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Tekken Wiki
Tekken Wiki


Tsunami Kick, called Heel Drop or Axe Kick (踵落とし Kakato Otoshi?) in Japan, is one of many Mishima Style Fighting Karate moves spanning the Tekken series. It is a right front kick followed by an axe kick with the same foot that combos naturally (by itself the second hit is also the Mishima Karate form Right Splits Kick). This move made its debut in the first game of the series. Starting with the arcade version of Tekken, Heihachi could combo a Tsunami Kick at the end of a Spinning Demon (Hell Sweep). Ogre had also managed to steal the while rising version of this move and has also used it in all his appearances.

Tekken 2 introduced a simpler but weaker version with the input d/f+4,4, which was exclusive to Kazuya in that game. Jin Kazama would also receive the simplified version in Tekken 3 and Tekken Tag Tournament, but only as Devil Jin in later games. In Western versions of the game, the d/f+4,4 variant was always called the Heel Drop whereas the standard version was the Tsunami Kick. Unlike the while standing version, the second hit of the d/f+4,4 variant can be delayed starting in Tekken Tag Tournament.

The first hit of the move appears as the final hit of the Shoot The Works Upper string, as well as the third and fourth hits of Kazuya's third 10 Hit Combo.

The Tsunami Kick was one of the most used moves by the CPU (as Kazuya, or more commonly Heihachi) in the arcade version of Tekken. By contrast, it was rarely ever used by the CPU in the PlayStation version of Tekken.

Heihachi cannot use the shortened command available to Devil Jin and Kazuya, he must either input a Wavedash into 4,4 or do the standalone standing variant. Angel's appearance as a standalone character in Tekken Tag Tournament 2 is also only able to use the version while rising from crouch.

Devil Jin no longer has the while standing version as of Tekken 8, instead being given Wretched Heel in its place (although the first hit remains the same with the same properties). The d/f variant is retained for Devil Jin and Kazuya retains access to both versions. Heihachi is able to go into Wind God's Kamae from Tsunami Kick by pressing d after the second hit.

When to use[]

A Tsunami Kick can be used just about any time where an opponent has whiffed a high move, a throw or a combo, such as Law's Machine Gun Arrow. It is initiated by rising from a crouched position.

It can also be done during a crouch dash (f,N,d,d/f,N), except for Hwoarang and the Ogres, and even a QCF dash when using Heihachi.

When done by itself, the first hit of the while standing variant grants high frame advantage when it connects, giving it strong offensive power as a poking tool, especially when performed out of a crouch dash.

In Tekken 3 and later games, it can be used as an anti-tech roll juggle ender.

Trivia[]

  • In early Tekken games this move could do up to one-third of an opponent's health meter in damage.
  • This move, along with Roundhouse to Triple Spin Kicks, was most likely inspired from the Street Fighter series, where Ryu can do a similar move albeit with different properties.

See also[]