| Kunimitsu |
|---|
| Combos (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Kunimitsu combos (Tekken 7).
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. df+2)
- uf3 f3+4 BT.4,F SET.121 T! dash 3+4 qcf+1
- Instant Tornado (e.g., low parry)
- ws2,1 f3+4 BT.4,F SET.1 qcf+1
Mini-combos
- uf2
- uf+3+4,2
- (3),4
- (1,1),4
- SS2
- BT.4
- KAT.2
- SET.4,3
- qcf+2
- BT.3
- BT.d+2
- BT.4,F
- SET.3
- SET.3+4
- CH b+1
- CH d+1
- f,F+4,2
- CH d+1
- ws2,1 (heat)
- CH SS2
- BT.1,4 (heat)
- CH (b+4)3
- qcf+1
- During Heat ws2,1~F
- During Heat BT.1,4~F
- During Heat KAT.1,2~F
- qcf+2
- f+1+2
- qcf+1+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
Wall
- Tornado Available
- WS! u+1 T! (dash) b+1 df+1 d+2,1,2,1+2
- No Tornado
- WS! b+1 df+1 d+2,1,2,1+2
Float
Off-axis
Backturned Opponent
Stage Hazard
Wall Hazard
WH! is for Wall Breaks, or Wall Blasts that throw away from the wall.
Wall Blast
WB! is for Wall Blasts that throw back to the wall.
Floor Hazard
FH! is for Floor Hazards such as Floor Blasts or Floor Breaks.
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.
Wall
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
Combo Guide by RyzingSol