Skip to content
Backturned Position - (BT) - b+3+4 (2)
Tekken 7

Backturned Position - (BT) - b+3+4 (2)

Tekken 7 Backturned Position (BT) moves include HIDDEN FORTUNE (1,4) and Reverse Dash Grab (f,f+(1+3)_(2+4)).

By ···10 min read·Multi-source verified
1 reading this guide  

Tekken 7 Backturned Position (BT) moves include HIDDEN FORTUNE (1,4) and Reverse Dash Grab (f,f+(1+3)_(2+4)).

Walkthrough
  1. 1
    Reverse Elbow (BT): Input b+3+4. This move has a startup of 16 frames and a block advantage of -5, resulting in a STc (Screw Throw) on hit.
  2. 2
    HIDDEN FORTUNE: Input 1,4. This mh (mid-high) attack has a startup of 16 frames, a block disadvantage of -6, and causes a Knockdown (KD) on hit. It also has S! and SSc! properties.
  3. 3
    Turning Punch: Input d+(1_2). This Sm (special mid) attack has a startup of 10 frames and a block advantage of -2, resulting in 9 damage on hit.
  4. 4
    SILVER NEEDLE (AOP): Input u+1. This L (low) attack has a startup of 33 frames and a block disadvantage of -7, dealing 12 damage on hit. It can also transition into the Angel Of Punishment (AOP) stance.
  5. 5
    Heavy Winds: Input 1+2. This mm (mid-mid) attack has a startup of 16 frames and a block advantage of -5, dealing 6 damage on hit.
  6. 6
    Battering Winds: Input 1+2,1+2. This mmmm (mid-mid-mid-mid) attack has a startup of 16 frames and a block disadvantage of -11, dealing 0 damage on hit.
  7. 7
    Cracking Palms: Input f+1+2. This m (mid) attack has a startup of 23 frames and a block disadvantage of -8, dealing 3 damage on hit.
  8. 8
    Reverse Dash Grab: Input f,f+(1+3)_(2+4). This m (mid) grab has a startup of 31 frames and causes a Knockdown (KD) on hit. It is tagged with #10.
  9. 9
    BT High/Mid Parry: Input 1+4. This parry has a startup of -- frames and causes a 7 hit property on success. It is tagged with #4.
  10. 10
    BT Low Parry: Input d+1+4. This parry causes a Just Guard (JG) on success. It is tagged with #11.
  11. 11
    Backhand (BT): Input 2. This h (high) attack has a startup of 12 frames and a block advantage of 0, dealing 6 damage on hit.
  12. 12
    Twisting Slap: Input 2,1. This hh (high-high) attack has a startup of 12 frames and a block disadvantage of -1, dealing 6 damage on hit.
  13. 13
    Lifting Flurry: Input 2,1>4. This hhM (high-high-mid) attack has a startup of 12 frames and a block disadvantage of -1, causing a Just Guard (JG) on hit.
  14. 14
    Windmill Slap (BT): Input 2,2. This hm (high-mid) attack has a startup of 12 frames and a block disadvantage of -7, dealing 4 damage on hit.
  15. 15
    Windmill Slaps: Input 2,2,1. This hmMmm (high-mid-mid-mid-mid) attack has a startup of 12 frames and a block disadvantage of -11, dealing -1 damage on hit.
  16. 16
    Skip Midkick (BT): Input f,f+3. This m (mid) attack has a startup of 16 frames and a block disadvantage of -5, dealing 6 damage on hit.
  17. 17
    Reverse Hook Kick: Input 4. This M (mid) attack has a startup of 13 frames and a block disadvantage of -18, causing a Just Guard (JG) on hit.
  18. 18
    Power Sweep: Input d+4. This L (low) attack has a startup of 24 frames and a block disadvantage of -26, causing a Knockdown (KD) on hit. It is tagged with JGc.
  19. 19
    Offensive Shove: Input (d/f_d/b)+4. This L (low) attack has a startup of 15 frames and a block advantage of 2, dealing 2 damage on hit.
  20. 20
    KICKOUT TUMBLE (BT): Input 3. This m (mid) attack has a startup of 18 frames and a block disadvantage of -14, causing a Knockdown (KD) on hit. It is tagged with WB.
  21. 21
    Back Ankle Kick: Input d+3. This L (low) attack has a startup of 16 frames and a block disadvantage of -12, dealing 7 damage on hit.
  22. 22
    LOTUS TORNADO (AOP): Input d+3,3+4. This Lm (low-mid) attack has a startup of 16 frames and a block disadvantage of -4, causing a Just Guard (JG) on hit. It has RD, S!, and SS! properties and can transition into the AOP stance.
  23. 23
    BACK ROUNDHOUSE: Input d+3,4. This Lh (low-high) attack has a startup of 16 frames and a block disadvantage of -5, causing a Knockdown (KD) on hit. It has S! and SSc! properties.
  24. 24
    (AOP) Stance: Input d+1+2. This transitions into the Angel Of Punishment (AOP) stance.
  25. 25
    Backturned Spin In: Input 3+4. This move has no listed frame data or hit properties.
  26. 26
    Backturned Spin Out: Input d+3+4. .
  27. 27
    Rain Dodge (BT): Input b+3+4. .
  28. 28
    Roll Towards (BT): Input f+3+4. .
  29. 29
    Kangaroo Kick: Input f+3+4~3+4. This m (mid) attack has a startup of 12 frames and a block disadvantage of -11, causing a Just Guard (JG) on hit.
  30. 30
    Reverse Overhead Flip: Input f,f+3+4. This M (mid) attack has a startup of 39 frames and a block advantage of 3, causing a Knockdown (KD) on hit. It is tagged with #12.
Tips
  • The Angel Of Punishment (AOP) stance can be entered via several moves, including SILVER NEEDLE (u+1), LOTUS TORNADO (d+3,3+4), and d+1+2.
  • Parrying (1+4 and d+1+4) can be effective defensive tools when anticipating specific attacks.
  • Moves tagged with S! (Screw) or KD (Knockdown) can lead to combo opportunities.
  • Pay attention to the startup frames to understand the speed and potential of each move.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content