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Kinchou Stance (KIN) - 1+2 or FC+1+2
Tekken 7

Kinchou Stance (KIN) - 1+2 or FC+1+2

Tekken 7 Kinchou Stance (KIN) moves like Leaping Arcs (1+2) and Brandish (b+1+2). Learn inputs and properties.

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Tekken 7 Kinchou Stance (KIN) moves like Leaping Arcs (1+2) and Brandish (b+1+2). Learn inputs and properties.

Walkthrough
  1. 1
    Kinchou Walk (KIN): This is the basic movement within the Kinchou Stance.
  2. 2
    Dicer (1): A quick jab with 17 damage and a block advantage of -12.
  3. 3
    X-Dicer (1,1): A two-hit combo with 17 damage on the first hit and 7 on the second, with a block advantage of -9.
  4. 4
    ISHIGAKI KUZUSHI (f+1): A launching move with 23 damage and a block advantage of -13.
  5. 5
    Leaping Arcs (1+2): A damaging move that can cause a Knockdown (KD) with 12 damage and a block advantage of -6. This move also has the (BT) property, indicating it can be performed from a Back Turned state.
  6. 6
    Brandish (b+1+2): A powerful move with 46 damage that causes Knockdown (KD). It has the UB (Unblockable) property.
  7. 7
    (DGF) (u+1+2): This input does not have listed damage or block advantage properties.
  8. 8
    SWORD FLASH (1+4): A move with 10 damage that causes Knockdown (KD) and has a block advantage of -15.
  9. 9
    Skyward Blade (2): A move with 21 damage that causes a Jump Guard (JG) on hit and has a block advantage of -14.
  10. 10
    Descending Blade (2,1+2): A two-hit sequence with 21 damage that causes Knockdown (KD) and has a block advantage of -18.
  11. 11
    Delayed Blade (Hold 1+2 after 2,1+2): An enhanced version of Descending Blade with 47 damage that causes Knockdown (KD) and has a block advantage of -1.
  12. 12
    IRON CYCLONE (f+2): A high (h) hitting move with 12 damage that causes Knockdown (KD) and Side Switch (SS!c) on hit, with a block advantage of -13.
  13. 13
    IAI STRIKE (b+2): A move with 15 damage that causes a Jump Guard (JG) on hit and has a block advantage of -9.
  14. 14
    IKARUGA (b+2,1): A two-hit sequence with 15 damage that causes a Jump Guard (JG) on hit and has a block advantage of -12.
  15. 15
    Scoot Kick (3): A low (L) hitting move with 25 damage that causes Knockdown (KD) and has a block advantage of -16.
  16. 16
    REVERSE WHIRLWIND (4): A high (h) hitting move with 16 damage that causes Knockdown (KD) and has a block advantage of 0. It also has the S! (Screw) and STc (Special Cancel) properties.
  17. 17
    Kinchou Stance Transition (4, 1+2): From REVERSE WHIRLWIND (4), pressing 1+2 transitions you back into Kinchou Stance (KIN), causing Knockdown (KD) with a block advantage of 3.
  18. 18
    Meditation Stance Transition (4, 3+4): From REVERSE WHIRLWIND (4), pressing 3+4 transitions you into Meditation Stance (MED), causing Knockdown (KD) with a block advantage of -1.
Tips
  • The (DGF) input (u+1+2) from Kinchou Stance has no listed properties in this data.
  • The properties (JG) and (SS!c) indicate specific hit reactions that can lead to follow-up attacks.
  • Moves marked with (KD) will cause the opponent to fall to the ground, enabling potential follow-up pressure.
  • Pay attention to the block advantage numbers; a negative number means you are vulnerable after the move is blocked.

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