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Right Foot Forward - (RFF) Only
Tekken 7

Right Foot Forward - (RFF) Only

Tekken 7 RFF Only Moves: Face Punch (1) deals 10 damage, Single Punch (2) deals 10 damage, Upper Punt (3) deals 16 damage, Chainsaw Kick (4) deals 12 damage.

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Tekken 7 RFF Only Moves: Face Punch (1) deals 10 damage, Single Punch (2) deals 10 damage, Upper Punt (3) deals 16 damage, Chainsaw Kick (4) deals 12 damage.

Right Foot Forward (RFF) Moves:

  1. Face Punch (1): Hits high (h), deals 10 damage, has -10f active frames, and -6f recovery.
  2. Face Punches (1,1): Hits high (h), deals 10 damage, has -8f active frames, and -3f recovery.
  3. Single Punch (2): Hits high (h), deals 10 damage, has -2f active frames, and -8f recovery.
  4. Double Punch (2,1): Hits high (h), deals 10 damage, has -0f active frames, and -6f recovery.
  5. Triple Punches (2,1,1): Hits high (h), deals 10 damage, has -8f active frames, and -3f recovery.
  6. Punch-Kick Combo (2,3): Hits high (h), deals 10 damage, has -7f active frames, and -2f recovery. Can cause a Screw Throw (STc).
  7. Jab, Chainsaw (2,4): Hits high (h), deals 10 damage, has -8f active frames, and -3f recovery. Can transition to Left Foot Forward (LFF) stance.
  8. Overhead Axe (2,4>3): Hits high (h), deals 10 damage, has -15f active frames, and causes a Knockdown (KD).
  9. HIGH HOOK (2,4>4): Hits high (h), deals 10 damage, has -5f active frames, and causes a Juggle (JG). Can cause a Screw Attack (S!) and Sidestep Attack (SS!).
  10. SNAP SPIN COMBO (2,b+4): Hits high (h), deals 10 damage, has -9f active frames, and causes a Juggle (JG). Can cause a Screw Attack (S!).
  11. Clubfist (b+2): Hits mid (m), deals 16 damage, has -4f active frames, and -6f recovery.
  12. Upper Punt (3): Hits mid (M), deals 16 damage, has -4f active frames, and -7f recovery.
  13. Twist Round (3,4): Hits mid (M), deals 16 damage, has -10f active frames, and causes a Juggle (JG). .
  14. Twist Round (3,f+4): Hits mid (M), deals 16 damage, has -7f active frames, and -4f recovery.
  15. POWER ROUNDHOUSE (3~4): Hits high (h), deals 27 damage, has -7f active frames, and causes a Juggle (JG). Can cause a Power Crush (PC), Screw Attack (S!), and Sidestep Attack (SS!).
  16. Hook Kick (f+3): Hits high (h), deals 14 damage, has -12f active frames, and -23f recovery. Can transition to Back Turned (BT) position.
  17. Leaping Roundhouse (f,f+3): Hits mid (M), deals 22 damage, has -6f active frames, and causes a Knockdown (KD).
  18. SCREW KICK (d/f+3): Hits mid (m), deals 20 damage, has -9f active frames, and causes a Knockdown (KD). Can cause a Screw Attack (S!) and a Hit (H).
  19. Teaser Kick (d/b+3): Hits low (L), deals 17 damage, has -11f active frames, and -3f recovery.
  20. Teaser Kicks (d/b+3,3): Hits low (L), then high (h), deals 17 damage, has -2f active frames, and causes a Juggle (JG). Can cause a Screw Attack (S!) and Sidestep Attack (SS!).
  21. Nose Bleeder (b+3): Hits high (h), deals 13 damage, has -7f active frames, and -2f recovery. Can cause a Screw Throw (STc).
  22. Chainsaw Kick (4): Hits high (h), deals 12 damage, has -8f active frames, and -3f recovery. .
  23. Overhead Axe (4>3): Hits high (h), deals 12 damage, has -15f active frames, and causes a Knockdown (KD).
  24. HIGH HOOK (4>4): Hits high (h), deals 12 damage, has -5f active frames, and causes a Juggle (JG). Can cause a Screw Attack (S!) and Sidestep Attack (SS!).
  25. Lifting Leg (f+4~4): Hits mid (M), deals 18 damage, has -13f active frames, and causes a Juggle (JG).
  26. Piroette Kick (f,f+4): Hits mid (m), deals 22 damage, has -9f active frames, and -1f recovery.
  27. Screw Kick (f,f+4~3): Hits mid (m), then high (h), deals 22 damage, has -3f active frames, and causes a Knockdown (KD).
  28. Wiper Kick (d/f+4): Hits mid (m), deals 13 damage, has -7f active frames, and -1f recovery. .
  29. Heel Screw (d+4): Hits low (L), deals 19 damage, has -11f active frames, and -5f recovery.
  30. SPIN SNAP (b+4): Hits high (h), deals 18 damage, has -9f active frames, and causes a Juggle (JG). Can cause a Screw Attack (S!).
  31. Lifting Leg Kick (BT 4): Hits mid (M), deals 14 damage, has -13f active frames, and causes a Juggle (JG).
Tips
  • Pay close attention to the stance transitions indicated (e.g., (RFF), (RFL), (LFF), BT).
  • Note the different hit properties (h, m, M, L) and their implications for blocking.
  • Combos that cause Knockdown (KD) or Juggle (JG) are crucial for extending pressure and damage.
  • Look for moves with Screw Attack (S!) properties to extend combos.

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