Zafina combos

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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. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

This page is for Tekken 8. For Tekken 7, see Zafina combos (Tekken 7).

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.

[13] df+2
[+53] f,f+2 df+1 f+2,3 SCR.4 T! dash uf+1 b+1:1+2[1]
[21] ws1,2
[+43] uf+1 f+2,3 SCR.4 T! dash uf+1 b+1:1+2


[32] df+3,4
[13] f+4
[+17] db+4,2
[+16] dash iWS2[2]
[+11] b+3
[15] FC.df+3
[20] SCR.1+2
[+18] b+3
[15] FC.df+3~D
[+24] MNT.df+1
[20] SCR.1+2~D
[+24] TRN.df+1
[20] CH db+2
[+13] d+2
[+18] microdash b+3
[24] CH f,F+3
[+28] SCR.2,1
[24] CH f,F+3~B
[+24] df+4,1
[+23] df+4,2
[+19] df+1,4


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
[13] df+2
[+52] f,F+2 df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
[+55] f,F+2 df+1 dash df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
[+48] f,F+2 df+1 f+2,3 SCR.df+1 T! (d+2),4,3[3]
[21] ws1,2
[+42] uf+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
[18] uf+4
[20] ws2
[+47] df+2 df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
[+48] df+2 df+1 f+2,3 SCR.4 T! dash uf+1 b+1:1+2
[+50] df+2 df+1 dash df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
[28] f+3
[+44] SCR.df+1 T! dash uf+1 1 uf+1 b+1:1+2
Low Parry
[+36] T! uf+1 1 uf+1 b+1:1+2
[+38] T! b+2 df+1 f+2,3 SCR.3+4
[20] CH 1+2
[+49] 3~B df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
[27] CH 1+2,4
[+38] df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
[20] (1+2,4),4
[+47] db+3~B df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
[16] CH d+3
[+42] ws3 SCR.df+1 T! wr1+2 TRT.df+1
[+37] ws3 SCR.4 T! 2,1,3
[16] CH d+3~D
[+32] MNT.3,1 MNT.4,3 T! MNT.d4 MNT.df+1[4]
[20] CH SCR.df+4
[+35] MNT.df+2 3 SCR.4 T! 2,1,3
[+40] MNT.df+2 3 SCR.df+1 T! wr1+2 TRT.df+1
[22] CH MNT.d+4
[+42] MNT.3,1 MNT.4,3 T! MNT.2,1,4
[26] CH SS.1+2
[+44] iWS2 T! uf+1 1 uf+1 b+1:1+2
[20] CH (1),4
[+44] TRT.2 T! uf+1 1 uf+1 b+1:1+2


Regular carry (30% scaling)
[+33] uf+1[5] df+1,2>1
Max damage
[+14] f+2,3 SCR.d+3 SCR.1+2
SCR Okizeme[6]

[30] H.SCR.2+3

[+27] uf+1 df+1,2>1
No Tornado


3 SCR.df+1

ws+3 SCR.df+1

f3 SCR.df+1(standing wallsplat only)

T! delay df+1,2>1


combo when you anti-air with jab here

Back-turned opponent

combo when you hit df+2 in the back

Stage hazard

Secluded Training Ground
big boy break all the walls combo here


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.
df+2+3 df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1

  1. b+1:1+2 Switches sides on hit
  2. If the opponent holds U to get up they will get launched
  3. The 3 hits the opponent while they're grounded. This combo does lower damage but leaves you in their face for great Okizeme
  4. MNT.df+1 will hit the opponent on the ground if they don't tech. MNT.df+1 is +6 on block
  5. Use df+1 instead of uf+1 if the opponent is lower on the wall. Does 5 less damage.
  6. The opponent must stand up and block SCR.1+2 since all get-up options, including staying grounded, will get them hit. If they block SCR.1+2 you'll be +6 and in their face with their back to the wall so it's a win-win. After the opponent has gotten used to the oki, you can look to mix them up with SCR.df+4 or H.SCR.2+3 if you've activated Heat prior.