Devil Jin |
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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 |
- â 1.0 1.1 Should never have a space immediately after it.
- â Not "for stance transition", which has no special notation and is written the same as any other input.
- â 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. d+3+4)
- 3,1 b,f+2,1,d+2 T! df+3,2,4
- Instant Tornado (e.g. ws2)
- 3,1 b,f+2,1,2
Mini-combos
- [20] MCR.1
- [+16] b+4
- [10] uf+1
- [10] (ws1),1
- [20] CH df+2~f
- [18] CH (ws1),2
- [+22] MCR.2,2 HE
- [25] uf+2
- [+10] db+2
- [25] CH b+1+2
- [18] CH db+2
- [+20] d+1+2
- [+16] b+4 - better oki
- [19] CH ws3
- [+26] ~f MCR.4,2,1+2
- [+25] ~f MCR.1 b+4
- [+23] b+2,3 HE
- [+22] ~f MCR.2,2 HE
- [16, 16] db+1+2** (on block)
- [+20] 2,2 (for damage)
- [+16] 1,1,2 (for oki)
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
- [23] EWGF
- [52;34] DEWGF 3,1 bf+2,1,d2 T! df+3,2,4[1][2]
- [54;35] u+1+2 3,1 bf+2,1,d+2 T! ws3 df+3,2,4[2]
- [53;34] EWGF 3,1,2 T! dash ssr 31,f,f df+3,2,4[2]
- [53;34] EWGF 3,1,2 T! MCR.4,2,1+2[3][4]
- [55;35] u+1+2 3,1,2 T! MCR.4,2,1+2[3][4]
- [59;38] u+1+2 iws3f MC 3 T! ws3 MCR.4,1,1+2[5][4]
- [55;39] u+1+2 uf+1 MC 3 T! uf1 MCR.4,2,1+2[6][4]
- [48;31] EWGF b+2,1 T! ssr dash 3,1,ff df+3,2,4[7]
- [25] d+3+4
- [+47] 3,1,2 T! ws3,F <MCR.4,2,1+2
- [+44] 3,1,ff 2 df+3,2,4 T! f,n,d,df+1,u (floor breaks)
- [+44] df+3,2,4 T! ws3,F <MCR.4,2,1+2
- [20] ws2
- [+53] dash up, u+1+2 3,1 iWS3,F MCR.4,2,1+2
- [+43] dash up, u+1+2 u+1 MCR.4,2,1+2 (easy)
- [+42] dash up, u+1+2 3,1 b,f+2,1,df+2
- [22] U+4
- [+55] FLY.1 iWS.3,F MCR.3 T! ws3,F MCR.4,2,1+2
- [+50] FLY.1 b+2,1 T! ws3,F <MCR.4,2,1+2
- [+47] FLY.1 dash 2 b+2,1 T! SSR dash 3,1,ff df+3,2,4
- [25] ss2
- [+58] u+1+2 DEWGF b+2,1 T! MC¤.4,2,1+2
- [+56] u+1+2 u+1 MCR.3 T! iWS3,F <MCR.4,2,1+2
- [25] f,n,d,df+3
- [+36] 1+4,2 T! ws3,F <MCR.4,2,1+2
- [+34] 1+4 b+2,1 T! dash SSR 3,1,ff df+3,2,4
- [16] f,n,d,df+4,1+2
- [+29] dash, ws1,1 4,2,1+2
- [25] (1,2),3
- [+44] df+3,2,4 T! ws3,F MCR.4,2,1+2
- [24] CH b+4
- [+44] df+3,2,4 T! ws3,F <MCR.4,2,1+2
- [+37] df+1 2 df+3,2,4 T! f,n,d,df+1,u (floor breaks)
- [25] CH uf+3
- [+40] df+1 2 b+2,1 T! MCR.4,2,1+2
- [+37] df+1 2 df+3,2,4 T! f,n,d,df+1,u (floor breaks)
- [26] CH f,F+4
- [+47] 3,1,2 T! ws3,F <MCR.4,2,1+2
- [+44] df+3,2,4 T! ws3,F <MCR.4,2,1+2
- [31] CH MRC.3
- [+54] dash up, u+1+2 3,1 iWS3~f MCR.4,2,1+2
- [+43] dash up, u+1+2 u+1 MCR.4,2,1+2
- [24] CH (3,1),4
- [+50] ws3,F MCR.3 T! ws1,1,F MCR.4,2,1+2
- [0] Low Parry
- [+31] 3,1,ff 2 df+3,2,4
- [+41] 3,1 CD~WS3,F <MCR.4,2,1+2
- [+48] SSL, CD~WS3, CD~WS3, CD~WS3, CD~WS3,F <MCR.4,2,1+2
- â A recommended BnB for veteran/advanced players
- â 2.0 2.1 2.2 Good for damage and wall carry.
- â 3.0 3.1 MCR.4,2,1+2 ender does not allow for a wall combo.
- â 4.0 4.1 4.2 4.3 Good for damage.
- â In order to perform iWS3, 3 should be held in the recovery of the previous action, and once DVJ is actionable, input f,n,d,df,f+1+2.
- â Very simple combo.
- â Good for wall carry.
Wall
- Regular carry (30% scaling)
- combo here
Heat
- [23] EWGF
- [+74] u+1+2 3,1,ff 2 df+3,2,4 T! dash 2+3 ws3,F MCR.2,2,H.f f,n,d,df+1,u
- [25] d+3+4
- [+61] 3,1,ff 2 df+3,2,4 T! dash 2+3 ws3,F MCR.2,2,H.f f,n,d,df+1,u
- [20] ws2
- [+54] dash up u+1+2 2+3 ws3,F MCR.2,2,F f,n,d,df+1,u
- [+52] dash up u+1+2 3,1 b,f+2,1,4,1+2
- [16] f,n,d,df+4,1+2
- [+44] (b,f+2),1,df+2 2+3 uf+1 MCR.2,2,H.F f,n,d,df+1,u
- [24] CH b+4
- [+54] df+1 2 df+3,2,4 T! dash 2+3 ws3,F MCR.2,2,H.f f,n,d,df+1,u
- [39] H.f,n,d,df+1+2,1+2
- [+23] f+3 MCR.4,2,1+2
- [31] H.4~3,1+2
- [31] H.(b,f+2,1),4,1+2
- [+29] ws1,1,F MCR.4,2,1+2
- [21] H.uf+4,F
- [24] H.f,F+2,F
- [34] H.b+2,3,F
- [32] H.MCR.2,2,F
- [+31] 3,1,2 T! ws1,1~f MCR.4,2,1+2
- [18] CH db+2
- [+28] ws+4~3,H.1+2
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- [42] df+3,2,4,U
- [+41] FLY.1 f,n,d,df+4,1+2 T! f+3 MCR.4,2,1+2
Stage hazard
- Floorblast
- [95] EWGF u+1+2 dash 3,1,ff 2 df+3,2,4 T! f,n,d,df+1,U FBl! f,n,d,df+1,U
- [54] f,n,d,df+4,1+2 uf+1 MCR.1 FBl! uf+1 MCR.4,2,1+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.
External links
- Devil Jin Combo Guide | TEKKEN 8 by RyzingSol