Generic movelist (Tekken 7)

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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
  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.

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