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Learn how to beat Akuma’s fireballs in Tekken 7, including character specific attacks

Avoid or nullify Akuma’s fireballs like a boss in Tekken 7.

Akuma’s presence in Tekken 7 introduces a new style of gameplay that many Tekken players probably won’t be familiar with. One such move players will have to learn to counter are Akuma’s fireballs. Tekken-Official has provided a resource page that shows you three (3) options for making his fireballs ineffective – sidestepping, jumping, and character specific moves.

This was originally published in February 2016, but we weren’t around at that time. With Tekken 7 right around the corner, it is more prevalent to learn this information now than ever before.

 

Option 1: Sidestepping

This is the obvious choice, and will probably be what most players do to begin with. It’s a smart move, but it doesn’t allow for getting the upper hand and making advancements the way you’d like.

 

Option 2: Jumping

The next move is jumping. This move does allow you to advance, but you better have your timing right. Jumping over fireballs in Tekken 7 isn’t as easy as it is in Street Fighter, so this will definitely take getting used to.

 

Option 3: Character Specific Attacks

Along with sidestepping and jumping, there are some great character specific options available that can make Akuma’s fireballs highly ineffective. There are even some customization items that can be used.

Below is written/formatted by Jesse Montes (derived from Avoiding the Puddle).

Moves that avoid fireballs

Paul

  • f+1+4
  • while crouching d/f+1+2

Law

  • f+1+4
  • d/f+3+4
  • u/f+3+4
  • while crouching d/f,d,d/f+3 (slide)

Lee 

  • while crouching d/f,d,d/f+3 (slide)

King 

  • f+3+4
  • ss 2+4
  • NEW wr+3+4

Yoshimitsu 

  • KIN+F (requires testing)
  • KIN 3
  • cd+1 (goes through fireball)
  • b+3 / b+4
  • u+3+4
  • FLE+3 / FLE+4
  • FLE+2
  • FLE+D
  • FLE+f+4
  • FLE to DGF (d+1+2 > u+1+2)
  • FLE to DGF feint (d+1+2 > u+3+4)
  • FLE+uf
  • IND d+3+4
  • IND d+3+4 -> 4
  • IND d+3+4 -> 3+4 (Hold)
  • db1+2 (requires testing, used to avoid Jinpachi’s fireball and random highs) *
  • qcf+1
  • while crouching d/f+4
  • uf1+2
  • NSS u+1+2
  • NSS uf1+2 (hop)

Hwoarang

  • f+3 (left flamingo)
  • f,n,4
  • b+1
  • b+2

Xiaoyu 

  • u/f+3+4
  • back turned f+3+4
  • back turned f+3+4, 3+4
  • AOP
  • AOP 3 | AOP 4~3 | AOP f+3+4 | AOP f+3+4, d+1+2

Jin

  • CDS 3+4
  • u/f+2
  • b+2+4 Parry (requires testing) *
  • b+1+2 Power Stance (requires testing) *

Bryan 

  • d/f+3 (Snake Edge)
  • b,b+4

Heihachi

  • d/b+1+2
  • ff+2
  • while crouching d/f+4

Kazuya

  • cd+3 (goes through fireball)
  • while crouching d/f+3+4

Steve 

  • 3 (left weave)
  • 4 (right weave)
  • f+3 (ducking)
  • Ducking 2
  • Sway 2

Jack-7 

  • d/b+2 (hold)

Asuka 

  • 3~4
  • b+1
  • ff+3
  • ss+2

Devil Jin 

  • 3+4 (FLY)
  • u+4
  • ff+3+4

Feng

  • u+2
  • u/f+2
  • u/f+3+4 (requires testing) *
  • qcf+1

Lili 

  • d/b+4
  • u+3+4
  • NEW u/f+2
  • u/f+3+4
  • NEW ff+3+4
  • while crouching d/f+3

Dragunov 

  • qcf+3
  • while knockdowned, 1+2
  • d/b+1+2
  • 3+4 (requires testing) *
  • NEW ss+3+4

Leo 

  • f+2+3
  • d+1+2
  • qcf+1
  • while crouching d/f+3

Lars 

  • Silent Entry 2
  • u/f+3+4
  • ff+3+4

Alisa

  • 1+2
  • BOOT 3
  • b+3+4, 3+4
  • u/f+3+4

Claudio 

  • d+2
  • Starburst d+2,2
  • d/b+3

Katarina 

  • Harrier 3
  • NEW d/f+3+4
  • d/b+4
  • while crouching d/f+4

Lucky Chloe 

  • d+3+4
  • d+3+4, d+3+4
  • wr+3
  • NEW ss+4
  • back turned f+3+4
  • back turned f+3+4, 3+4
  • NEW back turned d+3+4

Shaheen 

  • d+3
  • d+3 D/F | while crouching d/f,d,D/F+3 (slide)

Josie 

  • d/f+3,2
  • d/f+3,2~f
  • u/f+3

Gigas 

  • u/f+1+2
  • u/f+3+4

Kazumi 

  • u/f+2
  • 2+3

Nina 

  • b+1
  • d,D/F+4
  • qcf+3

Akuma 

  • Hurricane kicks (qcb+either kicks)
  • EX Hurricane Kicks (qcb both kicks)
  • Both Demon Flips (SRK 3 & SRK 4)
  • NEW wr+3

Bob 

  • Spinning Ball 4
  • bb+2+3
  • cd+2 (Shoryuken)
  • ss+1+2
Moves that neutralize fireballs (makes them disappear)
  • Yoshimitsu – Spirit Shield (1+2+3)
  • Jin – Right Roundhouse Punch (cd+2)
  • Heihachi – Demon Breath (1+2) | Electric Wind God Fist (cd+2)
  • Kazuya – Glorious Demon God Fist (f+1+2) | Electric Wind God Fist (cd+2)
  • Jack-7 – Pinpoint Assault (f+2)
  • Devil Jin – Electric Wind God Fist (cd+2) | “Ancient Power” (b+1+3 or b+2+4)
  • Lars – Arc Blast (f+1+2)
  • Alisa – Transmission (d/f+1+2)
  • Kazumi – Rajomon (b+2)

Yes, that means you can Electric and punch fireballs. Trust me, it looks cooler than sidestepping; plus, it gets you in / advances you.

Needs Raven, Eddy and others.

Download PDF of Character Specific Attacks (JPN)

Aziz Peregrino-Brimah aka Zee the CEO | Founder / Editor-in-chief of TekkenGamer | Gaming has been a passion of Zee's since the early days of Atari and ColecoVision. His first experience with Tekken was in the early 90's, and it was Tekken 3 that sealed the deal. True story... As a teenager Zee once received his Winn-Dixie paycheck and spent it all at the arcade the same day. Needless to say, his mother wasn't pleased.

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