King combos (Tekken 7)

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Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. uf+4)
f+3 df+4,3 df+2,1 S! f,f,F+2+4
Crouching recovery (e.g. CH FUFT.3)
ws2,2 S! f,f,F+2+4
Low launch (e.g., db+2)
df+4,3 2 b+2,1 S! f,f,F+2+4
Instant screw (e.g., CH f,F+1)
S! f,F+1 df+4,3

Mini-combos

CH f,f,n,1+2
[43] b+3:1+2
[37] f+2,1
CH (1,2),1
[37] 2,1
CH db+4
CH BT.d+4
[44] d+2+3
JAG.2
[23] d+2
f,n,d,DF+4
[38] d+3+4[1],4,4,2
ub+1
[42] f+2+3
[41] f,F+4
f,f,F+3
[45] f,F+4
CH (df+4,3),d+4
[40] FC.df+1
CH df+2,1
[45] d+3+4,4,2
CH d+3+4,4,4,4
[58+] FC.df+2 ...
b+1+2,1+3
[37] b+2,1
b+1+2,2+4
[17] dash d+3
b+1+2,3+4
[29] f,n,d,DF+1+2
[19] d+3
R.db+1+2
[49] u+2
CH FDFT.3
CH FDFA.3
[24] FC.df+4,4,2
  1. May whiff in the open

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
[13] uf+4
[18] CH u+4
[18] BT.uf+4
[20] ws1+2
[25] uf,n,4
[+54] 4 dash df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[+52] 4 dash 1,2 b+2,1 S! f,f,F+2+4
CH b+1
[67] ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
low parry
[54] f+1+4 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[50] f+1+4 df+4,3 1 f,F+1 S! f,f,F+2+4
[47] f+3 df+4,3 df+2,1 S! f,f,F+2+4
CH 4
[71] b+2,4 b+2,1 S! f,f,F+2+4
CH f,F+1
[64] S! f,F+1 df+4,3 f,n,hcf+1[2]
db+2
[68] df+4,3 2 dash 1 b+2,1 S! f,f,F+2+4
[66] df+4,3 2 b+2,1 S! f,f,F+2+4
[25] uf+1+2
[22] (b+2),1+2
[+50] f+1+4 df+4,3 1 f,F+1 S! f,f,F+2+4
CH db+3
[74] ws1+2 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[72] dash ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
ss2
[64] S! f,F+1 df+4,3 f,n,hcf+1[2]
[60] S! f,F+1 df+4,3 1 f+2,1
CH f,n,d,DF+4
[77] dash ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
[72] dash f+3 df+4,3 df+2,1 S! f,f,F+2+4
CH f,n,d,DF+1+2
[82] 4 dash df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[80] dash ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
d+1+2
[78] UF,n,4 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[76] UF,n,4 1,2 b+2,1 S! f,f,F+2+4
FC.df+1
CD.DF+1
[74] ws4 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[65] ws2,2 S! f,f,F+2+4
FC.df+2
[73] ssr dash f+3[3] df+4,3 1 b+2,1 S! f,f,F+2+4
JGS.1
[73] ssr f+3 df+4,3 b+2,1 S! f,f,F+2+4
[31] (f+2),d+1,2
[16] (f+2,d+1),2
[+45] df+4,3 2 b+2,1 S! f,f,F+2+4
CH BT.3
[73] f+3 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
CH FUFT.3
CH FUFA.3
[64] dash f+3 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[59] dash f+3 df+4,3 df+2,1 S! f,f,F+2+4
[57] ws2,2 S! f,f,F+2+4

Rage

uf+4
[76] 4 dash 1,2 b+2,1 S! R.db+1+2 d+2+3
R.db+1+2
[85] ssl b,n[4] 3+4~4 f,F+1 df+4,3 f,n,hcf+1[2]
[79] UF,n,4 1,2 b+2,1 S! f,f,F+2+4
CH f,f,n,1+2
[74] f+1+2 R.db+1+2 u+2
  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 The trick is to buffer the f,n into recovery of 1,2 and press F+1 after that as soon as possible. See King's Jaguar Hook into Screw | TEKKEN 7 Tips by RyzingSol
  2. 2.0 2.1 2.2 Motion input is bufferable.
  3. Can be inputted as f,F+3 as there is no move with that command.
  4. Sidestep cancel.

Wall

Regular carry (30% scaling)
[52] 1 R.db+1+2 db+2+4[1]
[44] 1 R.db+1+2 u+2
[31] 1,2 db+1+3[1]
[21] ssl b+4 BT.1+4[2]
[17] 2,1 f+1+4[3]
[16] df+4,3,d+4[4]
Regular splat
[46] 1 R.db+1+2 u+2
[44] 1 R.db+1+2 db+2+4[1]
[44] ssl b+4 BT.1+4[2]
[36] f,n,hcf+1
[35] 1,2 db+1+3[1]
[22] 2,1 f+1+4[3]
[21] df+4,3,d+4[4]
  1. 1.0 1.1 1.2 1.3 Throw is breakable
  2. 2.0 2.1 BT.1+4 catches any wake-up option.
  3. 3.0 3.1 Good oki.
  4. 4.0 4.1 Most reliable. Can be used on low splats.

Float

1
[49] df+4,3 df+2,1 S! f,f,F+2+4
[42] 1,2 b+2,1 S! f,f,F+2+4

Back-turned opponent

f+2,d+1,2[1]
[111] 2 b+2,1 S! uf+1+2*
  1. Possible to connect after b+3:1+2 if opponent decides to stand up

Stage break

Howard Estate
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.


External links