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Flea Stance (FLE) - d+1+2
Tekken 7

Flea Stance (FLE) - d+1+2

Tekken 7 Flea Stance (FLE) move list including d+1+2, Flea Hop (u/f_u_u/b), and Kangaroo Kick (3+4). Learn Tekken 7 FLE commands.

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Tekken 7 Flea Stance (FLE) move list including d+1+2, Flea Hop (u/f_u_u/b), and Kangaroo Kick (3+4). Learn Tekken 7 FLE commands.

Walkthrough
  1. 1
    Standstill (N): m, 2 / -- / KD. This move has a hit advantage of 2 and causes a knockdown (KD) on hit.
  2. 2
    Walking Flea (F#): -- / -- / --. This is the basic walking state for Flea Stance.
  3. 3
    Swingstrike (F# 3): m, 17 / -16 / KD. A mid-hitting (m) attack with a frame advantage of 17 on hit and a disadvantage of -16 on block, causing knockdown on hit.
  4. 4
    Underscoot (F# 4): L, 23 / -9 / 12. A low-hitting (L) attack with 23 frames on hit, -9 on block, and causes a launch (12) on counter hit.
  5. 5
    Forward Flea Slide (f,f): mmmmm, 17 / -51 / -40. A mid-hitting (m) attack that requires a five-button input (mmmmm). It has 17 frames on hit, -51 on block, and -40 on counter hit.
  6. 6
    Backsteppping Flea (b): -- / -- / --. This move causes you to step back.
  7. 7
    Flea Hop (u/f_u_u/b): Ub, 30 / -- / KD. An upward-hitting (Ub) evasive move that launches (30) on hit and causes knockdown on counter hit.
  8. 8
    Sword Sink (d): -- / -- / --. This move has no listed properties or effects in this stance.
  9. 9
    Flea Cancel (d/b): -- / -- / --. This command allows you to cancel out of Flea Stance.
  10. 10
    Roll Out (1): -- / -- / --. .
  11. 11
    Skull Splitter (1+2): h, 19 / -8 / JG. A high-hitting (h) attack with 19 frames on hit, -8 on block, and causes a juggle (JG) on hit.
  12. 12
    (DFS) (u+1+2): -- / -- / --. .
  13. 13
    Manji Slide (2): L, 24 / -12 / KD. A low-hitting (L) attack with 24 frames on hit, -12 on block, and causes knockdown on hit.
  14. 14
    Side Spin (3_4): -- / -- / --. .
  15. 15
    Kangaroo Kick (3+4): m, 17 / -16 / JG. A mid-hitting (m) attack with 17 frames on hit, -16 on block, and causes a juggle (JG) on hit.
  16. 16
    (SIT) (d+3+4): -- / -- / --. .
  17. 17
    Flea Flop (u+3+4): M, 38 / 4 / KD. A mid-hitting (M) attack with 38 frames on hit, 4 on block, and causes knockdown on hit.
Tips
  • The Kangaroo Kick (3+4) is a strong mid-hitting option that can lead to juggles (JG).
  • Flea Hop (u/f_u_u/b) is an evasive move that can surprise opponents and lead to a knockdown (KD).
  • Be mindful of the negative frame data on block for some moves, such as Forward Flea Slide (f,f) at -51.
  • Use the Flea Cancel (d/b) to transition out of Flea Stance safely.
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