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{{Combolist|columns=1| | {{Combolist|columns=1| | ||
; High launcher (e.g. ws2) | ; High launcher (e.g. ws2) | ||
: uf+1+2,3+4 | : uf+1+2,3+4, TCH1 2,1,3+4 TCH2 S! df+4,1,2 | ||
; Normal launcher (e.g. df+2) | ; Normal launcher (e.g. df+2) | ||
Line 13: | Line 13: | ||
; Low launcher (e.g. f,F+1+2) | ; Low launcher (e.g. f,F+1+2) | ||
: b+2,1,3+4 | : b+2,1,3+4 TCH1 b+4,1 S! df+4,1,2 | ||
; Extra wall hit with df+1+2,1 | |||
: If you do a shorter combo nearer the wall (e.g df+2, b+4,1 S!) and end with df+1+2,1 it may knock them high enough for a guaranteed f+1+2 into your normal wall ender afterward | |||
}} | }} | ||
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{{Combolist|columns=9em| | {{Combolist|columns=9em| | ||
; CH | ; CH b+1+2 | ||
: f+3+4 | : f+3+4 | ||
: f,F+4 | : f,F+4 | ||
; CH 1 | |||
: b+1+2 | |||
; f+2~1 | |||
: b+1+2 | |||
: 2,1 | |||
; f,F+3 | ; f,F+3 | ||
Line 31: | Line 41: | ||
; (b+2,1),2 | ; (b+2,1),2 | ||
: f,f 1+2 | : f,f 1+2 | ||
; df+2+3 | |||
: f,f 1+2 | |||
: fc,d+1+2 (near wall only) | |||
}} | }} | ||
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{{Combolist| | {{Combolist| | ||
; df+2 | ; df+2 | ||
: | : df+2, b+2,1,3+4 TCH 1, B+4,1 S! f,f df+4,1,2 (works at all ranges) | ||
: df+2, 2, uf+1+2,3+4 TCH 1, B+4,1 S! f,f df+4,1,2 (must be close) | |||
}} | }} | ||
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{{Combolist| | {{Combolist| | ||
; df+2 | ; df+2 | ||
: | : df+2, b+2,1,2 S! df+4,1,2 | ||
;2,1,2 | |||
:2,1,2 b+2,1,2 S! df+4,1,2 | |||
:2,1,2 fc, df+2 S! uf+1+2,3+4 TCH 1, 1+2,3+4 (Oki setup) | |||
}} | }} | ||
Latest revision as of 11:48, 31 July 2023
Ganryu (Tekken 7) |
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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.
- High launcher (e.g. ws2)
- uf+1+2,3+4, TCH1 2,1,3+4 TCH2 S! df+4,1,2
- Normal launcher (e.g. df+2)
- 2 uf+1+2,3+4~4,1 S! df+4,1,2
- Low launcher (e.g. f,F+1+2)
- b+2,1,3+4 TCH1 b+4,1 S! df+4,1,2
- Extra wall hit with df+1+2,1
- If you do a shorter combo nearer the wall (e.g df+2, b+4,1 S!) and end with df+1+2,1 it may knock them high enough for a guaranteed f+1+2 into your normal wall ender afterward
Mini-combos
- CH b+1+2
- f+3+4
- f,F+4
- CH 1
- b+1+2
- f+2~1
- b+1+2
- 2,1
- f,F+3
- d+1
- 4,4
- df+3
- (b+2,1),2
- f,f 1+2
- df+2+3
- f,f 1+2
- fc,d+1+2 (near wall only)
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
- df+2
- df+2, b+2,1,3+4 TCH 1, B+4,1 S! f,f df+4,1,2 (works at all ranges)
- df+2, 2, uf+1+2,3+4 TCH 1, B+4,1 S! f,f df+4,1,2 (must be close)
Rage
- df+2
- combo for df+2 with rage here
Wall
- Regular carry (30% scaling)
- 2,1 b+1~2,1,1,1
- 2,1,2
- b+2,1 ws4
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2
- df+2, b+2,1,2 S! df+4,1,2
- 2,1,2
- 2,1,2 b+2,1,2 S! df+4,1,2
- 2,1,2 fc, df+2 S! uf+1+2,3+4 TCH 1, 1+2,3+4 (Oki setup)
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.