Execution Requirements
Some attacks have their strengths offset by how difficult they are to execute. Execution requirements are often contextual, as for instance it’s much easier to do an EWGF in neutral than timing an EWGF as a 13-15 frame punish.

Common Strength/Weakness Pairings

An individual move with a specific strength can have multiple weaknesses. Ordered roughly by how common they are. If an individual hit has multiple strengths, the common weaknesses they’re usually paired with are much more likely to appear.

+4 on block
Slow
Linear
High
+1 to +4 on block
High
Linear
-4 to 0 on block
Tracking to a specific side
High
Linear
Safe
High
Low
Low
Slow
Stagger punishable or Low reward on hit
- on hit
Fast
Linear
High
Low reward on hit
Punishable
Homing
-6 to -9 on block
High
Low reward on hit
Leaves opponent crouching
-13 on block
Linear
Slow
Power Crush
High and Safe
Mid and Punishable
Low crush/Airborne
Punishable
Slow
Linear
High
High Crush
Leaves you crouching
- on hit
-13 up to Stagger Punishable
Unblockable
Slow
High
Linear

How to tell what’s what

Here are some common tells for identifying some properties. Not all moves will exhibit these but it’s a good rule of thumb.

+4 on block
Your character will do a long half-crouching reeling back animation.
Leaves the opponent crouching
Distinctive animation similar to the one above, but crouching lower to the ground.
High
Will generally aim for your character’s upper stomach and above.
Claudio has some of the more mid-looking highs in the game, lab him.
Mid
Will generally aim between your lower chest and your knees.
Low
Will generally aim below your knees
Feng has a nasty exception with his qcf1 that is a low elbow.
Homing
White spark particles will follow the relevant limb for the attack.
These will also usually be mostly horizontal arcing motions.
Power Crush
Gray wispy smoke particles will follow the whole character
Low Crush
The character’s feet will leave the ground.
High Crush
The character will appear to duck during their attack.
Unblockable
Particle effects will surround the character. Color and texture will depend per character.
Stagger Punishable on Block
Often horizontally arcing lows that completely stop their movement when blocked.
Linear
Often a straight (think jabs) or completely vertical motion.
Tracking to a specific side
Often, a left punch/kick will track to its character’s left, and a right punch/kick will track to its character’s right.
Doesn’t look linear, but also doesn’t extend to its opposite side.

Common moves and their properties

Tekken has some strong basic tools shared among its cast that make up the foundation of its poking game. These will overall be strong and versatile within the system of the game and serve as a base reference point when picking up a new character. Common variations within the standards will be listed, along with examples of with notable exceptions.

Note: Some concepts are described with their most common input across characters. There will almost always be a character that either doesn’t have that tool, or has that tool on a different input.

Notation for move properties is (startup/advantage on block/hit/counterhit) Abbreviations in notations: http://www.tekkenzaibatsu.com/legend.php

Jabs

Jabs are with some exceptions the fastest moves a character will have available. Universally highs, almost always +1 on block and near +8 on hit. Their overall quick duration allows them to be safe pokes that can start your offense.

  • +1 on block
  • +4 on hit
  • 10 frame startup
  • Quick recovery
  • High

Standard Variation

Amount of forward movement
  • A forward moving jab is harder to avoid by backdashing
  • [+Kazumi] [-Xiaoyu]
Height
  • A lower hitting jab will hit low profile moves without crush properties
  • [+Kazumi]

Exceptions

Some larger characters have no 10f jab. They will have a riskier and higher reward option for punishing at 10 frames.

Jack-7 uses 2 (i11/+1/+9/+9) as his jab substitute and f2 (i10/-12/+5/KND) as his 10f punish. This is to balance his keepaway oriented playstyle.

Ganryu uses 1 (i12/+3/+9/+11) as a jab and b1+2 (i10/-13/KND/KND) as his 10f punish. Can build and keep up momentum in close range but has to take risks to take it back when he loses it.

Down/Forward 1 (df1)

Named after the most common input for this type of move. Often looking like a gut punch, fast mid pokes that form the backbone of most characters’ poking game. On hit, they have enough frame advantage to make other key mids uninterruptible, and on block they are close enough to neutral to maintain your defensive options. Their strength lies in the fact that to interrupt you after the frame disadvantage of a blocked df1, your opponent needs to use fast moves that are high and/or linear. Every blocked df1 is essentially a small mindgame for momentum.

  • Mid
  • -4 to 0 on block
  • 13 to 14 frame startup
  • Tracks to a specific side
  • Quick recovery

Standard Variation

Followups
Further deter the opponent’s attempts to interrupt with the threat of a counterhit followup.
These are often worse on block by themselves, making it a tiny bit harder to avoid slower moves that could catch defensive options.
With followups, a df1 is usually -3 to -4, while without it’s ~0 to -1.
Notable exceptions are Leo (i13/-1/+7/+7) and Leroy Smith (i13/-1/+5/+5)
[Kazumi, Claudio, Alisa, Dragunov]
Forward movement
Often, a good safe way to avoid the df1 mindgame is to just backdash. Some characters however have df1s that through their forward movement can chase down backdashes.
Chases down >4 consecutive backdashes : [Kazumi, Katarina]
Chases down >1 consecutive backdashes: [Bob, Chloe, Lili]
Whiffs after 1 backdash: [Asuka, Claudio, Jin, Dragunov, Most characters]
Startup
Some characters have 14f df1s. Often as a balance measure for something else.
[King, Master Raven, Paul]
Evasion
Some characters have evasive df1 type moves that have evasive properties but are more risky on block.
Ling df1(i14/-4/+7/+7) and Master Raven db2 (i13/-4/+5/+5) are fast evasive mids that leave them into backturn. With the frame advantage on hit they have a lot of room to start their backturn offense. On block their options are often more limited and they have to take more risks.

Exceptions

Some characters have significantly different frame data on their df1s as a way to balance out their (usually more defense oriented) character design. Their alternatives will usually be slower, way worse on block and have them rely a bit more on followups.

Kazuya’s df1 (i15/-7/+9/+9) is too slow and too negative on block to fill the role of a generic df1. Has a mid-high risk/mid reward mixup with the followups and is used as a combo tool or as filler for the opponent’s mental stack.

Bryan’s df1 (i15/-5/+1/+1) might look like a generic df1 but its use is completely different due to its speed and frame data. Bryan’s closest thing to a df1 in speed and utility is actually his df2(i13/-6/+5/+5), which due to its frame data has to rely on a risky mid/high mixup to have the same effect.

Josie’s df1 acts as a starter for her string based mixups. She is designed as a character with very capable defensive options, that needs space to begin her offense.

Some characters have df1s on different inputs. Might be confusing at first.

  • Claudio uses b3 (i13/-4/+7/+7).
  • Julia uses ff1 (i11/-2/+4/7). While technically i11, the input will have the startup commonly vary between i13 and i15 from neutral.

Down/Forward 2 (df2)

Named after the most common input for this type of move. Generally some kind of uppercut motion, this is often the fastest standing launcher available to a character and the go-to punish for moves that are -15 or more unsafe on block. Mid 15 to 16 frame startup Launcher -7 to -9 on block or Launches crouching opponents -12 to -14 on block or Doesn’t launch crouching opponents

Standard Variation

Launch conditions
  • A df2 will either be unsafe or be able to launch crouching opponents on a normal hit. Usually crouching opponents will be launched on counterhit regardless.
  • Examples of a safe df2: Paul, Alisa, Law
  • Examples of a df2 that launches crouching: Dragunov, Zafina
  • A notable exception is Leo, whose df2(i15/-13/Launch/Launch) doesn’t launch crouching.
  • Safe df2s when hitting a crouching opponent can be between +4[Shaheen] and -4?[Leo]
Frame Advantage
  • Usually -12 to -13, meaning you won’t get punished too much [Dragunov, Zafina]
  • At -14 some characters can launch punish. [Jack-7, Negan]
  • Some df2s only launch after a string followup, and they tend to be at least -15 on block [Miguel, Leroy Smith]

Exceptions

Some df2s only launch on counterhit, regardless of standing or crouching Jin/Devil Jin df2 (i15/-7/+4/Launch) There’s a fair few characters that lack this kind of tool, relying more on hopkicks or other alternatives. [Kazuya, Bryan, Bob, Steve, Eddy]

Magic 4

The magic 4 (or just 4) is a fast defensive interrupt tool. Being almost as fast as a jab but with very high reward on counterhit, it’s useful when the opponent’s counterpokes are just barely not guaranteed. Despite it being a high, it’s overall quite fast and can track to its side, making it a little more difficult to punish.

  • (+)High
  • 11 to 13 frame startup
  • Counterhit launcher
  • (-)High
  • -7 to -9 on block

Standard Variation

Commitment
Some magic 4s require the character to complete a string in order to combo further, despite the first hit acting as a launcher. These strings are usually filled with highs, so the opponent can more easily punish the magic 4 on reaction after ducking.
[Shaheen, Master Raven, Bryan]
Range
Some characters have a surprising amount of horizontal reach with their magic 4s allowing them to be used as keepaway tools. : Conversely, some characters have poor range magic 4s, limiting their defensive use.
[Law, Katarina][Kazuya]
Safety
Some characters have unsafe magic 4s to make them riskier
Julia’s magic 4 (i11/-12/-4/JG) is unsafe on its own and its string followup 4,4 (i11/-16/-2/-2) is a risky low that can be parried on reaction.

Exceptions

Reward
Some moves that look like magic 4s don’t actually counterhit launch, but act as starters for strings that usually only connect on counterhit.

[Negan, Noctis, Leroy, Lili]

The homing magic 4.
There is a common variation of magic 4s that is more versatile, but worse off as a defensive counterhit tool. These are usually slower, but they have homing properties and can still launch on counterhit. Alisa 4 (i13/-5/KND/S!) and Jin 4 (i13/-9/+16kg/Launch) are the most prominent examples.

Some characters don’t have anything resembling a magic 4. [Lucky Chloe, Gigas]

Some characters have the equivalent of a magic 4 on a different input

  • Leroy uses b1 (i11/-6/+6/throw) exactly like he would a magic 4, despite it being commonly compared to Feng’s b1 (i10/-10/+1/KND).
  • Miguel’s b1 (i11/-9/+2/CS) fits the archetype of a magic 4 perfectly, however with a much smaller range. Despite that, he also has a magic 4 (i12/-9/+5/Launch) albeit a frame slower than usual.

Down 1 (d1)

A very common so called panic move. It’s essentially a fc1 but done from standing, therefore without having to wait for the mandatory 5 frames of crouching transition. Due to its fast speed and high crush properties from frame 1 it can avoid and often safely interrupt the opponent’s offense. Often, a d2 serves exactly the same purpose, but is one frame slower.

  • 10 frame startup
  • High Crush
  • Safe
  • +5 to +7 on hit
  • Special Mid
  • Special Mid
  • Low Parriable
  • Low Crushable
  • Linear

Standard Variation

Reward
Some characters have d1s that act as counterhit string starters.
Law d2,3 (i11/-15/Launch/Launch) is a full launcher that can connect if d2 lands as a counterhit.

Exceptions

Availability
Some characters have unique standing moves mapped to db1,d1,df1, and can therefore normally not perform a d1 from standing
Ling needs to use d2 (i11/-4/+7/+7)
Yoshimitsu and Noctis don’t have access to this tool at all, due to all of the possible inputs for a d1 or a d2 being occupied by other unique standing moves.

Hopkick

Often competing with df2s in the role of a character’s staple launcher, with the added benefits of leaving the character airborne and therefore low crushing.

  • 15 to 16 frame startup
  • Launcher
  • Low Crush
  • -13 or worse on block
  • Linear

Standard Variation

Safety options
Some hopkicks have followups that make them safer, but limit their reward on hit by preventing the regular combo followups and are usually interruptible.
Julia uf4,3,1 (i15/-6/KND/KND)
Evasiveness
Some hopkicks are notoriously more evasive than others.
Claudio uf4(i15/-13/Launch/Launch) has a few frames at the beginning where he lowers his hitbox enough to go through most highs and some mids.

Exceptions

Availability
Some characters don’t have a hopkick
[Kazuya, Steve, Bryan, Jack-7]

The 12 Frame Mid

12 frame mids are very valuable for interrupting close range offense and stance transitions or as fast ranged pokes. Reward in most cases ranges from decent frame advantage to a wallbounce at best to offset the quick speed. There’s a few different archetypes that for the most part follow similar rules.

  • 12 frame startup
  • Mid
  • Linear
  • Varying Properties Discussed Below

Standard Variation

df4.
Good Range
Acts as either a fast mid interrupt or a long range poke. Virtually no reward, but decent + frames on hit.
Alisa df4(i12/-7/+4/+4), Jack-7 df4(i12/-4/+7/+7), Asuka df4(i12/-9/+2/+2)
Shoulder
Good Range
Knockdown on Hit
Large Vertical Hitbox
Launch Punishable on Block
Hard-hitting 12 frame punish. Knockdown and heavy knockback on hit, plus evasive properties against jabs for some characters.
Paul d1+2(i12/-16/KND/KND), Xiaoyu f1+2(i12/-16/KND/KND)
Demon Breath
Knockdown on Hit
-12 to -14 on block
Less hard-hitting than the shoulder but less unsafe as a tradeoff.
Heihachi 1+2(i12/-12/KND/KND), Kazuya 1+2(i12/-14/KND/KND)

Exceptions

Leroy Smith has the dubious honor of having a safe i12 mid counterhit launcher in his b1+2(i12/-9/+2/KND)

Homing Moves

Can’t be escaped by sidestepping to either side, with any timing. Fully re-orients your character to the opponent. They are crucial in deterring defensive movement from your opponent, though they also carry risks due to their weaknesses.

  • Fast or Mid or + on block
  • Slow
  • High
  • -5 to -9 on block

Standard Variation

Will either have a fast startup, hit mid, or leave you at a frame advantage.

  • Fast: Alisa 4 (i13/-5/KND/S!) , Jin 4 (i13/-9/+16kg/Launch)
  • Mid: Kazumi b2 (i15/-9/+4/+4), Alisa b3 (i20/-8/KND/KND)
  • Frame Advantage: Ling f4 (i19/+1/KND/KND), Julia b4 (i18/+1/KND/KND)

Exceptions

None. Everyone has at least one homing move.

Power Crushes

Can essentially absorb mid and high attacks. The power crush property usually takes a few frames to start up and isn’t instant. Any low that hits will take you out of the power crush and connect as a counterhit.

  • Safe or Mid
  • High or Unsafe

Standard Variation

Reward
Negan, Hwoarang and Zafina have power crushes that launch the opponent for a full combo, though Zafina’s is locked behind SCR stance.
Speed
Some powercrushes are much slower than most moves, making it easier for the opponent to recover and block after their moves are absorbed.
Safety
High/Safe: Paul b1+2 (i24/0/KND/KND), Lucky Chloe b1+2 (i20/-8/KND/KND)
Mid/Unsafe: Alisa df1+2 (i18/-13/+8/+8), Kazuya f2 (i20/-12/KND/KND)
Availability
Some power crushes are locked behind specific stances.
Vulnerability to lows and throws
Rage Arts and Negan’s Let Me In taunt have power crush frames but effectively absorb lows and throws as well

Exceptions

None. Everyone has at least one power crush.

The High Reward Low

Lows that create exceptionally advantageous situations, often with some crushing or evasive properties. Reward can range from a full launch on normal or counterhit to knockdown and oki. There’s a few different archetypes that for the most part follow similar rules.

  • High Reward
  • Stagger Punishable
  • Varying Properties Discussed Below

Standard Variation

Snake Edge
  • Launches on Hit or High Reward
  • Homing
  • High Crush
  • Reactable
  • Stagger punishable

e.g., Bryan df3(i29/-26/KND/KND), Law db4(i26/-37/KND/KND), Alisa d3+4(i27/-37/KND/KND)

Clean Hit
  • Launches on Hit or High Reward
  • Good Tracking
  • Unreactable
  • Requires Clean Hit
  • Stagger punishable
  • Punishable if not clean hit

e.g., Lei db4(i20/-26/KND/KND), Paul d4(i15/-31/KND/KND).

Hellsweep
  • High Reward
  • Unreactable
  • Stagger Punishable
  • Unsafe followups if first hit whiffs

e.g., Mishima CD4 (~i17/-23/KND/KND), Leo db4(i20/-31/KND/KND).

Panic CH Launcher
  • Launch on Counterhit
  • + on Hit
  • High Crush
  • Stagger Punishable

e.g., Armor King db3(i23/-26/+5/KND), Lars db4(i21/-26/+5/KND).

Stance Low Launcher
  • Launches on Hit
  • High Crush
  • Unreactable
  • Requires Stance
  • Stagger Punishable

e.g., Anna FC df2(i20/-21/KND/KND), Fahkumram FC df3,2(i13/-23/KND/KND)

Exceptions

Ambiguity in classification
  • Lei’s db4 acts as both a clean hit launcher on its own, or a hellsweep if you input its followup db4,4.
  • Yoshimitsu’s fc df4 has all the properties of a Panic CH Launcher but can only be done from a full crouch position, making it more akin to a low launcher from a stance as it’s not always available.
  • Leo’s Hellsweep has a clean hit property that however only increases the damage of the first hit and has no other effect.
  • Dragunov’s Snake Edge requires a clean hit.
  • Anna’s high damage low is commonly referred to as a Snake Edge but does not have homing properties. In return it’s only -17 on block making it impossible to launch punish for some characters.
  • Leroy’s Hellsweep still tracks to both sides. His Panic CH launcher is also locked to a stance, but in return is not launch punishable.

Strengths and Weaknesses of Strings

Strings will combine their own strengths and weaknesses with the ones of the individual hit they start and end on. This will just focus on strengths of strings as a whole.

Strengths

Natural combo
If one of the attacks in the string hits the opponent, they will not be able to block the following ones. Usually only when the hits aren’t delayed.
NCC (natural counterhit combo?)
If one hit connects as a counterhit, the opponent will not be able to block the next hit.
Mid-string tracking
Character re-orients themselves during the string, or does moves that home or track.
Frametrap
The gap in-between two hits is large enough to allow the opponent to start an attack, but also small enough to interrupt that attack before it can hit.
Contains mids
Same as individual hit mids
Contains lows
Same as individual hit lows
Delayable
You have the option to create gaps that act as frametraps depending on the situation.
Branching Mixup
One of the attacks in the string has multiple followups, each with different properties that have to be defended against in different ways. The opponent has to guess the correct one.
Good range
Can chase down backdashes

Weaknesses

No mid-string tracking
Can be easily avoided by sidestepping the first hit.
Contains lows
Same as individual hit lows
Contains highs
Same as individual hit highs
Interruptible
The gap in between two attacks is large enough for your opponent to attack in between. The bigger the gap, the bigger the risk.
Jailing
Doesn’t let you duck in between multiple highs if you block one of them.
Low range
Can be avoided by backdashes after blocking some of the first hits.

String Concepts

Common string concepts that appear across characters and their properties.

Safe/Advantage High, Risky Mid

Very common with characters whose df1s have followups. The mixup is between ducking the high and blocking the mid. Sometimes a generic d1 or fuzzy duck can beat both options for the disadvantage of less reward. Generally the risk/reward is in favor of the defending player, though heavily depends on the matchup. Ducking a high can result in a launch, but also the mid extensions of these strings are often punishable by characters with i13 ws launchers.

..., MID, HIGH

  • -4 to 0 on block
  • Safe
  • High

..., MID, MID

  • Mid
  • Leaves opponent on crouch (a bit rare)
  • Unsafe
  • Leaves opponent on crouch

Examples: Kazuya [df1,4 / df1,2], Negan [df4,2 / df4,3], Zafina [df1,4 / df1/2]

Mid Frametraps xN

The mixup is about when the opponent decides to stop and when you decide to punish. If you punish too early and the opponent keeps the string up you get hit. Gets progressively more unsafe the further it goes.

MID, MID, MID, ...

  • Frametrap
  • Unsafe

Examples: Bryan df1,1,1…, Negan 2,2,2,2, Dragunov 1,2,1, Zafina df1,2,1

Safe string with a low

Gimmick string that you have to low parry. Blocking the low doesn’t interrupt the string.

..., LOW, MID

  • Safe
  • Contains low

Examples: Kazuya 1,2,4,3, Paul df1, backsway 3, …, Law junkyard kick

Safe/Advantage mid ender

String with good reward or safe mid ender. Can either be a move that is plus (rare), or a safe mid with pushback or counterhit properties. On a case by case basis, these strings are dealt with by either ducking the high and ws punishing quickly enough, interrupting before the last mid, or sidestepping the last mid. Split into two categories:

..., HIGH (duckable on reaction), MID [1]

..., HIGH (fast or jailing) or MID, MID [2]

  • Safe
  • -4 to +4 on block
  • Mid/high reward on hit/counterhit
  • Tracking to a specific side
  • Linear
  • Tracking to a specific side
  • Interruptible
  • Contains Highs [1]

Examples: Negan 1,2,2 [2], Ling f2,1,4 [1], Devil Jin Laser Cannon [2], Bryan 1,2,1 [1], Alisa ws1,2,3 [1]

Low->High

Overall mediocre low followed by a high. The high will either be a natural combo or it will be delayable to deter punishment. Usually the low on its own is not very good on hit or block.

LOW, HIGH

  • Safe
  • Frametrap or Mid/High reward on hit or Natural Combo
  • High
  • Unsafe (low on its own)

Examples (Delayable): Alisa d4,1+2
Examples (Natural Combo): Leroy d3,2, Law d4,3, Hwoarang [is full of these]
Examples (High Reward on Hit): Asuka db4,3, Hwoarang d4,4, Shaheen db3,4

Low->Low->Low...

Often has a mid option built-in to the string as an alternative to any subsequent low. The string is not interrupted if one low is blocked, so low parry is necessary to ensure punishment. Sometimes if you get hit by one of the lows you don’t have enough time to low parry and are forced to block the next one before you can low parry.

LOW, LOW, LOW...

  • Contains Lows
  • Contains Lows

Examples: Kazumi db2,3,4, Yoshi db3,3,3... (optional f4)

Forcing Risk Through Followups

There is a common design pattern in Tekken where a string starter will have worse frame advantage or reward than it normally should, just to encourage the use of more risky followups. This is a balancing measure to prevent these string starters from being too powerful as individual moves, either by themselves or within the context of a character’s toolset. Once you identify a key move that follows this pattern you can be fairly certain a followup will be done, effectively skipping one layer of mixup.

Examples

Kazuya df1(i15/-7/-+9/+9)
df1,4(i15/-4/+17kg/+17kg) second hit is a high
df1,2(i15/-13/KND/KND) second hit is a punishable on block mid.
To reinforce a lack of good pokes as Kazuya’s main weakness, his tools require him to take more risks.
Heihachi b1(i15/-11/-5/-5)
b1,2(i15/-9/+15kg/CS) second hit is a high
b1,2~1+2(i15/-6/KND/KND) interruptible slow linear mid, will not combo even on counterhit.
Strong and fast homing tool on a mostly aggressive mishima character. The frames are worse to require him to risk the followups.
Paul ff2(i15/-17/-7/-7)
ff2, as the move connects 1 (i15/-4/KND/KND) fast high followup
ff2,1(i15/-12/KND/KND) slower mid followup, punishable on block.
Would have been a really strong move due to its speed and range were it not for this kind of design. The opponent can also time their blocking so that they avoid the fast high followup and also block the slow mid followup, guaranteeing them a punish.

What do I do now?

How do I make myself pay attention to these things?

Often, simply knowing how to deal with something isn’t enough. You need to build enough muscle memory so that just by knowing what you need to do, you don’t have to think about doing it. Just by knowing there’s a high in the string, your subconscious should be able to automatically make you input a ducking motion. Here’s a good way to practice the basics:

Go into training mode Pick Kazuya Repeat 1,2,4,3 (Low parry) Repeat df1,4 (Duck and launch) Repeat db2 (Do nothing) Repeat df2 (Punish single move) Repeat b2,1 (Punish after string) Pick Kazumi Repeat 3,2 (Duck and launch) Repeat df1,3 (Punish after string) Repeat b2 (Do nothing) Repeat ws1,2 (Punish after string) Repeat ws4,4 (Duck and launch) Repeat db2,4,3 (Block second hit, low parry third hit) Pick Law Repeat 3+4,4 (Duck and launch) Repeat b2,3,4 (Low parry second hit) Repeat db4 (Block and punish) Repeat f1+2 (Do nothing) Repeat ws1,2 (Duck and launch) Repeat ws2 (Punish) Try to get comfortable with identifying and dealing with all the options. Feel free to figure out similar cases for characters that give you trouble. Try identifying these types of weaknesses in real matches and don’t get discouraged if you fail to deal with them in time and get hit. Long-term improvement is more important than short term wins.

How does this help me when I'm picking up my favourite character?

By looking at a move or a string you can keep a mental list of their advantages and disadvantages from the ones mentioned above, and get a feel for the situations it’ll be useful in. You can then boil your character down to their most useful and versatile tools that fit your playstyle. Conversely, you can figure out which options offer too high risk for their reward and avoid relying on them.

I actually really can’t tell what the weaknesses of this move are, what the heck.

Not everything is born equal in Tekken 7. There are strings and moves that are absolute staples to their character specifically because of their strengths. Often an overlooked weakness is startup speed and the space someone would need to get it, so check the frame data and maybe you’re being too passive against your opponent at the wrong time. Another one will be long recovery on whiff, where you need to use your movement to bait the opponent into doing the move and then avoid it. Having that said, here’s a good way to find out everything you need to know:

Go into training mode Pick that character for both yourself and your opponent. Dummy: Stand, Guard All Perform the move or string, note startup, overall recovery on whiff, properties on hit. If a string, perform again but try delaying each part as much as possible. Note the amount of delay and properties Dummy: Guard All, Guard All Perform the move or string, note properties on block Dummy: Guard All, Sidestep/Sidewalk Left/Right Jab, then perform the move or string. Note tracking. Jab, wait until about half the sidestep movement finishes then perform the move. Note how strictly a sidestep needs to be timed. If a string, note how the string overall tracks the sidestep after the jab. If a string, do it on its own and see which options are linear and leave enough of a gap for a sidestep. Dummy: Standing Guard, Backdash If a string, do it and all its variants once, note which options are nullified by the backdash. If a Mid/High, do it over and over to get an idea for how much you can do it and at what ranges vs a backdashing opponent. If a Low, see how many times you can hit a backdashing opponent. Dummy: Repeat Action Try the above defensive options yourself to figure out the timings. If a string, record the dummy doing it with various delay timings on each hit. Check where you can interrupt and when.

This might seem a bit overwhelming for just analyzing a single move or string, but more often than not you won’t need to take all those steps. It’s a comprehensive list that covers most possibilities, but in most cases the strengths and weaknesses will be apparent quite early.

A good resource to check out is this guide, which might already have some answers. https://docs.google.com/document/d/1uSlTGr0XFkRS3q4uSMUecGcMbXOQa3hLJ46GqFHk3HI/edit