Tekken 7 · Essentials

Law

Punish. Break. Launch.

Law official Tekken 7 artwork

Main Combos

Launchers

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

Follow-up

Forward+Right kick,Up+Left kickIntoBack+Right punchIntoBack+Right punch,Left punchIntoScrew / spin extenderIntoRight kick,Left kick,Back,ForwardIntoDSSForward+Right kick

Launchers

Left kick + Right kick,Right kick
Forward,Forward+Right kick,Left kick
SidestepLeft kick + Right kick

Follow-up

Screw / spin extenderIntoForward+Right kick,Up+Left kickIntoForward,Forward+Right punch,Left punch,Left kick

Launcher

Hold up-forward+Right kick

Follow-up

Up-forward+Left punchIntoForward+Right kick,Up+Left kickIntoBack+Right punch,Left punchIntoScrew / spin extenderIntoForward,Forward+Right punch,Left kick

Standing Punishers

i10vs −10 or worse
Left punch,Left punch,Right punch
i11vs −11 or worse
Right kick,Left kick,Back,Forward
i12vs −12 or worse
Left kick,Right kick
i14vs −14 or worse
Left kick + Right kick,Right kick
i15vs −15 or worse
Down-forward+Right punch
i19vs −19 or worse
Up-forward,Neutral,Right kick

While Rising Punishers

i10vs −10 or worse
FCDown+Left punch
i11vs −11 or worse
While standingRight kick
i12vs −12 or worse
Up-forward+Left punch,Left kick
i13vs −13 or worse
While standingLeft punch,Right punch
i15vs −15 or worse
While standingRight punch
i19vs −19 or worse
Up-forward,Neutral,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

Run Up to Drop

ForwardRight punch + Left kick + Right kick
BreakLeft punch

Headlock Punch

Down-forwardLeft punch + Right punch
BreakLeft punch + Right punch

Dragon's Fire

Left punch + Left kick
BreakLeft punchorRight punch

Hopping Frog

Right punch + Right kick
BreakLeft punchorRight punch

Headlock Drop

Down-forwardLeft punch + Right punch,Left punch,Right punch,Left punch + Right punch
BreakLeft punch + Right punch

KneeLift

ForwardHold forwardLeft kick + Right kick
BreakLeft punch + Right punch

Wall Combos

Back+Right punch,Left kick,Down+Right kick
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.

DSS
Dragon Sign Stance
← All Tekken 7 fighters