Miguel combos

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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.

Combo Type Launchers Combo Purpose DMG
Regular
d/b+2 d/f+1~f SAV u/f+3 3,4 S! f,f+2,1 Damage
  • 67
  • 74
  • 77
  • 79
  • 74
  • 79
  • 74
  • 78
  • 74
  • 66
d/b+2 d/f+1~f SAV d/f+1 d/f+2,2 S! f+3,4 Consistency [-1]
Corkscrew
  • f,f+3
  • CH SAV 4
  • CH f+(4),2
  • CH (1+2), 1+2
3+4 SAV u/f+3 d/f+1~f SAV u/f+3 d/f+1 f,f+2,1 Damage and RA
  • 76
  • 80
  • 72
  • 72
d/b+2 d/f+1 d/b+2 d/b+1 f,f+2,1 Consistency [-2]
Unique
  • WS+2,4
  • CH 4
  • CH d+3+4
  • CH f+(3),4
  • SAV b+2
  • SSR d/b+2 d/f+1 d/b+2 f,f+2,1
  • f+4,2 S! d/b+2 d/f+1,1 f,f+2,1
  • d/b+2 d/f+1,1 d/f+2,2 S! u/f+3,2,2
  • d/b+2 d/f+1,1 d/f+2,2 S! u/f+3,2,2
  • dash, d/b+2 d/f+1~f SAV 1,1 f,F+2,1
  • 60
  • 63
  • 74
  • 74
  • 65
  1. 1.0 1.1 Requires SSR after launcher
  2. 2.0 2.1 Requires SSL after launcher
  3. 3.0 3.1 Requires CC after launcher

Combo Enders

After d/f+2,2 S!
u/f+3,2,2 Second best damage. Floor breaks. Goes into wall combo. Follow-up d+3 on missed tech.
dash d/f+1, N, f,F+2,1 Easy and reliable. Floor breaks.
dash d/f+1, N, f,F+2,2 Just as easy and reliable, gives good carry towards the wall and a high wall-splat at the right distances.
f~F, n~f+3,4 Best damage. Unlikely to wall splat.
u/f+1~f Best oki. +11 in opponent's face on tech. Can't interrupt SAV 2 or SAV d/b+3 50/50. Follow-up d+3 on missed tech.
After 3,4 S!
f,F+2,1 Most reliable option. Floor breaks. Follow-up d+3 on missed tech.
f,F+2,2 Equally as reliable for when the wall is within reach.

Wall Carry

After d/f+2,2 S! or SAV 4 S! or SAV 1,1 S! (3,4 S! has smaller window)
d/b+2 Reliable wall splat at some ranges
d/f+1,1 Reliable wall splat at some ranges
d/f+4,1(<1) Reliable wall splat and adjustable with optional, delayed 3rd hit
d/f+2,1 High wall splat. Unreliable.

Mini Combos

NOTE: SAV d/f+2 provides better oki into dash u/f+1 or d/b+3 or dash SWR to make kicks whiffs

Launchers Follow-up DMG
  • (1),(2),4
  • f+1+2
  • CH d/f+(1),2
  • SAV b+3
3+4 SAV 2
  • 45
  • 45
  • 46
  • 45
  • (1),(2),1+2
  • CH d+2
  • CH d/b+4
  • CH SAV d/b+3
3+4 SAV d/f+2
  • 47
  • 45
  • 37
  • 45
Launchers Follow-up DMG
  • CH d/f+(1),(1),3
  • u/f+1~f
  • b,f+1
  • SAV 1,1
  • SAV 4
3+4 SAV d/f+2
  • 33
  • 41
  • 41
  • 47
  • 45
  • FC d/f+4
  • SAV b+(1),2
  • f,f+2,1
  • 45
  • 37
Launchers Follow-up DMG
  • d/b+1
  • CH Full Crouch d/f+2, u~D/B
  • SAV d/b+4
  • WS+4 d+4,1+2
  • 37
  • 53
  • 45
  • d/f+(2),d+2
  • d+3+4
  • 38

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

Although not dratically different from BnB combos, most of Miguel's optimal combos require extra movement, some extra inputs such as a fast 3+4 SAV transition, and a tight f,F+2,1 ender input. These combos may also become less consistent or whiff depending on how much movement you use in a SS or dash or the opponent's character size. It's always recommended to use your most consistent combo for competitive play.

Optimal Combos

Avoid using jabs when in a combo. Alot of Miguel players will do db+2 after launching the opponent as it offers good damage.

Post Screw

  • You can sneak in a df+1 or in rare cases, df+1, 1 before doing your combo ender to get more out of your combos. Sometimes, you can do SAV uf+3 into combo ender, though it doesn't always work.
  • Opt for a delayed db+2 combo reset, though it is quite difficult to pull off as it isn't guaranteed.

ws2,4

  • ws2,4 S! SAV uf+3 df+4,1 db+2 (combo ender of your choice)

CH SAV uf+3

  • CH SAV uf+3 SAV uf+3 df+1~f SAV uf+3 3,4 S! (combo ender of your choice)

Ground Spike Combos

These combos use f,F+2,1 to spike the opponent into an untechable ground hit. This gives a free 3+4 SAV d/f+2 follow up for good damage. Not recommended for most combos as its damage isn't a large gain and doesn't allow for good wall carry or wall splats. It does turn a CH d/b+4 or CH SAV d/b+3 into full damage combos, which may become consistent with practice.

Sideways Combo Spike
Low Sweep Knockdown

For timing, try inputting f,F+2,1 right as the opponent's face hits the ground. Certain getup options result in a pickup launch.

  • [60] CH d/b+4
  • [67] CH SAV d/b+3

NOTE: You can get 93 points of damage off CH SAV d/b3 when playing against bears.

f,F+2,1 3+4 SAV d/f+2

Walls

Wall Combos

Unfortunately, all of Miguel's wall combos can be situational. If the opponent is on a low wall splat, skip the 1 jab and go straight to the d/f+1. SAV 2 ender whiffs on smalls, 1+2 ender doesn't work with low wall splats, u/f+3,2<2 might whiff when the wall is at an angle, and SAV u/f+3 ender is the lowest damage and can whiff when off-axis.

  • [24] 1,2,1+2
  • [25] 1 d/f+1~f SAV 2
  • [21] 1 d/f+1~f SAV u/f+3
  • [25] u/f+3,2<2

Wall/Balcony Breaks

Miguel's best wall breaks are generally d+1+2 and f+2+3 for the range, damage, and low hitbox.

Wall Splat
1,2,4
f+1+2
f+2+3
d+1+2
b+4
b,f+1
f,f,f+3
SAV 1,4
SAV b+3
Rage d/b+1+2
Screws
3,4 S!
f+2,1 S!
f+4,2 S!
d/f+2,2 S!
f,f+3 S!
SAV 1,1 S!
SAV 4 S!
Standing
3,4
1+2, 1+2
f+3,4
CH d/f+(1),2
d+3+4
d/b+2
u/f+1
f,f+2,1
f,f+2,2
SAV 2
SAV u/f+3

Rage Combos

Rage Art b+1+2

  • R! Combo ~ 3,4 S! RA
  • R! Combo ~ d/f+2,2 S! RA
  • R! Screw launcher S! Dash 3+4 SAV u/f+3 d/f+1~f SAV u/f+3 1 RA

Rage Drive d/b+1+2

Miguel's Rage Drive will always screw the opponent on hit, even if they are currently in the screw state. Almost all of Miguel's combos can have their damage increased by doing S! RD before the ender, but this can be difficult depending on the route.

  • RD Dash d/b+2 d/f+1~f SAV d/f+1 d/f+2,2 S! f,F+2,1
  • d/b+1 RD Dash d/f+1 d/f+2,2 S! f,F+2,1
  • FC d/f+4 CC RD Dash d/f+1 d/f+2,2 S! f,F+2,1

Character specific

Bears

This super easy combo adds an extra 12 DMG to all combos. Also, certain knockdown moves turn into launchers.

All launchers in addition to
  • d/b+1
  • b,f+1
  • FC d/f+4
  • SAV 1,1
  • SAV 4
  • SAV d/b+4
d/b+2 X6 f,f+2,1
NOTE1: Moves ending in crouch require a crouch cancel.
NOTE2: Screw launchers allow one less d/b+2

External links