You are on page 1of 10

Tekken 7 Comprehensive Guide to Shaheen Game Version 3.

Overview

Shaheen is a new playable character in the Tekken series making his debut in Tekken 7.
Shaheen’s gameplay mainly revolves around poking and enforcing his full crouch mix-up. He
has good pokes, mix-ups, and a variety of counter hit tools to frustrate and oppress the opponent.
The skill required to play Shaheen effectively is also very low; making him a viable tournament
character and a great introductory character for new players. He has three key weaknesses:
mediocre plus-on-block moves, no consistent long-range punishment, and a non-existent wall
game. To conclude, Shaheen is a very straightforward character with a very straightforward
game plan.
Tekken 7 Comprehensive Guide to Shaheen Game Version 3.0

Offense

Key Moves
Df+1 → This is how to Shaheen 101. Great move to keep your opponent in check. You will see
literally every Shaheen player abuse this move.

F+3 → Mid, safe on block, homing move that can lead to a combo on counter-hit. Main
drawback is the slow startup at 21 frames.

D+3 → One of the few lows Shaheen can actually threaten with. You are -14 regardless of SNK
cancel and zero on hit. Transitioning into SNK on hit will put you at +3 to kickstart your SNK
mix-up.

D+4 → Decent range low that makes a nice crunch sound on hit. Startup is a bit sluggish so be
careful not to be interrupted when throwing it out. Leaves you at +1 on hit.

D3+4 → Functions exactly like FC4 but with different properties on block/hit. D3+4 is -13 on
block as opposed to FC4 which is launch punishable at -15. Useful as a round ender and for
interrupting strings.

Df+3 → Shaheenʼs go-to tracking move. Great range and decently fast startup.

Df+4 → Good keep-out move. This has some pretty deceptive range so be careful when
throwing it out.

B+3 → Plus on block and leaves the opponent in crouch. KND on counter-hit.

B+1 → Plus on block and leaves the opponent in crouch. Can transition into full crouch by
holding down.

Slide → KND on hit, good damage, huge range, and gives great okizeme options afterwards.

Jab Strings
1,2 → Standard i10 jab string. Both hits are high so this can be ducked and punished.
1,2,2 → Delayable mid extension. This is -11 on block but can lead to a nice counter-hit combo
if they press any buttons.
1,2,3 → High extension that can transitions into SNK stance.
1,2,4 → Another mid extension. This is very risky being -13 on block and provides no adequate
reward for the disadvantageous situation you are left in.
2,1 → High/mid i10 jab string. You can use this to check your opponent if they have been trying
to duck your jab strings.
2,3 → This is your go-to i10 punish. High/high so it is duck-able, but transitions into SNK.
Tekken 7 Comprehensive Guide to Shaheen Game Version 3.0

Full Crouch Mix-up


Shaheen’s key mix-up comes out of full crouch. From full crouch you can transition into slide,
hopkick, orbital, or WS moves. Your opponent is left to guess which is coming. You will often
see Shaheen players full crouch dashing in neutral in order to bait a reaction from the opponent.

These are your safe options:


WS1 → -2 on block
WS4 → -6 on block
Uf+3 → -7 on block

Due note that after using these moves (aside from WS1) you are at a noticeable frame
disadvantage. Shaheen’s full crouch mix-up is very risky so it’s important to know when and
how you can remain safe.

SNK Mix-up
Shaheen can transition into SNK stance out of a variety of moves and strings. Here is a list of
strings and moves that can transition into SNK stance:

1,2,3 → i10 startup and safe on block. Can be made safer with SNK cancel.
2,3 → i10 startup and safe on block. Can be made safer with SNK cancel.
3 → i14 startup and safe on block. Can be made safer with SNK cancel.
D+3 → i16 startup and -14 on block. Can not be made safe with SNK cancel.
Db+2 → i11 startup and -10 on block. Can be made safe with SNK cancel.
F+2,4 → i12 startup and -13 on block. Can be made safe with SNK cancel.
F+3+4 → i22 startup and -11 on block. Can be made safe with SNK cancel.

You can also transition into SNK manually by inputting Df,df. Here are your options out of SNK
stance:
SNK 1 → Functions similarly to a normal jab. Safe on block and gives a 12 frame window on
counter-hit.
SNK 2 → Mid extension out of SNK. Will reliably crush highs and leads to a KND on counter-
hit. Safe on block.
SNK 3 → This is your only launcher out of SNK. Functions similarly to a throw (unbreakable)
and can crush some lows. This is -12 on block. It is mainly used as a combo ender.
SNK 4 → Low extension out of SNK. Fast start-up but -15 on block.
SNK 4,1 → High extension out of SNK 4. Safe on block.
SNK 3+4 → Low extension out of SNK. Very slow startup and is -19 on block.
Tekken 7 Comprehensive Guide to Shaheen Game Version 3.0

Defense

Counter Hit
4,1 → Shaheenʼs main counter-hit tool. Being 11 frames fast, as are all of Shaheen’s magic 4
strings, this move is quick to come out and interrupt an opponent who is pressing buttons.
4,3 → Another high extension out of magic 4. Mainly used for combos.
4,4 → Mid extension out of magic 4. This will catch crouching opponents who preemptively
duck expecting the high extension. This is the only unsafe extension out of magic 4 being -13 on
block.
F+3 → Mid-range counter-hit tool. Good to throw out when pressuring the opponent and can
reliably crush lows. Safe on block.
B+4 → Launch punishable on block. Don’t use this move.

Punch Parry
B+1+2 timed with enemy attack.

Shaheen will evade the attack while leaving the opponent in a back-turned state. After a
successful punch parry, Shaheen gains access to a special punch move by simply pressing any of
the attack buttons. It provides a knockdown on hit and is safe on block. Nothing is guaranteed
after the punch parry, but you do get a mix-up.

Mix-up after Punch Parry:

F2,3 if they hold back


Db21 if they press Db to avoid the F2,3

Combos
Note: You can end most combos with db3,4 or db2,1 for wall carry instead.

Terminology
SNK – SNK Stance
SNKC – SNK Stance Cancel
CC – Crouch Cancel
S! – Corkscrew
WS! – Wall Splat

Difficulty Ranking
[•] – Easy / No drop points
[•] – Medium / Single drop point
[•] – Hard / Multiple drop points
Tekken 7 Comprehensive Guide to Shaheen Game Version 3.0

Normal Hit
[•] Uf+4 3 SNK 2 Db2 SNK 4,1 S! Db2 SNK 3 = 67 DMG
[•] Uf+4 3 SNK 2 Db2 SNK 4,1 S! 3 SNK 3 = 70 DMG
[•] Uf+4 3 SNKC WS1 3 SNK 4,1 S! Db2 SNK 3 = 69 DMG
[•] Uf+4 3 SNKC WS1 3 SNK 4,1 S! 3 SNK 3 = 72 DMG

[•] Uf+3 D2 D2 Db2 SNK 4,1 S! Db2 SNK 3 = 73 DMG


[•] Uf+3 D2 Db2 SNKC WS1 Db2 SNK 4,1 S! Db2 SNK 3 = 74 DMG
[•] Uf+3 D2 3 SNKC WS1 Db2 SNK 4,1 S! Db2 SNK 3 = 79 DMG

[•] Ff+3 3 SNK 2 Db2 SNK 4,1 S! Db2 SNK 3 = 77 DMG


[•] Ff+3 3 SNK 2 Db2 SNK 4,1 S! 3 SNK 3 = 80 DMG
[•] Ff+3 3 SNKC WS1 3 SNK 4,1 S! Db2 SNK 3 = 79 DMG
[•] Ff+3 3 SNKC WS1 3 SNK 4,1 S! 3 SNK 3 = 82 DMG

[•] Db+4 3 SNK 2 Db2 SNK 4,1 S! Db2 SNK 3 = 77 DMG


[•] Db+4 3 SNK 2 Db2 SNK 4,1 S! 3 SNK 3 = 80 DMG
[•] Db+4 3 SNKC WS1 3 SNK 4,1 S! Db2 SNK 3 = 79 DMG
[•] Db+4 3 SNKC WS1 3 SNK 4,1 S! 3 SNK 3 = 82 DMG

Normal Hit: Mini Combos


[•] F4 B4 = 31 DMG
[•] F4 Db3,4 = 35 DMG
[•] F3+4 SNKC WS4 = 44 DMG
[•] SNK3+4 CC B4 = 39 DMG

Counter Hit
[•] 1,2,[2] D2 D2 Db2 SNK 4,1 S! Db2 SNK 3 = 71 DMG
[•] 1,2,[2] D2 Db2 SNKC WS1 Db2 SNK 4,1 S! Db2 SNK 3 = 72 DMG
[•] 1,2,[2] D2 3 SNKC WS1 Db2 SNK 4,1 S! Db2 SNK 3 = 77 DMG

[•] 4,1 D2 Db2 SNK 4,1 S! Db2 SNK 3 = 66 DMG


[•] 4,1 3 SNKC WS1 Db2 SNK 4,1 S! Db2 SNK 3 = 72 DMG

[•] 4,3 S! D2 Db2 SNKC WS1 Db2 SNK 3 = 66 DMG


[•] 4,3 S! SSR 3 SNKC WS1 3 SNK 3 = 67 DMG

[•] F+3 D3 SNK 2 Db2 SNK 4,1 S! Db2 SNK 3 = 69 DMG


[•] F+3 SSR D3 SNK 2 Db2 SNK 4,1 S! Db2 SNK 3 (If off-axis)
[•] F+3 D3 SNK 2 Db2 SNK 4,1 S! 3 SNK 3 = 72 DMG
[•] F+3 SSR D3 SNK 2 Db2 SNK 4,1 S! 3 SNK 3 (If off-axis)
Tekken 7 Comprehensive Guide to Shaheen Game Version 3.0

[•] B+4 Df+1 Db2 SNKC WS1 Db2 SNK 4,1 S! Db2 SNK 3 = 72 DMG
[•] B+4 Df+1 3 SNKC WS1 Db2 SNK 4,1 S! 3 SNK 3 = 77 DMG

Counter Hit: Mini Combos


[•] B3 B4 = 40 DMG
[•] B3 Slide = 44 DMG
[•] SNK 1 F2,3 = 44 DMG
[•] SNK 1 2,3 SNK/SNKC = 40 DMG
[•] SNK3+4 WS3,3 = 48 DMG
[•] WS1 F2,3 = 52 DMG
[•] WS1 2,3 SNK/SNKC = 48 DMG

Rage Drive
[•] Db2,4 3 SNK 2 Db2 SNK 4,1 S! Db2 SNK 3 = 78 DMG
[•] Db2,4 3 SNK 2 Db2 SNK 4,1 S! 3 SNK 3 = 81 DMG
[•] Db2,4 3 SNKC WS1 3 SNK 4,1 S! Db2 SNK 3 = 80 DMG
[•] Db2,4 3 SNKC WS1 3 SNK 4,1 S! 3 SNK 3 = 83 DMG

Low Parry
[•] SSR Df+1 3 SNKC WS1 Db2 SNK 4,1 S! Db2 SNK 3 = 53 DMG
[•] SSR D2 3 SNK 2 Db2 SNK 4,1 S! Db2 SNK 3 = 59 DMG
[•] SSR D2 3 SNK 2 Db2 SNK 4,1 S! 3 SNK 3 = 62 DMG

Slide Punish
[•] WS1 3 SNK 2 Db2 SNK 4,1 S! Db2 SNK 3 = 56 DMG
[•] WS1 Db2 SNKC WS1 Db2 SNK 4,1 S! Db2 SNK 3 = 51 DMG

Get-Up Kicks
CH Get-Up 3
[•] WS1 3 SNKC WS1 Db2 SNK 4,1 S! Db2 SNK 3 = 68 DMG
[•] WS1 3 SNK 2 Db2 SNK 4,1 S! Db2 SNK 3 = 70 DMG
[•] WS3 Df+1 Db2 SNK 4,1 S! 3 SNK 3 = 62 DMG
Tekken 7 Comprehensive Guide to Shaheen Game Version 3.0

Wall Carry

Db3,4
High wall splat, easy follow-ups. This is your go-to wall carry option.

Db2,1
Mid wall splat, extreme carry. This is your most consistent wall carry option.

Db2 SNKC WS3,3


Mid wall splat but launches them very far. Somewhat inconsistent.

3 SNKC WS3,3
Same as above but higher damage and even more inconsistent.

Db2 SNK 2
Mid wall splat. Pretty consistent but the carry isn’t impressive.

3 SNK 2
Max damage wall carry option, but consistent only when off-axis to the right. Will not work if
the combo has more than 8 hits.

D2
Mid wall splat. Use this when you’re too close to the wall to do anything else.

Wall Enders

Df+1 D1 WS3,3
Your go-to wall ender. Easy and consistent.

Df+1 B4
When too off-axis for the rest to work.

3 SNKC WS3,3
High wall splat only. Useful in floor break combos.

2,3 SNKC WS3,3


High wall splat only. Max damage.

2,3 SNK 2
Flip-over okizeme alternative.
Tekken 7 Comprehensive Guide to Shaheen Game Version 3.0

Wall Bounce

Shaheen has two wall bounce moves: Ff+4 and WR2. Wall distance will be calculated by
backdash length. If range zero is point-blank (meaning the opponent’s back is already at the
wall), then range 1 will be one backdash away from the wall and so on.

Range 0 → 3 WS! Wall Ender


Range 1 → 3 WS! Wall Ender
Range 2 → 4,3 WS! Wall Ender
Range 3 → 3 SNK 2 WS! Wall Ender

Floor Break / Balcony Break


Floor break combos are difficult to recommend because they are sensitive to map location and
distance from the wall. Instead, I will explain the best way to floor break with Shaheen and what
is available post floor break.

Floor Break Moves


B1
B3
D4
F+3+4 → Go-to Floor Break Move.
Uf+3
4,4 → Max Damage, CH or Wall Only.
2+4 → Throw

Floor Break Strategy


Ideally, you’d want a wall splat before you initiate a floor break as this allows for a high
damaging wall ender. This is not always the case and if you catch yourself short of the wall you
can do some of the following:

Ff+3 → Max damage.


Db3,4 → Wall carry alternative.
Db2,1 → Wall carry alternative.

Balcony Break
Balcony break combos are dependent on the number of hits before the balcony break is initiated.
Shaheen is allowed 9 - 10 hits to juggle the opponent if no wall is available. If you broke the
balcony post-screw, your follow up options are the same as the floor break options outlined
above.
Tekken 7 Comprehensive Guide to Shaheen Game Version 3.0

Throws
Shaheen’s throw game isn’t anything spectacular, but there is one throw in particular I want to
highlight.

Df1+4 is a high damaging throw that leads to some good okizeme. These are your options:

Wake Up (Backward) → Df+3, B4


Stand Up → Db2,1
No Tech → B4

Side-rolling beats all options. In this scenario you can either low poke, slide, or chase the
opponent.

1+3 → Leaves Shaheen extremely far from the opponent. This is a terrible throw.
2+4 → Standard throw, but provides a side-switch. Leaves Shaheen at a comfortable distance.

Punishment

Standing Punishment
i10 → 1,2 | 2,3 | 2,1
i11 → 4,1
i12 → F2,3
i14 → Db2,1 | Fb+2
i15 → Uf+4 | Df+2

While-Standing Punishment
i11 → WS4
i13 → WS3,3
i15 → Uf+4
i16 → WS2

Backturn Punishment
123 SNKC WS3,3 = 70 DMG
Guaranteed on most of the cast, but characters with meter and BT parries (Xiaoyu) have options
here.
Tekken 7 Comprehensive Guide to Shaheen Game Version 3.0

FAQ

How do I do the 3 SNK 3 combo ender?


Use 3+4 instead of 3 and delay the SNK 3.

How do I do the 3 SNKC WS3,3 wall ender?


Use 3+4 instead of 3 and input Db to cancel the SNK stance. Then, press 3,3 to get WS3,3.
This has to be done fairly quickly.

How do I do the 2,3 SNKC WS3,3 wall ender? I keep getting WR2.
Simply tap back as you’re approaching the wall to cancel the running state. The timing for the
SNKC is a bit slower than 3 SNKC WS3,3 so you have a bit more time to cancel the SNK stance
in this instance. Time the SNKC as Shaheen’s left leg touches the ground.

How do I do Shaheen’s slide?


Hold down to enter full-crouch state. Then, input Df D Df 3. You are holding down to stay in
full-crouch state throughout the entirety of this command. The 3 at the end can be delayed.

How do I rage art after 3 SNKC?


The combo must to be 7 or less hits before the Rage Art for this to connect. Shaheen must also
be off-axis to the right. Dash in 3+4 as you normally would and after Shaheen recovers from the
SNKC you immediately input 1+2. The timing is somewhat strict as you need to cancel SNK
immediately.

For Questions or Suggestions


Contact Suji#5706 on Discord.

You might also like