RBNorway

TK7_Heihachi_300

Heihachi T7 Frames

Tekken Docs Showcase 02

TekkenDocs

Mobile friendly view and App

To character select | Gigas / Hwoarang

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESSPECIAL MOVES
#1CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESin rage d+1+2m5520 pc8~17-22KNDKNDRage art
SPECIAL MOVESin rage b+2, 1+2m, h20,2120 8~17+9~+10sJGJGRage drive
SPECIAL MOVESin rage 1, b+2, 1+2h, m, h7, 20,2110+9~+10sJGJGRage drive
SPECIAL MOVES1h710+1+8+8
SPECIAL MOVES1, 1h, h7,610-1+8+8
SPECIAL MOVES1, 1, 2h, h, m7,6,1210-17KNDKND
SPECIAL MOVES1, 2h, h7,810-1+7+7
SPECIAL MOVES1, 2, 2h, h, h7,8,1210-12+4+4
SPECIAL MOVES1, 2, 2~1+2h, h, m7,8,2510-6~-5KNDKND
SPECIAL MOVES1, 2, 2~1+2 u or dh, h, (Special)7,810-16-9-9
SPECIAL MOVES1, 2, 4h, h, h7,8,2110-9KNDCS
SPECIAL MOVES1, b+2h, m7,2110-2+8+8
SPECIAL MOVES1, b+2, 1h, m, m7,21,20ar36~-15~-11LaunchLaunch
SPECIAL MOVES1, b+2, 4h, m, m (TJ)7,21,30js17~+5KNDKND
SPECIAL MOVES2h10100+9+9
SPECIAL MOVES2, 2h, h10,1810-13-2-2
SPECIAL MOVES2, 2~1+2h, m10,2510-6~-5KNDKND
SPECIAL MOVES2, 2~1+2 u or dh, (Special)1010-14-5-5
SPECIAL MOVES3h1514-10+1+1
SPECIAL MOVES3, 4h, m15,2014-14~-13+3~+4CS
SPECIAL MOVES4h2116-9KNDCS
SPECIAL MOVES4~3 WS+4~3m (TJ)2535~37d (36~) js10~-11~-9KNDKND
SPECIAL MOVES1+2m2512~13-10~-9KNDKND
SPECIAL MOVESf+2h1315~16-9~-8+2~+3+2~+3
SPECIAL MOVESf+2, 3h, m13,2015~16-2~0KNDCS
SPECIAL MOVESf+2~1+2m2516(17~)-6~-5KNDKND
SPECIAL MOVESf+2~1+2 u or d(Special)16(17~)
SPECIAL MOVESf+3m2018~20-2~0KNDCS
SPECIAL MOVESf+4m2019~20+4~+5s+7~+8s (+13~+14)KND
SPECIAL MOVESf+1+2h1512~13-14~-13KNDKND
SPECIAL MOVESd/f+1m1013~14-1~0+9~+10+9~+10
SPECIAL MOVESd/f+1, 1m, h10,813~14-2+4+4
SPECIAL MOVESd/f+1, 2m, m10,2413~14-13~-12sKNDKND
SPECIAL MOVESd/f+2m1415~16-7~-6+4~+5Launch (JG?)
SPECIAL MOVESd/f+4m1512-6+5+5
SPECIAL MOVESd/f+1+2m2524~25 pc8~23-14~-13KNDKNDPower crush
SPECIAL MOVESd+1m1616~17-9~-8+2~+3+2~+3
SPECIAL MOVESd+1, Dm1616~17s-9~-8+2~+3+2~+3
SPECIAL MOVESd+1, 2m, m16,1716~15-9~-8+6~+7KND
SPECIAL MOVESd+3 or d/f+3+4m2522~23-7~-6sKNDKND
SPECIAL MOVESd+1+4!5060KNDKNDKND
SPECIAL MOVESd+2+3(Special)!063-3-3(KND)-3
SPECIAL MOVESd/b+2l (TC)2523~25s cs8~-18~-16+6~+8s+6~+8s
SPECIAL MOVESd/b+1+2mm?10,2021~22, 38~39-13~-12+5~+6+5~+6
SPECIAL MOVESb+1h1415~16-11~-10-5~-4-5~-4Homing
SPECIAL MOVESb+1, 2h, h14,2015~16-9+15kgCSTail spin
SPECIAL MOVESb+1, 2~1+2h, m14,2515~16-6~-5KNDKND
SPECIAL MOVESb+1, 2~1+2 u or dh, (Special)1415~16-19~-18-13~-12-13~-12
SPECIAL MOVESb+2m2022~23-2~-1KNDKNDWall bounce
SPECIAL MOVESb+3h1414~15-4~-2+7~+9+7~+9
SPECIAL MOVESb+3,2h,h1414~15-1+8Launch
SPECIAL MOVESb+3, 3h, m14,2514~16-12~-8sKNDKND
SPECIAL MOVESb+4m2018~20-9~-7KNDLaunchHoming, Tail spin
SPECIAL MOVESb+1+2m1719~20-9~-8+8~+9+8~+9
SPECIAL MOVESb+1+2, 1+2m, m18,2419~20-13KNDKND
SPECIAL MOVESu/f+3m (TJ)1728~29 js9~-10~-9KNDKND
SPECIAL MOVESu/f+3, 4m (TJ), m (TJ)17,20js1~+3~+4KNDKNDTail spin
SPECIAL MOVESu/f+4m (TJ)2524~27 js9~-5~-2KNDKNDTail spin
SPECIAL MOVESf, F+2m2219~20 (20~)-16~-15LaunchLaunch
SPECIAL MOVESf, F+3m2520~22 (21~)-3~-1sKNDKND
SPECIAL MOVESb, f+2m1215~16 (15~)-7~-6+4~+5+4~+5
SPECIAL MOVESb, f+2, 1m, h12,2415~16 (15~)-9KNDKND
SPECIAL MOVESb, f+2, 2m, m12,2115~16 (15~)-12s+1sKND
SPECIAL MOVESb, f+2, 3m, h12,2015~16 (15~)-6~-5KNDKNDTail spin
SPECIAL MOVESb, B+1+2m2535~36 (36~)+10g~+11g (+12~+13kg)KNDKND wc
SPECIAL MOVESb, B+3+4(Special)35~36 (36~)
SPECIAL MOVESqcf+2m3015~16 (15~)-17~-16EDED
SPECIAL MOVESf, f, f+3m3022~25 (25~) js3~+9~+12gEDED
SPECIAL MOVESWS+1m1713~14-14~-13KNDKND
SPECIAL MOVESWS+2m (TC)2018 cs1~8-6+11kgCSTail spin
SPECIAL MOVESWS+3m1018-11+0+0
SPECIAL MOVESWS+3,1+2m,m10,2018-14KNDKND
SPECIAL MOVESWS+4m1311~12-3~-2+8~+9+8~+9
SPECIAL MOVESWS+4, 4m, m13,1611~12-15~-140~+1s0~+1s
SPECIAL MOVESFC+d/f+4l (TC)2019~21s cs1~-23KNDKND
SPECIAL MOVESSS+2m1019(28~)-9-1-1
SPECIAL MOVESSS+2, 1m, m10,2019(28~)-14~-13KNDKND
SPECIAL MOVESOpponent Down, d+4l(On grounded opponent)2419-14-3-3
SPECIAL MOVES2+3+4(Special)19
SPECIAL MOVES1+2+3+4(Special)19
SPECIAL MOVESWhen ki-charged d, u, u or u/f+3(Special), m (TJ)3628~29 (85~) js9~-10~-9KNDKND
SPECIAL MOVESWhen ki-charged d, u, u or u/f+3, 4(Special), m (TJ), m (TJ)36,24js1~+1~+2KNDKNDTail spin
SPECIAL MOVESf+3+4(Special)(h or m punch parry)(RAI)(5~)
SPECIAL MOVESf+3+4, u or d(Special)
SPECIAL MOVESRAI 1h2017~18 (37~)-2~-1KNDCSHoming
SPECIAL MOVESRAI 2m2015~16 (35~)-13~-12KNDKND
SPECIAL MOVESRAI 2, 1m, m20,2315~16 (35~)-17~-16sKNDKND
SPECIAL MOVESRAI 1+2h!3556(76~)CSCSCS
SPECIAL MOVESf, n, d, D/F(Special)56(76~)
SPECIAL MOVESf, n, d, d/f+1m2519~21 (22~) ar19~-15~-13LaunchLaunch
SPECIAL MOVESf, n, d/f+1m (TJ)3519~21a (21~) ar19~-10~-8LaunchLaunch
SPECIAL MOVESf, n, d, D/F+2h2011~12 (15~)-10~-9Launch (JG?)Launch (JG?)
SPECIAL MOVESf, n, d, d/f+2h2311~12 (14~)+5~+6Launch (JG?)Launch (JG?)
SPECIAL MOVESf, n, d, d/f+3m3027~28 (30~) js5~+7~+8KNDKND
SPECIAL MOVESf, n, d, D/F+3l?2433~34 (37~) js5~28-23~-22KNDKND
SPECIAL MOVESf, n, d, d/f+4l(HS)1516~17 (19~)-23+8~+9sKND
SPECIAL MOVESf, n, d, d/f+4, 4l, l(HS)15,1016~17 (19~)-10KNDKND
SPECIAL MOVESf, n, d, d/f+4, 4 (Single hit)l, l(HS)15,1016~17 (19~)-10+3sKND
SPECIAL MOVESf, n, d, d/f+4, 4, 4l, l, l(HS)15,10,816~17 (19~)-10KNDKND
SPECIAL MOVESf, n, d, d/f+4, 4, 4 (Single hit)l, l, l(HS)15,10,816~17 (19~)-10+3sKND
SPECIAL MOVESHS n, 1m(HS)20ar28~-15~-12LaunchLaunch
SPECIAL MOVESHS n, 4m(HS)1028~-3~-2+8~+9+8~+9
SPECIAL MOVESHS n, 4, 4m, m(HS)10,2028~-14~-13-3~-2s-3~-2s
BASIC MOVESBASIC MOVES
#2CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
BASIC MOVES1h710+1+8+8
BASIC MOVES2h10100+9+9
BASIC MOVES3h1514-10+1+1
BASIC MOVES4h2116-9KNDCS
BASIC MOVESf+1h710+1+8+8
BASIC MOVESf+2h1315~16-9~-8+2~+3+2~+3
BASIC MOVESf+3m2018~20-3~-1KNDCS
BASIC MOVESf+4m2019~20+4~+5s+7~+8s (+13~+14)KND
BASIC MOVESd/f+1m1313~14-1~0+9~+10+9~+10
BASIC MOVESd/f+2m1415~16-7~-6+4~+5Launch (JG?)
BASIC MOVESd/f+3m1717-7+4+4
BASIC MOVESd/f+4m1512-6+5+5
BASIC MOVESd+1m1617~18-9~-8+2~+3+2~+3
BASIC MOVESd+2Sm (TC)811s cs4~-4+7+7
BASIC MOVESd+3 or d/f+3+4m2522~23-7~-6sKNDKND
BASIC MOVESd/b or d+4l (TC)712s cs4~-13-2-2
BASIC MOVESd/b+1Sm (TC)510s cs4~-5+6+6
BASIC MOVESd/b+2l (TC)2323~25s cs8~-18~-16+5~+7s+5~+7s
BASIC MOVESd/b+3l (TC)1215~17s cs4~-18~-16-4~-2-4~-2
BASIC MOVESd/b or d+4l (TC)712s cs4~-13-2-2
BASIC MOVESb+1h1415~16-11~-10-5~-4-5~-4Homing
BASIC MOVESb+2m2022~23-2~-1KNDKNDWall bounce
BASIC MOVESb+3h1414~16-4~-2+7~+9+7~+9
BASIC MOVESb+4m2018~20-9~-7KNDKNDHoming, Tail spin
BASIC MOVESu/b or u or u/f+1m (TJ)1218 js9~-8+3+3
BASIC MOVESu/b or u or u/f+2h1715~16-12~-11+9~+10g+9~+10g
BASIC MOVESu/b or u+3m (TJ)2521 js9~-17KNDKND
BASIC MOVESu/f+3m (TJ)1728~29 js9~-10~-9KNDKND
BASIC MOVESu/b+4m (TJ)1115~17 js9~-19~-17-8~-6-8~-6
BASIC MOVESu+4m (TJ)1515~17 js9~-13~-11KNDLaunch (JG?)
BASIC MOVESu/f+4m (TJ)2524~27 js9~-5~-2KNDKNDTail spin
BASIC MOVESWS+1m2014~15-14~-13KNDKND
BASIC MOVESWS+2m (TC)2018 cs1~8-6+11kgCSTail spin
BASIC MOVESWS+3h2816-16KNDKND
BASIC MOVESWS+4m1311~12-3~-2+8~+9+8~+9
BASIC MOVESFC+1Sm (TC)510s cs1~-5+6+6
BASIC MOVESFC+2Sm (TC)811s cs1~-4+7+7
BASIC MOVESFC+3l (TC)1216s cs1~-17-3-3
BASIC MOVESFC+d/b or d+4l (TC)1012s cs1~-15-4-4
BASIC MOVESSS+1h710(11~)+1+8+8
BASIC MOVESSS+2m1019(28~)-9-1-1
BASIC MOVESSS+3h1514(15~)-10+1+1
BASIC MOVESSS+4h2116(17~)-9KNDCS
BASIC MOVESBT 1 or 2h158-8+3+3
BASIC MOVESBT 3 or 4h2510-8KNDKND
BASIC MOVESBT d+1 or 2Sm1010s cs1~-2+9+9
BASIC MOVESBT d+3 or 4l1210s cs1~-11+3+3

To character select | Gigas / Hwoarang

14 Responses

  1. Heihachi patch 4.20 ( f3 on block -2,f2,3 on block -2 and hell sweep is +8 on hit only the first hit.

  2. Now OTGF f, n, d/f+1 has official crouch state status. It would be nice to know from what frame it starts crushing. It even can crush some mids from what I have seen.

  3. i’ll try to help with two examples from the startup frame column:

    21 js9~ means the move hits at 21frames and from 9th frame onwards the character is in a “jumping state”

    23~25s cs8~ means the move hits at 23frames, it has 3 active frames (23-25) and from the 8th frame the character will be in a “crouching state”

  4. Thank you for the frame data, but I don;t understand what letters mean in the start up frames column. it’s not described in the link you provided before. Thanks again!

  5. Thank you for the database. Please do me this one favor, can you make a legend that has what all the abbreviated terms mean? i.e. KND=Knockdown, and so forth. Im new to T7 and would like to know what all these abbreviations mean like TJ, ED, JG, CS, RC and so forth. If you can do this for me, I would gladly appreciate it. Thank you in advance.

Leave a Reply to Jad Cancel reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.