Guides
Identification of basic hits and moves Tekken 7
1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick
u - Jump
d - Crouch
N - Neutral State
f - Walk towards an Opponent
b - Walk away from an Opponent
f – tap forward once
F – Hold stick forward
d/f – tap down/forward once
D/F – Hold stick down/forward
b – tap backward once
B – Hold stick back
d/b – tap down/back once
D/B – Hold stick down/back
d – tap down once
D – Hold stick down
u/f – tap up/forward once
U/F – Hold stick up/forward
u – tap up once
U – Hold stick up
u/b – tap up/back once
U/B – Hold stick up/back
+ – Moves must be done together
, – Moves must be done right after the other
~ – Moves must be done IMMEDIATELY after the other
: – Move Following the ":" has to be precision timed to execute
WS – Do move While standing up
WR – While running
+ - Moves must be done together
, - Moves must be done right after the other
~ - Moves must be done IMMEDIATELY after the other
_ - Or (When used between two moves, they are interchangeable)
> - Move following the > has the option of being slightly delayed
# - Hold movement preceding the '#' until the end of the string or until N (Neutral)
FC - Do move during full crouched position
WS - While standing up (Returning the stick to neutral from a crouch)
RN - While running
BK - Back facing the opponent
FD/FT - Lying on the ground Face Down / Feet Towards opponent
FD/FA - " " Face Down / Feet Away from the opponent
FU/FT - " " Face Up / Feet Towards opponent
FU/FA - " " Face Up / Feet Away from the opponent
CH - Major Counterhit (Hitting your opponent during their move execution)
[ ] - Brackets surrounding an item indicate an optional output
( ) - Parenthesis indicates moves grouped together
{ } - Curved brackets indicate buttons needed to break a throw
: - Pause 1/3 a second between button presses (Tenstring timings only).
For more info, you can check the special Tekken 7' - buttons manual.
Lei has one of the widest game options among all Tekken 7 characters. Lei has several stances and almost 200 movements. He is extremely mobile and effective at long range. To do this, he has the longest range launcher in the game (extremely solid whiff punisher overall). Also, Lei has the best low in the game (locked behind stance though).
Even Lei's basic moves do solid damage.
His key features are his stances. We want to tell you about it in a special Lei Wulong Tekken 7 guide.
Snake:
This stance is the only animal stance with an immediate attackless transition. You can also do a sidestep in either direction to extend your sidestep. You can think of this stance as the “base” animal stance since it is pretty much the best at switching into the other stances. This comes from several factors - firstly, you can access panther by stepping right, which activates the high crush of panther extremely early to avoid highs. Secondly, there are several powerful strings with solid frames that lead to dragon and panther. It is also good at counter hitting with its fast jab string, but weak vs blockers and high crushes.
You can block directly from here by holding back against highs and mids, and holding db will cancel the stance. Either can be done during movement as well. Must be canceled to block lows, but holding back still blocks special mids like crouch jab. Medium dash distance and speed. Dashing very mildly evades highs as well, but it’s not a crush nor is it very pronounced.
Dragon:
This stance has an absolutely phenomenal counter hit, an evasive option or two, and a few handy move transitions that lead to other stances. The mids also wall splat from here. This stance blocks like a snake, you hold back to block highs/mids/special mids, db to cancel, and it must be canceled to block lows. Moving forward or back creates high evade windows. Medium dash distance and speed.
Panther (aka leopard):
Perhaps his most aggressive animal stance, with terrifying 50/50 potential. This stance is extremely damaging and evasive, with strange defensive properties and high mobility, but is less directly accessible than the other stances.
This stance automatically crushes highs, blocks lows, and automatically low parries by holding forward. However, it cannot block mids by holding back and must be canceled with db before being able to. This stance has a relatively poor backdash but the fastest and longest forward dash of any of his animal stances, allowing you to make giant leaps forward and effectively cancel your backdashes with fbfb to close distance and attack.
Tiger:
This stance is also fairly aggressive, with a powerful 50/50 mixup and a fast + on block mid. Notably has one of the best low launchers in the game, and can cover itself with a parry.
Like snake and dragon, it blocks mids/special mids and highs by holding back. Cannot block lows without being canceled as well. However, holding forward parries mids and highs for frame advantage (+6) but no damage.
Crane:
Oddball stance, functions quite differently than the other 4. Filled with useful applications but has little synergy from other stances and almost no good transitions from the other animal stances.
Has to be canceled to block highs and mids, but can be done so almost instantly. Must be canceled with db to block lows, but not attacking in crane allows crane to automatically hopkick if a low heads his way, no input needed (works even if moving forward or back). Has the poorest mobility of the animal stances, with terrible backdash and forward dash speed and distance, but can still attack partway through either like with the other stances. Stance automatically re-aligns with the opponent even when standing still.
Here is one of the best Lei's combo:
We recommend you check some guides about Yoshimitsu, King, Lars from Tekken 7.
It is worth saying that one of the key features for which we like Tekken so much is that in Tekken 7 no Lei, no other character has no absolute advantage over other fighters. Nevertheless, Lei Wulong is one of the best characters In Tekken 7.
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