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No Sword Stance (NSS) - 2+3
Tekken 7

No Sword Stance (NSS) - 2+3

Tekken 7 No Sword Stance (NSS) - 2+3 move list including Unsheath Sword, Spinning Doom Finger, and Fist Cutter properties.

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Tekken 7 No Sword Stance (NSS) - 2+3 move list including Unsheath Sword, Spinning Doom Finger, and Fist Cutter properties.

Walkthrough
  1. 1
    Left Jab: Input 1. Properties: High (h), Damage: 10, Active Frames: 1, Recovery Frames: 8.
  2. 2
    Uppercut: Input 1,2. Properties: High, mid (hm), Damage: 10, Active Frames: -13, Recovery Frames: -2.
  3. 3
    Uppercut Rush: Input 1,2,1. Properties: High, mid, mid (hmm), Damage: 10, Active Frames: -12, Recovery Frames: -1.
  4. 4
    Thunder Hammer: Input d+1. Properties: Mid (m), Damage: 24, Active Frames: -7, Recovery Frames: 0.
  5. 5
    Fist Cutter: Input (FC,d/f~1) or (FC,b+1). Properties: Low (l), Damage: 25, Active Frames: -16, Recovery Frames: Jump Guard (JG).
  6. 6
    Spinning Cutter: Input 2 (while in NSS). Properties: Low, low (ll), Damage: 25, Active Frames: -14, Recovery Frames: 14.
  7. 7
    Crouching Jab: Input d/b+1. Properties: Special mid (Sm), mid (m), Damage: 10, Active Frames: -5, Recovery Frames: 6.
  8. 8
    Fist Gehosen: Input f,N,d,d/f+1. Properties: Mid (m), Damage: 17, Active Frames: -17, Recovery Frames: Jump Guard (JG).
  9. 9
    Unarmed (KIN) Stance: Input 1+2. Properties: --, Damage: --, Active Frames: --, Recovery Frames: --.
  10. 10
    Jail Gate: Input f+1+2. Properties: Mid (m), Damage: 16, Active Frames: -13, Recovery Frames: 4.
  11. 11
    Unarmed (SIT): Input d+1+2. .
  12. 12
    Sword Flash: Input FC+1+2. Properties: Mid (m), Damage: 8, Active Frames: -16, Recovery Frames: Knockdown (KD).
  13. 13
    Flop, Unarmed (SIT): Input u+1+2. Properties: Low (L), Damage: 27, Active Frames: 4, Recovery Frames: 20.
  14. 14
    Yoshi Bunny: Input u/f+1+2. .
  15. 15
    Spinning Doom Finger: Input 1+2+3. Properties: High (h), Damage: 22, Active Frames: -18, Recovery Frames: Knockdown (KD).
  16. 16
    Unsheathing Flash: Input 1+4. Properties: Mid (m), Damage: 8, Active Frames: -15, Recovery Frames: Knockdown (KD).
  17. 17
    Jab: Input 2. Properties: High (h), Damage: 10, Active Frames: -1, Recovery Frames: 5.
  18. 18
    Hand Spinner: Input 2,1. Properties: High, high, high (hhh), Damage: 10, Active Frames: -5, Recovery Frames: Knockdown (KD).
  19. 19
    Rising Uppercut: Input d/f+2. Properties: Mid (m), Damage: 15, Active Frames: -7, Recovery Frames: Jump Guard (JG).
  20. 20
    Gutpunch, (BT): Input WS+2. Properties: Mid (m), Damage: 15, Active Frames: -4, Recovery Frames: 7.
  21. 21
    Blind Elbow, (BT): Input WS+2,1. Properties: Mid, high (mh), Damage: 15, Active Frames: -6, Recovery Frames: 5.
  22. 22
    Scowling Arata, (BT): Input WS+2,1,2. Properties: Mid, high, mid (mhm), Damage: 15, Active Frames: -5, Recovery Frames: 5, Special Cancel (STc).
  23. 23
    Scowling Spirit: Input WS+2,1,3. Properties: Mid, high, high (mhh), Damage: 15, Active Frames: -7, Recovery Frames: Knockdown (KD).
  24. 24
    Unsheath Sword: Input 2+3. .
Tips
  • The 'JG' notation indicates a Jump Guard property, meaning the move can be avoided by jumping.
  • 'KD' signifies Knockdown, where the opponent is put into a downed state.
  • 'STc' indicates a Special Cancel, allowing for further combo extensions.
  • 'FC' denotes a while crouching state.
  • 'WS' means while standing.
  • '(BT)' indicates a back turned state.

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