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{{Combolist| | {{Combolist| | ||
; [ | ; [20] df+2,1 | ||
: [+??] 4,3 S! 1+2* df+2,4,3 | : [+??] 4,3 S! 1+2* df+2,4,3 | ||
; [ | ; [17] ws2 DFLIP | ||
; [ | ; [12] b+1 DFLIP | ||
: [+??] (during DFLIP) 3 S! 1+2* df+2,4,3 | : [+??] (during DFLIP) 3 S! 1+2* df+2,4,3 | ||
; [ | ; [20] DFLIP.2 | ||
; [ | ; [10] j.qcb+3 | ||
: [+??] df+1,1 4,3 S! df+2,4,3 | : [+??] df+1,1 4,3 S! df+2,4,3 | ||
; [ | ; [20] 1+2* | ||
: [+??] dash b+1,DFLIP.3 S! df+2,4,3 | : [+??] dash b+1,DFLIP.3 S! df+2,4,3 | ||
; [ | ; [20] CH f+4 | ||
: [+??] SSR df+1,1 4,3 S! df+2,4,3 | : [+??] SSR df+1,1 4,3 S! df+2,4,3 | ||
; [ | ; [12] CH ws3 | ||
: [+??] ws4 1 4,3 S! df+2,4,3 | : [+??] ws4 1 4,3 S! df+2,4,3 | ||
; [ | ; [17] CH (4),3 | ||
; [ | ; [17] CH DFLIP.3 | ||
: [+??] S! 1+2* df+2,4,3 | : [+??] S! 1+2* df+2,4,3 | ||
}} | }} | ||
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{{Combolist| | {{Combolist| | ||
; Regular carry (30% scaling) | ; Regular carry (30% scaling) | ||
: [??] 1 1 R.d+1,2,1,1,f+2+3 | |||
: [??] df+1 2,super 2,qcb+4<ref name="two-bar">with 2 bars of meter</ref> | |||
: [??] df+1 2,dp+1 FADC 2,qcb+4<ref name="one-bar">with 1 bar of meter</ref> | |||
: [19] df+1,1 2,qcb+4 | : [19] df+1,1 2,qcb+4 | ||
: [19] df+1,1 2,dp+2 | : [19] df+1,1 2,dp+2 | ||
}} | }} | ||
<references/> | |||
== Float == | == Float == |
Latest revision as of 23:05, 12 September 2022
Akuma (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.
- Regular launch (e.g. df+2,1)
- 4,3 S! 1+2*,f,f df+2,4,3
- Crouching recovery (e.g. CH FUFT.3)
- ws4 1 4,3 S! df+2,4,3
- Special cancel launch
- qcb+3+4 S! 1+2*,f,f df+2,4,3
Mini-combos
- [15] DFLIP.1
- [+13] d+4
- [20] DFLIP.2
- [+22] 2,hdb+3 dp+2
- [10] qcb+3
- [??] d+3 qcb+3
- [+15] dp+2
- [??] EX.qcf+1+2
- [47] f+3 df+1 f+3 d+4
- [30] wr3
- [+13] dash d+4
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
- [20] df+2,1
- [+??] 4,3 S! 1+2* df+2,4,3
- [17] ws2 DFLIP
- [12] b+1 DFLIP
- [+??] (during DFLIP) 3 S! 1+2* df+2,4,3
- [20] DFLIP.2
- [10] j.qcb+3
- [+??] df+1,1 4,3 S! df+2,4,3
- [20] 1+2*
- [+??] dash b+1,DFLIP.3 S! df+2,4,3
- [20] CH f+4
- [+??] SSR df+1,1 4,3 S! df+2,4,3
- [12] CH ws3
- [+??] ws4 1 4,3 S! df+2,4,3
- [17] CH (4),3
- [17] CH DFLIP.3
- [+??] S! 1+2* df+2,4,3
FADC
Focus Attack dash cancel (FADC) means doing EX.1+2 and then immediately doing its dash cancel to get a quicker recovery on special moves so that you can combo off them.
The trick to this is knowing what timing to focus on.
- The 1+2 can be input at any time during the startup of the special move being cancelled. Regardless of when it's input, the EX.1+2 always starts at the same time.
- The first f can be input up to 20 frames before the second f. It can be input before or after the 1+2.
- The second f can only be input once the Focus Attack actually starts. The better the timing is here, the better the frame advantage.
- The input of the follow up can be done at any point during the input buffer of the dash cancel's recovery.
The best possible frame advantage from qcf+1 on hit FADC is +15, giving a 2 frame window on the second f to make b+1 combo, and a frame perfect window to make 2 combo.
Dash cancel (No input accepted) | |
Active Frame | |
Focus Attack | |
Dash cancel (Input buffer) |
Frame
Input
State
⋯
d
⋯
d/f
1
f1
2
3
4
⋯
18
19
f
20
1+2
1
f
2
3
4
5
6
7
8
⋯
15
16
b1
Frame
Input
State
⋯
d
⋯
d/f
1
f1
2
3
f1+2
4
⋯
18
19
20
1
f
2
3
4
5
6
7
8
b1
⋯
15
16
So the second f is the only input that must be timed precisely and the one you want to focus on.
- [??] d+3,qcb+3
- [+??] dp+1 FADC dp+1 4,3 S! df+2,4,3
- [??] 1,qcb+3+4
- [??] 2,qcb+3+4
- [??] d+2,qcb+3+4
- [??] ws3,qcb+3+4
- [+??] S! 1+2* df+2,4,3
- [27] 2,qcf+1
- [24] ws1,qcf+1
- [22] CL d+3,qcf+1
- [18] d+2,qcf+1
- [+47] FADC b+1,dp+4 <DFLIP.3 S! dp+4 <DFLIP.3 1 f,f 1 f,f 1 f,F+2:1
- [22] 1,dp+1
- [20] d+1,dp+1
- [+42] FADC dp+1 f+3 1 f,f 4,3 S! f,f uf (Forward jump peak).d+3 f,F+2:1
Wall
Float
- 1
- combo when you anti-air with jab here
Stage break
- Howard Estate
- 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.