Tekken 7 · Essentials
Devil Jin
Punish. Break. Launch.

Main Combos
Launcher
Follow-up
Launchers
Follow-up
Standing Punishers
- i10vs −10 or worse
,
,
- i12vs −12 or worse
+
,
- i13vs −13 or worse
+
,
- i14vs −14 or worse
,
,
,
+
(just frame)- i15vs −15 or worse
+
- i16vs −16 or worse
+
(range)
While Rising Punishers
- i10vs −10 or worse
- FC
+
- i11vs −11 or worse

,
- i13vs −13 or worse

,
- i15vs −15 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
Complicated Wire
Break
Wrist Chuck Slam
Break
Stonehead
Break
Double High Sweep
Break
or
Judgement
Break
or
Obliteration
Break
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.