Eliza T7 Frames

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To character select | Eddy / Fahkumram

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESSPECIAL MOVES
#1CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESin rage b+3+4m (TJ)5520 js13~17 pc8~17-22KNDKNDRage art
SPECIAL MOVES1 or BT 1 or 2h710+1+8+8
SPECIAL MOVES1, 1h, h7,710-3+4+4
SPECIAL MOVES1, 2h, h7,1010-1+5+5
SPECIAL MOVES1, 2, 3h, h, m (TJ)7,10,20js19~-22~-21LaunchLaunch
SPECIAL MOVES1, 2, 4h, h, h7,10,2019~-4~-3KNDKNDTail spin
SPECIAL MOVES2 or f+2h914-3+8+8
SPECIAL MOVES2, 2h, m9,1514-12+2+2
SPECIAL MOVES3h1213-8+8+8
SPECIAL MOVES4 or BT 3 or 4h2113-5KNDKNDHoming, Tail spin
SPECIAL MOVES1+2m2613~14-17~-16KNDKND
SPECIAL MOVES3+4l (TJ)2033~34a js9~23 cs23~-27KNDKNDHoming
SPECIAL MOVESf+3m1716~17-9~-80~+1+25g(KND)
SPECIAL MOVESf+1+2m2125 pc8~24-13KNDCSHoming, Power crush
SPECIAL MOVESd/f+1m1213-3+3+3
SPECIAL MOVESd/f+1, 2m, m12,1713-12+2KND
SPECIAL MOVESd/f+1, 4m, h12,1413-9+2+2
SPECIAL MOVESd/f+2m1016~17-9~-8+2~+3+2~+3
SPECIAL MOVESd/f+2, 3m, m (TJ)10,10js14~-18~-17LaunchLaunch
SPECIAL MOVESd/f+3m (TJ)2425~26 js9~-6~-5KNDKNDHoming, Wall bounce
SPECIAL MOVESd/f+4m1612-8+3+3
SPECIAL MOVESd/b or d+1 or FC+1 or BT d+1 or d+2Sm510s cs4or1~-5+6+6+3 on hit from side or behind
SPECIAL MOVESd/b or d+2 or FC+2Sm (TC)812s cs4or1~-7+4+4
SPECIAL MOVESd/b or d+3 or FC+3 (Close)l (TC)1015s cs4or1~-16-5-5
SPECIAL MOVESd/b or d+3 or FC+3l (TC)715s cs4or1~-16-5-5
SPECIAL MOVESd/b or d+4 or FC+4 or BT d+3 or d+4l (TC)1720~21s cs6or1~-27+5~+6sKND
SPECIAL MOVESd+1+2 or FC+d/b or d+1+2 Grounded face up d+1+2(Special) (TC)20~21 61~
SPECIAL MOVESd/b+1+2! (TJ)3051~52 js21~50KNDKNDKND
SPECIAL MOVESb+1m1314-8+3+3
SPECIAL MOVESb+1, 2m, m13,1314a-13~-11Launch (JG?)Launch (JG?)
SPECIAL MOVESb+1, 2, 4m, m, m (TJ)13,13,17js1~-13~-12sKNDKND
SPECIAL MOVESb+2h1011-4+2+2
SPECIAL MOVESb+2, 3h, m10,1511-9~-8+3~+4uKZD
SPECIAL MOVESb+3h1216-9+2+2
SPECIAL MOVESb+3, 1h, h12,2016-4~-3+15~+16kg+15~+16kgTail spin
SPECIAL MOVESb+3, 4h, m12,2016-14~-13KNDKND
SPECIAL MOVESb+4Sm1215-14-2-2
SPECIAL MOVESb+1+2hm5,2027~28,37~38-13~-12KNDKND
SPECIAL MOVESf, F+2 When hit , bm2514(15~)-9KNDKND
SPECIAL MOVESf, f+2 When hit or MG 2 When hit (Special)14(15~)
SPECIAL MOVESf, F+3h1216~17 (17~)-10~-9KNDKNDHoming
SPECIAL MOVESf, F+3, 3h, m12,2416~17 (17~)-13KNDKNDHoming
SPECIAL MOVESf, F+3, 4h, h (TJ)12,21js5~-7~-6KNDKNDTail spin
SPECIAL MOVESf, F+4m (TJ)1015~16 (16~) js12~-16~-15-5~-4-5~-4
SPECIAL MOVESf, F+4, 2m (TJ), m10,10js1~-14~-13-6~-5 (BU)-6~-5 (BU)
SPECIAL MOVESf, F+4, 2, qcf+1m (TJ), m, Sm(DW)10,10,201~-10~+10KNDKND
SPECIAL MOVESf, F+4, 2, qcf+2m (TJ), m, Sm(DW)10,10,201~-13~+17-5~+25-5~+25
SPECIAL MOVESf, F+4, 2, qcf+1, f or d/f+3+4m (TJ), m, Sm, (MG)10,10,201~+2KNDKNDPress down to recover crouching
SPECIAL MOVESf, F+4, 2, qcf+2, f or d/f+3+4m (TJ), m, Sm, (MG)10,10,201~+2~+32+10~+40+10~+40Press down to recover crouching
SPECIAL MOVESf, F+4, 2, qcf+1+2m (TJ), m, SmSm10,10,20,201~+5KND(KND)KND(KND)Press down to recover crouching
SPECIAL MOVESf, F+1+2mh (TJ)l5,6,2018,31,47 (19~) js25~40-14KNDKND
SPECIAL MOVESf+3+433 (ex MG)
SPECIAL MOVESf+3+4, D30s (ex MG)
SPECIAL MOVESf, f, f+1 or WR+1h3018~20 (21~)+6~+8KNDKNDTail spin
SPECIAL MOVESf, f, f+3 or WR+3m2724~28a (27~) js3~0~+4KNDKND
SPECIAL MOVESWS+1m1014-7+4+4
SPECIAL MOVESWS+2m1815~16a-9~-8KNDJG
SPECIAL MOVESWS+3m (TJ)2015~16a js15~-22~-21Launch (JG?)Launch (JG?)
SPECIAL MOVESWS+4m1511~12-5~-4+6~+7+6~+7
SPECIAL MOVESFC+D (One second)11~12
SPECIAL MOVESJump 1 BT u or u/f+1m107a(12~) js1~-25~0-15~+10-15~+10
SPECIAL MOVESJump 2 BT u or u/f+2m159a(12~) js1~-17~+8-7~+18-7~+18
SPECIAL MOVESJump 3 BT u or u/f+3m107a(12~) js1~-25~0-15~+10-15~+10
SPECIAL MOVESJump 4 BT u or u/f+4m159a(14~) js1~-18~+7-8~+17-8~+17
SPECIAL MOVESGrounded face up 1+2(Special) (TC)9(14~) 1~
SPECIAL MOVES2+3+4(Special)9(14~) 1~
SPECIAL MOVESf+4(MG)9(14~) 1~Press down to recover crouching
SPECIAL MOVESMG 1h1110(25~)-4+2+2
SPECIAL MOVESMG 1, 2h, h11,1210(25~)-8+1+1
SPECIAL MOVESMG 1, 4h, m11,2010(25~)-11KNDTSTail spin
SPECIAL MOVESMG 1, 2, 1+2h, h, m11,12,2110(25~)-13~-12KNDKND
SPECIAL MOVESMG 2m (DS)2514(29~)-9KNDKND
SPECIAL MOVESMG 2, bm2514(29~)-9KNDKND
SPECIAL MOVESEX MG 2m (DS)2514(29~)+7 (+21 wc)KNDKNDWall bounce, Wall Crush
SPECIAL MOVESMG 3h1216~17 (31~)-10~-9KNDKNDHoming
SPECIAL MOVESMG 3, 3h, m12,2416~17 (31~)-13KNDKND
SPECIAL MOVESMG 3, 4h, h (TJ)12,21js5~-7~-6KNDKNDTail spin
SPECIAL MOVESMG 4l2018~25 (33~) cs10~-24~-17KNDKND
SPECIAL MOVESMG 1+2! (TJ)3051~52a (66~) js21~50KNDKNDKND
SPECIAL MOVESEX MG 1+2! (TJ)3041~42a js16KNDKNDKND
SPECIAL MOVESqcf+1Sm2028~48 (28~)-9~+11KNDKND
SPECIAL MOVESqcf+2Sm2025~55 (25~)-13~+17-5~+25-5~+25
SPECIAL MOVESf, d, d/f+1Sm1216a(16~)-22 (12~8a)LaunchLaunch
SPECIAL MOVESf, d, d/f+2Sm x 39,9,913,22,31a (13~)-36 (19~8a)LaunchLaunch
SPECIAL MOVESqcb+1Sm2020~21 (20~)-11~-10+11kgKNDTail spin
SPECIAL MOVESqcb+2Sm2220~21 (20~)-13~-12+2~+3CS
SPECIAL MOVESqcb+3m (TJ)2027~36a (27~) js9~-13~-4KNDJG
SPECIAL MOVESqcb+4m (TJ)1526~33a (26~) js9~-1~+6+9~+16s+9~+16s
SPECIAL MOVESJump qcb+3m (TJ)2013~a (~) js1~-14~-5KNDJG
SPECIAL MOVESJump qcb+4m (TJ)1513~a(~) js1~-1~+6+9~+16s+9~+16s
SPECIAL MOVESqcf+1, f or d/f+3+4Sm (MG)2013~(~) 1~+2~KNDKNDPress down to recover crouching
SPECIAL MOVESqcf+2, f or d/f+3+4Sm (MG)2013~(~) 1~+2~+32+10~+40+10~+40Hold down to recover crouching
SPECIAL MOVESqcf+1+2SmSm10,1024,53~ (24~)+10gKND(KND)KND(KND)Press down to recover crouching
SPECIAL MOVESf, d, d/f+1+2Sm x 55,5,9,9,911,,,a (11~)-34LaunchLaunch
SPECIAL MOVESqcb+1+2SmSm5,2015,37(15~)-13~-12+12kgKND
SPECIAL MOVESqcb+3+4m (TJ), m5,1525~32a ,49~50 (26~) js9~-9~-8KNDKND
SPECIAL MOVESJump qcb+3+4m (TJ), m5,1510~a, 35~36 (~) js1~-9~-8KNDKND
SPECIAL MOVESTwo meter bars qcf, qcf+1+2Sm1515-7LaunchLaunch
BASIC MOVESBASIC MOVES
#2CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
BASIC MOVES1h710=+1=+8=+8
BASIC MOVES2h914-3=+8=+8
BASIC MOVES3h1213-8=+8=+8
BASIC MOVES4h2113-5KNDKNDHoming, Tail spin
BASIC MOVESf+1h710=+1=+8=+8
BASIC MOVESf+2h914-3=+8=+8
BASIC MOVESf+3m1716~17-9~-80~+1=+25g(KND)
BASIC MOVESf+4 (to MG)(MG)18~19Press down to recover crouching
BASIC MOVESd/f+1m1213-3=+3=+3
BASIC MOVESd/f+2m1016~17-9~-8=+2~+3=+2~+3
BASIC MOVESd/f+3m (TJ)2425~26 js9~-6~-5KNDKNDHoming, Wall bounce
BASIC MOVESd/f+4m1612-8=+3=+3
BASIC MOVESd/b or d+1Sm (TC)510s cs4~-5=+6=+6=+3 on hit from side or behind
BASIC MOVESd/b or d+2Sm (TC)812s cs4~-7=+4=+4
BASIC MOVESd/b or d+3 (Close)l (TC)1015s cs4~-16-5-5
BASIC MOVESd/b or d+3l (TC)715s cs4~-16-5-5
BASIC MOVESd/b or d+4l (TC)1720~21s cs6~-27=+5~+6sKND
BASIC MOVESb+1m1314-8=+3=+3
BASIC MOVESb+2h1011-4=+2=+2
BASIC MOVESb+3h1216-9=+2=+2
BASIC MOVESb+4Sm1215-14-2-2
BASIC MOVESu/b or U/F(Special)js5~
BASIC MOVESU(Special)js9~
BASIC MOVESWS+1m1014-7=+4=+4
BASIC MOVESWS+2m1815~16a-9~-8KNDJG
BASIC MOVESWS+3m (TJ)2015~16a js15~-22~-21Launch (JG?)Launch (JG?)
BASIC MOVESWS+4m1511~12-5~-4=+6~+7=+6~+7
BASIC MOVESFC+1Sm (TC)510s cs1~-5=+6=+6
BASIC MOVESFC+2Sm (TC)812s cs1~-7=+4=+4
BASIC MOVESFC+3 (Close)l (TC)1015s cs1~-16-5-5
BASIC MOVESFC+3l (TC)715s cs1~-16-5-5
BASIC MOVESFC+4l (TC)2020~21s cs1~-27=+3~+4sKND
BASIC MOVESSS+1h710(11~)=+1=+8=+8
BASIC MOVESSS+2h914(15~)-3=+8=+8
BASIC MOVESSS+3h1213(14~)-8=+8=+8
BASIC MOVESSS+4h2113(14~)-5KNDKNDHoming, Tail spin
BASIC MOVESBT 1 or 2h710=+1=+8=+8
BASIC MOVESBT 3 or 4h2113-5KNDKNDHoming, Tail spin
BASIC MOVESBT d+1 or d+2Sm510s cs1~-5=+6=+6=+3 on hit from side or behind
BASIC MOVESBT d+3 or d+4l (TC)2020~21s cs1~-27=+3~+4sKND
10-HIT10-HIT
#3Input3141224212
10-HITLevelhmlmhmmsmsmsm*3
10-HITdmg12108856810106*3
10-HIThit84-6s-4-6-5-17-10-5kJG
10-HITguard-8-12-23-12-17-16-26-21-30-33

7 Responses

    1. Thanks. Added it now. I’ve seen something about being able to get wall bounce from this move. Do you know if it’s possible, or is it just for the ex version?

      1. It’s because it’s part of her 10 frame string and usually they have not been added.
        But added this for you now 🙂

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