King T7 Frames

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To character select | Kazuya / Kuma & Panda

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESSPECIAL MOVES
#1CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESin rage d/f+1+2m5520 pc8~17-22KNDKNDRage art
SPECIAL MOVESin rage d/b+1+2m2420~21+8~+9sKNDKNDRage art
SPECIAL MOVES1h710+1+8+8
SPECIAL MOVES1, 2h, h7,1510-1+6+6
SPECIAL MOVES1, 2, 2+4h, h, h(Throw)7,15,3010Throw(KND)
SPECIAL MOVES1, 2, d+2+4h, h, l(Throw)7,15,4510Throw(KND)
SPECIAL MOVES1, 2, 1h, h, m7,15,1010-4~-3+5~+6+10~+11
SPECIAL MOVES1, 2, 1, 2+4h, h, m, h(Throw)7,15,10,4010Throw(KND)
SPECIAL MOVES1, 2, 1, d+2+4h, h, m, l(Throw)7,15,10,4510Throw(KND)
SPECIAL MOVES2h1010+1+7+7
SPECIAL MOVES2, 1h, m10,1510-1+7+7
SPECIAL MOVES1+2m1818~20b-11~-9-2~00~+2
SPECIAL MOVES1+2, 1m, m18,2118~20-13KNDKNDWall bounce
SPECIAL MOVES1+2, 3m, h18,2518~20-3~-2KNDKNDTail spin
SPECIAL MOVES1+2 1bm1818~20-18-9~-7 Cancel
SPECIAL MOVES1+4!2352~56adKNDKNDKND
SPECIAL MOVESBT 1+4!3041~45adKNDKNDKND
SPECIAL MOVESf+2m1215~16-11~-10+2~+3+2~+3
SPECIAL MOVESf+2, 1m, h12,2515~16-9~-8KNDKND
SPECIAL MOVESf+2, d+1h, m12,1515~16-13s+2s+2s
SPECIAL MOVESf+2, d+1, 2h, m, m12,15,1615~16-15Launch (JG?)Launch (JG?)
SPECIAL MOVESf+3m1815~16-8~-7+1~+2+9~+10
SPECIAL MOVESf+4m (TJ)2518~20 js9~-9~-7KNDKNDHoming
SPECIAL MOVESf+1+2h2316~17-1~0KNDKND
SPECIAL MOVESf+1+2*h!?5029~32KNDKNDKND
SPECIAL MOVESf+3+4h (TJ)2528~30 (38~) js9~+7~+9KNDKND
SPECIAL MOVESf, F+3+4h (TJ)2528~30 (29~) js9~+7~+9KNDKND
SPECIAL MOVESf+1+4m2117~19+3~+5+7~+9+7~+9
SPECIAL MOVESf+2+3m2723~30 pc8~22-12~-5KNDKNDPower crush
SPECIAL MOVESd/f+1m1514~16-1~+1+3~+5+3~+5
SPECIAL MOVESd/f+1, 2m, m15,1514~16-10~-9+5+5
SPECIAL MOVESd/f+2m1213-6+4+4
SPECIAL MOVESd/f+2, 1m, h12,1513-4~-3KNDKNDTail spin
SPECIAL MOVESd/f+3m1714-9+6+6
SPECIAL MOVESd/f+3, 4m, h (TJ)17,23d js22~0KNDKND
SPECIAL MOVESd/f+4l1314~15-14~-13-3~-2-3~-2
SPECIAL MOVESd/f+4, 3l, h10,1114~15-5+6+6
SPECIAL MOVESd/f+4, 3, 4l, h, m (TJ)10,11,27~js18~-15~-14KNDCS
SPECIAL MOVESd/f+4, 3, 4, Bl, h, m (TJ)10,11,27b js18~-8~-7KNDCS
SPECIAL MOVESd/f+4, 3, d/b or d+4l, h, l (TJ)10,11,20as(d) js25~-13~-11KNDKND
SPECIAL MOVESd/f+3+4 (Close)Sm (TJ)(, h(Throw))15(,30)28d(b) js13~Throw(KND)Throw(KND)Throw(KND)
SPECIAL MOVESd/f+3+4Sm (TJ)1528~35d js13~-18~-11-7~0s-7~0s
SPECIAL MOVESd+1 or FC+d+1Sm (TC)510s cs4~-5+6+6
SPECIAL MOVESd+1, 2Sm (TC), m5,1310 4~-11~-90~+20~+2
SPECIAL MOVESd+3l1217-12+1+1
SPECIAL MOVESd+1+2m (TC)2123 cs6~22-24Launch(JG?)Launch(JG?)
SPECIAL MOVESd+3+4 or FC+d/f+4l (TC)(ALI)1416s cs6~-25-9-9
SPECIAL MOVESWR+4l (TC)(ALI)2214s cs6~-25-9-9
SPECIAL MOVESd+3+4, 4l (TC), l (TC)(ALI)14,7s cs1~-25-9-9
SPECIAL MOVESd+3+4, 4, 4l (TC) x 3(ALI)14,7,7s cs1~-29+7+7
SPECIAL MOVESd+3+4, 4, 4, 4l (TC) x 5(ALI)16,7,7,4,3s cs1~-26+15+15
SPECIAL MOVESALI 2l (TC) x , m14,10cs1~21-15KNDKND
SPECIAL MOVESd+2+3m2530~35 ar21~-8~-30~+5s0~+5s
SPECIAL MOVESd/b+2m2125~26-5~-4sKNDKND
SPECIAL MOVESd/b+3l (TC)1723s cs10~-16+2sKND
SPECIAL MOVESd/b+4l2029~31s cs6~14 js16~-20~-18aKNDKND
SPECIAL MOVESb+1h1312-8+3CS
SPECIAL MOVESb+1, 2h, h13,2012-13+5+5
SPECIAL MOVESb+1, 4h, m13,23d js16~-9~-7KNDKND
SPECIAL MOVESb+2h1214-5+1+1
SPECIAL MOVESb+2, 1h, h14,2014-9KNDKNDTailspin
SPECIAL MOVESb+2, 1+2h, h12,2214+2~+3sKNDKND
SPECIAL MOVESb+2, 4h, m12,1814-9Throw(KND)Throw(KND)
SPECIAL MOVESb+3h2316~18-10KNDKND
SPECIAL MOVESb+3 during hit from front 1+2h23,20-10Throw(KND)Throw(KND)
SPECIAL MOVESb+4 (Close)h2517+2KNDKNDWall bounce
SPECIAL MOVESb+4h2517+2KNDKNDWall bounce
SPECIAL MOVESu/b+1h2120~23-3~0KNDKNDHoming
SPECIAL MOVESu/b+2m3547~53d js9~-18~-12sKNDKND
SPECIAL MOVESu+2m (TJ)(?)3547~53d js9~-18~-12sKNDKND
SPECIAL MOVESu/f+2m (TJ)3548 js9~-18sKNDKND
SPECIAL MOVESu/f+3 (First part)m (TJ)2322~23d js13~-10~-9KNDKND
SPECIAL MOVESu/f+3 (Second part)m1824 js1~-20KNDKND
SPECIAL MOVESu/b+4m (TJ)1115~16 js9~-20~-19-8~-7-8~-7
SPECIAL MOVESu+4m (TJ)1515~16 js9~-13~-12KNDLaunch (JG?)
SPECIAL MOVESu/f+4m (TJ)1315~16 js9~-13~-12Launch (JG?)Launch (JG?)
SPECIAL MOVESu/f+1+2m (TJ)2535~36 js9~33+2~+3sKNDKND
SPECIAL MOVESu/f+1+2*! (TJ)4567~68 js9~60KNDKNDKND
SPECIAL MOVESu/f+3+4h (TJ)2823~24d js5~-16~-15KNDKND
SPECIAL MOVESf, f, N, 2l (TC)1518(19~) cs6~-14+1Throw(KND)
SPECIAL MOVESf, f, N, 1+2m09(10~)0+7+18
SPECIAL MOVESf, F+1m2122~23 (23~)-5~-4+14~+15kgKNDHoming, Tail spin
SPECIAL MOVESf, F+2m1931~32 (32~)+2~+3s+4~+5s+4~+5s
SPECIAL MOVESf, F+2, 1m, h19,2531~32 (32~)-1KNDKND
SPECIAL MOVESf, F+4m2515(16~)-15KNDThrow(KND)
SPECIAL MOVESf, F+1+2h (TJ)2120~39a (21~) js18~-5~+14KNDKND
SPECIAL MOVESf, F+1+2 (Far)l (TJ)2140~43a (41~) js18~-25~-22KNDKND
SPECIAL MOVESf, F+2+3 (Close)m (TJ), (throw)20,1521~25ad (22~) js12~-17~-13sKNDKND
SPECIAL MOVESf, F+2+3m (TJ)2026~43ad (27~) js1~-12~+5s-15~+2s-15~+2s
SPECIAL MOVESf, f, f+3m2520~25 (22~)+3~+8KNDKND
SPECIAL MOVESf, f, f+3+4m (TJ)4028~34ad (31~) js9~+17~+23gKNDKND
SPECIAL MOVESWS+2m1114-9+1+1Homing
SPECIAL MOVESWS+2, 2m, m11,2514-12~-11+12~+13kg+12~+13kgTail spin
SPECIAL MOVESWS+4m2011~12-6~-5+5~+6+5~+6
SPECIAL MOVESWS+1+2m2018~19-10~-9Launch (JG?)Launch (JG?)
SPECIAL MOVESFC+d/f+1l (TC)2032~34s cs1~-12~-10KNDKND
SPECIAL MOVESFC+d/f+2m2115~16-14~-13hKZDhKZD
SPECIAL MOVESSS+2h2519~21 (28~)-5~-3KNDKNDTail spin
SPECIAL MOVESSS+3+4h (TJ)5027~31ad (36~) js11~+11~+14g (+21~25g wc)KNDKNDWall crush
SPECIAL MOVESBT 3m1813-13+9CS
SPECIAL MOVESBT 1+2h!5026~30KNDKNDKND
SPECIAL MOVESBT d+4l2022~24 s(d) cs1~5 js11~-17~-15KNDKND
SPECIAL MOVES3+4 (to JGS)(Special) (TJ)(JGS)a
SPECIAL MOVESb+3+4(Special) (TJ)(JGS)a
SPECIAL MOVES3+4, 1 (one spin)h2119~20 (43~)-5~-4CSCS
SPECIAL MOVES3+4, 1 (two spins)h2519~20 (71~)-1~0CSCS
SPECIAL MOVES3+4, 1 (three spins)h3119~20 (103~)-1~0CSCS
SPECIAL MOVES3+4, 1 (four spins)h3119~20 (135~)-1~0CSCS
SPECIAL MOVES3+4, 1 (five spins)h3119~20 (167~)-1~0CSCS
SPECIAL MOVES3+4, 2 (one spin)m1511~12 (35)-9~-8+12~+13s+12~+13s
SPECIAL MOVES3+4, 2 (two spins)m1811~12 (67)-2~-1+12~+13s+12~+13s
SPECIAL MOVES3+4, 2 (three spins)m2211~12 (99)0~+1s+12~+13s+12~+13s
SPECIAL MOVES3+4, 2 (four spins)m2211~12 (131)0~+1s+12~+13s+12~+13s
SPECIAL MOVES3+4, 2 (five spins)m2211~12 (163)0~+1s+12~+13s+12~+13s
SPECIAL MOVES3+4, 3 (one spin)m (TJ)2322~23 (46~) js14~-5~-4KNDKND
SPECIAL MOVES3+4, 3 (two spins)m (TJ)2722~23 (74~) js14~-1~0KNDKND
SPECIAL MOVES3+4, 3 (three spins)m (TJ)3422~23 (106~) js14~-1~0KNDKND
SPECIAL MOVES3+4, 3 (four spins)m (TJ)3422~23 (138~) js14~-1~0KNDKND
SPECIAL MOVES3+4, 3 (five spins)m (TJ)3422~23 (170~) js14~-1~0KNDKND
SPECIAL MOVES3+4, 3, 2+3 (Close)m (TJ), (throw)20,15d js10~-17~-13sKNDKND
SPECIAL MOVES3+4, 3, 2+3m (TJ)20 10~d-12~+5s-15~+2s-15~+2s
SPECIAL MOVES3+4, 4 (one spin)h4017~18 (41~)+8~+9KNDKNDTail spin
SPECIAL MOVES3+4, 4 (two spins)h!4217~18 (73~)KNDKNDKNDTail spin
SPECIAL MOVES3+4, 4 (three spins)h!5217~18 (105~)KNDKNDKNDTail spin
SPECIAL MOVES3+4, 4 (four spins)h!5217~18 (137~)KNDKNDKNDTail spin
SPECIAL MOVES3+4, 4 (five spins)h!5217~18 (169~)KNDKNDKNDTail spin
SPECIAL MOVES3+4, d/f+4 (one spin)m3017~19 (41~)-17~-15KNDKND
SPECIAL MOVES3+4, d/f+4 (two spins)m3617~19 (73~)+8~+10KNDKND
SPECIAL MOVES3+4, d/f+4 (three spins)m4517~19 (105~)+8~+10KNDKND
SPECIAL MOVES3+4, d/f+4 (four spins)m4517~19 (137~)+8~+10KNDKND
SPECIAL MOVES3+4, d/f+4 (five spins)m4517~19 (169~)+8~+10KNDKND
SPECIAL MOVES3+4, 1+4 or 3+4, 2+3h(Throw)2012(36~)Throw(KND)
SPECIAL MOVESf, n, d, D/F(Special)s
SPECIAL MOVESf, n, d, D/F+1l (TC)2032~34s (36~) cs1~-12~-10KNDKND
SPECIAL MOVESf, n, d, D/F+4m (TJ)2115~16 (19~)-9~-8CShKZD
SPECIAL MOVESf, n, d, D/F+1+2m2420~23 (24~)-5~-2sKNDKND
SPECIAL MOVESf, n, d, D/F+2+3h(Throw)2512Throw(KND)
SPECIAL MOVESf, n, d, D/F+1+4h(Throw)2012Throw(KND)
SPECIAL MOVESf, n, d, d/f, n12
BASIC MOVESBASIC MOVES
#2CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
BASIC MOVES1h910+1+8+8
BASIC MOVES2h1310+1+7+7
BASIC MOVES3h3317-14KNDKND
BASIC MOVES4h2713-5+6Launch (JG?)
BASIC MOVESb+1h1712-8+3CS
BASIC MOVESb+2h1614-5+1+1
BASIC MOVESb+3h3116~17-10~-9KNDKF?KND
BASIC MOVESb+4h2517+2KNDKNDWall bounce
BASIC MOVESf+1h910+1+8+8
BASIC MOVESf+2m1615-11+2+2
BASIC MOVESf+3m2415-9+1+9
BASIC MOVESf+4m (TJ)3118-9KNDKNDHoming
BASIC MOVESf, F+1m3322(23~)-5+14~kgKNDHoming, Tail spin
BASIC MOVESf, F+2m2531(32~)+2s+4+4 OC
BASIC MOVESf, F+3m2415(16~)-9+1+9
BASIC MOVESf, F+4m3315(16~)-15KNDThrow(KND)
BASIC MOVESd/b or d+1Sm (TC)610 RC-5+6+6
BASIC MOVESd+2Sm (TC)1011 RC-4+7+7
BASIC MOVESd+3l1617-12+1+1
BASIC MOVESd+4l (TC)914 RC-13-2-2
BASIC MOVESd/b or d+1Sm (TC)610 RC-5+6+6
BASIC MOVESd/b+2m2825-5 OCKNDKND
BASIC MOVESd/b+3l (TC)2223 RC-16+2 OCKND
BASIC MOVESd/b+4l (TJ)2727~29?s-17~-15aKNDKND
BASIC MOVESFC+d/b or d+1Sm (TC)610 RC-5+6+6
BASIC MOVESFC+d/b or d+2Sm (TC)1011 RC-4+7+7
BASIC MOVESFC+3l (TC)1618 RC-16-2-2
BASIC MOVESFC+d/b or d+4l (TC)1314 RC-13-2-2
BASIC MOVESWS+1m1610~11-4~-3+3~+4+3~+4
BASIC MOVESWS+2m1414-9+1+1Homing
BASIC MOVESWS+3h37160KNDKND
BASIC MOVESWS+4m2711-6+5+5
BASIC MOVESd/f+1m2014~16-1~+1+3~+5+3~+5
BASIC MOVESd/f+2m1613-6+3+3
BASIC MOVESd/f+3m2214-9+2+2
BASIC MOVESd/f+4l1314-14-3-3
BASIC MOVESu/b+1h4020~21-3~-2KNDKNDHoming
BASIC MOVESu or u/f+1m (TJ)1618-8+3+3
BASIC MOVESu/b+2m(?)4748~52 RG-18~-14 OCKNDKND
BASIC MOVESu+2m (TJ)(?)4748~52 RG-18~-14 OCKNDKND
BASIC MOVESu/f+2m (TJ)(?)4748~52 RG-18~-14 OCKNDKND
BASIC MOVESu/b or u+3m (TJ)3323-19KNDKND
BASIC MOVESu/f+3 (First part)m (TJ)3322~23 RG-10~-9KNDKND
BASIC MOVESu/f+3 (Second part)m2424~28 RG-5~-1KNDKND
BASIC MOVESu/b+4m (TJ)1415-20-8-8
BASIC MOVESu+4m (TJ)2015-13KNDLaunch (JG?)
BASIC MOVESu/f+4m (TJ)1715~16-13~-12Launch (JG?)Launch (JG?)
BASIC MOVESSS+1h910(11~)+1+8+8
BASIC MOVESSS+2h2519~21 (28~)-5~-3KNDKNDTail spin
BASIC MOVESSS+3h3317(18~)-14KNDKND
BASIC MOVESSS+4h2713(14~)-5+6Launch (JG?)
BASIC MOVESBT 1 or 2h208-8+3+3
BASIC MOVESBT 3m1813-13+9CS
BASIC MOVESBT 4h3310-8KNDKND
BASIC MOVESBT d+1 or 2Sm1010s-2+9+9
BASIC MOVESBT d+3l1210s-11+3+3
BASIC MOVESBT d+4l (TJ)2722~24 RC-17~-15KNDKND

To character select | Kazuya / Kuma & Panda

16 Responses

  1. What does it mean when start up frame numbers say 10s or 10 4~
    Im looking at d+1 & d+1,2

    1. f, f+2+3 : he jumps forward and lands on the opponent with his belly.
      I dont think JGS d/f+4 is a true homing move, but it probably has good tracking.

  2. Most people understand f,f,2 as f,f~+2. I’d suggest changing the written form to “f,f,n+2”.

  3. Could somebody please tell me where is the legend ?

    in example, for start up frame, “28~30 (38~) js9~”, or “29~31s cs6~14 js16”

    thanks!

    1. 28~30 means it hits after 28 or 30 frames, depending on where in the animation it hits. It has 3 active frames. Up close it will be 28 frames.
      js9~ means it low crushes from frame 9. cs6~14 means it high curshes between frame 6 and 14. The s in 31s means opponent recovers crouching.

  4. King’s f+1+2 is now i16 with the damage of 23.

    King’s u/f+3 is now 23 in damage.

    King’s 1+2,1 is -13 on block again.

    King’s WR+3 is no longer positive on block but instead ±0.

    King’s cd or FC d/f+1 is now -11 on block.


    Let’s see if we’ll get more nerfs..

  5. Rage Art deals 55 damage at the lowest. (Damage increases as the health diminishes)

    Link to source: https://youtu.be/QVdHMtiMKaE?t=51m20s

    Rage Drive (d/b+1+2) deals 24 damage and is +8 on block.

    Here is the damage list of every single attack that got changed:

    f+4 is now 23, not 25
    f+2+3 is now 25, not 35
    u/b+1 is now 21, not 30
    f,F+1 is now 21, not 25
    WS+1+2 is now 20, not 18
    d/f+1,2 now deals 15,15, not 15,12

    Quick fix regarding d+2. The damage should be 8, not 7 as written in the former post.

    One more thing coming to mind are Air Throws. All of the Air Throws as well as Wall Throws now scale just like any other juggle hit. (70% -> 50% -> 40% -> 30%…)

    Base damages (100%) and stats for King’s Air and Wall Throws:

    Aerial Jaguar Bomb (GS) | 55dmg | i10

    Running Jaguar Bomb (iSW) | 65dmg | i10

    Shining Torpedo | 65dmg | i10

    Another good to add string. Very strong and most people don’t even know of its existence not to mention its frames:

    f+1,2,1,1,2 | high, high, mid, mid, mid| 7, 15, 10, 6, 6 | i10 | -10 | +1 | +1

    (last 3 parts are a natural combo)

    King’s JGS d/f+4 is a homing move.

    Specs about King’s f,f,F+3:

    WR+3 | mid | 25 | i20 | +2 | KND | KND

    Some moves missing from the list:

    4 | high | 20 | i13 | -5 | +6 | JG

    d+2 | mid | 7 | i11 | -4 | +7 | +7

    u/f,N,4 (delayed hopkick) | mid | 25 | i23 | -11 | JG | JG

    U/F~4 | mid | 25 | i23 | -8 | +3 | +3

    Some errors that I’ve spotted:

    d/f+1,2 -> Now -10 on block instead of -9.
    d+1,N,2 -> Now -11 on block instead of -9. Also +1 on both NH and CH, not +2.
    JGS+2 -> Now always +13 with or without opponent ducking.

    1. Hi, thanks for all the extensive feedback. I cleaned up a bit and merged many of your comments to one post.
      I’ll have to go through it all when the game arrives, but your comment should be of great value to visitors of the page

  6. First of all the damages all seem to still be in TTT2 form. Easily enough by dividing the initial TTT2 damage output by 1.35 and then rounding the number up (28 / 1.35 = 20.740740.. ~21) the real T7 damage value can be reached.

    Some moves have got changed during the T7 lifespan and their damage values are different. Such cases are moves like f,F+1 (21dmg instead of 25dmg), d/f+1,2 (15dmg,15dmg instead of 15dmg,12dmg) and WS+1+2 (20dmg instead of 18dmg).

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