![tekken 7 frame data tekken 7 frame data](https://3.bp.blogspot.com/-LQDMvWT7gFU/WS65DrcYFYI/AAAAAAAAACw/PKAlBrMWPZYgand1JQbsiNhVwar9Fbd3QCLcB/s1600/fd02.jpg)
Whether this ought to count as tracking is hard to decide. You couldn’t know that simply looking at this data, which shows its limitations. This makes it possible for the first hit to connect and the second to whiff, making it no longer a combo. However, the hitbox on the first hit is bigger than the rest. Each hit has Lee turn a bit to face his opponent. But a move that simply has a big hitbox won’t.Ī notable case is with Lee’s f+3 string. (With Lee, we use b+1 instead of a jab since his 1 jab turns him to the right very slightly, which can make moves after it clip to the right when they normally wouldn’t.)Ī move with real tracking will pass that tracking on to the next move in the string. Go into practice mode, record a bot realigning with f,F, followed by a jab, followed by the move then try to step the move after the jab.
![tekken 7 frame data tekken 7 frame data](https://cdn.segmentnext.com/wp-content/uploads/2017/06/Tekken-7-King.jpg)
For example, Lee’s standing 3…īeats a sidewalk on his left side, and a sidestep on his right side. Tracking is indicated by the border of a move’s box. The cancel puts Lee into crouch, and going to standing guard from crouch takes 1 frame, so with a perfect cancel FC d/f+4,3 loses to an i13 mid but beats an i14 mid. HMS cancelling can be done by either a well-timed qcb, or a D/F followed by a well-timed b. But keep in mind that you can’t block in a lot of stances.įor example, Lee can’t always block during HMS, so a move like FC d/f+4,3 that’s −12 on block is actually much riskier than it seems if you don’t cancel the stance. The frame advantage for transitions is for the frame you can first act. Some transitions are much better than others. Stance transitions often have different frame advantage than the non-transition version, so they’re listed as separate moves. Moves mostly connect on frame 1 though so this isn’t too important to think about. So u/f+4 is −12 when it’s blocked on the 16th frame. Recovery doesn’t change, but if the move connects later, the block/hit stun will start later, making it effectively longer.
![tekken 7 frame data tekken 7 frame data](http://www.tekkengodprime.com/uploads/4/1/3/0/4130480/27-tekk01_orig.jpg)
#TEKKEN 7 FRAME DATA HOW TO#
How to do this is explained in T7 Lee School’s page on combos.įor moves with more than 1 active frame, the frame advantage will be different depending on which frame it connects. It says that on hit and counter-hit, the opponent can be juggled. They can do a move that is i13 or faster and be guaranteed to hit.
![tekken 7 frame data tekken 7 frame data](https://cdn.segmentnext.com/wp-content/uploads/2017/06/Tekken-7-Feng-620x349.jpg)
It says that on block, Lee is −13, meaning that his opponent will recover 13 frames earlier than he does. This says that the move will hit on frames 15–16, that from frame 9 Lee is in a jumping state, and that the move takes 46 frames to complete.