| King |
|---|
| Combos (Tekken 8) |
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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 |
- ↑ 1.0 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. 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
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
- 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
Wall
Wall Carry
Wall Splat
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.
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
- Tekken 8 Library by Applay
- King Combo Guide (Season 2) by RyzingSol
- King Optimal Combo Guide (Season 2) by TheFURY
- ↑ Gives CD mixup okizeme