Azucena |
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Combos (Tekken 8) |
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Notation summary for combos
Symbol | Meaning |
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1 | Left Punch |
2 | Right Punch |
3 | Left kick |
4 | Right kick |
u | Up |
d | Down |
f | Forward |
b | Backward |
uf | Up and forward |
df | Down and forward |
ub | Up and backward |
db | Down and backward |
n | Neutral |
Symbol | Meaning |
---|---|
U | Up (Hold) |
D | Down (Hold) |
F | Forward (Hold) |
B | Backward (Hold) |
UF | Up and forward (Hold) |
DF | Down and forward (Hold) |
UB | Up and backward (Hold) |
DB | Down and backward (Hold) |
Symbol | Meaning |
---|---|
+ | Pressed together |
# | Pressed together, on the same frame |
,[1] | Followed by |
~ | Followed by, immediately |
: | Followed by, tight input window |
< | Followed by, with delayed input |
> | |
* | Held input |
Symbol | Meaning |
---|---|
.[1] | From stance |
~ | From stance transition[2] |
H | During Heat[3] |
R | Rage |
FC | Full crouch |
hFC | Half crouch |
ws | While standing |
wr | While running |
Symbol | Meaning |
---|---|
T! | Tornado |
W! | Wall splat |
WB! | Wall break |
F! | Floor break |
BB! | Balcony break |
Symbol | Meaning | Example | Example Meaning |
---|---|---|---|
CH | Counter hit | CH 1,2,3 | 1,2,3 where the first hit is a counter hit |
CL | Clean hit | CL db+4 | db+4 with a clean hit |
(?) | Whiffed or blocked moves | CH (1,2),3 | 1,2,3 where the third hit is a counter hit |
(2,2),2 | 2,2,2 where the first two hits whiff | ||
(x?) | Repeat string ? times | b+2,f~n(x3) | b+2,f~n repeated 3 times |
[?; ?] | Damage dealt; recoverable damage | [50; 12] ws2,3 f,F+3 | Combo deals 50 damage, 12 of which is recoverable |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
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. df+2, db+1+2)
- [63] 4,3 d+2,3 LIB.1+2 T! f+2,1,4
Mini-combos
- [35] f+3,2
- [+18]db+1+2
- [+16]f,F+3
- [23] (df+1,4),1~2
- [+18] db+1+2
- [+16] f,F+3
- [+17] f,F+4
- [21] f,F+4
- [+17] df+1,4
- [+21] d+1+3_d+2+4
- CH (3),2
- db+1+2
- uf+4
- f,f+3
- b+3
- CH ws(4,1),3
- db+1+2[1]
- uf+4
- f,F+4
- CH FC.df+3
- ws4,1
- cc d+1+3_d+2+4
- CH BT.3
- LIB.2
- H.LIB.2,F
- d+1+3_d+2+4
- CH LIB.(3),1
- BT.3+4
- BT.3
- H.LIB.P (High)
- db+1+2[1]
- f,F+4
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
- [22] uf+4
- [+49] df+3, df+1, d+2,3 LIB.1+2 T! f+2,1,4
- [20] f,f+3
- [23] LIB.1+2
- [+59] b+2, d+2,3 LIB.4,1,2 T! f+2,1,4
- [+53] b+2, d+2,3 LIB.4,1,2 T! f,f,F+3,2 [1]
- [23] BT.3+4
- [+45] BT.4, BT.4,3 T! d+2,3, LIB.3,1
- [+44] BT.4, BT.4, BT.4,3 T! f+2,1,4
- [31] uf+3,4
- [+32] db+3,4, T! d+2,3, LIB.3,1
- [24] CH d+1
- [+47] ws4,1, d+2,3, LIB.1+2, f+2,1,4
- [34] CH 3,4
- low parry
- [24] H.LIB,P (Low)
- ...other instant tornado moves
- [+38] df+3, df+1, d+2,3, LIB.3,1
- [+35] df+1, d+2,3, LIB.4,1,2 [2]
Rage
- [13]df+2
- [+64]4,3 d+2,3 LIB.1+2, T! 2, R.df+1+2
Wall
- Regular carry (30% scaling)
- combo here
Float
- [3] 1
- [+43] d+2,3 LIB.4,1,2 T! f+2,1,4
Back-turned Opponent
- [59] b+4,3,4,4
- [+16] fF+3[1]
- [51] df+1,4,1~2
- [+16] fF+3
- df+2
- combo when you hit df+2 in the back
- ↑ Requires a deep dash for fF+3 to connect on grounded opponent.
Off Axis
- [12] df+2
- [+43} 4,1 BT 4,3 T! f+2,1,4
Stage Break
- 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
- Azucena Combo Guide | TEKKEN 8 by RyzingSol