| Steve |
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| 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.
- [20] uf+2
- [+57] DCK.1 df+1,2~1~FLK.1 f+2,2, LNH.2 T! dash LWV.1,2 LNH.2
- [12] CH b+1
- [+56] EXD.1 df+1,2~1 f+2,2 LNH.2 T! dash LWV.1,2 LNH.2
- [20] FC.df+2
- [+46] f+2,1~B FLK.1, f+2,2 LNH.2 T! dash LWV.1,2 LNH.2
- Instant Tornado (e.g., low parry)
- [+38] T! DCK.1 df+1,2~1~FLK.1 f+2,2 LNH 2
- Combo Enders
- T! dash LWV.1,2 LNH 2 (Damage)
- T! dash LWV.1,2 DCK.1 (Corner Carry)
- T! dash FLK.1,1 ALB 2 (More Corner Carry, worse Oki)
Mini-combos
- [12] CH df+2~DCK
- [+30] DCK 1+2,1+2,1+2,1+2 (Easy Confirm)
- [+32] ws1,2 (Damage)
- [+32] ws2,2 (Damage, Goes into LNH, Hard Confirm)
- [20] b+2
- [21] db+1+2
- [15] TFA.1
- [+28] 1+2 (Reliable, Heat Engager)
- [+35] iPKB f1+2 (KND + Damage, Hard Confirm)
- [26] SWY 1
- [+18] 1+2
- [+32] Instant flicker cancel (b3+4, db, neutral) ws1,2
- [+29] At longer range is +15 and gives f1+2,2
- [18] PKB f+2
- [+14] PKB cancel (f3+4), 1+2
- [17] DCK 1
- [+16] f,F+2
- [21] EXD 1
- [21] FLK b+2
- [21] FLK 2
- [20] (f+2,1)~2
- [20] (df+1,2)~2
- [+19] f,F+2
- [+17] ALB 2
- [17] ub+2
- [+14] LNH 1 (if you dont hold B. Heat Engager)
- [+18] 1+2 (if you do hold B. Heat Engager)
- [+32] Instant flicker cancel (b3+4, db, neutral), ws1,2
- LNH 1+2 (on block)
- [+17] 1,1,2 (DCK Transition)
- [+17] 2,1 (PKB/FLK Transition)
- [+19] 2,2 (Damage)
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
- [12] CH b+1
- [+59] EXD.1 df+1,2~1~B~FLK~DCK~db[1] ws1 f+2,2 LNH.2 T! dash LWV.1,2 LNH.2
- [20] uf+2
- [20] FC.df+2
- [23] PAB.uf+2
- [+46] df+1,2~1 f+2,1 f+2,2 LNH.2 T! dash 1+2
- [+57] ub+2~LNH~DCK.1 df+1,2~1 f+2,2 LNH.2 T! dash LWV.1,2 LNH.2
- [22] LNH.2
- [0] Low Parry
- [+42] T! DCK.f+2~DCK.1 df+1 f+2,1~FLK.1~ALB.2
- [+40] T! DCK.f+2~DCK.1 df+2~DCK~db[1] ws1 f+2,1~FLK~DCK.1
- [25] CH FLK.2
- [+46] df+1,2~1 f+2,1 f+2,2 LNH.2 T! dash 1+2
- [16] PKB.df+2
- [+56] PKB.f+1+2 b+1,2~B f+2,2 LNH.2 T! dash LWV.1,2 LNH.2
- [30] SWY.2
- [+46] df+1,2~1 f+2,1~LK.b+2 T! dash LWV.1,2 LNH.2
- [15] DCK.2
- [+57] ub+2~LNH~DCK.1 df+1,2~1 f+2,2 LNH.2 T! dash LWV.1,2 LNH.2
- [+60] b+2 df+1,2~1~FLK.1 f+2,2 LNH.2 T! dash LWV.1,2 LNH.2
- [21] EXD.2
- [+62] EXD.f+2~DCK.1 df+2~DCK~db[1] f+2,2 LNH.2 T! dash LWV.1,2 LNH.2
- [28] EXD.f+2
- [25] CH DCK.f+2
- [+54] EXD.1 df+1,2~1 ub+2~LNH.2 T! dash LWV.1,2 LNH.2
- [+58] LWV.1,1 dash df+1,2~1 f+2,2 LNH.2 T! dash LWV.1,2 LNH.2
Wall
- Regular carry (30% scaling)
- W! f+2,1[1]~B FLK.f+3 DCK.1+2,1+2,1+2,1+2
- W! f+2,2,1+2
- W! 1+2
- ↑ You can opt to use 2,1~B if you need a faster option.
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
Stage hazard
- Secluded Training Ground
- big boy break all the walls 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.
External links
- Season 3 Combo Guide by RyzingSol