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
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