Julia combos

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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+2,1)
df+3 df+4,2,3 S! f,f f+2,1,3~1+2
Crumple launch (e.g. b+1+2)
f,f df+3+4 f,F+1,4 S! f,f df+2,3~1+2
Crouching recovery (e.g. CH b+3)
FC.df+4,3 df+3 f,F+1,4 S! f,f df+2,3~1+2

Mini-combos

[13] df+1,(Hit vs crouch)
[+41] f,F+3 wr2,1
[+32] df+3,1+2
[+28] f,F+1,4
[28] wr1
[18] f,F+3
[+23] wr2,1
[+21] f,f d+1+2
[+18] f,F+2
[+18] f,F+1+2
[23] f,F+2
[+14] f,F+3
[31] ws2,1
[+18] 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
[20] df+2,1
[20] f+3~uf+3+4
[15] qcf+2
[+58] f+[3~1] df+3 f,F+1 f+2,1,[3~1] f,F+1,4 S! wr2,1
[+55] f+[3~1] df+3 f,F+1 d,df+1,4 df+4,2,3 S! df+2,3~1+2[1]
[+53] f+[3~1] df+3 f,F+1(x4) f,F+1,4 S! wr2,1
[+52] f+[3~1] df+3 f,F+1 d,df+1,4 df+4,2,3 S! wr2,1
[+51] f+[3~1] df+3 f,F+1 f,F+1,4 S! df+4,2,b,f+1
[16] uf+4,3
[+48] f,F+3 df+3[2][3] f,F+1 d,df+1,4 df+4,2,3 S! wr2,1
[+45] df+3+4 d,df+1,4~1 d,df+1,3~2 S! wr2,1
[24] CH f+3~2
[23] b+1+2
[21] CH b+1
[20] CH db+1
[+53] f+3~4 df+3[3] f,F+1 d,df+1,4 df+4,2,3 S! wr2,1
[+46] f,f df+3+4 d,df+1,4 df+4,2,3 S! df+2,3~1+2[1]
[20] ss+3+4
[+46] f,F+1 df+3[3] f,F+1 d,df+1,4 df+4,2,3 S! wr2,1
[20] b+4
[+46] f,f df+3+4 d,df+1,4~2 S! 1+2 f,F+3
[+44] f,f df+3+4 d,df+1,4~2 S! df+4,2,b,f+1
[24] CH (ws2),1
[20] CH (f,F+1),4
[+37] d,df+1,4~1 d,df+1,4~1 d,df+1,4 df+2,3~1+2[1]
[+37] d,df+1,4~1 d,df+1,4~1 d,df+1,4 d+1+2
[24] CH f+3<1~2
[24] CH ws1~2
[+35] SSR df+3+4 f,F+1,4 S! wr+2,1
[20] CH b+3
[10] (b+3),4
[+41] FC.df+4,3 df+3 f,F+1,2 S! df+2,3~1+2[1]
[20] CH uf+1
[+43] f,F+1 df+3[3] f,F+1 d,df+1,4 df+4,2,3 S! wr2,1
[25] uf+3+4
[+44] df+3+4 d,df+1,3~2 S! df+4,2,b,f+1
  1. 1.0 1.1 1.2 1.3 Floor Break
  2. vs Kuma (Tekken 7), the f,F+3 must hit later than usual for the df+3 to connect.
  3. 3.0 3.1 3.2 3.3 Works on most df+2,1 routes from here

Wall

Regular carry (30% scaling)
[+24] 1 df+4,2,b,f+1
[+22] df+4,2<b,f+1
[+22] 1 1+2,4,4
Wall slump
[+26] uf+3+4 f,F+3
[+20] 1+2,4,4
b+2+4 (back to wall)
[50] df+1 f,F+2[1]
[48] b+1 f,F+3
[46] df+1 f,F+3
[29] FC.df+4,3 (near wall)
[+14] f,F+3
  1. Not guaranteed. Can whiff vs side roll right.

Float

1
combo when you anti-air with jab here

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.

External links