Unlock the power of Left Foot Forward (LFF) in Tekken 7! This guide breaks down essential LFF moves, their properties, and how to use them to dominate your opponents.
Alright, let's talk about some of the coolest moves in Tekken 7, specifically those that involve the 'Left Foot Forward' (LFF) stance. This isn't about a specific mission or a story beat; it's about understanding your character's toolkit and how to use certain moves effectively. Think of this as your cheat sheet for when you're in the thick of a match and need to know what button does what awesome thing.
We're going to break down a bunch of moves. Each one has its own properties – like how fast it comes out, how much damage it does, and what happens on block or hit. Some are quick jabs, others are powerful kicks, and some can even cancel into other moves, opening up some serious combo potential. Pay attention to the notation; it's the language of Tekken, and understanding it is key to mastering these techniques.
Key Things to Look For:
- Move Name: What the move is called.
- Input: The button combination you need to press.
- Properties: Things like 'h' for high, 'm' for mid, 'l' for low, and what happens on hit (like 'KD' for Knockdown, 'JG' for Juggle, 'STc' for Screw/Launch).
- Frame Data: The numbers (like 10 / -2 / 8) show startup frames, on-block advantage/disadvantage, and on-hit advantage/disadvantage. These are super important for knowing when it's safe to use a move.
- Special Notes: Things like '(LFF)' indicating it's part of a stance, or special properties like 'S!' (Slam) or 'PC' (Power Crush).
Let's dive into the specifics. Remember, practice is everything. Try these out in training mode until they feel natural!
Tekken 7: Left Foot Forward (LFF) Move Breakdown
This section details specific moves that utilize or transition into the Left Foot Forward (LFF) stance. Understanding these is crucial for expanding your offensive options and creating tricky mix-ups.
Jab Series & Transitions
- Jab (1): Your basic go-to. Fast startup (10 frames), safe on block (-1), and good for pressure.
- Twin Jabs (1,1): Continues the pressure. Still fast, and the second hit is only -2 on block, meaning it's relatively safe.
- Lowkick (1,1,3): Adds a low attack after the Twin Jabs. This is where things get interesting. It hits low, but it's -12 on block, so be careful!
- Highkick (1,1,3>3): If they block the low (3), you can follow up with a high kick. This is a big commitment (-14 on block), so only use it if you're sure it'll land or if you're baiting a reaction.
- Jab, Right Punch (1,2): A standard two-hit string. Good range and safe on block.
- High Punches, (LFL) (1,2,3): This string ends with a move that can transition into LFF. It's +3 on hit, giving you frame advantage to continue pressure.
- Sidekick (1,2,f+3): A mid-hitting kick that's -8 on block. Decent range but can be punished if blocked.
- High Punches, (RFL) (1,2,4): Similar to 1,2,3 but ends with a different move. Also +3 on hit.
- JUMPING ROUNDHOUSE (1,2,f+4): This is a high-hitting jumping kick. It causes a knockdown (KD) on hit and is a 'S!' (Slam) move, meaning it can lead to big damage. Be aware it's only 0 on block, so it's risky.
b+1 & f+1+2
- Stealth Needle (b+1): A mid attack with a -14 on block, so it's quite unsafe. Use with caution.
- Short Axe Handle (f+1+2): A mid attack that causes a 'STc' (Screw/Launch) on hit. It's -9 on block, making it a decent mid-poke that can lead to combos.
2 & Its Variations
- High Punch (2): Another basic high attack. Safe on block (-0).
- High Punch, (LFL) (2,3): This leads into the LFF stance. It's +3 on hit, giving you advantage.
- Sidekick (2,f+3): A mid kick, -8 on block.
- High Punch, (RFL) (2,4): Similar to 2,3, this also leads to a stance transition, with +3 on hit.
- JUMPING ROUNDHOUSE (2,f+4): Identical to 1,2,f+4 – a high jumping kick that causes knockdown and is a Slam move. Risky on block.
3 & Its Variations
- Highkick (3): A standard high kick, -7 on block.
- High/Mid Kicks (3,3): A two-hit string. The first is high, the second is mid. The second hit is -13 on block.
- (LFL) (3,3~F): This notation indicates a transition to LFF after the 3,3 string. The move itself is +2 on block, making it a safe way to enter LFF.
- Highkick, (RFL) (3,3,4): Continues the string with a mid kick, then a high kick. The final hit is +20 on hit, a great launcher.
- Midkick, (RFF) (3,3,4,4): Adds another mid kick, then a mid kick that causes knockdown. This is your Right Foot Forward (RFF) follow-up.
- Backlash (3,3,f+4): A mid-high string ending in a knockdown.
- Machine Gun Kicks (3,3,3): A rapid three-hit mid string that ends in a knockdown.
- Flying Eagle (3~4): A cool-looking mid-hitting move that causes knockdown. It's -3 on block, making it relatively safe.
- (LFL) (f+3): This input directly enters the LFF stance.
- Thrust Sidekick (f+3~3): A mid kick from LFF that causes knockdown and is a 'STc' (Screw/Launch) move. It's -16 on block, so it's a punishable commitment.
- CLAYMORE (d/f+3): A powerful mid attack that causes 'PC' (Power Crush) and 'STc' (Screw/Launch). It's -14 on block.
- CLAY CANCEL, (LFL) (d/f+3~f_d): This is a special cancel from Claymore into LFF. The cancel itself has no specific frame data listed here, but it's a way to transition.
- DOUBLE CLAYMORE (d/f+3,4): A two-hit mid string that results in knockdown.
- Back Lowkick (d/b+3): A low kick that's -13 on block.
- Lifting Leg Kick (b+3): A mid attack that causes a 'JG' (Juggle) on hit. It's -19 on block, making it very unsafe.
- Spiral Kick, (RFF) (f,f+3): A mid attack from a forward dash that causes knockdown and enters RFF. It's +6 on hit.
- BT 3 (Back Turned 3): A mid attack from Back Turned stance that causes a Juggle. It's -13 on block.
- Falcon Low (BT d+3): A low attack from Back Turned stance, -13 on block.
4 & Its Variations
- Left Sock (4): A high attack, -6 on block.
- Left Axe Murderer (4,3): A high-mid string. Safe on block.
- Axe Cancel, (LFL) (4,3~F): Cancels the second hit of Left Axe Murderer into LFF. It's -6 on block, making it a safe transition.
- HOT FEET, (RFL) (4,4): A high-high string that enters RFF. The second hit is only -1 on block, making it very safe.
- Overhead Axe, (RFF) (4,4,3): Adds a mid overhead attack that causes knockdown.
- Toe Jam, (RFL) (4,4,4): A high-high-high string that enters RFF. The final hit causes knockdown.
- MID BLIZZARD KICK (4,4,4,3): A four-hit string ending in a knockdown mid kick.
- HIGH HOT FOOT, (RFF) (4,4,4,4): A four-hit high string ending in a knockdown.
- Da Bomb, (RFF) (4,4,f+4): A mid attack that causes knockdown.
- Face Kick, (RFL) (f+4): A high attack with good range, +8 on hit.
- Flamingo Feint, (RFL) (f,N+4): A feint move that transitions to RFF.
- PEACEKEEPER, (RFF) (f,f+4): A mid attack from a forward dash that causes knockdown.
- FACE BLEEDER, (RFF) (b+4): A high attack that causes 'STc' (Screw/Launch). It's -7 on block.
- NOSE BLEEDER, (RFF) (d/f+4): A mid attack that causes 'S!' (Slam) and 'JGc' (Juggle). It's -8 on block.
- Low Kick (d+4): A fast low kick, -17 on block, so very unsafe.
- Lifting Leg Kick (d+4,4): A low-high string that causes a Juggle.
- RUNNING SIDEKICK, (BT) (WR+4): A high attack from a running state that causes a Juggle. It's +5 on hit.
- Mid Cutter, (BT) (BT 4): A mid attack from Back Turned stance, -9 on block.
- Axe Heel (BT 4,3): A mid-high string from Back Turned stance.
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