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{{Combolist|columns=1| | {{Combolist|columns=1| | ||
; Regular launch (e.g. df+2) | ; 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 == | == Mini-combos == | ||
{{Combolist|columns= | {{Combolist|columns=11em| | ||
; [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 == | == Staples == | ||
Line 19: | Line 41: | ||
{{Combolist| | {{Combolist| | ||
; df+2 | ; [20] df+2,1 | ||
: combo for df+2 | : [+??] 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. | |||
<!-- | |||
# ?=6 b+1 doesn't come out, ?=7 b+1 comes out, ?=17 b+1 is blocked => normal input buffer behaviour on dash cancel | |||
f~n~f d+3,d~df~f+1=11 1+2,f=8,f=?,b+1 | |||
# Latest possible FADC inputs for +15 | |||
f~n~f d~df~f+1=19 f~1+2~f | |||
--> | |||
{{Legend | |||
|float=right | |||
|green=Focus Attack | |||
|yellow=Active Frame | |||
|red=Dash cancel (No input accepted) | |||
|purple=Dash cancel ([[Input buffer]]) | |||
}} | |||
{{FrameTableSet| | |||
{{FrameTable|caption=Latest possible FADC inputs for +15 and immediate b+1| | |||
{{Frame|⋯|d}} | |||
{{Frame|⋯|d/f}} | |||
{{Frame|1|f1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame}} | |||
{{Frame|18}} | |||
{{Frame|19|f|yellow}} | |||
{{Frame|20|1+2|green}} | |||
{{Frame|1|f|red}} | |||
{{Frame|2||red}} | |||
{{Frame|3||red}} | |||
{{Frame|4||red}} | |||
{{Frame|5||red}} | |||
{{Frame|6||red}} | |||
{{Frame|7||red}} | |||
{{Frame|8||purple}} | |||
{{Frame|⋯||purple}} | |||
{{Frame|15||purple}} | |||
{{Frame|16|b1|blue}} | |||
}} | |||
{{FrameTable|caption=Earliest possible FADC inputs for +15 and immediate b+1| | |||
{{Frame|⋯|d}} | |||
{{Frame|⋯|d/f}} | |||
{{Frame|1|f1}} | |||
{{Frame|2}} | |||
{{Frame|3|f1+2}} | |||
{{Frame|4}} | |||
{{Frame}} | |||
{{Frame|18}} | |||
{{Frame|19||yellow}} | |||
{{Frame|20||green}} | |||
{{Frame|1|f|red}} | |||
{{Frame|2||red}} | |||
{{Frame|3||red}} | |||
{{Frame|4||red}} | |||
{{Frame|5||red}} | |||
{{Frame|6||red}} | |||
{{Frame|7||red}} | |||
{{Frame|8|b1|purple}} | |||
{{Frame|⋯||purple}} | |||
{{Frame|15||purple}} | |||
{{Frame|16}} | |||
}} | |||
}} | |||
So the second f is the only input that must be timed precisely and the one you want to focus on. | |||
<!-- | |||
# vs Kazumi, ?=35 whiffs ?=36~39 screws ?=40 no screw | |||
2,d~df~f+1=27 f~1+2~f=15 b+1,f~d~df+4=? 3 | |||
# full combo | |||
2,d~df~f+1=27 f~1+2~f=15 b+1,f~d~df+4=38 3=30 f~d~df+4=38 3=30 f~n~f=5 1=25 f~n~f=10 1=25 f~n~f=10 1=25 f~n~f*=5,f+2=16,1 | |||
--> | |||
{{Combolist|columns=1| | |||
; [??] 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 | |||
}} | }} | ||
Line 27: | Line 173: | ||
{{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,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.