Heihachi combos (Tekken 7)

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Abbreviations:

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. WGF)
df+1,1 b+1,2 S! f+3+4 RAI.2,1
f+2,3 b,n,f+2,3 S! f+3+4 RAI.2,1
Crouching recovery (e.g. CH FUFT.3)
ws4 df+1,1 b,n,f+2,3 S! f+3+4 RAI.2,1

Mini-combos

[20] CH (d+1),2
[17] ws1
[15] f+1+2
[+28] OTGF
[+24] qcf+2
[+22] db+1+2[1]
[33] f+2,3
[20] f+3
[+17] f,F+2
[24] CH f+4
[24] f,n,d,DF+3
[+24] OTG.d+4[2]
[+20] db+2[3]
[+20] d+3[3]
[+17} f,F+2
[25] df+1+2
[+19] dash f,n,d,DF+3
[+17] wavedash f,F+2
[20] f+4 on crouching opponent
[+34] df+1,2
[+25] 1+2
[50] d+1+4
[+20] d+3
[+17] f,F+2
[+11] d+1
[20] FC.df+4
[+17] f,F+2
  1. Only first hit, [+8] on f+1+2
  2. Guaranteed at the wall
  3. 3.0 3.1 You might have to dash to hit

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
[35] OTGF
[23] EWGF
[22] f,F+2
[20] WGF
[+52] EWGF f+2,3 b,n,f+2,3 S! f,n,d,DF+4,4,1[1]
[+51] EWGF f+2,3 b,n,f+2,3 S! f+3+4 RAI.2,1[2]
[+48] EWGF f+2,3 b,n,f+2,3 S! f+2,3[3]
[+41] f+2,3 b,n,f+2,3 S! f,n,d,DF+4,4,1[1]
[30] ws3,1+2
[24] CH (b+3),2
[+51] uf+4 S! dash,n,f+2,3 1,b+2,1
[+50] uf+4 S! f,n,d,DF+4,4,1 f+3 d+1[2]
[+50] b+3,2 df+1 b,n,f+2,3 S! f+3+4 RAI.2,1[2]
[+50] b+3,2 df+1 b,n,f+2,3 S! f+2,3[3]
uf+3,4
[58] S! f,n,d,DF+4,4,1 f+3 d+1[2]
[56] S! f,n,d,DF+4,4,1 1,b+2[3]
low parry
[44] uf+4 S! f,n,d,DF+4,4,1 f+3 d+1[2]
[43] f+2,3 1 b,n,f+2,3 S! f,n,d,DF+4,4,1[1]
[42] f+2,3 1 b,n,f+2,3 S! f+3+4 RAI.2,1[2]
[39] f+2,3 1 b,n,f+2,3 S! f+2,3[3]
f,F+3
[70] EWGF 1 f+2,3 b,n,f+2,3 S! EWGF[4]
[67] EWGF 1 b,n,f+2,3 S! f,n,d,DF+4,4,1
[64] b,n,f+2,3 S! f,n,d,DF+4,4,1 f+3
[64] iws4 1 f+2,3 b,n,f+2,3 S! dash 1+2
[63] iws4 df+1,1 b,n,f+2,3 S! f+3+4 RAI.2,1
[30] ss2,1
[24] CH (3),4
[24] CH f+3
[+41] f,n,d,df+4,n,4 f+2,3 b,n,f+2,3 S! EWGF[4]
[+39] f,n,d,df+4,n,4 b+1,2 S! f,n,d,DF+4,4,1
[25~18][5] f,n,d,DF+4,4
[18~12~9][5] CH f,n,d,df+4
[+39] f,n,d,df+4,n,4 b+1,2 S! f,n,d,DF+4,4,1
[+21] OTG.d+4
[+17] d+3
[24] CH f+3
[+41] b+4 S! f,n,d,DF+4,4,1 f+3 d+1 [2]
[+40] uf+4[6] F,n f,n,d,DF+4,4,1 f+3
[25] CH (b,n,f+2),2
[16] CH df+2
[+42] b+3,2 b,n,f+2,3 S! f,n,d,DF+4,4,1
CH b+4
[64] S! dash EWGF 1 f+2,3 b,n,f+2,1
[62] S! dash WGF 1 f+2,3 b,n,f+2,1
[61] S! dash f,n,d,df+4,4,1 1,b+2,1
[25] CH 4
[24] CH ws2
[20] RAI.1
[+42] SSR b+3,2 b,n,f+2,3 S! f,n,d,DF+4,4,1
[+41] b+4 S! SSR f,n,d,DF+4,4,1 f+3 d+1
[+39] SSR f,n,d,DF+4,n,4 b+1,2 S! f,n,d,DF+4,4,1
  1. 1.0 1.1 1.2 Far carry.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Floor break.
  3. 3.0 3.1 3.2 3.3 Close carry.
  4. 4.0 4.1 WGF does the same damage due to scaling.
  5. 5.0 5.1 Depends on which of the hellsweeps it hit.
  6. Doesn't work on small characters, side switch on male characters, and normal combo on big characters

Rage

Rage Drive starters
[51] CH 1,b+2,R.1+2
[41] b+2,R.1+2
[+44] uf+4[1] S! f,n,d,DF+4,4,1 f+3 d+1[2]
[+41] b+4[3] S! f,n,d,DF+4,4,1 f+3 d+1 [2]
[+39][4] f,n,d,DF+4,n,4 b+1,2 S! f,n,d,DF+4,4,1
[+37] b,n,f+2,3 S! f,n,d,DF+4,4,1 d+1[2]


Rage Drive enders (at 30% scaling)
[14] 1,b+2,R.1+2
[12] b+2,R.1+2
[+28] OTGF
[+24] OTG.d+4
[+20] d+3


Examples
[27] FF+3
[+24] b,n,f+2,3 S! df+1
[+38] 1,b+2,R.1+2 OTG.d+4
[25] EWGF
[+41] EWGF f+2,3 b,n,f+2,3 S!
[+40] dash b+2,R.1+2 OTGF
  1. Check body size, works against male big and heavy characters and Fahkumram.
  2. 2.0 2.1 2.2 Floor Break.
  3. Check body size, works against (most) male and female normal, and female big characters.
  4. Most consistent one on every character.

Wall

Regular carry (30% scaling)
[+21] b+3,2 1+2[1]
[+19] f,n,d,df+4,n,4 1+2
[+17] 1,b+2,1
[+17] df+1,1 1+2

From Foward Wallslump

Wallsplat conbos (56% scaling)
[+29] b+3,2 1+2[1]
[+26] f,n,d,df+4,n,4 1+2
[+25] EWGF 1+2
[+23] 1,b+2,1[2]
[+22] df+1,1 1+2


Resplat combos (56% scaling)
[+30] bb u+4 W! EWGF 1+2[1]
[+26] bb df+4 W! OTGF[2]
[+25] bb u+4 W! b+1+2,1+2

Wall Bounce


[21] b+2 W![3]
CLOSE
[+38] EWGF W! b+3,2 1+2[1]
[+37] 4 W! b+3,2 1+2[1]
[+35] EWGF W! f,n,d,df+4,n,4 1+2
[+34] 4 W! f,n,d,df+4,n,4 1+2
FAR
[+45] OTGF W! b+3,2 1+2[1]
[+43] OTGF W! f,n,d,df+4,n,4 1+2
[+39] f,n,d,df+1 W! b+3,2 1+2[1]
[+36] f,n,d,df+1 W! f,n,d,df+4,n4 1+2


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Does not work on small characters
  2. 2.0 2.1 Flip oki
  3. Wall Bounce

Float

Assuming 70% of original damage.
(Might be more damage, around +1~5, if the float is a counter hit)

[9] ws4
[7] df+1
[4] 1
[+29] df+1,1 b,n,f+2,3 S! f+3+4 RAI.2,1
[16] EWGF
[14] WGF
[+35] f+2,3 b,n,f+2,3 S! f+3+4 RAI.2,1
[17] uf+4
[14] b+4
[+27] S! f,n,d,df+4,4,1 f+3 d+1
[15] f,n,d,df+4,n,4
[+24] b+1,2 S! f,n,d,df+4,4,1


Back-turned opponent

[23] EWGF
[+42] EWGF df+1,1 b,n,f+2,3 S! dash OTG.d+4
b+3,2
[68] df+1,2

Stage break

Howard Estate
big boy break all the walls combo here
[20] CH (d+1),2
[17] ws1
[+21?] db+1+2 WB![1]
[50] d+1+4
[+32] d+1 FB! f+2,3 b,n,f+2,3 S! dash OTG.d+4


  1. Opponent back to the wall.

Fake Combos

Fake combos are combos that:

  • Can be avoided by the opponent in some way, and are not guaranteed.
  • Lead to a mini or full combo if not properly avoided.
  • Usually involve being put into a unique stun that can be broken out of with a direction or tech roll.
[25] 1+2
[25] (2),2~1+2
[25] (1,2),2~1+2
[25] f+2~1+2
[25] (b+1),2~1+2
[+17][1] f,F+2
[25] 1+2 W!
[25] 1,1,2 W!
[+16] bb u+4 W! df+1,2
[+24][1] OTG.d+4
[+15] bb u+4 W! b,n,f+2,2
[+24][1] OTG.d+4
  1. 1.0 1.1 1.2 Escapable with b

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.
d+2+3 on downed opponent
[FUFT, 38] f,n,d,DF+4,n,4 b,n,f+2,3 S! f,n,d,DF+4,4,1
[FUFA, 35] f,n,d,DF+4,n,4 b,n,f+2,3 S! dash df+1,2
[FDFA, 27] f,n,d,DF+4,4,4,n,4,4
[FDFT, 24] f,n,d,DF+4,n,4,4
OTGF
OTGF OTGF 1 f+2,3 b,f+2,3 f+3+4 RAI 2,1
1+2+3+4~D~U~UF+3,4
[114] S! f,n,d,DF+4,4,1 1,b+2,R.1+2 OTGF
b+2 W! (Close wall bounce)
[52] df+1[1] d+1+4
  1. Highest wall splat

External links