King combos

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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. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. 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. uf+4)
4 b+3 T! f,f,F+2+4
Low launch (e.g db+2)
df+4,3 1,2 uf+3+4 T! JGR.2+4
Instant tornado (e.g FC.df+1 or Low Parry)
T! f,f,F+2+4

Mini-Combos

[25] f,f,F+3
[21] u+1
[+21; 14] f+2+3
[+20; 14] f+4
[+20; 14] f,f+4
[+18; 12] uf+3+4
[+16; 11] f+1+4
[0] CH f,f,n,1+2
[26] b+3:1+2
[25] f+2,1[1]
[28] JGR*.2
[25] CH f,F+1
[+31; 21] dash d+2+3 d+3+4
[+28; 19] uf+2
[24] CH 4
[+31; 21] d+2+3 d+3+4
[45] JGR.2+4No heat
[24] JGR.2
[+11; 7] d+3+4
[21] f,F+2
[15] JGS.2
[+35] d+1+4[2]
[+35] d+1+3_d+2+4
[23] f+1+2
[+13; 9] db+3
[+9; 6] d+3
[24] CH db+4[3]
[20] CH db+3
[+20; 14] cc d+2+3
[+16; 11] FC.DF+1
JGR*.4 (at the wall)
[30; 4] FUFT.3
[28; 2] FUFT.d+3
  1. Heat Engager/Heat Dash
  2. Heat Engager
  3. Have to test more to see if it is guaranteed

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] ws1+2
[20] uf,n,4
[18] CH ub+4
[13] uf+4
[+59; 37] 4 dash df+4,3 1,2 uf+3+4 T! JGR.2 f,hcf:1[1]
[+59; 38] 4 b+2,4 b+3 T! 2 f,f,F:2+4[1]
[+55; 35] f+3 df+4,3 b+1,2 T! f+3+4 JGR.2 f,hcf:1[1]
CH df+2,1
[64; 22] df+4,3[2] b+1,2 T! 3+4 4
[63; 20] df+4,3[2] b+1,2 T! f+2,d+1,2
[45; 10] d+3+4,4,2
CH b+1,2
[68; 35] T! 3+4 JGS.3 f,f,F:2+4[1]
[65; 33] T! f+3+4 JGR.2 df+4,3 f,hcf:1[1]
[37] f+2,1,H.F
[27] f+2+3,H.F
[+38; 33][3] f+3 f+3 f+3 b+1,2 T! f+3+4 JGR.2 1 f,f,F:2+4[1]
db+1+2,2,H.F
[53; 34][3] b+2,4 b+2,4 b+1,2 T! f+3+4 JGR.2 1 f,f,F:2+4[1]
d+1+2
[83; 40] ssl 4 f+1+2 df+4,3 b+1,2 T! f,f,F:2+4[1]
u+1+2
[80; 35] f+3 df+4,3 b+1,2 T! f+3+4 JGR.2 f,hcf:1[1]
FC.df+2
[82; 39] md 3,2 df+4,3 b+1,2 T! f+3+4 JGR.2 f,hcf:1[1]
[80; 36] f,F+1 df+4,3 1,2 uf+3+4 T! JGR.2 f,hcf:1[1]
[22] (b+2),1+2
[21] db+2
[+52; 32] df+4,3 b+1,2 T! f+3+4 JGR.2 1 f,f,F:2+4[1]
[+50; 30] df+4,3 1 1,2 uf+3+4 T! JGR.2 f,hcf:1[1]
[25] JGR*.1
[20] FC.DF+1
[0] Low Parry
[+49; 39] f,f,F:2+4[4]
[+45] f,F+1 df+4,3 2 f,f,F:2+4
[+34] f,F+1 df+4,3 1 f+2,1
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Less [2; 1] damage for imperfect input
  2. 2.0 2.1 Against female characters you have to do a Microdash before this move
  3. 3.0 3.1 Not optimal
  4. Less [4; 8] damage for imperfect input

Wall

Wall Carry

W! (24% scaling)
[+30; 23] f,F+4 T! 3,2,2*[1]
[+29; 20] b+1,2 T! 3,2,2[1]
[+25; 19] 3,2,2*[1]
[+15; 7] 3,2,2[1]

Wall Splat

W! (56% scaling)
[+42; 31] f,F+4 T! 3,2,2*[1]
[+40; 22] b+1,2 T! f,hcf:1[2]
[+39; 25] b+1,2 T! 3,2,2[1]
  1. 1.0 1.1 1.2 1.3 1.4 1.5 Jaguar Run mix-up
  2. Less [3; 1] damage for imperfect input

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.
CH 4
[+28] md db+2+4[1]
[+25] md db+1+3[2]
  1. Can be broken with 2
  2. Can be broken with 1

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.


Old Combos (S1)

uf+4
[63; 33] 4 dash df+4,3 1,2 uf+3+4,B T! f,f,F:2+4
FC.DF+2
[74; 35] f+1+2 df+4,3 b+1,2 T! f,f,F:2+4
[72; 33] f,F,1 df+4,3 2 b+3 T! f,f,F:2+4
[72; 33] f,F,1 df+4,3 b+1,2 T! f,f,F:2+4
[72; 33] f+1+4 df+4,3 b+1,2 T! f,f,F:2+4
u+1+2
[76; 33] f+1+4 df+4,3 b+1,2 T! f,f,F:2+4
[74; 31] f+1+4 df+4,3 1 uf+3+4,B T! f,f,F:2+4
[73; 31] f+1+4 df+4,3 b+3 T! f,f,F:2+4
db+2
[68; 30] df+4,3 f+3 b+1,2 T! f,f,F:2+4

Old Wall Combos (S1)

W!
[+28; 22] b+1,2 T! b+4 BT.1+4
[+24; 13] b+1,2 T! f,hcf:1 or f,f,F:2+4
[+21; 18] b+4 BT.1+4
[+17; 9] f,hcf:1 or f,f,F:2+4
[+15; 11] 1,2 f+3[1]
[+13; 6] df+4,3,4
[+15; 13] 2 f+4

External Links

  1. Gives CD mixup okizeme