Tekken 7 · Essentials

Geese

Punish. Break. Launch.

Geese official Tekken 7 artwork

Main Combos

Launchers

Forward+Left punch + Right punch
FCDown-forward+Left punch
Forward+Right punchLeft punch + Right punch(MAX cancel; one bar)

Follow-up

d+4,f+3 > d+4,f+3 > f,d,df+1 > (screw) > d+4 (cancel) hcb+3

Launcher

While standingLeft kick

Follow-up

(screw) > f+1+2 > d+4,f+3 > d+4,f+1 (cancel) hcb+3

Launcher

Right punch,Forward+Left punchLeft punch + Right punch(MAX cancel; one bar)

Follow-up

2,f+1 (cancel) f,d,df+1+2 > (screw) > d+4,f+3 > d+4,f+1 (cancel) hcb+3

Standing Punishers

i10vs −10 or worse
Left punch,Left punch,Right punch
i12vs −12 or worse
Back+Left punch,Right punch
i14vs −14 or worse
Left punch + Right punch
i15vs −15 or worse
Right punch,Forward+Left punchLeft punch + Right punch(MAX cancel; one bar)
i17vs −17 or worse
Forward+Right punchLeft punch + Right punch(MAX cancel; one bar)

While Rising Punishers

i10vs −10 or worse
Down+Left punch(cancel)DownDown-backBack+Left punch
i11vs −11 or worse
While standingRight kick
i13vs −13 or worse
While standingLeft punch(cancel)DownDown-backBack+Left punch
i15vs −15 or worse
FCDown-forward+Left punch

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

Shinkuu Nage

BackLeft punch + Right punch
BreakLeft punch + Right punch

Ko Satsu Shou

Left punch + Left kick
BreakLeft punchorRight punch

Ko Satsu Nage

Right punch + Right kick
BreakLeft punchorRight punch

Wall Combos

1 > 1 > d+4,f+1 (cancel) qcf+2
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 · Screw / spin extender = Tekken 7’s screw/spin extender · Into = next combo step. Notes in parentheses describe timing or conditions.

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