Introduction
- Played by: Alan Noon
- F7 is lovingly named after a shortcut key that was liberally used during the creation of SFTM.
- Stagger frames: 32
- All of the secret Bison Troopers are tournament legal and share Blade's normals. F7 has every special move that the other Bison Troopers have, all wrapped up in one package.
To play as F7: Highlight the following characters and press LP+LK before moving to the next: Ryu, Ken, Cammy, Chun-Li, Honda, Balrog, Blade, Bison, Akuma, Blade. The final button presses on Blade will select F7. The sound of cheering will confirm the character selection. Upon continuing after the end of the match, your cursor will be on Blade. To select the same character again, press LP+LK again without moving the cursor. If you move the cursor you will have to re-enter the code to select F7.
Playstyle
F7 is the culmination of Shadaloo's Trooper Research Program, all wrapped up in one ridiculous package. He has all of the attacks of Blade, Arkane, and Khyber and if it weren't for the difficulty in entering the code to select him and a single unfortunate glitch he would make them all obsolete. Perhaps F7's greatest overall strength is his ability to change up his strategy mid match to adapt to any situation.
Play F7 if:
- You like having plenty of options
- You're a Blade player who wants a little extra
- You're a Khyber or Arkane player who wishes you could cover their weaknesses
Do not play F7 if:
- You are intimidated by a long movelist
- You don't like playing Bison Troopers at all
- You don't want to put in a long cheat code every time you select your character
Normals
Standing
s.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Reaches far and makes a great poke. Also not a bad anti-air.
|
|
s.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching
cr.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Fantastic poke for low-profiling. Puts F7 very low to the ground.
|
|
cr.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Slides F7 forward slightly. Deceptive and sneaky. Keeps F7 low to the ground and knocks down.
|
|
Air
j.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Use this after Air Assassin Dagger to keep the pressure on.
|
|
j.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Decent air-to-air. If you catch somebody in the air with this, cancel into Air Assassin Dagger.
|
|
j.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Universal Mechanics
Throws
Shoulder Throw b/f+MP or HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Escapable, Counterable
|
Tossing an Air Assassin Dagger on top of an opponent while they're standing up and then throwing them is a great knowledge check, as it becomes a throw loop against players who aren't used to escaping throws. When they do escape, feel free to hit them with a Bazooka, Life Shaver, Assault Flame, or Assault Inferno before they can touch the ground if you're near the corner.
|
|
Throw Counters
Throw Counter/Reversal u+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for F7's opponent after he lands Shoulder Throw (b/f+MP/HP). See Throws for more information.
|
|
Slammaster d+MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for F7's opponent after he reverses a countered throw. See Throws for more information.
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|
Interrupts
Low Slide During blockstun, standing f+LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Knocks the opponent back and hits low. Very sneaky due to how low to the ground it is.
|
|
Dashing Knee During blockstun, standing f+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Is a bit slower than the Low Slide interrupt, thus can be beat by well timed normals. It doesn't low profile like the Low Slide and if you're charging MK for a Sky Dagger Kick or Bazooka you can't do it without losing charge. It might have a few uses in certain situations but Dashing Assault Flame is usually a good enough answer and will allow you to keep your charge if you were holding.
|
|
Stun Rod During blockstun, standing u+MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
A slow interrupt but it has long range. It's hitbox is rather high so it is at risk of getting stuffed or missing entirely against crouching attacks, plus you can't do it without losing charge if you were holding MP for a regular Stun Rod. It could have some utility but you might as well hold onto your MP charge and just use Dashing Assault Flame.
|
|
Dashing Assault Flame During blockstun, standing u+MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
This Interrupt is rather good. It comes out decently fast, lasts a while, moves F7 forward, and has a pretty big hitbox.
|
|
Extending Arm During blockstun, standing f+LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
The slowest of F7's Interrupts but also has the longest range. It's probably the least useful option out of F7's many interrupts. Honestly you should probably just stick to Low Slide or Dashing Assault Flame.
|
|
Regeneration
Regeneration Hold LK+MK, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Recovers 17 health over 34 frames. See Regeneration for more information.
|
|
Danger Move
Bazooka 10 health or less Hold MK, QCF, Release MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
It's incredibly slow and impractical, but it's also really funny. There are setups for it after an opponent escapes a throw near the corner. Since you'll often be holding MK to charge a Sky Dagger Kick anyway, it doesn't hurt to let it rip every once in a while. You'll be surprised at how often it actually works, but be careful because characters such as Balrog and Zangief can reflect the rocket back at you. Also, there is a glitch where holding other buttons while doing this move will lock F7 out of his Assassin Dagger moves for the rest of the round, so make sure you stop charging Stun Rod or Neck Hanging Tree before letting go of MK.
|
|
Special Moves
Neck Hanging Tree Close, Hold HP, b or f, release HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
F7's Command Grab. This move is incredibly useful, and incredibly buggy. While choking your opponent you can mash the joystick in all directions to prolong the choke duration and increase damage. Sometimes the opponent will float backwards while being choked, which can lead to setups afterwards, such as the Life Shaver Glitch or Bazooka. F7 also gains the Neck Hanging Tree/Electric Arc option select and the opportunity to do the Life Shaver Glitch without spending meter that are normally reserved for Arkane, so it's even more useful.
|
|
Assassin Dagger f,b,f+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
Incredibly spammable due to it's quick speed. It's fast enough to overwhelm a character like Balrog attempting to reflect it, as it will nullify a reflected knife and give you enough time to throw another. If you do this while an opponent is standing up you can set up intersection in the corner.
|
|
Air Assassin Dagger In air QCF+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
One of the most versatile special attacks in the game, now on a character who doesn't deserve it. You can Tiger Knee it, or throw it at any height of your jump to change things up. If you Tiger Knee it you have enough time after throwing one to squeeze out a j.LK on the way down which is fantastic for pressure. Use this to push the opponent towards the corner, or throw knives while jumping backwards to cover your retreat while building meter. Against characters with a lot of stagger frames this move can become an infinite. You can also do a Sky Dagger Kick after throwing a knife to change your timing and trajectory and mess with your opponent.
|
|
Surprise Dagger d,d+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
This move has an incredibly short range and isn't very fast, but it puts F7 very low to the ground and can be used as an anti-air. It's entirely overshadowed by Assault Blast, so you won't be using it except for memes.
|
|
Dagger Kick f,b,f+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
It's incredibly fast and spammable which makes it a great way to build meter quickly.
|
|
Sky Dagger Kick In air Hold MK, release MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
You can charge MK any time, as long as you are in the air when you release the button. This can be done almost as soon as your feet leave the ground, so it can be used as a feint to screw up an opponent expecting you to jump in with an Air Assassin Dagger. If you rotate the joystick after releasing MK, you can stay in the air for a moment and delay the kick. F7 bounces off of the opponent on hit or block, so it isn't always safe.
|
|
Stun Rod Hold MP, release MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
This move is slow and has a high hitbox that makes it a liability against low-profile attacks, but it also has great reach and knocks down. It works surprisingly well as an anti-air if you read the opponent right, but not on reaction. Use it after conditioning opponents to expect Air Assassin Dagger or to catch them pressing something in neutral. If you're charging it, it's as simple as releasing a button. You will probably be using Electric Arc instead of this move due to the built in option select with Neck Hanging Tree and the better hitbox, but it has slightly better startup and recovery, so you may still find a place for it in your toolkit.
|
|
Electric Arc Hold HP, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
You can charge this and Neck Hanging Tree at the same time and this is a very important option select. If you go for a Neck Hanging Tree and miss, the lightning will come out instead and usually protect you. It has a huge hitbox that stuffs almost everything, including jump-ins. A lot of times an opponent will hit you, then land on the lightning and lose the trade anyway. Has enough pushback to usually keep you safe if it's blocked and it can be used in juggles, though F7 gets less than Bison would get.
|
|
Extend Arm f,f+LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This move isn't very useful for F7 due to it being so slow, but if used in conjunction with Neck Hanging Tree you can do the Life Shaver Glitch without spending meter, which means that pretty much any time you get a stagger you have the ability to potentially remove a huge chunk of your opponent's lifebar. Other than that it's completely overshadowed by Assault Flame.
|
|
Ground Extend Arm f,f,d+HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Just like the regular Extend Arm, but slower and harder to do. It hits low, but you could also just use cr.HK and have less risk.
|
|
extend Leg f,f+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
The middle ground between Extend Arm and Ground Extend Arm. You can use it in pretty much the same ways you would use Extend Arm if you really want to I guess.
|
|
Teleport Forward f,d,df+PPP or KKK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
PPP to teleport far, KKK to teleport close. It can catch people sleeping but it has some recovery so don't get predictable. If you're holding HP you can try teleporting to the opponent and going for the Neck Hanging Tree/Electric Arc option select.
|
|
Teleport Backwards b,d,db+PPP or KKK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
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PPP to teleport far, KKK to teleport close. It can catch people sleeping but it has some recovery so don't get predictable. If you're holding HP you can try teleporting to the opponent and going for the Neck Hanging Tree/Electric Arc option select.
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Assault Flame HCF+P
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Damage
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Guard
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Meter
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Stun
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Startup
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Active
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Recovery
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Adv. Hit
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Adv. Block
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Property
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Mid
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Knockdown
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A solid defensive option. The flame stays out for a moment which locks F7 in place and it has slow recovery, but it also has a huge hitbox that keeps him safe from a lot of things and it knocks down. Often an opponent trying to jump over it and hit F7 will still land on the flame and lose the trade. If blocked it will push the opponent out and make it difficult for them to take advantage of it's slow recovery.
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Assault Blast QCB+K
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Damage
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Guard
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Meter
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Stun
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Startup
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Active
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Recovery
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Adv. Hit
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Adv. Block
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Property
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Mid
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Knockdown
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This move is very similar to Assault Flame, but aimed upwards. It also stays out for less time and recovers quicker. A solid anti-air. If you get a good read and catch the opponent early enough, you'll have time to juggle after blowing them out of the air.
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Assault Fire QCF+P
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Damage
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Guard
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Meter
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Stun
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Startup
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Active
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Recovery
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Adv. Hit
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Adv. Block
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Property
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Mid
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Knockdown
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A traditional horizontal projectile. It's a little slow on startup, but it travels fast once it gets going, has a wide hitbox, and it knocks down. Opponents will have trouble jumping over it. Unfortunately this move is a little bugged. If you do this attack you will lose access to Assassin Dagger and Air Assassin Dagger for the rest of the round, so be careful when Tiger Kneeing your knives.
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Super Moves
Life Shaver [b]f,b,f+P
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Damage
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Guard
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Meter
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Stun
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Startup
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Active
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Recovery
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Adv. Hit
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Adv. Block
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Property
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Mid
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The namesake of the Life Shaver Glitch, this move slides forward and does a large amount of damage or a decent amount of chip. It's great for catching opponents after many things, such as escaping a throw, as a whiff punish, or even as an anti-air. If you catch an opponent blocking after a stagger with this it will do an insane amount of chip damage due to a programming oversight. If you land a Neck Hanging Tree it's a good idea to start charging back so you can fire this move off afterwards, because the opponent will be staggered.
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Body Grinder QCFx2+K
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Damage
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Guard
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Meter
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Stun
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Startup
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Active
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Recovery
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Adv. Hit
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Adv. Block
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Property
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Mid
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This move is almost a copy of the Life Shaver, except F7 doesn't move forward and he uses his boot instead of his hand to spin the knife. This also means it's hitbox is slightly closer to the ground. Because it doesn't require a charge time, it could be thrown out in clutch situations for instant returns on your meter investment, but you could also just use Assault Inferno instead.
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Assault Inferno QCFx2+P
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Damage
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Guard
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Meter
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Stun
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Startup
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Active
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Recovery
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Adv. Hit
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Adv. Block
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Property
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Knockdown
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This super starts up quickly and stays out for quite a while. It's a lot like a beefed up Assault Flame. If you have meter your opponents need to respect you, because F7 can toss this out at a moment's notice if they overextend. You can also confirm into this off of a large list of things and even use it in juggles. If that wasn't enough, you can use this for the Life Shaver Glitch.
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Assault Teleport close b,d,dbx2+P
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Damage
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Guard
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Meter
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Stun
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Startup
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Active
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Recovery
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Adv. Hit
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Adv. Block
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Property
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Throw
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This is still the funniest super in the game, but you probably won't be using it much since you have so many other options that do comparable damage and are easier to use. But it IS a command grab, so keep it somewhere in the back of your head just in case.
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Combos
Matchups
Tips
- Everything that the other Bison Troopers can do applies to F7, so read up on their pages too.