Tekken 7 · Essentials
Kunimitsu
Punish. Break. Launch.

Main Combos
Launcher
Follow-up
Launcher
Follow-up
Standing Punishers
- i10vs −10 or worse
,
,
- i12vs −12 or worse
,
- i13vs −13 or worse
+
,
- i14vs −14 or worse
,
,
,
+
- i15vs −15 or worse
+
- i19vs −19 or worse
+
While Rising Punishers
- i10vs −10 or worse
- FC
+
- i11vs −11 or worse


- i13vs −13 or worse

,
- i14vs −14 or worse

,
- i15vs −15 or worse


- i19vs −19 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
Manji Rana
Break
Manji Cartwheel
Break
Tamaki
Break
or
Mizore
Break
or
Fading Chakra Drop
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.
- SET
- Setsunagake
- BT
- Back Turned