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Face Down/Feet Towards Stance - (FD/FTs) - d+1+2
Tekken 7

Face Down/Feet Towards Stance - (FD/FTs) - d+1+2

Learn the Face Down/Feet Towards Stance (FD/FTs) in Tekken 7, including moves like Sweep (d+1) and Cartwheel (4~3).

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Learn the Face Down/Feet Towards Stance (FD/FTs) in Tekken 7, including moves like Sweep (d+1) and Cartwheel (4~3).

Walkthrough
  1. 1
    From the neutral stance, press Down + 1 + 2 to enter the Face Down/Feet Towards Stance (FD/FTs).
  2. 2
    While in FD/FTs, you can perform the following moves:
    • Press 1 (d+1) to perform a Roll, transitioning into a Face Up/Feet Towards Stance (FU/FTs). This move has no listed properties (indicated by '--').
  3. 3
    Press 2 to Break Stance, returning to neutral or a Face Down/Feet Towards (FD/FT) state. This move has no listed properties.
  4. 4
    Press 4~3 to perform a Cartwheel, a mid-hitting move with a property of 4 and a Screw (S!) effect. It has startup frames of 21 and recovery frames of -16.
  5. 5
    Press 3 to perform a Lotus Cutter, a low-hitting move with a Juggle (JG) property and a potential secondary Juggle (JGc) effect. It has startup frames of 24 and recovery frames of -37.
  6. 6
    Press 4 to perform a Rising Mid Kick, a mid-hitting move that causes a Knockdown (KD). It has startup frames of 18 and recovery frames of -15.
  7. 7
    Press 3~4 to perform a Sweep, a low-hitting move that causes a Knockdown (KD). It has startup frames of 24 and recovery frames of -26.
  8. 8
    Press 3~4,4 to perform a Rave Spin, a low-hitting move that causes a Knockdown (KD). It has startup frames of 24 and recovery frames of -9.
  9. 9
    Press 3+4 to perform a Shanghai Spinner, a mid-hitting move that causes a Knockdown (KD). It has startup frames of 27 and recovery frames of -7.
  10. 10
    Press 1 (d+1) followed by 3 to perform a Sweep, a low-hitting move that causes a Juggle (JGc) effect. It has startup frames of 14 and recovery frames of -12.
  11. 11
    Press 1 (d+1) followed by 4 to perform a Rising Midkick, a mid-hitting move that causes a Knockdown (KD). It has startup frames of 11 and recovery frames of -15.
Tips
  • The notation 'm' indicates a mid-hitting attack, 'l' indicates a low-hitting attack.
  • 'KD' signifies a Knockdown, 'JG' signifies a Juggle starter, 'JGc' signifies a juggle counter, and 'S!' signifies a Screw attack.
  • Frame data like startup and recovery are crucial for understanding move timings.

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