Learn about Tekken 7's Intimidation Stance (INT), including moves that transition into it on hit or counter-hit, and its auto-reversal properties.
Moves that transition into INT stance:
- Push Kick (3) transitions into INT on hit.
- Corpse Kick (4) transitions into INT on hit.
- Slaughter Hook (1) automatically transitions into INT on a Counter-Hit (CH).
- Slaughter Strike (1,2) automatically transitions into INT on a Counter-Hit (CH).
INT Stance properties:
- The Intimidation Stance (INT) automatically reverses low attacks.
- You can cancel the INT stance by inputting back-diagonal (d/b).
Specific Moves:
- Slaughter Hook: A mid attack with 14 frames of startup, -4 on block, and +8 when spaced.
- Slaughter Strike: A mid-mid string (mm) with 14 frames of startup. The first hit is -13 on block, and the second hit causes a Knockdown (KD). This string is a Signaled Attack (S!).
- Grand Slam: A high-high string (hh) with 15 frames of startup. It is -9 on block and causes a Jail (JG), Power Crush (PC), Signaled Attack (S!), and Sidestep (SS!).
- Crowbar Throw: A high attack (h) with 25 frames of startup that causes a Knockdown (KD).
- Beatdown: A mid attack (m) with 20 frames of startup that causes a Knockdown (KD).
- Ankle Hook: A low attack (L) with 21 frames of startup that causes 3 damage and is -13 on block.
- Blast Off: A mid attack (m) with 19 frames of startup that causes a Jail (JG) and is -20 on block.
- Punishment: An upper-block attack (Ub) with 60 frames of startup that causes a Knockdown (KD). This move can be cancelled into INT stance by pressing back (b).
- Push Kick: A mid attack (m) with 17 frames of startup that causes a Knockdown (KD) and transitions into INT stance.
- Corpse Kick: A mid attack (M) with 20 frames of startup that causes a Knockdown (KD) and transitions into INT stance. This move has a special property (STc).
Tips
- Utilize the auto-reversal property of INT stance to surprise opponents who rely on low attacks.
- The transition into INT stance on hit for Push Kick and Corpse Kick can create mix-up opportunities.
- Be aware that some powerful moves like Grand Slam have significant recovery on block (-9).
- Punishment (2+3) is a high-risk, high-reward move with a very long startup (60 frames) but can lead to a Knockdown.
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