Tekken 7 · Essentials
Heihachi
Punish. Break. Launch.

Main Combos
Launchers
RAI
RAI
Follow-up
Launcher
Follow-up
Standing Punishers
- i10vs −10 or worse
,
,
- i12vs −12 or worse

- i13vs −13 or worse
+
,
- i14vs −14 or worse
,
,
,
+
(just frame)(hard)- i15vs −15 or worse
+
,
(range)
While Rising Punishers
- i10vs −10 or worse
- FC
+
- i11vs −11 or worse


- i13vs −13 or worse


- i18vs −18 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
Broken Toy
Break
Fire Starter
Break
Stonehead
Break
Neck Breaker
Break
or
Jumping Powerbomb
Break
or
Head Butt Carnival
Break
Wall Combos
CD
,
,


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.
- CD
- Crouch Dash
- RAI
- Raijin