Tekken 7 · Essentials
Armor King
Punish. Break. Launch.

Main Combos
Launchers
Follow-up
Launcher
Follow-up
Standing Punishers
- i10vs −10 or worse
,
- i12vs −12 or worse
+
,
- i13vs −13 or worse
+
- i14vs −14 or worse
+
,
- i15vs −15 or worse
+
While Rising Punishers
- i10vs −10 or worse
- FC
+
- i11vs −11 or worse


- i15vs −15 or worse
+
- i16vs −16 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
Tombstone Piledriver
Break
Hades
Break
Double Arm Swing
Break
Brilliant Brawler Kick
Break
Driving Headbutt
Break
DDT
Break
Knee Bash
Break
or
Suplex
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.