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Vale Tudo Stance - (VTS) - 3+4
Tekken 7

Vale Tudo Stance - (VTS) - 3+4

Unlock the secrets of Tekken 7's Vale Tudo Stance (VTS) with this comprehensive guide. Learn key moves like 3+4, 1, 3+4, and their applications to dominate your opponents.

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Unlock the secrets of Tekken 7's Vale Tudo Stance (VTS) with this comprehensive guide. Learn key moves like 3+4, 1, 3+4, and their applications to dominate your opponents.

Alright, let's dive into the Vale Tudo Stance, or VTS for short, in Tekken 7. This isn't a full stance you enter with a button press like some others; instead, it's a unique position you can transition into or that certain moves naturally lead to. Think of it as a special state that opens up some really interesting offensive options, especially for moves that require the opponent to be on the ground or in a specific position. We're going to break down the key moves associated with VTS so you can start using them effectively.

Key VTS Moves & Their Applications:

  • 1, 3+4 (Quick Face Hit into VTS): This is your bread and butter for getting into VTS. The initial '1' is a quick jab that hits high, and if it connects, it flows right into the 3+4 input, putting you into the VTS position. From here, you can follow up with other VTS-specific moves.
  • 3+4 (Stance Cancel): This is the actual input to cancel out of VTS and return to your neutral stance. It's important for repositioning or avoiding a punish if you've overextended.
  • VTS 3+4 (Specific Move): This is a bit confusingly named, but it refers to a specific move executed *while in* VTS, which is the '3+4' input itself. This move is crucial because it requires the opponent to be lying on the ground to execute. If they are, this move will hit them.
  • VTS 1 (Quick Face Hit): Executed from VTS, this is another quick jab. It hits high and has decent frame data, making it a good option to keep pressure on or to poke at your opponent.
  • VTS 1, 2 (Blurring Eve): Following up the VTS '1' with a '2' results in Blurring Eve. This is a mid-hitting string that can knock the opponent down (KD), giving you more opportunities to go for ground-based VTS attacks.
  • VTS f+1 (Bumper): This is a mid-hitting move that pushes the opponent back slightly. It's useful for creating space or setting up other attacks.
  • VTS f+1, 2 (Power Bump): A two-hit string starting with f+1. The second hit is a mid that also knocks the opponent down (KD).
  • VTS f+1, 4 (POWER HURRICANE): This is a powerful mid-hitting string that launches the opponent (S!). This is a huge reward and will likely lead into a full combo if it lands.
  • VTS 1+2 (Mount Takedown): This move takes the opponent down and transitions you into a mounted position. From here, you have follow-up options, including a Spear attack if you're at a distance. Note that this throw can be escaped with '1' if the opponent anticipates it.
  • VTS d+1+2 (Python Explosion): A low-hitting attack that knocks the opponent down (KD). This is great for catching opponents who are blocking high or trying to stand up.
  • VTS 1+3 (One-Handed Slam): This is a throw that requires the opponent to be lying on the ground. It's a powerful throw that can catch opponents trying to scramble or get up.
  • VTS 2 (Tornado Hook): A mid-hitting move that knocks the opponent down (KD). It's a solid poke from VTS.
  • VTS f+2 (Power Straight): This is a mid-hitting power move that can cause a counter-hit stun (PC) and wall splat (WB). It's a strong option for extending pressure or creating wall combos.
  • VTS 2+4 (Body Slam): Another throw that requires the opponent to be lying on the ground. Similar to the 1+3 throw, it's a good option for punishing grounded opponents.
  • VTS 3 (Massive Launch): This move launches the opponent into the air (JG), setting up for juggle combos. It's a key move for maximizing damage from VTS.
  • VTS 4 (Rising Knee): A mid-hitting knee strike that knocks the opponent down (KD). It's a quick and effective poke from VTS.

Important Notes on VTS Moves:

  • #1: Opponent must be crouching for the throw to connect. This is a specific requirement for certain VTS throws.
  • #3: Opponent must be lying on the ground for the attack to execute. This is critical for moves like VTS 3+4, VTS 1+3, and VTS 2+4.
  • #7: Mount Takedown (1+2) and Body Slam (2+4) throws can be escaped. The 1+3 throw from VTS is escaped with '1', and the 2+4 throw is escaped with '2'. Be mindful of your opponent's escape options.
  • #9: If the attack hits, Marduk will transition into the Mounted position. This note specifically applies if you're playing as Marduk, highlighting a unique property of one of his VTS moves.

Mastering the Vale Tudo Stance involves understanding when to enter it, which moves to use from it, and crucially, when your opponent is in the right state (crouching, grounded) to land those powerful VTS-specific attacks. Practice transitioning into VTS and using the appropriate follow-ups to keep your opponent guessing!

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