| Eddy |
|---|
| Combos (Tekken 8) |
|---|
Notation summary for combos
| Symbol | Meaning |
|---|---|
| 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.
This page is for Tekken 8. For Tekken 7, see Eddy combos (Tekken 7).
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 Launchers (df+3)
- b+3,3 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4
- Alternative Launchers(ws+2)
- uf+4 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4
- Instant Tornado (qcf+3)
- uf+4 RLX.2 b+1 ws+1,4 db+4,4
- Launcher into RLX (ws1,3)
- RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4
Mini-combos
- [30] uf+3+4
- [+17] d+4,3 Floor Breaks
- [21] uf+2
- [25] CH db+3
- [+20] f+3+4
- [+20] f,F+4
- [+16] qcf+3 OR ws+3
- [20] CH d+3
- [+20] f,F+4
- [+16] qcf+3 OR ws+3
- [20] db+1+2
- [20] (d+4),3
- [+21] d+1+3 HE
- [+24] d+2+4
- [25] CH HSP.1
- [+19] RLX.3+4
- [28] CH b+1,4
- [+36] 3+4 RLX.3+4
- [30] CH FC.df+4
- [12] CH HSP.4
- [+16] HSP.1
- [20] CH 1+2
- [+21] df+1,3 Balcony Break
- [+21] d+1+3 HE
- [+24] d+2+4
- [24] CH f,F+3
- [+26] RLX 4,3 HE
- [30] CH (f+3),4
- [+16] f,F+3
- [28] H.b+3+4~F
- [+20] ub+3
- [+20] 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
- [17] df+3
- [+44] 3,3 HSP.3,3,3 RLX.3,3 MD Gain
- [20] u+1+2
- [24] RLX.3+4
- [20] uf,n,4
- [16] df+3+4 (2nd hit)
- [+52] b+3,3 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4 MD Gain
- [+59] f+2 b+3,3 RLX.2,4~D RLX.2 qcf+3 T! uf+4 RLX.1+2
- [20] ws+2
- [25] CH (2,1),4
- [24] CH HSP.b+3
- [+53] uf+4 RLX.2 b+1 ws1,4 qcf+3 T! db+4,4 MD Gain
- [0] Low Parry
- [20] qcf+3
- [23] (db+2),3
- [35] CH db+2,3
- [20] CH (f+2),4
- [12] CH (uf+3),4
- [+47] uf+4 RLX.2 b+1 ws1,4 db+4,4 MD Gain
- [20] ws1,3
- [24] CH FC.df+3
- [+39] RLX.2 b+1 ws1,4 qcf+3 T! db+4,4 MD Gain
- [20] u+4~3
- [20] (1,2),4~3
- [+44] RLX.3+4 T! uf+4 RLX.2 db+4,4 MD Gain
- [+45] RLX.3+4 T! b+3,3 RLX.2,4,4
- [+49] RLX.3+4 T! SSL b+3,3 2,4~D RLX.3,3
- [25] f,F+4
- [+43] HSP.2 b+1 ws1,4 qcf+3 T! db+4,4 MD Gain
- [+55] HSP.2 b+3,3 RLX.2,4~D RLX.2 ws+3 T! uf+4 RLX.1+2
- [25] CH (b+3),3
- [+53] RLX.3+4 T! uf+4 RLX.2,4~D RLX.2,4,4
- [14] CH RLX.3
- [+49] ws1,3 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4 MD Gain
- [26] CH HSP.4,2
- [+33] uf+4 RLX.2 b+1 ws+1,4 qcf+3
- [16] SS.3+4
- [+47] ws+3 T! SSL b+3,3 RLX.2,4~D RLX.3,3 MD Gain
- [16] SSR.3+4
- [+52] cc b+3,3 RLX.2,4~D RLX.3+4 T! uf+4 RLX.3,3 MD Gain
- [+59] ff df+2 ff b+3,3 RLX.2,4~D RLX.2 ws+3 T! uf+4 RLX.1+2
- [16] SSL.3+4
- [+49] ws+1,3 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4 MD Gain
- [+53] cc b+3,3 RLX.2 b+1 ws+1,4 qcf+3 T! uf+4 RLX.1+2
- [+41 +20] ff d/f+2 ff b+3,3 RLX.2 qcf+3 T! ssl b+4,4 (spike) ff+4
Beats side ukemi, as it spikes and doesn't allow for ground tech. Beats Stand Up, Front Roll, and Wake Up (Backward)
Heat
- [25] H.f+3+4~F
- [32] CH H.4,4~F
- [39] H.RLX.4,3~F
- [+38] b+3,3 RLX.2,4~D RLX2,4~D RLX.3+4 T! uf+4 RLX.3,3 MD Gain
- [+37] b+3,3 RLX.2 b+3,3 RLX.2,4~D RLX.3+4 T! db+4,4 MD Gain
- [20] H.3+4
- [+37] HSP.2 b+1 ws+1,4 db+4,4 MD Gain
Wall
- Tornado available
- W! qcf+3 T! b+2,3,3
- W! df+1,3 T! db+3+4,4,3
- No tornado available
- W! b+2,3,3
- W! db+3+4,4,3 (delay last hit)
- Tornado available oki concept with MD2
- W! (1) df+1,3 3,3 HPS.(f) MD2.HPS.b+4 W! df+1,3 T! db+3+4,4,3
- HSP throw concept (beats side ukemi)
- db+4,4 W! MD Gain df+2 W! df+1,3 T! HEAT SMASH H.3+4 (opponent ukemi) HSP.1+3 W! RLX.4,3~f df+1,3 T! db+4,4 MD Gain
Can also end in f+1+2 HSP.2,3 for right ukemi.
- df+1 whiff concept (beats side ukemi)
- db+4,4 W! MD Gain df+1 (whiff, opponent ukemi) b+3,3 RLX.3+4 T! b+3,3 RLX.3,3 MD Gain
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.
- [35] CH db+2,3
- [+48] microdash ssL uf+4 2,4~D 2,4~D 3,3 MD Gain
- [25] CH (b+3),3
- [+44] RLX.2 df+1 b+1 ws+1,4 qcf3 T! ws+1,4 (first hit whiff) b+2,4
- [24] RLX.3+4
- [+44] b+3,3 RLX.3+4 T! ws+1,4 db+4,4 MD Gain
- [20] u+4~3
- [+51] RLX.3+4 T! uf+4 RLX.2 iws+1,4 db+4,4 MD Gain
- [24] FCdf+3
- [+51] RLX.2 b+1 ws+1,3 RLX.2 qcf+3 T! ws+1,4 (first hit whiff) b+2,4
- [20] ws+2
- [+59] uf+4 RLX.2 b+3,3 RLX.2 qcf+3 T! (ssl) uf+4 RLX.33 MD Gain
- [25] f,F+4
- [+61] HSP.2 b+1 ws+1,4 microdash b+1 ws+1,3 W! RLX.3+4 T! b+2,3,3
Heat Only Extras
- [20] CH(2,1)4
- [+63] uf+4 RLX.2 df+1 b+1 ws+1,3 qcf+3 T! H.44~f b+2,4
Heat Available Extras
- [35] CH db+2,3 T!
- [+42] uf+4 RLX.2 1 2+3 uf+4 RLX H.43~f iwr+3
Back-turned opponent
Stage Hazard
- For floor related hazards
- df+3+4
- d+4,3
- ws+3+4
- [30] uf+3+4
- [+37] d+4,3 FB! uf+4 RLX.3+4 T! uf+4 RLX.3,3 MD Gain
- [+47] d+4,3 FB! uf+4 RLX.2 qcf+3 T! b+3,3 W! RLX.2,4,4
External links
- Season 3 Combo Guide by RyzingSol