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
- 1From the Dynamic Entry Stance (DE), you can perform the following moves:
- 2Cocking (1): A 'h' (high) hit property move with frame data 11 / -1 / 8.
- 3Sledging (1,2): A 'hh' (high, high) hit property move that causes Knockdown (KD) with frame data 11 / -6 / KD.
- 4Rim Fire (2): A 'M' (mid) hit property move with frame data 17 / -7 / 7, causing Screw (STc).
- 5MJOLLNIR (1+2): A 'h' (high) hit property move with frame data 12 / -10 / JG, causing Screw (S!) and Sidestep Left (SS!).
- 6S.H.B. Throw (2+3): A 'm' (mid) hit property throw that causes Knockdown (KD). It can be broken with 1+2.
- 7SPIRAL KICK (3): A 'm' (mid) hit property move with frame data 27 / 6 / KD, causing Wall Break (WB).
- 8PULSE KICK (4): A 'l' (low) hit property move with frame data 21 / -31 / 5.
- 9DOUBLE 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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