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Kinkei Stance - (KNK) - b+3+4
Tekken 7

Kinkei Stance - (KNK) - b+3+4

Unlock the secrets of Tekken 7's Kinkei Stance (KNK) with a detailed breakdown of the b+3+4 move and its follow-ups. Learn crucial combos and strategies.

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Unlock the secrets of Tekken 7's Kinkei Stance (KNK) with a detailed breakdown of the b+3+4 move and its follow-ups. Learn crucial combos and strategies.

Alright, let's dive into the Kinkei Stance, specifically the b+3+4 move in Tekken 7. This isn't just a single hit; it's a gateway to some interesting options, especially if you're playing as Leo. Think of it as setting up your opponent for a follow-up.

The b+3+4 itself is called 'Tree Feller' and it's a Low attack that launches (KD) on hit, but it's quite punishable if blocked. The real magic happens after certain moves, particularly when you're in a charged state. For instance, the Jin Bu Crouchdash (d/f) can lead into other moves if you know what you're doing, as noted in #12.

Key Moves & Properties

Here's a breakdown of the moves related to this stance and general Leo mechanics:

  • d/f: Jin Bu Crouchdash - This is a fundamental movement option that allows for follow-up attacks. If you execute this, remember that you can chain any Jin Bu Crouchdash moves afterwards (#12).
  • 1: Midstrike - A standard mid attack.
  • ~D (after 1): (BOK) - This indicates a follow-up state.
  • 1,2: GUT PALM - Hits mid, then mid (hm), causes a wall break (WB) on hit.
  • 1+2: UPPER RISING FIST - A mid attack that causes a juggle (JGc).
  • 2: BACKHAND - A fast high attack.
  • 3: Hopkick - A classic juggle starter, hits mid.
  • 3,4: Snap Hopkick - A two-hit mid combo.
  • 3+4: TREE FELLER - This is the move we're focusing on. It's a low attack that causes a knockdown (KD).
  • 4: Low Stomp - Another low attack.

Important Notes & Mechanics

  • #1: Charge Mechanic - Leo has a charge mechanic that works similarly to a 1+2+3+4 input. When charged, Leo gains access to additional, powerful moves. This is crucial for maximizing damage and pressure.
  • #2: d/f+2 Juggle Condition - The d/f+2 move will only connect for a juggle if the opponent is standing. If they're crouching, it won't launch.
  • #3: Gut Wrench Absorption - The Gut Wrench attack (likely a specific move not listed here but referenced) can absorb one incoming high or mid attack. This is a great defensive tool.
  • #4: Charged Moves - Some moves can only be executed when Leo is in her charged state. Keep an eye on your character's visual cues for this.
  • #5: Grounded Opponent Attack - A specific attack can only be executed when the opponent is lying on the ground.
  • #6 & #7: Parry Follow-ups - Leo has parries that can lead into special moves after a successful parry.
  • #8 & #9: Kick Parry Follow-ups - Similar to punch parries, kick parries can also lead to unique follow-up attacks.
  • #11: Punch Parry - This parry specifically targets high and mid punches.
  • #12: Crouchdash Chaining - As mentioned, after a Jin Bu Crouchdash (d/f), you can follow up with any of its associated moves. This is key for extending combos and maintaining pressure.

Focus on understanding when Leo is charged and how to utilize the Jin Bu Crouchdash (d/f) for mix-ups. While b+3+4 is a low, it's often the setup for something bigger rather than a primary combo tool on its own.

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