Hey, I’m Zathong and i will update DLC characters in Tekken 7 are: Noctis, Negan, Geese, Kunimitsu, Leroy, Lidia, Julia, Ganryu, Eliza, Anna, Marduk, Armor King, Zafina, Lei and Fahkumram. DLCs while those in Tekken 7 are chargeable.
Noctis

With a range of tools to hold his opponent at bay and penalize them for blocks and whiffs, Noctis is a rather straightforward defensive character. Noctis can easily do a tremendous amount of damage with his mid-long attacks with the aid of his royal arms while they just won’t be able to approach him. And one of the best penalties in the entire game is undoubtedly his warp strike on the second frame (f+2). However, Noctis struggles more in close quarters due to a lack of effective pokes, strings, and command throws. Noctis can still pose a threat even when he has the upper hand, but overall he operates at his peak effectiveness and potential when he keeps a safe distance.
Negan

Negan is most comfortable around his adversaries. Negan can effectively subdue his opponents with a variety of powerful pokes that can even provide him a frame advantage on blocks, powerful stance moves, and safe regular hit launchers. When opponents try to defend themselves, Negan frequently keeps striking until they make a mistake and fall victim to a counterattack or one of his terrifying power crushes. Once he knocks down an opponent, Negan can use a damaging okizeme to beat them while they’re down or complete an unblockable setup.
Geese

Geese is a rather simple character who seems at home in the Tekken system. Geese doesn’t rely on having meter as much as someone like Akuma does. Geese can effectively pressure opponents with a range of fantastic pokes while discouraging them from trying to disrupt with a number of potent counter-hit launchers. In the event that Geese misses his turn or is forced against the wall, he has a hazardous but potent parry that switches sides and enables Geese to launch his attack. When Geese has meter, a variety of EX moves open up new combo paths and deal incredibly high damage, giving him nearly unmatched comeback potential.
Kunimitsu

Kunimitsu is a fantastic rushdown character that, if her opponent tries to sidestep, may control the gap with her qcf1 and qcf1+2. Due to its limitless range and speed, the qcf1 itself is one of the finest missiles and whiff punishers in Tekken history. She has many methods to enter FC, which makes her mixup potential strong. Due to its capacity to re-wall splat, she also possesses a strong wrath drive.
Kunimitsu is a character that is simple to handle, has a powerful mix-up game, and incredible space control, making him a force to be reckoned with in combat.
Leroy

Many of these quick blows and bursts of punches are included in Leroy’s moveset, giving him a wide range of powerful counters. Leroy is a highly dangerous opponent because he also has a very good parrying technique. These advantages, together with the simpler execution of his moveset, make him an easier character for beginners to understand.
Lidia

Nearly all of her strategies revolve around playing aggressively and applying pressure to her opponents. Many of her finest alternatives, meanwhile, run the risk of being halted or even launched. As a result, Lidia must change up her strategy or use numerous harmful parry alternatives to make her opponents respect her buttons.
Julia

Michelle and Julia have fighting styles that are almost comparable in appearance and execution. Julia uses a variety of kicks and quick strikes, many of which may be combined with other attacks to create several iterations of the same technique. Despite the fact that Julia is weaker than the usual character, a skilled player can use her unpredictable nature and quickness to make her an intriguing character.
Additionally, Julia’s strikes may do a lot of damage through juggles and combos because they can cover a large range of heights and many of them are rapid and can be chained into other attacks. Because of her diverse assault options, Julia is a good choice for forcing mistakes from opponents. She also has a moveset that is adaptable and may be used to breach the defenses of more defensive foes.
Ganryu

Ganryu is a figure who thrives under duress and never lets go of his foes. Ganryu finds it challenging to escape pressure or play-around movement, but once he can, he is a formidable opponent. Ganryu drives his opponents to either make the right guesses or find openings in the pressure to escape thanks to one of the greatest lows in the game and unclear low/mid mixups. With his incredibly devastating pokes and combinations, Ganryu may quickly acquire momentum and snowball whole fights if the opponent fails.
Eliza

Eliza is a fascinating mashup of classic Tekken and openly 2D characters. She doesn’t particularly excel in each of those areas, yet she nevertheless gains from both. She ends up with a playstyle that is rather adaptable as a result, as well as some unusual traits like a strong yet extremely difficult block punishment. Eliza’s main strength is her capacity for confusion. Eliza tends to play more aggressively and rushdown with a variety of special cancels, stance changes, and wall pressure.
Anna

Anna is a really nuanced person. Her Chaos Judgement posture, which can be used both offensively with mix-ups and powerful moves as well as defensively by automatically countering throws and low attacks if timed correctly, is one of her most distinctive features.
Anna also excels at okizeme choices and pressure; she loves to be unpredictable, build momentum, and take the upper hand wherever possible. When it comes to conditioning her opponent and getting them to respect her buttons, Anna has a strong arsenal because to her effective counter hit launchers, whiff punish attacks, and full-crouch mixups.
Marduk

Like Miguel, Marduk appears to not have a particular combat technique and is more accustomed to brawling. However, he may be seen using techniques like leg locks, throws, and takedowns, which are all drawn from wrestling. As the name implies, Marduk’s signature mount attack involves him tackling his opponent to the ground and using mixed martial arts-style methods to severely beat them into submission. Since it is not prohibited, as it is in most other fighting sports, the method he can tackle the opponent by the legs is also a frequently used maneuver in Vale Tudo.
Armor King

Characters with a heavy emphasis on the fundamentals are Armor King. His toolbox and movement allow him to continuously probe away at opponents while keeping them at a comfortable range. He can’t quite create momentum on offense or simple mixups. Armor King has access to challenging but effective strike/throw mixups once he can wavedash in on his adversary. Along with his more conventional advantages, he also has some sneaky tactics. Armor King may also perform a variety of setups after knocking down opponents or impeding their movement by pushing them up against a wall with Poison Mist and other unblockable strikes.
Zafina

Zafina is a wonderful, complex character. Zafina is able to effectively control the space and position of her opponents because to her excellent movement and pokes. Because of this, she may be incredibly rewarding for those who have a solid understanding of the fundamentals. With her evasive launchers, excellent tracking kick to stop sidesteps, and potent counter-hit attacks, Zafina also has a number of strong aspects on offensive. Zafina may appear complicated because to her variety of postures, although she doesn’t always use them. However, players who are skilled at changing stances and who play imaginatively might benefit much from her stance mixups.
Lei

Lei is a character with a high risk/high reward ratio who must use his postures very skillfully and creatively in order to confuse and deceive his opponents. Lei is one of the more challenging characters to use because he needs a solid grasp of the game fundamentals to know when it’s to his advantage. Before Lei can be deadly, players typically need to know a good bit about their opponent.
Fahkumram

Fahkrumram has a powerful, complex personality.
He can easily keep aggressive characters at bay with a number of keep-out attacks and has a confident neutral game with a variety of powerful pokes that he can use from a respectable range.
Fahkumram has many charge attacks that are specific to him; they let opponents off guard and can set up deadly wall combinations. Fahkrumram’s game plan frequently entails forcing opponents into the wall, limiting their movement, and placing them in a situation where they must contend with his scary pokes, command grabs that can result in wall splats, and guard breaks.
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