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Hitman Stance - (HMS) - 3+4
Tekken 7

Hitman Stance - (HMS) - 3+4

Tekken 7 Hitman Stance (HMS) moves including Jabbing Fists, Violet Kick, Gut Punches, BLOODY ROSE, and TRAPPING KICK.

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Tekken 7 Hitman Stance (HMS) moves including Jabbing Fists, Violet Kick, Gut Punches, BLOODY ROSE, and TRAPPING KICK.

Walkthrough
  1. 1
    Sidestep: Inputting 'u_d' while in HMS allows for a sidestep.
  2. 2
    Mist Step: Inputting 'f' while in HMS performs a Mist Step.
  3. 3
    Hitman Cancel: Inputting 'b' while in HMS cancels the stance.
  4. 4
    Jabbing Fist: Inputting '1' performs Jabbing Fist (h, 12/0/7).
  5. 5
    2 Jabbing Fists: Inputting '1,1' performs 2 Jabbing Fists (hh, 12/-1/7).
  6. 6
    3 Jabbing Fists: Inputting '1,1,1' performs 3 Jabbing Fists (hhh, 12/-1/7).
  7. 7
    4 Jabbing Fists: Inputting '1,1,1,1' performs 4 Jabbing Fists (hhhh, 12/-1/7).
  8. 8
    Jab, Violet Kick: Inputting '1,4' performs Jab, Violet Kick (hm, 12/-8/2). From this, inputting '~3' transitions back into HMS (--/-8/2).
  9. 9
    Gut Punches: Inputting '1+2' performs Gut Punches (mm, 15/-7/6).
  10. 10
    BLOODY ROSE: Inputting 'd+1+2' performs BLOODY ROSE (m, 20/-22/KD). This move has RA (Rage Art) properties.
  11. 11
    Spinning Uppercut: Inputting '2' performs Spinning Uppercut (m, 19/-13/JG). This move has JG (Juggles) properties.
  12. 12
    TRAPPING KICK: Inputting '3' performs TRAPPING KICK (h, 17/-4/KD). This move has #5 (Transitions into a throw on hit) and PC (Power Crush) and S! (Screw) properties.
  13. 13
    SHOUTING SILVER STING: Inputting 'u/f+3' performs SHOUTING SILVER STING (m, 20/-9/KD). This move has WB (Wall Break) properties.
  14. 14
    SHIN SLICER: Inputting '4' performs SHIN SLICER (L, 24/-26/KD). This move has JG (Juggles) properties and c (Crouch) properties.
  15. 15
    Spinning Jumpkick: Inputting 'u/f+4' performs Spinning Jumpkick (m, 25/-8/KD). This move has JG (Juggles) properties and c (Crouch) properties.
Tips
  • Precision timing the second '1' in 'b+1,1' will result in higher damage.
  • The first '3~3' kick must either hit or be blocked for the Mist Trap to be executed.
  • The Taunt (not listed in moves but referenced in notes) can parry a high or mid attack.
  • The Screw Kick (not listed in moves but referenced in notes) can only be executed after a successful parry.
  • TRAPPING KICK transitions into a throw on hit.

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