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Ground Throws (3)
Tekken 7

Ground Throws (3)

Learn the commands and effects of ground throws in Tekken 7, including Airlift, Flour Sack, and Chiropractor Knee.

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Learn the commands and effects of ground throws in Tekken 7, including Airlift, Flour Sack, and Chiropractor Knee.

Ground Throws:

  • Airlift: Performed with d/b+1+3. Available from Forward Up/Forward Throw (FU/FT) and Forward Up/Forward Away (FU/FA), Forward Down/Forward Throw (FD/FT), and Forward Down/Forward Away (FD/FA). Level 1, results in a Juggle (JG).
  • Flour Sack: Performed with d/b+2+4. Available from Forward Up/Forward Throw (FU/FT) and Forward Down/Forward Throw (FD/FT). Level 2.
  • Chiropractor Knee: Performed with d/b+2+4. Available from Forward Up/Forward Away (FU/FA) and Forward Down/Forward Away (FD/FA). Level 2.
  • Pride Knee: Performed with d/b+(1+3)_(2+4). Available during a Side Approach when the opponent is Face Down. Level 1 or 2.
  • Face Punch, Mount: Performed with d/b+(1+3)_(2+4). Available during a Side Approach when the opponent is Face Up. Level 1 or 2.

Combat Techniques (Relevant to Grounded States):

Moves that can lead to juggles (JG) or knockdowns (KD) from grounded states:

  • Airlift (d/b+1+3): Level 1, JG. Available from FU/FT, FU/FA, FD/FT, FD/FA.
  • Flour Sack (d/b+2+4): Level 2. Available from FU/FT, FD/FT.
  • Chiropractor Knee (d/b+2+4): Level 2. Available from FU/FA, FD/FA.
  • Pride Knee (d/b+(1+3)_(2+4)): Level 1_2. Side Approach - Face Down.
  • Face Punch, Mount (d/b+(1+3)_(2+4)): Level 1_2. Side Approach - Face Up.
  • Double Dunk (b+1,2): Level MM, KD.
  • Blurring Eve (WS+1,2): Level MH, KD, STc.
  • Blister Elbow (QCF+1): Level M, JG.
  • Knuckle Duster (QCF+1,2): Level MM, KD. Charged Duster (Hold 2): Level MM, KD.
  • Face Lift (1+2): Level M, STc.
  • DOUBLE ARROW (f+1+2): Level H, KD, PC.
  • SLAUGHTERHOUSE (b+1+2): Level M, KD, RA.
  • CYCLONE KNUCKLES (QCF+1+2): Level MM, 4.
  • GIANT BRAT (QCF+1+2,2): Level MMM, KD.
  • Lifting Tackle (d+1+2): Level M, JG.
  • Spinning Exploder Axe (d/b+1+2): Level M, JG.
  • Face Smush (u/f+1+2): Level H, ST.
  • EARTHQUAKER (u/b+1+2): Level M, KD.
  • Rising Headbutt (FC+1+2): Level M, 8.
  • Quick Uppercut (WS+1+2): Level M, 8.
  • Spinning Axe Handle (SS+1+2): Level M, KD.
  • Blitz, (FD/FA) (f+1+4): Level M, 9.
  • Hook (2,1): Level HH, 5.
  • Lifting Tackle (2,d+1+2): Level HM, JG.
  • WHIRLWIND FIST (b+2): Level M, H, STc.
  • Hook Smash (f+2): Level H, STc.
  • MEAT HOOK (f+2>1): Level HH, S!, ST.
  • Downward Hook (f+2>d+1): Level HM, 2.
  • Hammer Smash (f+2>d+1,2): Level HMM, JG.
  • Windmill Backhand (SS+2): Level M, 0.
  • Alligator (d+2): Level M, 7.
  • Alligator Double (d+2,4): Level MM, 5.
  • Impactor (d/f+2): Level M, 6.
  • DOUBLE IMPACT (d/f+2,1): Level MM, KD, S!.
  • CLOSER STRIKE (d/b+2): Level M, KD, S!, SSc!.
  • Elbow Sting (f,f+2): Level H, KD.
  • TORNADO HOOK (WS+2): Level M, KD, S!, STc.
  • Babel Smasher (QCF+2): Level L, 5, #8.
  • TORNADO CHOP (FC,d/f+2): Level H, KD.
  • Grounded Ankle Cut ((FD/FA_FT)+2): Level M, 4.
  • Grounded Ankle Trip ((FD/FA_FT)+d+2): Level L, KD, #9.
  • QUICK MOUNT DASH (f+2+3): Level SM, KD, RD, #6.
  • Shin Kick (d+3): Level L, -1.
  • Knee Lift (f+3): Level M, 5.
  • Mammoth Charge (f+3,2): Level MM, KD.
  • BURNING KICK (f,f+3): Level M, 1.
  • MOUNTAIN KICK (f,f+3,2): Level MM, JG.
  • Sasquach Cannon (b+3): Level M, 8.
  • Left Knee (d/f+3): Level M, 2.
  • Knee Punch (d/f+3,1): Level MH, 5.
  • Knee 1-2 Punches (d/f+3,1,2): Level MHH, 5.
  • Crossing Elbow (d/f+3,1,2>f+1): Level MHHH, 6.
  • Midkick (d/f+3,1,2,3): Level MHНM, -5.
  • Headbutt (d/f+3,1,2,3,1+2): Level MHНMH, 8.
  • Punch, Bodyblow (d/f+3,1,d+2): Level MHM, 7.
  • Upperchop (d/f+3,D/F+1): Level MM, JG.
  • Overchop (d/f+3,D/F+1,2): Level MMH, KD.
  • POWER OVERCHOP (*Hold 2*): Level MHH, KD, S!.
  • Headbutt (d/f+3,1+2): Level MH, 8.
  • Revolver (d/b+3): Level L, -4.
  • Barrel (d/b+3,1): Level Lh, STc.
  • DOUBLE BARREL (d/b+3,1,1): Level Lhm, KD, S!.
Tips
  • Pay attention to the directional inputs and button combinations for each specific ground throw.
  • The availability of certain ground throws depends on the opponent's downed state (Face Down, Face Up) and your approach.
  • Some moves can transition into juggles (JG) or cause knockdowns (KD), offering follow-up opportunities.

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