Tekken 7 · Essentials
Akuma
Punish. Break. Launch.

Main Combos
Launchers
Follow-up
DFLIP



(charge to level 2)(dash)
+
,
,
Launchers
DFLIP
(airborne)

+
Follow-up
Standing Punishers
- i10vs −10 or worse
,
,
,
+
- i12vs −12 or worse
+
,
,
,
+
- i13vs −13 or worse
+
,
- i15vs −15 or worse
,
,
,
+
- i16vs −16 or worse
+
,
While Rising Punishers
- i10vs −10 or worse
- FC
+
,
,
,
+
- i11vs −11 or worse

,
- i12vs −12 or worse
+
,
,
,
+
- i13vs −13 or worse

,
,
,
+
i10 means 10-frame startup. Punish at the listed disadvantage or worse, provided the move reaches. Motion inputs and stance transitions also require their input timing.
Important Throws
Goshoha
Break
or
Syuretto
Break
or
Wall Combos
Input key & stance abbreviations
1 = left punch · 2 = right punch · 3 = left kick · 4 = right kick. + means together; ~ before a direction means hold; ~ between buttons means a quick slide input; : marks strict timing.
WS = while rising · FC = full crouch · CH = counter hit ·
= Tekken 7’s screw/spin extender ·
= next combo step. Notes in parentheses describe timing or conditions.
- DFLIP
- Demon Flip