Tekken 7 · Essentials
Julia
Punish. Break. Launch.

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

- i13vs −13 or worse
+
,
- i15vs −15 or worse
+
,
- i16vs −16 or worse
+
,
While Rising Punishers
- i10vs −10 or worse
- FC
+
- i11vs −11 or worse


- i12vs −12 or worse
- FC
+
- i15vs −15 or worse


- i16vs −16 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
Waist Suplex
Break
Seesaw Toss
Break
Mad Axes
Break
Arm Lock Suplex
Break
Death Valley Bomb
Break
or
Side Slam
Break
or
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.