Welcome to Tekken 7, the latest entry in the legendary King of Iron Fist Tournament! This is a deep, rewarding 3D fighting game where mastering character matchups, understanding spacing, and executing precise combos are key to victory. Whether you're diving into the dramatic Mishima family saga in the story mode, testing your mettle against players online, or customizing your favorite fighters, Tekken 7 offers a robust experience for both newcomers and seasoned veterans.
This guide is your ultimate companion to conquering every aspect of Tekken 7. We'll break down character strategies, help you navigate the various story modes, and provide the insights needed to unlock all the game's secrets and achieve total dominance on the battlefield. Get ready to master every facet of the fight!
| WHAT'S NEW IN REVISION UPDATES |
Tekken 7 revision updates: Lidia added in v1.36. See v1.35 and v1.34 character updates and learn Tekken 7 notation.
- 1Version 1.36: Added Lidia. Updated Steve, Julia, and Fahkumram.
- 2Version 1.35: Updated Gigas, Kazumi, Nina, Master Raven, Bob, Lee, Akuma, Kuma/Panda, Eddy, Eliza, Geese, Noctis, Anna, Lei, Armor King, Marduk, Julia, Negan, Ganryu, Leroy, and Fahkumram.
- 3Version 1.34: Updated Kunimitsu, Paul, Law, King, Yoshimitsu, Hwoarang, Xiaoyu, Jin, Bryan, Heihachi, Kazuya, Steve, Jack-7, Asuka, Devil Jin, Feng, Lili, Dragunov, Leo, Lars, Alisa, Claudio, Katarina, Lucky Chloe, Shaheen, and Josie.
- Familiarize yourself with the numeric button conventions (1 - Left Punch, 2 - Right Punch, 3 - Left Kick, 4 - Right Kick) and movement notations (f, b, d, u, F, B, D, U, N, SS, QCF, QCB, HCF, HCB).
- Understand linking and special conventions like +, , ~, _, >, :, #, FC, WS, WR, BT, FD/FT, FD/FA, FU/FT, FU/FA, CH, Clean Hit, [], (), and .
- Learn attack height conventions: h (high), m (mid), M (mid, hits grounded), Sm (special-mid), SM (special-mid, hits grounded), l (low), L (low, hits grounded), Ub (unblockable), UbH (unblockable, hits high, evadable by crouching), UB (unblockable, hits grounded).
- Frame data fields (SUF/BF/HF) indicate Start-Up Frames, Block Frames, and Hit Frames respectively. Negative Block Frames mean the opponent has frame advantage.
| AKUMA / GOUKI |
Master Akuma (Gouki) in Tekken 7 with this comprehensive guide detailing his grappling techniques, combat moves, commands, properties, and special properties like Raging Demon and Hadouken.
This guide details the grappling and combat techniques for Akuma (also known as Gouki) in Tekken 7.
Grappling Techniques:
| Position | Command | Throw Name | Escape | Comments |
| Front | (1+3)_(f+1+3) | Goshoha | 1_2 | |
| Front | (2+4)_(f+2+4) | Syuretto | 1_2 | |
| Left | (1+3)_(2+4) | Syuretto | 1 | |
| Right | (1+3)_(2+4) | Goshoha | 2 | |
| Back | (1+3)_(2+4) | Goshoha | - |
Combat Techniques:
| Command | Move Name | Level | SUF | BF | HF | Comments |
| 1 | Jab | h | 10 | 1 | 8 | |
| 1,1 | Double Jabs | hh | 10 | -3 | 4 | |
| f,3,2 | Raging Demon | UB | 17 | -- | KD | RA |
| 1,2 | Hard 1-2 Punches | hm | 10 | -17 | KD | |
| d+1 | Crouchjab | Sm | 10 | -5 | 6 | |
| d+1,2 | Crouchjabs | SmSm | 10 | -13 | -2 | |
| b+1 | Flopping Hook | h | 14 | -14 | KD | |
| d/f+1 | Front Shot | m | 13 | -4 | 7 | |
| d/f+1,1 | Front Shots | mh | 13 | -3 | 6 | |
| d/f+1,2 | Zugai Chop | mmm | 13 | -13 | 7 | |
| f,d,d/f+1 | Low Shoryuken | Sm | 10 | -25 | JG | JG |
| QCF+1 | Slow Hadouken | Sm | 19 | -14 | -6 | |
| HCB+1 | Slow Shak. Hadouken | Sm | 28 | -12 | -4 | |
| Jump, QCF+(1_2) | Air Zanku Hadouken | SM | 17 | ?? | ?? | #3 |
| WS+1 | Jaw Adjuster | h | 13 | -5 | 6 | |
| WR+1 | Momentum Slackfist | h | 16 | 6 | KD | |
| 1+2 | Focus Claw | h | 31 | -20 | -8 | PC |
| 1+2 *Hold 1+2* | Power Claw | UbH | 65 | -- | ST | PC, ST |
| f+1+2 | Zugai Hasatsu Chop | mm | 20 | -8 | 7 | |
| d/f+1+2 | Gokumonkai | m | 20 | -14 | KD | PC |
| 2 | Slug Hook | Sm | 15 | -9 | 0 | |
| d+2 | Crouchjab | Sm | 12 | -9 | 2 | |
| f,f+2 | Penny Fist | m | 15 | -14 | -2 | WB |
| f,f+2,1 | P.Fist,Front Assault | mm | 15 | -13 | KD | #1 |
| b+2 | Straight Stone | m | 23 | -9 | 8 | STc, H |
| d/f+2 | Pump Piston | m | 16 | -7 | 3 | |
| d/f+2,1 | Pump Pistons | mm | 16 | -18 | JG | JG |
| d/f+2,4 | Piston, Roundhouse | mm | 16 | -11 | 0 | |
| d/f+2,4,3 | Piston, Roundhouses | mmm | 16 | -17 | KD | |
| f,d,d/f+2 | High Shoryuken | SMSm | 11 | -34 | JG | JG |
| QCF+2 | Fast Hadouken | Sm | 19 | -14 | -6 | |
| HCB+2 | Fast Shaku. Hadouken | SmSmSm | 33 | -1 | KD | |
| WS+2 | Rising Stone | m | 15 | -15 | JG | JG |
| 3 | Standing Highkick | h | 15 | -8 | 3 | |
| (d_FC)+3 | Toe Slip | L | 15 | -13 | -4 | |
| f+3 | Sidekick | m | 17 | -4 | 7 | |
| d/f+3 | Pushkick | m | 12 | -9 | 1 | |
| f,d,d/f+(3_4) | Demon Flip | -- | 11 | -- | -- | |
| N | Hyakki Goukan Slide | L | 51 | -24 | KD | |
| 1 | Gosho Demon Palm | h | 7 | ?? | KD | #3 |
| 2 | Strong Wall | M | 16 | ?? | KD | JG, #3 |
| (1+3)_(2+4) | Gousai Throw | h | 5 | -- | KD | |
| 3 | Great War Kick | m | 14 | ?? | ?? | S!,H,SS!c,#3 |
| 4 | Gojin Kick | SM | 14 | ?? | ?? | #3 |
| u/f Jump, d+3 | Tenma Divekick | M | 13 | ?? | ?? | #3 |
| Jump, QCB+(3_4) | Mid-Air Tatsu | Sm | 13 | ?? | JG | S!, JG |
| QCB+3 | Short Tatsu | h | 15 | -15 | KD | |
| WS+3 | Raise Knee | m | 13 | -10 | 2 | |
| WR+3 | Tenma Kujin Kyaku | M | 26 | 4 | KD | |
| f,d,d/f+3+4 | Senku Teleport Forward | -- | -- | -- | -- | |
| b,d,d/b+3+4 | Senku Teleport Back | -- | -- | -- | -- | |
| 4 | Stepping Roundhouse | h | 14 | -13 | 2 | |
| 4,3 | Stepping Roundhouses | hh | 14 | -5 | 19 | S!, H |
| f+4 | Spinning Roundhouse | h | 16 | -5 | KD | S!,H,STc |
| f,f+4 | Reverse Hook Kick | m | 20 | 0 | 2 | |
| b+4 | Outside Legkick | L | 20 | -13 | 1 | |
| (d_FC)+4 | Hard Rug Sweep | L | 17 | -27 | KD | |
| d/f+4 | Thrustkick | m | 19 | -16 | KD | |
| QCB+4 | Long Tatsu | Smhhh | 10 | -15 | KD | |
| WS+4 | Axe Kick | m | 11 | -9 | 2 | |
| WS+4,4 | Axe Kicks | mm | 11 | -15 | -5 | |
| WR+4 | Baseball Slide | L | 20 | -24 | KD |
EX Moves (Uses up EX Bars)
Tekken 7 EX Moves list including EX Shoryuken, EX Hadouken, and Messatsu G.Hadou inputs and properties. Learn EX move details.
EX Moves:
- EX Shoryuken
- Input: f,d,d/f+1+2
- Properties: SmSmSm, 11 / -34 / JG. Uses 1 EX Bar.
- Note: Executes a Double Shoryuken on Front-facing hit.
- EX Hadouken
- Input: QCF+1+2
- Properties: SmSm, 19 / 1 / KD. Uses 1 EX Bar.
- EX Gohadouken
- Input: HCB+1+2
- Properties: SmSmSm, 28 / 9 / KD. Uses 1 EX Bar.
- EX Zanku Hadouken
- Input: Jump, QCF+1+2
- Properties: SMSM, 8 / ?? / KD. Uses 1 EX Bar.
- Note: Blocked Flames and Hit Frames very depending on at what point during the jump that the attack is initiated.
- EX Tatsu
- Input: QCB+3+4
- Properties: Sm x4, 10 / -18 / KD. Uses 1 EX Bar.
- EX Air Tatsu
- Input: Jump, QCB+3+4
- Properties: Sm, 13 / ?? / KD. Uses 1 EX Bar.
- Note: S! property.
- Leaping Roundhouse EX Z.Hadouken
- Input: f+3+4, then QCF+1+2
- Properties: Sm, 9 / 4 / ??. Uses 1 EX Bar.
- Leaping Roundhouse EX Tatsu
- Input: f+3+4, then QCB+3+4
- Properties: Sm, 14 / -18 / KD. Uses 1 EX Bar.
- Note: S! property.
- Messatsu G.Hadou
- Input: QCF,QCF+1+2
- Properties: Sm x5, 10 / -25 / KD. Uses 2 EX Bars.
- Demon Flip EX Zanku Hadouken
- Input: f,d,d/f+(3_4), then QCF+1+2
- Properties: SMSM, 8 / ?? / KD. Uses 1 EX Bar.
- Note: Blocked Flames and Hit Frames very depending on at what point during the jump that the attack is initiated.
- The EX Zanku Hadouken's effectiveness can vary based on the timing of its execution during a jump.
- The EX Tatsu and Leaping Roundhouse EX Tatsu have the S! (Screw Attack) property.
- The EX Shoryuken performs a Double Shoryuken if it hits an opponent facing you.
Sample Combos
Tekken 7 sample combos including d/f+2,1, WS+2, and f,N,d,d/f+4, with hit counts and points.
Combos:
- d/f+2,1, d/f+1,1, 4,3 (S!), f,f, f,d,d/f+2 - 9 Hits - 50 pts.
- WS+2, f+3, 1, 4,3 (S!), f,f, d/f+2,4,3 - 8 Hits - 52 pts.
- f,N,d,d/f+4, 4, d+3, QCB+3, f,N,d,d/f+2 - 6 Hits - 50 pts.
- Jump, QCB+3, f,d,d/f+1~1+2~f,f, 3, 1, f+4, f,f,f+1 - 6 Hits - 44 pts.
- f,d,d/f+1~1+2~f,f, 3, d/f+1, 4,3 (S!), f,f, 2,QCF+2 - 7 Hits - 46 pts.
- (S!) indicates a Screw Attack, which extends combos.
- Note the specific directional inputs and button combinations for each move.
- Experiment with these combos to understand their timing and effectiveness.
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