Tekken 7 · Essentials
Law
Punish. Break. Launch.

Main Combos
Launchers
Follow-up
Launcher
Follow-up
Standing Punishers
- i10vs −10 or worse
,
,
- i11vs −11 or worse
,
,
,
- i12vs −12 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


- i12vs −12 or worse
+
,
- i13vs −13 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
Run Up to Drop
Break
Headlock Punch
Break
Dragon's Fire
Break
or
Hopping Frog
Break
or
Headlock Drop
Break
KneeLift
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.
- DSS
- Dragon Sign Stance