| Law |
|---|
| 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. df+2 or uf+4)
- 4,u+3 b+2 b+2,1 T! 4,3~F DSS.f+4
- Instant Tornado (e.g., low parry or CH 1+2)
- T! 4,u+3 4,3~F DSS.f+4
Mini-combos
- [25] CH uf+2
- [20] CH BT.d+4
- [+16; 11] 1+2
- [20] db+4
- [+16; 11] 1+2
- [+12; 8] db+3
- [21] b+1+2
- [+25; 17] d+1+2 DSS.f:3
- [+16; 11] 1+2
- [26] CH d+3,3
- [25] DSS.3
- [17] (d+3),3
- [+24; 16] f,F+3
- [+16; 11] dash 1+2
- FC.df,d,df+3 (Slide)
- [33; 11] F~ 1+2
- [30; 9] BT.d+4
- CH ws4~F
- [25] DSS.1[1]
- [24] DSS.f+2
- [24] DSS.f#1,H.F
- [20] DSS.f+1,H.F
- [+20; 20] d+1+2 DSS.f:3
- [+19; 19] f,F+3
- [+12; 12] 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
- [30] CH d+2,3
- [24] CH f+1+2
- [24] CH f+3+4
- [20] u+3,4
- [20] ws2
- [19] ss3+4
- [14] uf+4
- [12] df+2
- [10] f,F+3+4
- [+61; 40] 4,u+3 md 4,3~F DSS.uf+2 md 1+2 T! dash 4,3~F DSS.f:4[1]
- [+57; 37] 4,u+3 f,F+4 2 f,F+2,3 T! dash 4,3~F DSS.f:4[1]
- [+55; 34] 4,u+3 md 4,3~F DSS.1+2 T! dash 4,3~F DSS.f:4[1]
- CH 4,3
- [69; 32] ~F DSS.uf+2 f+3,1~F DSS.1+2 T! dash 4,3~F DSS.f:4[1]
- [69; 32][2] ~F DSS.df ws3~F DSS.df ws3~F DSS.df ws4~F DSS.1+2 T! dash 4,3~F DSS.f:4[1]
- [67; 30] ~F DSS.df ws4~F DSS.df ws4~F DSS.df ws4~F DSS.1+2 T! dash 4,3~F DSS.f:4[1]
- [66; 31] ~F DSS.f+2 4,3~F DSS.uf+2 dash 1+2 T! dash 4,3~F DSS.f:4[1]
- [64; 30] 1+2 T! (df+1),2 4,3~F DSS.f:4[1]
- CH 4,3,4
- [70; 32] ~F DSS.uf+2 f+3,1~F DSS.1+2 T! dash iws3~F DSS.f:4[1]
- [63; 28] ~F DSS.uf+2 1+2 T! 4,3~F DSS.f:4[1]
- [60; 30] 1+2 T! 4,3~F DSS.f:4[1]
- [41] CH df+4,3
- [39] CH ws4,3
- [24] CH 1+2
- [23] H.1+2
- [23] (UF+4),3
- [+44; 28] T! dash df+1,2 b+2,3,4~F DSS.f:4[1]
- [+43; 27] T! (df+1),2 f+3,1~F DSS.df ws4~F DSS.3+4,4
- [+42; 26] T! dash iws3~F DSS.uf+2 f+3,1~F DSS.df ws4~F DSS.f:3[3]
- [35] CH (b+2),3,4
- [23] (b+2,3),4
- [+49; 31] 1+2 T! ssl uf+2 b+2,3,4~F DSS.f:4[1]
- [48] CH b+1,2,2,H.F
- [32] DSS.f#3,H.F
- [31] CH 1,1,1,H.F
- [27] DSS.f+3,H.F
- [20] uf+3,H.F
- [+37; 27] 4,u+3 4,u+3 4,3~F DSS.uf+2 md 1+2 T! dash 4,3~F DSS.f:4[3]
- [28] CH f+2~1
- [20] CH BT.2
- [+55; 35] f,F+4 2 4,3~F DSS.uf+2 md 1+2 T! dash 4,3~F DSS.f:4[1]
- CH f+2~1~F
- [83; 35] DSS.df f,F+4 2 4,3~F DSS.uf+2 dash 1+2 T! dash 4,3~F DSS.f:4[1]
- UF+4,3
- [74; 34] T! dash uf+2 b+2,3,4~F DSS.f:4[1]
Wall
Wall Travel
Wall Splat
- W! (56% scaling)
- [+48; 18] b+2,3,4~F T! DSS.f:3 f+2,2,1+2[1]
Float
- 1
- Placeholder b+2,3,4 T! 4,3~F DSS.f+4
Off-axis
- df+2 (SSR)
- placeholder b+2,3,4 T! 4,3~F DSS.f+3
- df+2 (SSL)
- placeholder b+2,3,4[1] T! 4,3~F DSS.f+4
- ↑ Backturned opponent
Back-turned opponent
- df+2
- placeholder b+2,3,4 T! 4,3~F DSS.f:3
- b+2,3,4
- [106; 40] 4,u+3 md 4,3~F DSS.uf+2 md 1+2 T! dash 4,3~F DSS.f:4
Stage Hazard
Wall Blast
- f,F+2,3
- [5; 5] WB!
- Wall Blast combo here
Wall Hazard
- f,F+2,3
- [5; 5] WH!
- Wall Hazard combo here
Floor Hazard
- [] uf+1+2,1,2,1+2
- [] 2+4
- [5; 5] FH!
- Floor Hazard combo here
Floor Break
- [] uf+1+2,1,2,1+2
- [] 2+4
- [5; 5] FH!
- Floor Break 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.
Old Combos (S1)
- df+2
- ws+2
- uf+4
- SS 3+4
- f,f+3+4 (throw)
- 4,u+3 b+2 b+2,1 T! 4,3~F DSS f+4
- 4,u+3 f,f+4 2 f,f+2,3[1] T! 4,3~F:DSS.f+4
- UF+4
- CH f+1+2~D
- uf+1 4,u+3 b+2,1 T! 4,3~F DSS.f+4
- Low parry
- CH 1+2
- 4,u+3 4,3~F DSS.f+4
- 4,u+3 f,f+2,1,3
- CH d+2,3
- CH f+3+4
- CH f+1+2
- 4,u+3 b+2 b+2,1 T! 4,3~F DSS.f+4
- CH BT 2
- CH f+[ 2~1 ]
- d+1,3 b+2 b+2,1 T! 4,3~F DSS.f+4
- CH 4,3,4
- b+2,1 T! 4,3~F DSS.f+4
- ↑ The f,f+2,3 needs a deep dash for the 2 to connect.