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Savage Stance - (SAV) - 3+4
Tekken 7

Savage Stance - (SAV) - 3+4

Tekken 7 Savage Stance (SAV) - 3+4 move list including startup, active frames, and properties like Blister Knuckle (1) and TWIN BLASTER (1,1).

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Tekken 7 Savage Stance (SAV) - 3+4 move list including startup, active frames, and properties like Blister Knuckle (1) and TWIN BLASTER (1,1).

Walkthrough
  1. 1
    d/f_d/b (SAV) Cancel: This input allows you to cancel the Savage Stance.
  2. 2
    1 (Blister Knuckle): A mid (m) attack that starts up in 12 frames, with a block advantage of 0 and a hit advantage of 6.
  3. 3
    F (from 1): Entering Savage Stance (SAV) after Blister Knuckle.
  4. 4
    1,1 (TWIN BLASTER): A heat-homing (hh) attack that starts up in 12 frames, with a block advantage of -9 and causes a knock down (KD). It also has Special Launch (S!) and Special Counter Hit (STc) properties.
  5. 5
    1>2 (Blister One-Two): A heat-homing, mid (hm) attack that starts up in 12 frames, with a block advantage of -10 and a hit advantage of 3.
  6. 6
    F (from 1>2): Entering Savage Stance (SAV) after Blister One-Two.
  7. 7
    1>2>1 (Blister Binding): A heat-homing, mid, mid (hmm) attack that starts up in 12 frames, with a block advantage of -17 and causes a juggle (JG). It also has Juggle (JG) properties.
  8. 8
    1,4 (BLISTER CRUNCH): A heat-homing, mid (hm) attack that starts up in 12 frames, with a block advantage of -10 and causes a knock down (KD). It has Wall Break (WB) properties.
  9. 9
    b+1 (Fade Slash): A mid (m) attack that starts up in 14 frames, with a block advantage of -7 and a hit advantage of 1.
  10. 10
    F (from b+1): Entering Savage Stance (SAV) after Fade Slash.
  11. 11
    b+1,2 (Choke Down): A mid, low (mL) attack that starts up in 14 frames, with a block advantage of -18 and causes a knock down (KD).
  12. 12
    b+1,4 (Choke Up): A mid, mid (mm) attack that starts up in 14 frames, with a block advantage of -10 and a hit advantage of 8. It has Special Counter Hit (STc) properties.
  13. 13
    d/f+1 (Pick-Upper): A mid (m) attack that starts up in 14 frames, with a block advantage of -2 and a hit advantage of 8.
  14. 14
    F (from d/f+1): Entering Savage Stance (SAV) after Pick-Upper.
  15. 15
    1+2 (Hammer Gut): A mid (m) attack that starts up in 28 frames, with a block advantage of -21 and causes a juggle (JG). It has Power Crush (PC) and Juggle (JG) properties.
  16. 16
    Hold 1+2 (Power Gut): Holding the input for Hammer Gut results in Power Gut, a mid (m) attack that starts up in 41 frames, with a block advantage of -12 and causes a juggle (JG). It has Juggle (JG) properties.
  17. 17
    f+1+2 (Bunking): A high (h) attack that starts up in 16 frames, with a block advantage of 5 and a hit advantage of 6.
  18. 18
    F (from f+1+2): Entering Savage Stance (SAV) after Bunking.
  19. 19
    2 (Down Stroke): A mid (m) attack that starts up in 16 frames, with a block advantage of -9 and causes a knock down (KD).
  20. 20
    b+2 (Rocknut): A mid (m) attack that starts up in 23 frames, with a block advantage of -9 and a hit advantage of 4. It has the #3 property (Absorbs one mid or high punch).
  21. 21
    d/f+2 (Upstroke): A major (M) attack that starts up in 19 frames, with a block advantage of -17 and causes a juggle (JG). It has Juggle (JG) properties.
  22. 22
    3 (Torn Knee): A mid (m) attack that starts up in 15 frames, with a block advantage of -5 and a hit advantage of 6.
  23. 23
    F (from 3): Entering Savage Stance (SAV) after Torn Knee.
  24. 24
    3,3 (Double Torn): A mid, high (mh) attack that starts up in 15 frames, with a block advantage of -9 and a hit advantage of 3. It has Special Counter Hit (STc) properties.
  25. 25
    F (from 3,3): Entering Savage Stance (SAV) after Double Torn.
  26. 26
    b+3 (Sandburst): A high (h) attack that starts up in 17 frames, with a block advantage of -7 and causes a knock down (KD). It has Power Crush (PC) properties.
  27. 27
    F (from b+3): Entering Savage Stance (SAV) after Sandburst.
  28. 28
    d/b+3 (Tail Piece): A low (L) attack that starts up in 19 frames, with a block advantage of -13 and a hit advantage of 4.
  29. 29
    F (from d/b+3): Entering Savage Stance (SAV) after Tail Piece.
  30. 30
    u/f+3 (Knee Press): A mid (m) attack that starts up in 15 frames, with a block advantage of -9 and causes a knock down (KD).
  31. 31
    4 (RESONANCE SPIN): A high (h) attack that starts up in 15 frames, with a block advantage of 0 and causes a knock down (KD). It has Heat Engager (H), Special Launch (S!), and Special Spin (SSc!) properties.
  32. 32
    d+4 (Side Low): A low (L) attack that starts up in 15 frames, with a block advantage of -14 and a hit advantage of -3.
  33. 33
    F (from d+4): Entering Savage Stance (SAV) after Side Low.
  34. 34
    d+4,3 (Side Jack): A low, mid (Lm) attack that starts up in 15 frames, with a block advantage of -15 and a hit advantage of -2.
  35. 35
    F (from d+4,3): Entering Savage Stance (SAV) after Side Jack.
  36. 36
    d/b+4 (Grand Winder): A low (L) attack that starts up in 26 frames, with a block advantage of -29 and causes a knock down (KD).
Tips
  • The 'F' input after certain moves signifies entering the Savage Stance (SAV).
  • Note the different properties like Special Launch (S!), Wall Break (WB), and Power Crush (PC) for specific moves.
  • The Rocknut (b+2) move has a unique property to absorb one mid or high punch.
  • Tackle Takedown (#1) can be followed up with normal tackle moves.
  • Opponent must be lying on the ground for the attack to execute for certain moves (#2).

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