Tekken 7 · Essentials
Jack-7
Punish. Break. Launch.

Main Combos
Launchers
FC
+
,
,
Follow-up
Launcher
Follow-up
Standing Punishers
- i10vs −10 or worse
+
- i11vs −11 or worse
,
- i13vs −13 or worse
,
- i14vs −14 or worse
+
,
- i15vs −15 or worse
+
- i20vs −20 or worse
+
While Rising Punishers
- i11vs −11 or worse


- i14vs −14 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
Pyramid Driver
Break
Volcano
Break
Ground Zero
Break
Rotary Catapult
Break
or
Piston Gun Back Breaker
Break
or
Volcano Blaster
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.