| Heihachi (Tekken 7) |
|---|
Abbreviations:
- WGF - Wind God Fist, f,n,d,df+2
- EWGF - Electric Wind God Fist, f,n,d,df#2
- OTGF - Omen Thunder God Fist, f,n,df#1
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
- [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
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]
- 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
- [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
- ↑ 1.0 1.1 1.2 Far carry.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Floor break.
- ↑ 3.0 3.1 3.2 3.3 Close carry.
- ↑ 4.0 4.1 WGF does the same damage due to scaling.
- ↑ 5.0 5.1 Depends on which of the hellsweeps it hit.
- ↑ 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
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
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
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
- ↑ 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
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
- ↑ Highest wall splat