Tekken 7

Tekken 7 Josie Rizal Guide

Josie-rizal-tekken-7-guide

NH Launchers

Number in link form is Start-Up frames

  1. WS+2,1 13
  2. f+1+2 14
  3. d/f+2 15
  4. u/f+4 15
  5. SWB 1 *15
  6. b+1+2 16
  7. d/f+1,4~4 16
  8. b+4,3,d+4~4 16
  9. CD 2 *17
  10. u/f+3 29
    *: CD and sway timing can vary for startup

CH Launchers

Combo-able CH Launchers

  1. 4 12
  2. WS+1 13
  3. SWS 1 14
  4. WS+3 16
  5. f,f+4 16
  6. f+3+4 16
  7. SWB 2 *17
  8. f+3 18
  9. d/b+2 20
  10. CD 3 *21
  11. SWS 3 22
  12. SWS 2 22
    *: CD and sway timing can vary for startup
    Apologies, I was given incorrect data for SWS that was fixed just now. forgive me.

AWK CH launchers

No Frames because they rely on wiffing to start

  1. (1,2),4
  2. (2),4
  3. (d+3),4

Note on punishes with CD/sway

The way the timing for CD and sway are noted is on animation start. The reason the time to input the startups for the moves isn’t included is because I consider them to be stances. The moves were treated the way they were because the final input can also be delayed. If you want to play it safe, add about 3 frames to those specific numbers listed.
Also note (SWS f) or (SWB f) yields a CD, not just (f,N,d,d/f)

Normal Combos

Note on f+3×3 combos: you can’t hold forward and mash. Try QCF, SS, or simply return direction to neutral.

WS+2,1

  1. dash d+3,4~f, 1,3 S! dash d/b+4,2,3 [57dmg](first dash-> timing)
  2. dash d+3,4~f, 1,3 S! dash 3,f+3 56dmg

f+1+2

  1. dash d/f+1,4,2 [49dmg]()
  2. d/f+3+4 [40dmg](watch for oki)
  3. d+3+4 [39dmg]()

d/f+2

  1. f+1+2, 4, 1,2,4~f 1,3 S! dash 3,f+3 [61dmg]()
  2. f+1+2, 4, f+2,3,4 S! dash f+2,3,4 [57dmg]()
  3. f+3, 4, f+2,3,4 S! dash f+2,3,4 [55dmg]()

u/f+4

  1. f+1+2, 4, f+3, 3,2~f, 1,3 S! dash 3,f+3 [64dmg]()
  2. f+1+2, 4, f+2,3,4 S! dash f+2,3,4 [60dmg]()
  3. f+3, 4, f+2,3,4 S! dash f+2,3,4 [58dmg]()

SWB 1 (The Sway)

SWB is obtainable from (b+3+4) or (WS+2,1,b)

  1. f+3, f+3, f+3, f+2,3,4 S! dash 3,f+3 [61dmg]()
  2. f+3, 4, f+2,3,4 S! dash f+2,3,4 [55dmg]()
  3. d+3,4~f, 1,3 S! dash f+2,3,4 [45dmg]()

b+1+2

  1. f+3, 1_2, f+1+2, f+2,3,4 S! dash 3,f3 [67dmg](2= 68dmg)
  2. f+3, 4, f+2,3,4 S! dash f+2,3,4 [66dmg]()
  3. d+3,4~f, 1,3 S! dash f+2,3,4 [56dmg]()

(d/f+1,4~4)_(b+4,3,d+4~4) FEINT KNEE

Both combo the same since technically the Feint knee is the first hit.

  1. f+2,3,4 S! dash d/b+4,2,3 [53dmg]()
  2. f+2,3,4 S! dash f+2,3,4 [53dmg]()
  3. 1,2,4~f 1,3 [44dmg](No S!)

CD 2

Reminder: ~f during SWS or SWB, else f,n,d,d/f

  1. f+3, f+3, f+3, f+2,3,4 S! dash 3,f+3 [71dmg]()
  2. f+3, f+3, f+3, 3,3 S! dash f+2,3,4 [69dmg]()
  3. f+3, f+1+2, f+2,3,4 S! dash f+2,3,4 [67dmg]()

u/f+3

However normally used u+3 or u/b+3

  1. f+3, 4, f+2,3,4 S! dash f+2,3,4 [65dmg]()
  2. f+3, 4, 3,2~f, 1,3 S! dash 3,2~f, 1,3 [63dmg]()
  3. f+3, d+3,4~f 1,3 S! dash f+2,3,4 [63dmg]()

u/f,n,4 (late hopkick)

Input 4 on touching ground

  1. f+1+2, 4, 1,2,4~f 1,3 S! dash 3,f+3 [76dmg]()
  2. f+1+2, 4, f+2,3,4 S! dash f+2,3,4 [72dmg]()
  3. f+3, 4, f+2,3,4 S! dash f+2,3,4 [70dmg]()

Counter Hit Combos

Note on f+4,3 > u/f+3+4: delay the f+4,3 till enemy almost hits ground.

4

  1. f+1+2, 1, f+1+2, 3,2~f, 1,3 S! dash 3,f+3 [66dmg]()
  2. f+1+2, d+3,4~f, 1,3 S! dash d/b+4,2,3 [64dmg]()
  3. f+1+2, 3,2~f, 1,3 S! dash 3,f+3 [61dmg]()
  4. f+1+2, f+2,3,4 S! dash f+2,3,4 [61dmg]()

WS+1

  1. f+1+2, d/f+1,4,2 [63dmg]()

SWS 1

  1. f+3, 4, f+2,3,4 S! dash f+2,3,4 [66dmg]()
  2. f+3, d+3,4~f 1,3 S! dash f+2,3,4 [64dmg]()

WS+3

  1. f+2,3,4 S! dash 1,2,4~f 3 [61dmg]()
  2. f+2,3,4 S! dash f+3 3,2~f 1,3 [61dmg]()

f,f+4

  1. S! dash iWS+3 b+4,3, f+4,3, u/f+3+4 [67dmg]()
  2. S! dash iWS+3 b+4,3, 1,2,4~f 3 [66dmg]()
  3. S! dash f+3, 1, f+1+2, 1,2,4~f 3 [63dmg]()
  4. S! dash f+3, 1, 1,2,4~f 1,3 [57dmg]()

f+3+4

  1. f+2,3,4 S! dash b+4,3,4 [62dmg]()
  2. f+2,3,4 S! dash f+2,3,4 [60dmg]()
  3. f+2,3,4 S! dash f+3, 3,2~f 1,3 [64dmg]()

SWB 2

  1. f+3, 1,2,4~f 1,3 S! WR+3 [66dmg]()
  2. d+3,4~f 1,3 S! dash 3,f+3 [59dmg]()

f+3

  1. 1, f+3, f+3, f+2,3,4 S! dash 3,f+3 [64dmg](f+3 trick involved)
  2. 1_2, f+1+2, f+2,3,4 S! dash f+2,3,4 [60dmg](2= 61dmg)

d/b+2

  1. dash d+3,4~1, f+3,2~f 1,3 S! dash 3,f+3 [63dmg]()
  2. dash d+3,4~f 1,3 S! dash f+2,3,4 [59dmg]()

CD 3

  1. fc d/f+4 [47dmg]()
  2. u/f3+4 [46dmg]()
  3. d+3+4 [46dmg](Delay the follow up- else 43dmg)
  4. CD 3 [45dmg]()

SWS 3

  1. WS+3, b+4,3, 3,2~f 1,3, S!, dash 3,f+3 [68dmg]()
  2. f+3, 4, f+2,3,4 S! dash f+2,3,4 [65dmg]()
  3. f+3, d+3,4~f 1,3 S! dash 3,f+3 [62dmg]()

SWS 2

  1. f+3, 4, f+2,3,4 S! dash f+2,3,4 [65dmg]()
  2. f+3, d+3,4~f 1,3 S! dash 3,f+3 [62dmg]()

Wall Combos

After W!

All damages were tested after one hit prior damage, and are only listed to understand relative damage to eachother.

  1. d+3,4, 4 [27dmg]()
    Your most consistent wall combo! Use if you’re unsure!
  2. d/b+4,2,3 [26dmg]()
    Your second most consistent wall combo, needs a HEAVY delay on the 3 in order to get a low hit else it’s 22dmg
  3. f+3, u/f+3+4 [28dmg]()
    Your highest damage wall combo, inconsistency and pretty much cannot be done at the end of a combo
  4. 1, d/f+1,4,2 [21dmg]()
    This combo doesn’t do a lot of dmg but gives amazing oki
    These are the main combos you should be doing after a wall splat as wall splats vary in height and the appropriate combo should be used depending on the situation.

Moves to W! in combos

  1. f+2,4 [33dmg]()

Your second best option when far away from the wall, easy execution, decent reliability

  1. f+3+4 [23dmg]()
    Your best option when close the wall
  2. 3+4 [27dmg]()
    Your best option when far away from the wall, fairly easy to execute
  3. 3,3 [32dmg]()
    This option is your go to IDK option, works at most ranges, damage is meh, execution is easy
  4. WS+3 [20dmg]()
    Your second best option when close to the wall, difficult execution however
    If you ever find yourself in a situation where you feel you may be able to get a wall splat because your combo is going on too long one of the above should work from various ranges, moves that wall splat typically will not stick to the wall if you are too far/too close to experiment with these for a mixture of damage and reliability for the splat.

How to screw after a wall splat!!!

If you W! and then side step appropriately you can S! and use 3,3 to go for a double W! for maximum damage although this is very situational and quite difficult.

Awkward CH Launchers

The following work only on last hit, but are good gap closers at the same time.

(1,2_2), 3

No Follow ups are trueso removed if you’re looking.

(1,2_2), 4

You have to follow up from switch stance, so you have a few options, but command dash seems the best bet. Side note: I went for lexias chains, but f+2,3,4 yields same damage.

  • ~f 1,3 S! d/b+4+2+3 [54dmg]()

(d+3), 4

Only thing to note is the damage is different from the above, everything else is the same

  • ~f 1,3 S! d/b+4+2+3 [46dmg]()

Rage Stuff

Data

Rage Art (startup time seems 8 frames with 21 of animation, but unsure how to confirm.) ( Rage Art damage scales inversely to your health)

  • d/f+1+2 ?
    Rage Drive (like aways CD can vary for startup)
  • CD 3+4 14

Sample Art Combo

  • f+3, f+1+2, f+2,3,4 S! dash d/f+1+2 [60+XXdmg]()

Sample Drive Combo

  • f+1+2 CD 3+4 f+1+2 f+2,3,4 S! dash f+2,3,4 [81dmg]()
    The reason there are sample combos is because they both can sneak into many different combos. We encourage you to experiment fitting them in other places.

Misc.

Low Parry Follow up

  • f+3, 4, f+2,3,4 S! f+2,3,4 [47dmg]()

Slide in Punish

  • WS+3 4 f+2,3,4 S! dash f+2,3,4 [47dmg]()

Slide in Follow up

  • SLD CH 3, WS+1, 4, f+2,3,4 S! f+2,3,4 [53dmg](CH only)

when on ground face up feet towards

  • KND CH 3, d+3,4~1,3 S! f+2,3,4 [47dmg](CH only)

Special Thanks

  • NotLexi
  • KuzmaTech
  • MiyuRibbons
  • Rock1492
  • NEO-TEKK
  • aviax