Tekken 7 - Lucky Chloe Movelist Rundown
oh no. Lucky Chloe is yet another new character that joins the Tekken 7 roster and there's actually a lot more to this character than what appears on the surface. Adorning cat ears, knee pads and kitten hand muffs, Lucky Chloe enters the battle with her 'Free Style Dance' techniques hailing from an unknown region. What makes her unique from the roster though is that she has a number of moves that require timed inputs to successfully perform which will take some time to get used to. Let's begin.
▌Tekken 7 - Lucky Chloe Movelist Video
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GAO_北千住店 ≫ https://www.youtube.com/channel/UCnFap81fNOzZozrdJ_apHvQ
▌Tekken 7 - Lucky Chloe Movelist
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Rage Art
When you have rage:
Low - Push either kick buttons in a specific timing to get more damage.
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Left Point to C Uprock Hit
High, mid, mid - 1,2 jabs into a mid blow. Thw first two hits are natural combos and have 10f start-up.
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Left Point to C Uprock Clap
High, mid, mid - 1,2 into an overhead swing.
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[SCREW] [HOMING] Left Point to C Uprock Swing
High, mid, high, high - 1,2 into a twisting attack which has both homing and Screw attack properties.
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*Name not listed*
Mid - 12f start-up quick mid kick. A really good mid poke that you can actually rely on using. Also, this move is not listed in the official movelists for Lucky Chloe on either Japan or Korea Tekken 7 websites so no name for the time being.
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Right Middle Shift
Mid, mid - Launcher.
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[SCREW] [HOMING] Double Swing
High, high - The previous double high twisting attack with Screw/Homing properties.
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C Uprock Hit
Mid, mid.
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C Uprock Clap
Mid, mid.
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[SCREW] [HOMING] C Uprock Swing
Mid, high, high - Twisting attack again, although this version is frequently used in combo staples.
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Hopping
Mid.
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Axe Aerial
Mid - hold back after this move to stay back turned.
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Double Axe Aerial
Mid, mid - Combo Starter. Can also hold back to stay back turned.
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Elbow Beat
High - Elbow.
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*Name not listed*
Mid - Another move not listed in the official movelists. This is her basic mid poke in close distances.
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C Krump
Mid - d/f+2 combo starter. 15f on start-up. Can also be done with ws+2 although they both have different launch heights.
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[SCREW] C Krump Special
rhythm: rhythm: rhythm:
Mid, mid, mid, mid - While the first hit juggles on it's own, you can follow it's complete string. A specific timing is required for inputs after the d/f+2.
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Punking Twirl
Mid, mid.
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[SCREW] Punking Marionette
Mid, mid - Used in combo staples.
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Down Step
Low - A jumping low, this is her most damaging low poke.
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Touchdown Raiz
Mid, mid, low.
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Touchdown Raiz to Buffalo
Mid, mid, mid - Frequently used in combo staples.
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Wacking
Mid.
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*Name not listed*
Low - This low poke doesn't have great damage but it's really fast on start-up. Another move not on the official movelists.
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C Windmill
Low, low, low.
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Double C Windmill
Low, low, low, low, low.
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C Windmill to Air Tracks
rhythm:
Low, low, low, high, mid, low - From the previous low spins, push the d+3+4 input to trigger a mid breakdance move that ends with a low. You'll hear 'LUCKY' if performed correctly and she will end up back turned.
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Left Twist
Low - This enters her 'Left Twist' stance. You can also hold back after this to stay back turned.
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Double Twist
Low, low.
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Left Point to C Uprock Hit
Left Twist:
High, mid, mid.
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Left Point to C Uprock Clap
Left Twist:
High, mid, mid.
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[SCREW] Left Point to C Uprock Swing
Left Twist:
High, mid, high, high.
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C Uprock Hit
Left Twist:
Mid, mid.
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C Uprock Clap
Left Twist:
Mid, mid.
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[SCREW] C Uprock Swing
Left Twist:
Mid, high, high.
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Left Twist to Axe Heel
Left Twist:
Mid.
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Left Twist to Scoot
Left Twist:
Mid - You can also execute this move with ff+4.
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Coffee Grinder to Scoot
Left Twist:
Low, mid.
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Left Twist to Right Twist
Left Twist specfic timing:
Low - Continue the Left Twist low kicks and starts counting higher.
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Right Twist to Left Twist
Left Twist specific timg:
Low - Another way of doing the Twist with the other foot.
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Coffee Grinder to Scoot
Low, mid.
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Aerial Arc
Mid - Launcher.
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Hands Up
Mid - 17f start-up and great range.
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Circle Clap
Mid.
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[SCREW] [HOMING] Graceful Turn
Mid - hold back to stay in back turn.
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Walking Knee
Mid - This knee leads to a juggle on counter hit.
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[POWER CRUSH] Happy Swing
High, high, high, high.
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Lucky Corkscrew
Unblockable.
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Surprise Hop
Mid - Hopkick launcher, 15f on start-up and also minus 15f on block.
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Double Leg to Left Twist
Mid, low - Enters Left twist.
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Double Leg to C Backflip Combo
Mid, mid, mid.
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Scoot
Mid - Enters Scoot stance.
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Double Corkscrew
Scoot:
Mid, mid, mid.
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C Backflip Combo
Scoot:
Mid, mid, mid - Used in combos usually as the ender.
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Coffee Grinder to Scoot
Scoot:
Mid, low, mid.
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Air Drop Heel
Mid - Slash kick and plus frames on block.
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Right Cross Shift
while standing:
Mid, mid.
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Left Cross Shift
while standing:
Mid - Knocks down.
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Hand Snap
while crouching:
Low - This leads to a juggle on counter hit.
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Spin and Roll
while crouching:
Mid.
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Step Up
while crouching:
Mid - Launches on normal hit but is really bad on block.
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Donkey Kick
while back turned:
Mid, mid.
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C Backflip
while back turned:
Mid.
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Turning Coffee Grinder to Scoot
while back turned:
Low, mid.
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C Backflip Combo
while back turned:
Mid, mid.
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Rollback
while back turned:
Rolls torwards the opponent while back turned.
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C Freeze to Chair
while back turned:
Roll, mid, mid.
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Kick Up
while back turned:
Roll, mid, mid, mid - Extremely damaging combo starter.
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Taunt 1
e hn
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Taunt 2
1,2,3
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[SCREW] 10-Hit Combo
Mid, high, mid, high, high, low, mid, mid, mid, mid - Specific timed inputs required for this one.
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C Drill
(or)
Throw - Broken with either 1 or 2.
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Donkey Flip
(or)
Throw - Broken with either 1 or 2.
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Rolling Beat
on opponent's right side: (or )
Throw - Broken with 2.
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Rolling Toss
On opponent's left side: (or )
Throw - Broken with 1.
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Aerial Acrobat
on opponent's back: (or )
Throw - Cannot be broken.
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Back Fling
Throw - Broken with 1+2.
Done.
References:
http://tk7.tekken-net.kr/pc/tk7/command?fighterid=22
http://seesaawiki.jp/w/inatekken/d/%a5%af%a5%ed%a5%a8T7
Extra tidbit from Markman.
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