Tekken 7 · Essentials
Marduk
Punish. Break. Launch.

Main Combos
Launcher
Follow-up
Launcher
Follow-up
FC

,
+

+
,



,
+
,
Standing Punishers
- i10vs −10 or worse
,
+
- i12vs −12 or worse
+
,
- i13vs −13 or worse
+
,
- i15vs −15 or worse
+
- i17vs −17 or worse
+
While Rising Punishers
- i10vs −10 or worse
- FC
+
- i11vs −11 or worse


- i12vs −12 or worse
+
,
- i13vs −13 or worse


- i17vs −17 or worse
+
- i18vs −18 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
Northern Light Suplex
Break
Power Slam
Break
Around the World
Break
Steam Roller
Break
or
Knee Breaker
Break
or
Back Breaker
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.