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Tekken 7 Beginner's Guide: Frame Data and Punishes

Published on: 07/01/2021
By: Zach Snoddy

Once you pick a main character, the next step is learning frame data to make the most of their toolkit. Every attack in Tekken 7 has unique properties like how long it takes to come out, the duration it can deal damage, and the amount of time before characters can perform another action. More frames mean less speed. Let’s explore how to take more turns, then discuss the best punishes for every situation.

How to play: Frame data tips

Beginners should resist that urge for immediate matches. Consistently practice in the lab even if you only spend 30 minutes at the start of every session. Look at move lists and frame data to help guide experimental combo routes. You’ll see far better results over time, especially when playing different characters. Anticipation is easier when you know the optimal move in a given situation because of their frame data. 

Block punishing

The fastest moves in Tekken 7 come out at (startup) frame 10. That means anything under -10 on block is punishable. There are three types of punishment severity in Tekken: basic, knockdown, and launch. Play “Punishment Training” in Practice mode for a better idea of when to use each depending on the frame disadvantage.

Basic punishes 

Basic punishes or quick moves ranging from 10-13 startup frames inflict low to moderate damage. They also leave the opponent standing. Every character has several basic punishment options like universal jab strings. They’re low-risk and safe on block, so a player is bailed out if they mistime punishes. Players often opt for basic punishes over optimal moves for guaranteed damage. 

Knockdown punishes

While only slightly higher in damage than basic punishes, Knockdowns put the opponent in a grounded state. The fastest knockdown punishes tend to start around frame 13, but some like Alisa’s Right Jab to Accelerator are 12. Many are quick two-hit combos that rack up easy damage. These punishes are extremely effective at the wall as the majority create a clean splat. 

Be careful with -13 and -14 moves if you don’t want to get stuck in combos for massive damage when your back is against the wall.

Launch punishes

Launch Punishes yield the highest reward for blocking attacks in exchange for frame 15 startup. Anything less than -15 on block is launch-punishable. These are the only punishes in the game that convert into full combos. Launch-punishable attacks are often the best combo starters. 

This is why high-level Jin players don’t throw out Kan-Kan Kicks carefree. It may be one of his best launchers, but misuse leads to big damage. Launch punishable moves are best used for whiff punishes. 

While-rising punishes

Almost all low attacks are unsafe on block. Blocking lows requires you to duck into a crouch. Generally, lows are only punished with while-rising attacks out of this position. Some unsafe mids also put you in a crouching position on block and must be punished via while-rising attacks. 

Every character has at least four while-rising moves with different startup frames. While-rising 4 is the most popular universal option, the moves can vary throughout the cast. You can also use some while-crouching attacks in these scenarios, though this takes more practice and character study. 

Similar to highs and mids, any low that is -15 or less is launch-punishable. Nearly every character has a launcher in their while-rising kit albeit some come out slower than 15 frames. Characters with hop kicks can punish these lows with what is called a “delayed hop kick.” Nearly all hop kicks start at 15 frames and substitute for characters with slow while-rising launchers. Many sweeps and other powerful lows are extremely minus and carry a unique animation when blocked. The character will stumble against your guard, allowing you to stand up and punish with your most devastating launcher. 

Whiff punish

Whiff punishes are a more effective, yet difficult way of making opponents pay for mistakes. While block punishes retaliate against unsafe moves on block, whiff punishes connect off any missed attack. Every move has a unique recovery animation that must play out before you can block, move, or attack. When an opponent misses, you have until that animation ends to whiff punish. Depending on recovery frames and player reactions, whiff punishes vary from basic hits to full combo launchers. 

There are many ways to force missed attacks. Consistent whiff punishes are the result of good movement and spacing. Move toward and away from your opponent with back dashes to shift their optimal range. This forces them to overextend, leaving them vulnerable to whiff punishes. Sidestepping yields similar rewards, but combos become off-axis and must be tweaked to complete. 

You can also duck highs and throws then whiff punish via while-rising attacks. Successful ducks can convert into launchers for max damage or basic punishes for safety, but be careful. Ducking leaves you susceptible to mids. One wrong guess and it could be you who gets launched, so watch for habits to make the right read or react fast. 

Character Differences

Not all characters have the same potential for punishes. Some characters have different frame properties on attacks that limit their options. The best example in Tekken 7 is Ganryu. The morally reformed sumo wrestler has the slowest jab in the game at 12 frames, meaning it can’t be used as a universal punish. Instead, his quickest command is the 10 frame Headbutt. Other characters like Paul have frame 10 jab strings that deal considerably less damage. This makes them more reliant on converting whiff and launch punishes than gradually chipping away at the life bar. 

Some fighters struggle to convert mistakes into hefty damage because launchers slower than 15 frames are unlikely to consistently punish. For example, Steve’s fastest normal hit launcher starts at 18 frames. It is also only available while crouching, rendering it ineffective against most standard moves. Steve can really only launch-punish lows and incredibly unsafe ones at that. 

Many characters can’t punish certain moves due to pushback literally pushing the defender out of range or other odd circumstances. For example, Anna has several -11 moves that tech crouch under attempted jab punishes even when blocked. 

Mishima archetype characters such as Kazuya, Heihachi, and Armor King have a similar issue. They only have one standard launcher: Electric Wind God Fist (EWGF) or Dark Uppercut for Armor King. These infamous uppercuts come out at frame 14 and in theory launch punish more moves than other characters. However, the execution level required for EWGF punishes is extremely high. The frame-perfect” attack only comes out after a wave dash, so to punish you have to perfectly time it with the right punch (2) input together. It may take hours or even years of experience to consistently perform this star attribute of Mishima mains.

Now that you are caught up to speed on frames, we will focus on how stages play a major factor in Tekken 7. Are you ready to capitalize on your foes' errors?

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