As Lee doesn’t have an i11, or i12 punisher that knocks down, this is the go to move if you want to punish them hard in the -10~12 area, 13 frame punisher (buff carried over from TR) which gives KND, 14 frame ws punisher, fewer matchups can launch punish it (compared to TTT2 when it was -16), with it’s former T6 properties returned (to some extent), makes this a viable FC mixup tool both in the open and by the wall, Decent low poke, now trips on CH for guaranteed BK (flop over) or f+3+4 (oki), Refer to d/b+3+4, FC alternative. Chunky low that gives free uf3 or RA on CH. Linear, but safe with good pushback. +2~3 on hit now, guaranteed CC d+3+4 on CH. When done on face down opponent’s these can’t be broken. NCc knd/wallsplating tool. From there, not finishing the last hit can lead to mixups and block string pressure. Can be used to pressure opponent. Special cancelable, second hit mid, NC on hit, on block can cancel into special to frametrap/restart pressure. Tekken 7 was developed by Bandai Namco Studios and produced by Motohiro Okubo, and Michael Murray. Mid 2hit launcher that on hit flips them to the other side. A good panic button as it comes out i8 when the generic fastest button for characters is i10. Fast mid, tracks slightly to his left. Screws. Cobra Clutch: Starts off with a jaguar step and either 1+4 or 2+3. With f,N,d/f+2 input, it is the fastest launcher in the game at 13f. Muscle Buster(QCB+1+2): 1+2 break. More detailed guides (still work in progress): Hits grounded. 20 damage, +4 on block and +7 on hit, forces crouch in both cases. Tijuana Twister does a spinning power bomb, which can floor break. It leaves her +13 on hit. Extremely fast and homing counter hit launcher that wall splats and it’s safe. i17 (fastest input, but don’t try to use it as a 17f punisher ). While standing launcher. Katarina’s hopkick. A fast mid that knocks down. Can be done with ff+3/wr+3 or out of SNK stance. Unblockable low sweep that leads to a full combo. The d/f+1,1 ender is a -10 mid, and d/f+1,2,1,2 is a string of highs. Her i12 punisher, does good damage, knocks the opponent far away. -12 on block). Contributors: Combot Tuner, God Empeor-Rein, Contributors: omgitsnewton, Eddy Wang, Fist of Defiance, PR-OTOShogun, Contributors: @Ayvie3D, MrAdam0, SpaghettiRip, Weapon_X, Contributors: BoxeR, NecromancyBlack, DevilPooH, Contributors: NeedsMoarCoffee, The Smoking Cat, WMKSDM, Contributors: DivineFate, Bopper, Forbearance, Contributors: yiggs, yoite, GoldLeopard, Bopper, Contributors: Glaciating, MrAdam0, Sephiblack, Contributors: Forbearance, Galen, Psylence, Weapon_X, Bopper, Contributors: Not Combot Tuner, Fist of Defiance, In defense of SFV – A response to the video “The Consequences of Reducing the Skill Gap” by Core-A Gaming, List of Guilty Gear resources (Coming Soon), https://docs.google.com/spreadsheets/d/1r6QLOrF3vLbwRQ4-75viRZgNUs90ZVq920Pc3YrF0mo/edit, https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/preview, http://tekkengamer.com/2017/06/14/heres-direction-sidestep-characters-tekken-7-pdf-download-also-available/, http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132429, http://www.tekkenzaibatsu.com/wiki/Glossary, http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon, http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132368, https://www.youtube.com/watch?v=37rO3lmYjhY. Good for some mix ups if you like to roam around the floor, but beware of oki. NC low poke with high crushing frames on the first hit. Hold forward on hit to go into SE-stance for a full combo. On regular hit can buffer a throw like giant swing or tijuana twister to catch your opponent afterwards. Power crush. Leaves you close to your opponent, +3 on hit and you can transition into SAV. Should again be used as mixup with slide. Good oki tool since it hits grounded opponents and puts you in RFF. The range isn’t all that great, but the damage (40) and it being +7 on hit makes up for that. In one of his fights, King was grievously wounded and collapsed in front of a monastery. Standard i13 mid poke that tracks to Dragunov’s left. Steves “fastest” launcher. NH launcher, whiff punisher. Tier Ranking: 44th: Tekken 7 Tiers: Popularity: 28th: Featured moves Dark Buzzsaw. Decent amount of damage (24) and leaves you at a range where you can use Miguels great backdash to make attacks whiff. A big low sweep that crushes highs, has long range and high damage, but very punishable on block. Jack only has 2 great safe mids, d/f+1 and ff+1. Leaves you right in their face. Good approaching move, TJ and can transition into DGF by pressing “u”. Good tool to use in a Wavedash mix-up. Kazumis command throw. Only drawback is that it doesn’t always reach. No more, no less. Its i10 light version is one of Akuma’s primary launchers (with meter), while heavy Shoryu deals more damage itself and has full invulnerability 8 frames in. Quick low. Brutal Sting. New combos for Tekken 7. Solid mid thats +3 on hit and KND on CH into guaranteed stuff. Extension is now -13 in Tekken 7. One of King’s longest range punishers, can very good against certain moves that are punishable but have a lot of pushback. (cd) Good recovery on whiff. Evasive mid that tracks to his left (their right). It requires a real break and it is important since Tekken 7s throw system has changed a bit. 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