Tekken 7 · Essentials

Josie

Punish. Break. Launch.

Josie official Tekken 7 artwork

Main Combos

Launchers

Down-forward+Right punch
Up-forward+Right kick
Up-forward,Neutral,Right kick

Follow-up

f+1+2 > 4 > f+2,3,4 > (screw) > f+2,3,3

Launchers

Up+Left kick
Back+Left punch + Right punch
SWBLeft punch

Follow-up

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

Launcher

While standingRight punch,Left punch

Follow-up

(dash) > d+3,4,~f 1,3 > (screw) > db+4,2,3

Standing Punishers

i10vs −10 or worse
Left punch,Right punch,Right punch
i11vs −11 or worse
Back+Left punch,Left punch
i12vs −12 or worse
Forward+Right punch,Right kick
i14vs −14 or worse
Forward+Left punch + Right punch
i15vs −15 or worse
Down-forward+Right punch
i16vs −16 or worse
Back+Left punch + Right punch

While Rising Punishers

i10vs −10 or worse
FCDown+Left punch
i11vs −11 or worse
While standingRight kick
i13vs −13 or worse
While standingRight punch,Left punch
i15vs −15 or worse
Up-forward+Right kick

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

Spirited Barrage

ForwardHold forwardLeft kick + Right kick
BreakLeft punch + Right punch

Suppressing Strike

Left punch + Left kick
BreakLeft punchorRight punch

Neck Hold Slash

Right punch + Right kick
BreakLeft punchorRight punch

Wall Combos

1 > df+1,4,2
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.

SWB
Switch Stance
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