Gigas T7 Frames

TekkenDocs

Mobile friendly view and App

To character select | Geese / Heihachi

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESSPECIAL MOVES
#1CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESin rage 1+2m (TJ)5520~21 pc8~17 js8~17-42~-41KNDKNDRage art
SPECIAL MOVESin rage f+3+4*! (GOL)029+81+81+81Rage drive
SPECIAL MOVESRage drive GOL 1 (After two steps)m3026~27 (85~86)+7~+8KNDKND
SPECIAL MOVESRage drive GOL 1 (After three steps)m4526~27 (114~115)+7~+8KNDKND
SPECIAL MOVESRage drive GOL 2 (After two steps)h!4524~26 (83)KNDKNDKND
SPECIAL MOVESRage drive GOL 2 (After three steps)h!6024~26 (112)KNDKNDKND
SPECIAL MOVESRage drive GOL 1+2 (After two steps)m (TJ)3049~55a,d (105~) js36~+4~+10KNDKND
SPECIAL MOVESRage drive GOL 1+2 (After three steps)m (TJ)6049~55a,d (136~) js36~+4~+10KNDKND
SPECIAL MOVESRage drive GOL b+2 (After two steps)m2030-13KNDKND
SPECIAL MOVESRage drive GOL b+2 (After three steps)m3030-13KNDKND
SPECIAL MOVESRage drive GOL b+2*(After two steps)m4051~52+25gKNDKND
SPECIAL MOVESRage drive GOL b+2*(After three steps)m5051~52+25gKNDKND
SPECIAL MOVESRage drive GOL b+2*F(After two steps)m4030+30gKNDKND GOL 2 guaranteed on block
SPECIAL MOVESRage drive GOL b+2*F(After three steps)m5051~52+30gKNDKND GOL 2 guaranteed on block
SPECIAL MOVES1h710+1+8+8
SPECIAL MOVES1, 2h, h7,2810-17KNDKND
SPECIAL MOVES2h1010-5+6+6
SPECIAL MOVES2, 1h, h10,1210-6+5+5
SPECIAL MOVES2, 1, 3+4h, h, (SG)10,1210-4+7+7
SPECIAL MOVES3m1714~15-7~-6+4~+5KND
SPECIAL MOVES4m2016~17-7~-6+6~+7KND
SPECIAL MOVESf+2h2016~18-9~-7+7~+9CS
SPECIAL MOVESf+2, 1h, h20,1716~18-3~-2+5~+6+5~+6
SPECIAL MOVESf+2, 1, 1h, h, m20,17,2516~18-12~-11KMUDKMUD
SPECIAL MOVESf+2, f+1h, h20,2016~18-9~-8CSCSTail spin
SPECIAL MOVESf+2, d+1h, m20,1716~18-13~-12s+2~+3s+2~+3s
SPECIAL MOVESf+2, d+1, 3+4h, m, (SG)20,1716~18-2s+13s+13s
SPECIAL MOVESf+3m1723-9+9+9
SPECIAL MOVESf+3, 2m, m17,2023~24-13KNDKND
SPECIAL MOVESf+3, 2, Fm, m, (GOL)17,2023~24-27KNDKND
SPECIAL MOVESf+3, 2*m, m17,4023~24+15gKNDKND
SPECIAL MOVESf+3, 2*, Fm, m, (GOL)17,4023~24+18KNDKND
SPECIAL MOVESf+4m2024-14KNDKND
SPECIAL MOVESf+4, Fm, (GOL)2024-18KNDKND
SPECIAL MOVESf+4*m4043~44+26gKNDKND
SPECIAL MOVESf+4*, Fm, (GOL)4043~44+18KNDKND
SPECIAL MOVESf+1+2h2013-5+6sThrow
SPECIAL MOVESf+1+2(CH in front)h, (throw)18,10*413Throw
SPECIAL MOVESd/f+1m1414-6+4+4
SPECIAL MOVESd/f+2m1515-7+6+6
SPECIAL MOVESd/f+2, 1m, m14,2115-13~-12KNDKNDTail spin
SPECIAL MOVESd/f+3m1113-9+4+4
SPECIAL MOVESd/f+3, 1m, h11,1213-4+4+10
SPECIAL MOVESd/f+3, 1+2m, m11,2013-16CSCS
SPECIAL MOVESd/f+3, 1+2, 1+2m, m, h11,20,2013-1~0KNDKND
SPECIAL MOVESd/f+4m1214-3+3+9
SPECIAL MOVESd/f+4, 1+2m, m12,3014+1~+2s+5~+6sLaunch
SPECIAL MOVESd/f+4, 1+2, 3+4 (SG)m, m12,3014+3~+4s+7~+8sLaunch
SPECIAL MOVESd/f+1+2mm13,1325~26, 47~48-20~-19-9~-8sKND(KND)
SPECIAL MOVESd/f+1+2, 1+2mm, m13,13,1725~26, 47~48-18~-17sKNDKND
SPECIAL MOVESd+2m1315-14LaunchLaunch
SPECIAL MOVESd+3l1516-12-1-1
SPECIAL MOVESd+3, 2l, m15,2016-12s0sKND
SPECIAL MOVESd+1+2m3030~31 pc8~29-13~-12KNDKNDWall bounce, Power crush
SPECIAL MOVESd+3+4(Special)pc6~Power crush
SPECIAL MOVESd/b+2l (TC)2323~24 cs6~-14~-13+3~+4KND
SPECIAL MOVESd/b+3l (TC)1621s cs6~-20-4-4
SPECIAL MOVESd/b+3, 2l, h (TC)16, 2021s cs6~-9Tail spinTail spin
SPECIAL MOVESd/b+4l (TC)814s cs4~-13-2+3
SPECIAL MOVESd/b+1+2m3529~32-8~-5KNDKND
SPECIAL MOVESb+1m2020~22-15~-13LaunchLaunch
SPECIAL MOVESb+2m2020-13KNDKND
SPECIAL MOVESb+2, Fm, (GOL)2020-18KNDKND
SPECIAL MOVESb+2*m4041~42+15gKNDKND
SPECIAL MOVESb+2*, Fm, (GOL)4041~42+18KNDKND
SPECIAL MOVESb+3m2621~23-9~-7KNDKND
SPECIAL MOVESb+4m2020~22-9~-7s+1~+3sKND
SPECIAL MOVESb+1+2m3025~26+4~+5s+5~+6sLaunch
SPECIAL MOVESb+1+2, 3+4 (SG)m3025~26+6~+7s+7~+8sLaunch
SPECIAL MOVESu/f+1m (TJ)2523~24 js9~-9~-8sKNDKND
SPECIAL MOVESu/b+3m (TJ)1320~22 js9~-10~-8+3~+5+3~+5
SPECIAL MOVESu+3m (TJ)1520~22 js9~-10~-8+3~+5+3~+5
SPECIAL MOVESu/f+3m (TJ)1720~22 js9~-3~-1+6~+8Launch (JG?)
SPECIAL MOVESu/f+4m (TJ)2025~26 js9~-13~-12Launch (JG?)Launch (JG?)
SPECIAL MOVESu/f (On the way up) n+4m (TJ)2523 js9~-11Launch (JG?)Launch (JG?)
SPECIAL MOVESu/f+1+2m (TJ)3535~63d js18~-19~+10KNDKND
SPECIAL MOVESu/f+3+4m (TJ)2531~36 js6~-3~+2s+7~+12sKND
SPECIAL MOVESf, F+2m2516~17-8~-7KNDKND
SPECIAL MOVESf, F+3m2317(18~)-4+8 (+20~+29g wc) CSWall crush
SPECIAL MOVESf, F+4m1717(18~)-8+3+3
SPECIAL MOVESf, F+4, 2m, m17,2517(18~)-13~-12LaunchLaunch
SPECIAL MOVESf, F+1+2m2017(18~)-16CSCSHoming
SPECIAL MOVESf, F+1+2, 1+2m, h20,2017(18~)-1~0KNDKND
SPECIAL MOVESf, f, f+2m3021~24 (24~)+7~+10gKNDKND
SPECIAL MOVESWS+1m1711~12-7~-6+5~+6+29~+30g
SPECIAL MOVESWS+2m1915~16-5~-4+4~+5+4~+5
SPECIAL MOVESWS+2, 3m, m19,2415~16-13KNDKND
SPECIAL MOVESWS+2, 4m, m19,2015~16-14KNDKND
SPECIAL MOVESWS+2, 4, Fm, m, (GOL)19,2015~16-27KNDKND
SPECIAL MOVESWS+2, 4*m, m19,4015~16+27gKNDKND
SPECIAL MOVESWS+2, 4*, Fm, m, (GOL)19,4015~16+19KNDKND
SPECIAL MOVESWS+3m2518~20-13~-11Launch (JG?)Launch (JG?)
SPECIAL MOVESWS+4m2113~14-12~-11KNDCS
SPECIAL MOVESWS+4, 2m, m21,2013~14-14KNDKND
SPECIAL MOVESFC+d/f+2l (TC)2028~29 cs1~-19~-18KNDKND
SPECIAL MOVESSS+2h2528~29a (37~)-9~-8KNDKNDTail spin, Homing
SPECIAL MOVESFace down Grounded 2l?2022~24-16~-14+1~+3KND
SPECIAL MOVESFace down Grounded 1+2m3035~360~+1KNDKND
SPECIAL MOVESf+3+4 or From special move(GOL)35~36
SPECIAL MOVESGOL 1 (After two steps)m2526~27 (85~86)-2~-1KNDKND
SPECIAL MOVESGOL 1 (After three steps)m4026~27 (114~115)-2~-1KNDKND
SPECIAL MOVESGOL 2 (After two steps)h!4024~26 (83)KNDKNDKNDWall bounce
SPECIAL MOVESGOL 2 (After three steps)h!5524~26 (112)KNDKNDKND
SPECIAL MOVESGOL 1+2 (After two steps)m (TJ)2049~55a,d (105~) js36~+4~+10KNDKND
SPECIAL MOVESGOL 1+2 (After three steps)m (TJ)3049~55a,d (136~) js36~+4~+10KNDKND
SPECIAL MOVESd/b+3+4 (to SG)(Special)(SG)(TC)49~55, (136~) 36~
SPECIAL MOVESSG 1m2515~16 (36~)-13~-12Launch (JG?)Launch (JG?)
SPECIAL MOVESSG 2m3020~22 (41~)0~+2KNDKND
SPECIAL MOVESSG 4l1420~21 (41~)-16~-150~+10~+1
SPECIAL MOVESSG 4, 1l, h14, 2020~21 (41~)-1~-0KNDTail spin Tail spin
SPECIAL MOVESSG u/b(Special) (TJ)a
BASIC MOVESBASIC MOVES
#2CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
BASIC MOVES1h710+1+8+8
BASIC MOVES2h1010-5+6+6
BASIC MOVES3m1714~15-9~-8+2~+3KND
BASIC MOVES4m2016~17-9~-8+2~+3KND
BASIC MOVESf+1h710+1+8+8
BASIC MOVESf+2h2016~18-9~-7+7~+9CS
BASIC MOVESf+3m1723-9+9+9
BASIC MOVESf+4m2024-14KNDKND
BASIC MOVESd/f+1m1414-6+4+4
BASIC MOVESd/f+2m1515-7+6+6
BASIC MOVESd/f+3m1113-9+4+4
BASIC MOVESd/f+4m1214-3+3+9
BASIC MOVESd+1Sm (TC)510s cs4~-5+6+6
BASIC MOVESd+2m1315-14KNDKND
BASIC MOVESd+3l1516-12-1-1
BASIC MOVESd+4l (TC)712s cs4-13-2-2
BASIC MOVESd/b+1Sm (TC)510s cs4~-5+6+6
BASIC MOVESd/b+2l (TC)2023~24 cs6~-14~-13+3~+4KND
BASIC MOVESd/b+3l (TC)1621s cs6~-20-4-4
BASIC MOVESd/b+4l (TC)814s cs4~-13-2+3
BASIC MOVESb+1m2020~22-15~-13LaunchLaunch
BASIC MOVESb+2m2020-13KNDKND
BASIC MOVESb+3m2621~23-9~-7KNDKND
BASIC MOVESb+4m2020~22-9~-7s+1~+3sKND
BASIC MOVESu/b or u+1m (TJ)1618 js9~-8+3+3
BASIC MOVESu/f+1m (TJ)2523~24 js9~-9~-8sKNDKND
BASIC MOVESu/b or u or u/f+2h1715~16-12~-11+9~+10g+9~+10g
BASIC MOVESu/b+3m (TJ)1320~22 js9~-10~-8+3~+5+3~+5
BASIC MOVESu+3m (TJ)1520~22 js9~-10~-8+3~+5+3~+5
BASIC MOVESu/f+3m (TJ)1720~22 js9~-3~-1+6~+8Launch (JG?)
BASIC MOVESu/b+4m (TJ)2025~26 js9~-13~-12-1~0-1~0
BASIC MOVESu+4m (TJ)2025~26 js9~-13~-12KNDLaunch (JG?)
BASIC MOVESu/f+4m (TJ)2025~26 js9~-13~-12Launch (JG?)Launch (JG?)
BASIC MOVESu/f, n+4m (TJ)2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
BASIC MOVESWS+1m1711~12-7~-6+4~+5+4~+5
BASIC MOVESWS+2m1915~16-5~-4+4~+5+4~+5
BASIC MOVESWS+3m2518~20-13~-11Launch (JG?)Launch (JG?)
BASIC MOVESWS+4m2113~14-12~-11KNDCS
BASIC MOVESFC+1Sm (TC)510s cs1~-5+6+6
BASIC MOVESFC+d/b or d+2Sm (TC)811s cs1~-4+7+7
BASIC MOVESFC+3l (TC)1216s cs1~-17-3-3
BASIC MOVESFC+4l (TC)1012s cs1~-15-4-4
BASIC MOVESSS+1h710(11~)+1+8+8
BASIC MOVESSS+2h2528~29a (37~)-9~-8KNDKNDTail spin, Homing
BASIC MOVESSS+3m2014~15 (15~)-9~-8+2~+3KND
BASIC MOVESSS+4m2316~17 (17~)-9~-8+2~+3KND
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 | Geese / Heihachi

29 Responses

  1. For the sake of making this look neater I was call
    “After 2 steps” (buffer/instantaneous input) “i” example:
    RD~GOL~1 at fastest possible input with be “RD~GOL~i1”

    “After 3 steps” will be “n,” (delayed input) example “RD~GOL~n,1”

    RD~GOL~i1
    25 damage +7 on block

    RD~GOL~n,1
    40 damage +7 on block

    RD~GOL~ib+2
    20 damage -13 on block

    RD~GOL~n,b+2
    30 damage, -13 on block

    RD~GOL~ib+[2]
    40 damage +~27~30g on block
    On hit, F~GOL~i1+2 will natural combo for 54 Damage
    On block F~GOL~i2 is guaranteed for 40 damage

    RD~GOL~n,b+[2]
    50 damage + 27~30g on block
    On hit, F~GOL~i1+2 will natural combo for 64 Damage
    On block F~GOL~i2 is guaranteed for 40 damage

    RD~GOL~i2
    45 Damage, unblockable high

    RD~GOL~n,2
    60 Damage unblockable high

    RD~GOL~i1+2
    30 damage
    On standing hit, FDFA 2 is unavoidable

    On block, holding back wakes Gigas up instantly at minus 20~30g
    (That is to say, his i10 jab on wake up loses to 30~33f attacks, but the ability to guard on wake up makes the move unpunishable.)

    RD~GOL~n,1+2
    60 Damage
    On standing hit, FDFA 2 is unavoidable

    Same schpeel about wake up

    1. What does the ( a )mean after stuff?? Like ss2 starts at 28~29 a…….. can someone help

    1. df4,1+2 are -1 on block, with Opponent crouching

      After blocking, opponent generic wr4 trades with Gigas generic d4.

  2. during his rage drive (in rage f+3+4*) you can use b+2*, this can’t be used off GOL normally. It appears to be identical to b+2* except that it hits for 40 while b+2* with rage hits for 44.

    1. Actually it’s not identical, if you hold forward after b+2* you can go into another GOL stance but his footsteps are significantly faster.

  3. Gigas has one of the special 3+4 get ups from KND position, if the opponent blocks you’re guaranteed a launcher via 1 or 2. Not sure what that means in terms of plus frames or if it’s just a special mechanic.

    1. It’s called a cross chop. Other characters like miguel or steve got it too (I don’t know all the chars that got it). On hit it’s about the same thing as a spring kick. On guard however it breaks the ennemy guard and lets you recover 10 frames before the break ends. That means that you can jab the ennemy which floats him and allows you to juggle him.

  4. Hi,
    What is the difference between f+4* and f+4*,F on block?
    Why does pressing forward gives you +18 instead of +26g?

    f+4*,F gets you into golem stance. Suppose I hit 1 immediately, what would the start up frame for this move be?
    I tested it in game and it appears that GOL 1 from f+3+4 comes out much slower than the same move from f+4*,F. Why is this so?

    Thanks

    (Tekken noob here)

    1. I’m no Gigas expert, but it’s just frame advantage due to (not) going into standce. I think GOL 1 is normally 26 frames startup. Since you are at +18 after f+4*,F this should trade with your opponents 8 frame moves (it should beat all normal actions). Disclaimer : I have not tested this

    2. f+4* is held max charge giving you +26g (g meaning opponent can guard at disadvantage).
      f+4*, F goes into Goliath Stance (by holding forward after the max charge), giving you +18g into stance.
      f+4*, F into GOL 1 on guard would have GOL be i8 at the fastest (of course you can delay your inputs).
      Using f+3+4 to enter Goliath stance is not advised since its a pure stance transition with nothing to give advantage.

Leave a 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.