Tekken 7 is known to be the most execution heavy fighting game on the market. The fundamentals of the game require precision, movement, timing, and tech to be well efficient in the game. The game carries 51 characters total, each of them having about over 100 moves on their movelist. However, if you would like to be efficient in the game, you do not need to know all of the moves. (Whew!)
This guide will help in learning about what moves in Tekken are best to use, and what moves are the worst to use. Here are the best 10 moves and the worst 10 moves in Tekken 7.
Controller Reference for Learning Moves in Tekken 7
I will be using these notations as reference for the moves:
This is a common controller notation that Tekken players use to communicate through texts since not a lot of players call the moves by their name. It has just been an easier way to exchange move and discuss about as well since it has become the universal language for players. So if a move were to say “d/b3” according to the chart, you can easily see where you need to input the move on the controller.
10 Best Moves in Tekken 7, Ranked from Least to Most Favorite
Now let’s get into the moves and their details. Up first, we have all of the best moves in Takken 7 you need to know. We’ve got them in order from our least favorite, to the one we like the best. All of these moves are beneficial to learn and will vastly improve your game.
Claudio – FFF2
Claudio’s fff2 is a long reaching move that can catch the opponent if they are not ready for it. It can be used as an approach to close the gap between you and the opponent, or be used as a combo finisher, depending on the height position of the opponent. The move does act as a high, which means the opponent can easily duck under and punish it if they see you trying to input it from afar so be mindful of when to use this move.
Heihachi – f4
Heihachi has some great moves in his arsonal which can grant him a lot of choices for mixing an opponent with mid attacks. His wavedash can help with his approach to the opponents and have them guessing on what he’s going to do once he gets in. One of his options is to throw F4, which is a mid attack and a solid choice between the options he has.
Heihachi’s f4 is a safe move to pull out and can put him on advantage if it hits or if it is blocked. After the F4, Heihachi is free to use another f4, use a different move, or block which makes this a great option to use if you need to keep the opponent locked in.
Bryan – B1
Bryan has damaging normals and powerful counter hits. This definitely includes his B1 which is very versatile for all of Bryan’s tools. On hit, it can force the opponent to a crouch position, but on counter hit, it causes a ground bounce which launches the opponent in the air for a full combo. B1 is a safe move to throw out even if it does get blocked. This is definitely something Bryan players would want to through out if you need to stuff the opponent’s next move.
Kasumi – D/F1
Kazumi has really good buttons and good pokes to chip away at the opponent. Kazumi is constantly testing the opponent on when they are going to leave themselves open or make a mistake and capitalizing off of it.
One of the way she tests them is by using her D/F1. It is a quick mid poke that can easily be spammed and it leaves Kazumi safer to user other moves after it has landed. People who play against Kazumi is well familiar with this kind of pressure, which makes it a great and annoying move to deal with.
Julia – FF1
Julia is great at carrying the opponent to the corner. Her number one tool into going to the wall is her FF1. This move is good at controlling the space between her and the opponent, since it is quick and safe if it is blocked. It can be used as a poke, since it’s a mid and can be mixed up with lows. After the opponent has been launched, FF1 can be repeatedly used to push them further to the wall for max damage.
Paul – D,D/F,F+2
Paul’s Deathfist is a really powerful move in Tekken 7. Counting as a mid attack, Paul takes a huge step forward and thrusts a punch straight into the opponent, standing or crouching. It can really leave a mark, considering it deals a huge amount of damage for a simple move. It is usually Paul’s go-to ender after a combo, or if timed well can catch the opponent who is stuck on the wall. He especially has a low combo that he can mixup to really play mind games as he apporaches.
On block, it pushes the opponent at a fair distance as well, but can still be punished if the user has the correct punish.
Akuma – D3
Akuma is a very controversial character in Tekken since he breaks the rules of the game. Even though being a guest character on the roster is quite amazing, he is can be considered overpowered since he is a character with a super meter and it can allow him to create big damage. His D3 is a fast low that can be canceled into his special moves.
It is rare for characters in Tekken to get such high damage off a low, but Akuma is an exception. Not to mention blocking low in Tekken is unorthodox, so it’s a habit that needs consideration while fighting Akuma. His D3 is deadly with full meter and against someone with high execution, the round is his.
Leroy – U4
When Leroy was first released, he had a lot of damaging combos. He was simple to use which was part of the reason why he did so well in tournaments. One move that was utilized well by pros is his U4. Normally, everyone’s universal U4 would just be a fast jump kick that would launch the opponent.
Leroy’s U4 acted different, by making the opponent bounce off the ground and can still get a full combo after it. This move covered a lot of ground and can be safe if spaced correctly. It’s perfect for dodging low moves as well and the opponent would have to time their side step perfectly since it’s so fast.
Negan – D2
This move HURTS. Negan has some good counter hit tools in his moveset. D2 being a huge highlight from the list. On normal hit, it can be used as a poke to keep the opponent away. On counter hit, it is so strong that it can match up the same damage as a high damaging combo. If you’re solid at reading your opponent of when they’re about to strike, Negan is the top choice for dishing out huge amount of counter hit damage from one move.
Kazuya – F * D,D/F2 (Electric Wind God Fist)
This is the best move in Tekken 7, and quite possibly the hardest move to execute consistently. Anyone who is familiar with the Mishima’s knows that the EWGF is critical to their gameplan. It’s a fast uppercut, safe on block, and can consistently combo into each other with the right timing. It’s excellent as a whiff punish and can be implemented with a fast wavedash mixup.
EWGF has a lot of people in training mode just grinding out to perfectly execute this in a match. This is Kazuya’s number one punishing move, especially being his main combo starter. It is possible to duck it since it is a high, but you need fast reflexes to even dodge it.
Bonus: 10 Worst Moves in Tekken 7, Ranked from Least to Most Useless
These moves are worth identifying as some less-than-worthy moves in Tekken 7.
Bryan – D/F3
As mentioned in our Best Moves in Tekken 7 section, Bryan has been known to have the most damaging normals and powerful counter hits in the game. A lot of his game plan is to keep his opponents at midrange and has the tools to approach if he wants to approach. One move that he is known for is his D/F3, also known as Snake Edge. This move is a low sweeping move that has incredible range and great homing properties, meaning it can catch the opponent sidestepping. If it lands, it can be converted into a full combo.
However, the move is very slow and can be reactable if the opponent sees it coming. It can be an easy block for them and leaves Bryan open for a punish.
Kuma/Panda – U3
Kuma and Panda are unique in Tekken. It is not just the fact that they are not bear characters, but more of the fact that the structure of their body is disjointed compared to the rest of the cast. Since the bears have a different body type, things like hitboxes, and combos will work differently if faced against a bear. Some characters will need bear specific combos if they need to optimize their damage against them.
Most of a cast has a universal U4 which acts as a hop kick to launch the opponent for a juggle. The bears’ U4 is very short and requires them to be super close in order for it to land. It can be an option if you need to get a quick launcher in for a combo, but the legs on the bears are not their strong suit so it might be best to stay away from this move.
Leroy – 2+3
Leroy is a solid character that has defensive tools and can dish out a lot of damage through his simple input combos. One of his moves includes his dog, Sugar, being called out for a low attack on the opponent. This move can be really useful… If Sugar decides to attack.
Once 2+3 calls out Sugar, Sugar will either attack the opponent or stop in the middle of his tracks and do nothing. It really depends on the Dog’s mood, which can vary depending on when you need him. The random factor is not worth using this move since it does leave you vulnerable after you call Sugar.
Paul – Hold D, U3+4
Paul is a hard hitter that does not need long combos to be dealing serious damage. He has a dangerous mixup game that if the opponent does not guess correctly, they will be eating some serious damage. Do not be scared of Paul’s Incomplete Somersault (Hold D, U3+4) This move is useless since it does require you to charge first before the move can come out, but it takes a good couple of seconds to let you know it’s ready.
Even when you are charging, it is completely obvious that it will come out since you’ll be holding crouch the whole time. The Incomplete Sumersault goes straight up and comes straight down, which can only land if the opponent gets close enough to fall for it.
Miguel – F3+4 (Hold)
Miguel relies on a strong poke game. The buttons he has do enough damage to have the opponent fear his strength. His F3+4 allows him to laugh at his opponent as he walks forward. If the buttons are held, he would then swipe with an mid unblockable attack that would lead to a 1 hit KO, regardless of how much health they have.
While it sounds amazing on paper, it involves a really long animation before the move comes out. It gives the opponent a lot of time to move out of the way or even just jab them out of it. It is a high risk, high reward type of move, but it’s almost not even worth it considering on how vulnerable it leaves Miguel.
Jack – FF3+4
Jack has long arms that can easily keep out his opponents. This allows him to capitalize on punishes that other characters can’t do from his range, making him a solid choice. However, his FF3+4 allows him to dive about half screen with a quick mid/low mixup. While this move is long reaching, it is a gamble since Jack is unsafe on block and on hit, meaning he will get punished after throwing this move out. It is best to use it to end the round if your opponent is one hit from KO.
Kazuya – U/F4444
Kazuya is a scary character to fight against. He can control a lot of space using his wavedash and once he lands a hit, he is going to put the opponent in a blender. Kazuya will not give the opponent a chance to defend themselves, which makes Kazuya such a threat. He is known for his EWGF, and is also known for his U/F4444. If the opponent does not know how to hand this move, it can be quite annoying for them.
The start of this move starts with Kazuya jumping with a homing kick, then finishing off with 2 homing lows. What makes this move so bad is that it is very predictable. The first hit does not even combo into the rest of the move, plus if the lows were to get blocked, it staggers Kazuya, leaving him open for punishment. The trick is just block low.
Alisa – WS3
Alisa While Standing (WS) 3 is a very useless move. She has better WS moves in her move list. After this move hits, Alisa starts spinning like a top. She then has the option to press 3 again for a mid kick or press D3 for a low kick. What makes this move so bad is that after the WS3 lands, the opponent can easily jab her out of her spinning. Better yet, even if the follow up moves land, Alisa does not gain anything good after it. There are no follow ups after this move and it is just something to completely avoid if you play this character.
Yoshimitsu – D,D/B,B,F2
This move is an interesting one. Yoshimitsu has a lot of different moves that actually do not appear on the move list. One of them being this grab. The move does a fair amount of damage if you can land it and it can be a for sure way to gain your rage drive, but the move actually gives health to the oppoenent. It might seem like a fair trade, but the risk of having to actually grab them just to give them health is not a good trade. It could be some good mental damage though.
Yoshimitsu – D1+4
Even though Yoshimitsu made it twice on this list, does not make him a bad character. There are just some options that he has that there is no reason for him to use them. For instance, his D1+4 involves him stabbing himself with his sword. You can hit the opponent if they are close enough for some big damage, but Yoshimitsu takes a huge amount of damage as well. If timed poorly, it just damages him, and leaves him to look very silly for even trying that move. It is a way on aggravating your opponent too if you wish to get in their head. Other than that, it’s not a very effective move.
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