QDogg
Manji Foot Soldier
Joined: Jan 2000
Posts: 4824
From: USA California
PSN: Qunimitsu
# “Quote” Edit Post
Tekken 7 Fated Retribution Yoshimitsu Official Movelist:
http://www.tekken-official.jp/tk7fr.../yoshimitsu.pdf

Inatekken Tekken 7 Fated Retribution Frame Data:
http://seesaawiki.jp/w/inatekken/d/...cd%ad%b5%bbTFR#

Punishment Movelist and videos (courtesy of Avoiding the Puddle)
http://www.avoidingthepuddle.com/ne...mbo-videos.html

Video Movelist with sample combo ideas
https://youtu.be/6Y6MuVZgfCo?t=3m25s

Combo video NEW!!
https://www.youtube.com/watch?v=M72JNv6Gkqo

NSS Combo Video
https://www.youtube.com/watch?v=aGt...i3y&index=2

Tekken Discord
https://discord.gg/u59WXWR


==== STANCES ====

1SS - Sword Stance
NSS - No Sword Stance
IND - Indian Stance
FLE - Flea Stance
DGF - Dragon Fly Stance
KIN - Kinchou Stance
MED - Meditation Stance


==== RAGE ART ====

b+1+2 (m)
u/b+1+4 (m) - absorbs hits including lows and goes into flash allowing for combo opportunity. Does not absorb Rage Arts. Cannot be performed in BT.


==== RAGE DRIVE ====

f,N,d,d/f+1+2 (m) - Launcher on hit (does not count as S!), can be used to extend combo before and after a S! attack


==== NEW MOVES ====

- Thunder Sword - f,N,d,d/f+2 (m)(i14)(-14 on block) - causes S!
- Electric Misfortune - d/f+1,2 (m,h)(i13)(+13 on hit) - NC, wall splat, causes S! in combo, second hit on CH causes S!, can link into db+2 spins
- Russian Cleave - NSS FC d/f+3 (L) - juggles on hit (old school Leg Sweep from Tekken's 1-5)
- Kite Bite into KIN - 2,2 1+2 (h,h) - high jabs into KIN
- d+2,1 (m, h) - Safe but does not jail. Causes S! and is a NC. Always knocks down and W!
- u/f+1 (m) - Jumping sword attack, -6 on block. Opponent recovers crouching on normal hit. Knockdown FDFA on CH.
- ws+1+4 (m) - Sword Flash from ws position, available in both 1SS and NSS.
- 1SS ws+2,1 (m,m) - NC juggle starter, automatically transitions to DGF on hit or block.
- IND 4 (L) - Knee Cap from IND (Kangaroo Kick can no longer be performed from this stance).
- IND 1+2 - IND to FLE
- IND u+1+2 - IND to DGF
- DGF f+2 (h) - causes S!, homing attack. Similar to Yoshi's flag spin in Soul Calibur.
- DGF 1+2 - DGF to FLE
- DGF d+3+4 - DGF to IND


==== Changes to Old Moves From Tekken Tag 2 to Tekken 7 Fated Retribution ====

- The old school uppercut (df+2, i15) can be done in both 1SS and NSS. The 1SS d/f+2,2 from Tekken 6 and TTT2 is gone.
- f+2,db+2's is a NC.
- ff+2:2 replaces the old ff+2 CH animation. Can be used in air and wall combos. CH ff+2 does not automatically go into the attack throw animation. Move is safe on block.
- ub+1+2 damage decreased.
- the old b+1+2 Ghost Piercing is gone.
- f+3+4 (power crush) in both 1SS and NSS at least -10 on block.
- 2nd hit of 1,1 on CH now knockdown, opponent FDFA. More advantage given to 1,1 on hit.
- 3rd hit of 1SS 1,2,1 on CH can be followed up with d/f+1+2.
- 2nd hit of f+3,3 leaves opponent in FDFT.
- b+2,2 now -13 on block. Harder for opponents to punish on block due to push back.
- df+3 is now -4~-3 on block and +4~+5 on hit; df+3,1 is now -9~-8 on block and +3~+4 on hit (OC).
- df+1+2,2 is -13 on block.
- All Kangaroo Kicks (4~3) are -13.
- ws+1,2 is now a NC on hit.
- Jumping ground stab command limited to u+1_u/b+1.
- bb+1+2 unblockable changed to bb+1+4.
- db+4 doesn't hit grounded opponents.
- ss+1 now -9 on block.
- 1SS ws+2,1,2 and ws+2,1,3 are now only available in NSS.
- KIN 1,1 is safe.
- KIN b+1+2 unblockable speed increased, damage decreased.
- KIN 3 now causes knockdown, FDHT on normal hit.
- 1SS (BT 1),2(CH) stun is now inescapable.
- NSS (ws+2,1),2(CH) stun is now inescapable.
- FLE cancel now d/b.
- FLE~b - step backwards available in FLEA.
- FLE 1+2 (h) launches on normal hit.
- DGF 3 opponent RC on normal hit. Is now -13 on block.
- DGF 3+4 has added air throw properties. Can be done on wall splat (same throw animation). Causes floor break. Hits lower to the ground, so it can be used in combos.
- Rainbow Drop floor break now leaves opponent close enough for a combo follow-up.
- BT u/b+1+4 is regular BT flash regardless of recovery frames, so it can be done from BT as a normal move.
- 1SS Flash is -15 on block. NSS Flash is -16 on block.
- KND 3+4 to go into IND has been changed to KND d+3+4. KND 3+4 is the springback into dive.

Power Crush
f+3+4

Screw/Tailspin Attacks
2,1
2,3
4,4,4
f+3
f+2 (in combos or as a CH)
d+2,1
df+1,2 (in combos or second hit CH)
ws+1,2 (in combos or second hit CH)
BT 2 (in a combo or as a CH)
KIN 4 (in combos only)
DGF f+2
DGF 4 (in a combo or as a CH)
CH KIN f+2
CH f,N,d,d/f+2
f,N,d,d/f+1+2 (Rage Drive)

Homing Attacks
f+3
KIN 4
uf+4
DGF f+2

Floor Break Moves (used in combos)
uf+4
f+1+2
d+2+2,1
Rainbow Drop
f+3+4 (on hit or as a combo ender)
KIN 1
KIN 2, 1+2
KIN 1+2
DGF 3+4
u+1

Wall Break Moves
2,1 (second hit)
CH 2,3
CH 4
f+3
f+4
f+3+4
uf+4
db+3,3,4 (last hit of string)
d+2,2,1 (last hit)
d+2,1
ss+4
KIN f+2
KIN 4
NSS 2,1
NSS CH f+1+2

Wall Combo
db+3,3,3,3,4
uf+3+4,b+1,4

==== PUNISHERS ====

1SS Punishers

6 frames
1+4

10 frames
1,1
2,2

12 frames
df+4

13 frames
df+1,2

14 frames
b+2,2
f,n,d,df+2
f,n,d,df+1+2

15 frames
df+2
uf+3

17 frames
ff+4
f,n,d,df+1

26 frames
4~3

NSS Punishers

8 frames
NSS 1+4

10 frames
NSS 2,1

12 frames
NSS df+4

13 frames
NSS d/f+1,2

14 frames
NSS b+2,2

15 frames
NSS d/f+2
NSS u/f+3

17 frames
NSS CD+1

26 frames
NSS 4~3

WS Punishers

10 frames:
FC+1

11 frames
ws+4 (+5 on hit)

14 frames
ws+1,2

15 frames
ws+2,1

16 frames
ws+3,2

Last edited by QDogg on Aug 7th, 2017 at 05:44

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