| Victor |
|---|
| 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/f,f+2)
- df+4,2 IAI.4,2 db+1,1~F PRF.2,2 IAI.2 T! b+3,1
- Instant Tornado (e.g. Low Parry, CH db+3)
- T! df+4,2 IAI.4,2 db+1,1~F PRF.2,2 IAI.2
Mini-combos
- [25] H.b+1+2~F
- [36] H.f+4,1~F
- [+22] f+1+2
- [20] CH uf+3
- [32] (f+2,2),2,2
- [+29] u+1+2
- [24] CH b+4 (or PRF.4)
- [0] CH b+2
- [+24] f+4,1
- [+22] df+3+4
- [+21] df+4,2
Staples
- [14] df+2
- [24] f,F+2
- [20] ws1
- [18] CH ws2
- [20] CH 1+2
- [+55] df+4,2 IAI.4,2 db+1,1~F PRF.2,2 IAI.2 T! db+1,1~F PRF.3
- [+56] df+4,2 IAI.4,2 db+1,1~F PRF.2,2 IAI.2 T! b+3,1
- [+56] df+4,2 IAI.2 T! df+4,2 IAI.4,2 db+1,1~F PRF.3[1]
- [+59] df+4,2 IAI.4,2 df+3 db+1,1~F PRF.2,2 IAI.2 T! b+3,1
- [0] Low Parry
- [25] CH wr2
- [24] CH db+3
- [+45] T! df+4,2 IAI.4,2 db+1,1~F PRF.2,2 IAI.2
- [+51] T! df+4,2 IAI.4,2 db+1,1~F PRF.2,2 IAI.1,2,2
- [25] CH wr2~3+4 (or D)
- [+52] T! IAI.4,2 db+1,1~F PRF.2,2 IAI.4,2 db+1,1~F PRF.3
Heat
- Regular Launch (e.g. df+2/ws1/CH 1+2)
- [+54] df+4,2 IAI.4,2 db+1,1~F PRF.2,2 IAI.2 T! HB! b+3,1
- [+48] df+4,2 IAI.4,2 HB! db+1,1~F PRF.2,2 IAI.2 T! b+3,1
- [+68] df+4,2 IAI.4,2 db+1,1~F PRF.2,2 IAI.2 T! HB! db+1,1~F H.PRF.3~F f+1+2 (or u+1+2)
- Heat Dash (H.f+1+2~F, H.d+2~F, H.PRF.3~F)
- [+38] ws2 df+3,4 df+4,2 IAI.4,2 df+3,4,2 T! b+3,1
Wall
- Heat Oki Wall Combo (+8 IAI, 18 chip damage)
- W! (T!) HB! 1 f+4,2~3+4 (or D) H.IAI.d+2
- Tornado available
- W! f,F+2 T! 4,3>2
- W! f,F+2 T! 1 df1 df3+4
- W! d+1+2 T! 4,3>2
- W! d+1+2 T! 1 df1 df3+4
- No tornado
- W! 4,3>2
- W! 1, df1, df3+4
- Bear/Jack specific
- W! df1, 1, df3+4
- W! 2,1~f PRF 2,2,1+2 (breaks floors, less damage)
Float
- 1
- df3,4 2,1~f PRF 2,2,1 f,f+2 T! (3+4), IAI 1,2,2
Back-turned opponent
- df+2
- Easy combo: df+2, df4,2 IAI 2 T! df4,2 IAI 1,2,2
- Staple: 4,3,2 (Does no chip damage)
Wall break
- wall break combo 1, note oddities
- notes for combo 1
- wall break combo 2
Floor break
- floor break combo 1, note direction opponent faces
- notes for combo 1
- floor break combo 2
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.
- [HEAT PRE-ACTIVATED] ff+2
- df3,4 df+4,2 LAI.4,2 db+1,1~F PRF 3~F HD! d+1+2 qcf+2 W! LAI.1,2,2
External Links
- Victor Chevalier Combo Guide (Season 2 by RyzingSol
- Tekken 8: Victor's Most DESTRUCTIVE Combo Guide for Optimal Damage by Adeel Fury Gaming (28 OCT 2024)
- ↑ Early Tornado makes it easier to adjust for wall carry