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Dynamic Entry Stance - (DE) - f+3
Tekken 7

Dynamic Entry Stance - (DE) - f+3

Learn the Tekken 7 Dynamic Entry Stance (DE) with f+3. Details on Cocking, Sledging, Rim Fire, MJOLLNIR, S.H.B. Throw, SPIRAL KICK, PULSE KICK, and DOUBLE PULSE.

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Learn the Tekken 7 Dynamic Entry Stance (DE) with f+3. Details on Cocking, Sledging, Rim Fire, MJOLLNIR, S.H.B. Throw, SPIRAL KICK, PULSE KICK, and DOUBLE PULSE.

Walkthrough
  1. 1
    From the Dynamic Entry Stance (DE), you can perform the following moves:
  2. 2
    Cocking (1): A 'h' (high) hit property move with frame data 11 / -1 / 8.
  3. 3
    Sledging (1,2): A 'hh' (high, high) hit property move that causes Knockdown (KD) with frame data 11 / -6 / KD.
  4. 4
    Rim Fire (2): A 'M' (mid) hit property move with frame data 17 / -7 / 7, causing Screw (STc).
  5. 5
    MJOLLNIR (1+2): A 'h' (high) hit property move with frame data 12 / -10 / JG, causing Screw (S!) and Sidestep Left (SS!).
  6. 6
    S.H.B. Throw (2+3): A 'm' (mid) hit property throw that causes Knockdown (KD). It can be broken with 1+2.
  7. 7
    SPIRAL KICK (3): A 'm' (mid) hit property move with frame data 27 / 6 / KD, causing Wall Break (WB).
  8. 8
    PULSE KICK (4): A 'l' (low) hit property move with frame data 21 / -31 / 5.
  9. 9
    DOUBLE PULSE (4,3): A 'lm' (low, mid) hit property move with frame data 12 / -16 / 3.
Tips
  • Any While Standing (WS) move can be performed out of the spin from the Dynamic Entry Stance.
  • SE Slide can only be executed if the previous move hits.
  • The S.H.B. Throw can be broken with 1+2.
  • The 6th hit in the tenstring must hit for the remainder to be executed.
  • Lars recovers in a Crouching state after the execution of the SPIRAL KICK (3).

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