Jack-7 (Tekken 7) |
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Combos (Tekken 7) |
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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)
- f+4 b+1 df+1,1 S! f+1,2,1
- Crouching recovery (e.g. CH FUFT.3)
- ws4 b+3,2 df+1,1 S! f+1,2,1
Mini-combos
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
- [25] f,F+1
- [30] CH uf+2
- [34] b+1,2
- [+20] hcf,df+1
- [+21] df+1+2[1]
- [20] SS.2
- [24] CH f+2
- [+20] f,F+1
- [+20] hcf,df+1
- [+28] f,F+4
- [30] b,db,d,df+1[1]
- [+24] ws4 df+3+4
- [+29] ws4 df+3+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
- [13] df+2
- [14] ws1
- [+48] f+4 b+1 df+1,1 S! f+1,2,1
- [+56] f+4 f+1,2 df+1,1 S! f+1,2,2[1]
- [+46] 2 u+1+2 f+4 df+1,1 S! f+3,2[2]
- [+49] f+4 b+1 ssr~b+1 df+1,1 S! f+3,2
- [+54] f+4 b+1 ssr~b+1 df+1,1 S! f+1,2,2
- [20] f,F+1+2
- [34] db+1+2
- [+40] b+3,2 b+1 df+1,1 S! f+3,2
- [+42] df+1,1 S! f+4 f+1,2,2
- [+45] iws4[3] b+3,2 df+1,1 f+3,2
- [32] SS.1
- [+43] u+1+2 f+4 b+1 df+1,1 S! f+3,2[4]
- [+46] u+1+2 f+4 b+1 df+1,1 S! b+3,2,2[5]
- [+58] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2
- [+39] f+4 b+1 df+1,1 S! f+1,2,1
- [+40] f+4 b+1 df+1,1 S! f+1,2,2
- [25] hcf,df+1[7]
- [21] f,F+2
- [+52] <u+1+2 UF,4 df+1,1 S! f+1,2,2
- [+51] <u+1+2 UF,4 df+1,1 S! f+1,2,1
- [33] d+1+2
- [+44] u+1+2 f+4 b+1 df+1,1 S! f+3,2
- [+57] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2
- [15] df+2+4[8]
- [18] BT.uf+4[8]
- [+39] b+1 df+1,1 S! f+1,2,1
- [+40] b+1 df+1,1 S! f+1,2,2
- [+31] b+1 df+1,1 S! SS.1
- [+31] b+3,2 df+1,1 S! SS.1
- [+35] b+3,2 df+1,1 S! f+3,2
- [+40] b+3,2 df+1,1 S! f+1,2,2
- [20] df,df+2+4[9]
- [+48] f,F f+4 b+1 df+1,1 S! f+1,2,1
- [+56] f,F f+4 f+1,2 df+1,1 S! f+1,2,2
- [26] CH df+1,2,1
- [14] CH (df+1),2,1
- [+28] df+1,1 S! df+1,2,1,1,2
- [+30] df+1 df+1,1 S! f+1,2,1
- [+31] df+1 df+1,1 S! f+1,2,2
- [22] 1+2
- [+26] f+4 df+1,2,1,1,2
- [+30] f+4 b+1 b+3,2,2
- [+32] f+4 b+1 f+1,2,2
- [20] CH (ws2),1
- [20] CH (b+1),2
- [+48] f+4 b+1 df+1,1 S! f+1,2,1
- [+56] f+4 f+1,2 df+1,1 S! f+1,2,2
- [+49] f+4 b+1 ssr~b+1 df+1,1 S! f+3,2
- [+54] f+4 b+1 ssr~b+1 df+1,1 S! f+1,2,2
- [26] CH (f+3),1+2
- [80] f+4~1
- [+39] b+1 df+1,1 S! f+1,2,1
- [+40] b+1 df+1,1 S! f+1,2,2
- [+40] b+3,2 b+1 df+1,1 S! f+3,2
- [+45] b+3,2 b+1 df+1,1 S! f+1,2,2
- ↑ The last hit of f+1,2,2 can be charged up for a pseudo tech/ get up kick/ late spring kick catch, it is mostly considered cheese or a knowledge check, but can be very damaging (extra 23 damage) and can catch people off guard for round enders, but should be avoided using regularly.
- ↑ Replace f+4 with 4 when using this combo on small characters, e.g. Ling, Alisa, Leroy, etc.
- ↑ Extremely tight input for the instant while standing.
- ↑ u+1+2 will whiff if the move hits too far away, or the SSL is too deep, instead use the combo without u+1+2.
- ↑ Only works from a SSR, but it is the max wall carry combo from SS+1.
- ↑ 6.0 6.1 If you hit the first u+1+2 too late, the third u+1+2 will drop. Replace u+1+2 1,2 with f+4 df+1,1 if it looks like this will happen.
- ↑ The triple u+1+2 is inconsistent after hcf,df+1 so better to rely on these combos.
- ↑ 8.0 8.1 b+3,2 is more consistent than b+1, but neither are totally consistent.
- ↑ This version gives you enough time to run under the opponent. You can tell if you got it and not the regular version if you hear Jack scream.
- ↑ This combo route does not work on Leroy and other small characters like Ling and Kunimitsu, the route also doesn't work on Marduk, Jack, Panda/ Kuma, Dragunov, Yoshimitsu, Akuma, and Lei. It works fine on every other character.
- ↑ If the u+1+2 route does not work on your opponent's character, instead default to this route.
Rage
- df+2
- f+4, f+1,2, df+1,1, R.b+1+2
Wall
- Regular carry (30% scaling)
- [+25] hFC.db+1,1,1,2
- [+24] 2+4
- [+23] b+3,2 df+3+4
- [+16] b+3,2 db+1,1
- [+15] db+1,1,1
- [+14] df+3+4
- SS.2
- (df+1),1
- df+3+4
- df+3,2
- f+3+4
- f,F+4
- ub+1+2
- f+1,1
- f+3,2
- [+39] hFC.db+1,1 W! f,f hFC.db+1,1,1,2
- [+33] 2+4
- [+27] b+3,2 df+3+4
- [+22] b+3,2 db+1,1
- [+15] df+3+4
- [+13] db+1,1,1
A small adjustment is needed—either a backdash, a step, or simply waiting—to get the «hFC.db+1,1 W! f,f hFC.db+1,1,1,2» resplat combo, but it's possible from all splats. It depends on both the splat used and the original angle. Sidestep right is generally best, since the last hit of hFC.db+1,1,1,2 can whiff if Jack is to the opponent's right.
Float
- 2
- 2, b+1, df+1,1, b+3,2,2
Back-turned opponent
- df+2
- b+1, df+1,1, f+1,2,1
Stage break
- Howard Estate
- 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.