| Kazuya |
|---|
| 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.
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. f,F+3)
- 3,1,4 df+1,df+2 T! 3,1~df~3
Mini-combos
- [27] CH db+2
- [24] CH f+4
- [20] CH (3,1),4
- [21] CH 4
- [30] CH ws1+2
- [+17] f,F+4
- [25] CH (df+3,2),1
- [+20] f,F+2
- df+3 (last active frame)
- [39] 1,1,2
- [38] 1,2,2
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
- EWGF
- f,n,df#2 or f,n,d,df#2.
- DEWGF (dash EWGF)
- f,f,n,d,df#2.
- PEWGF (perfect EWGF)
- frame perfect f,n,df#2.
- [23] EWGF
- [20] WGF
- [+51; 34] EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3
- [+49; 32] b+4 b+2,2 df+1,df+2 T! 3,1,df CD.3
- [22] ws1,2
- [0] low parry
- [+41; 26] ws1+2 b+2,2 b+2,2,1+2
- [25] ws2
- [24] CH d+1+2
- [+52] ws1+2 b+2,2 df+1,df+2 T! 3,1,df CD.3
- [21] f,F+3
- [+51] SSR.3 b+2,2 df+1,df+2 T! 3,1,df CD.3
- [26] CH df+2
- [30] CH (1,2,4),3
- [+51] EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3[s 1]
- [26] CH f,F+4
- [+37] df+3 df+1,df+2 T! 3,1,df CD.3
- [+38] df+3,2,1 T! 3,1,df CD.3
- [28] CH (2),2
- [+35] df+3,2,1 T! df+3,2,1
- [26] CH df+2
- [+74] PEWGF EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3
Wall
- Regular carry (30% scaling)
- [+23] df+3+4,1,2
- [+25] df+1,4 1+2
- [+39] df+1,4 f+2 df+1,4 1+2
- [+46] df+1,4 df+1,df+2 df+3+4,1,2
Heat
- [23] EWGF
- [+55] b+4 b+2,2 df+1,df+2 T! 2+3 df+1,2,H.f !HD uf+3 - Overheat +6
- [+53] b+4 b+2,2 df+1,df+2 T! 3,1~df~3 - While In Heat +4
- [25] ws2
- [24] CH d+1+2
- [+58] ws1+2 b+2,2 df+1,df+2 T! 2+3 df+1,2,H.f uf+3 - Overheat +6
- [+56] ws1+2 b+2,2 df+1,df+2 T! 3,1~df~3 - While in Heat +4
- [22] ws1,2
- [+47] iWS1+2 b+2,2 df+1,2,H.f 3,1~df~3 - While in heat +6
- [+42] iWS1+2 b+2,4 2+3 3,1~df~3 - heat activation +1 better oki
- [25] SS.2
- [+62] u+1+2 DEWGF df+1,df+2 T! b+3,1 f,F+2,H.f 3,1~df~3
- [+58] u+1+2 DEWGF df+1,df+2 T! 3,1~df~3
- [+52] u+1+2 dash df+1 df+1,df+2 T! 3,1~df~3
- [+50] u+1+2 dash df+1,df+2 T! 3,1~df~3
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- [23] EWGF
- [+37] b+4 df+1,df+2 T! b+2,2,1+2
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here
- Wall Break, both soft and hard
- no tornado [+8] f,f,F3
- Tornado [+15] df+1,df+2 T! 3,1~df~3
- Heatsmash [61] H.2+3 !WB df+3,2,1 T! 3,1~df~3
- Wall Bound
- Heatsmash [71] H.2+3 !WBo df+3,2,1 T! 3,1~df~3
- Wall Blast
- Heatsmash [85] H.2+3 !WBl df+1,4 !W df+3+4,1,2
- Floor Blast
- [+28] H.CD3,1,1 FBl! df+1,df+2 T! 3,1~df~3
- Floor Break
- [+18] H.CD3,1,1 FB! df+1,df+2 T! 3,1~df~3
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.
- [23] EWGF
- [+43] dash 3,1,4 df+1,df+2 T! 3,1,df CD.3
- [+42] b+4 df+1,df+2 T! 3,1,df CD.3
External links
- Kazuya Mishima Optimal Combo Guide (Season 2) by TheFURY
- Kazuya Mishima Combo Guide (Season 2) by RyzingSol