Jack-7 combos: Difference between revisions

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{{Navbox combos}}
{{Navbox combos (Tekken 7)}}
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{{Combolist|
{{Combolist|
; df+2
; df+2
: combo for df+2 with rage here
: f+4, f+1,2, df+1,1, R.b+1+2
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{{Combolist|
; 2
; 2
: combo when you anti-air with jab here
: 2, b+1, df+1,1, b+3,2,2
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{{Combolist|
{{Combolist|
; df+2
; df+2
: combo when you hit df+2 in the back
: b+1, df+1,1, f+1,2,1
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Latest revision as of 09:19, 20 September 2023

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)
f+4 b+1 df+1,1 S! f+1,2,1
Crouching recovery (e.g. CH FUFT.3)
ws4 b+3,2 df+1,1 S! f+1,2,1

Mini-combos

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
[25] f,F+1
[30] CH uf+2
[34] b+1,2
[+20] hcf,df+1
[+21] df+1+2[1]
[20] SS.2
[24] CH f+2
[+20] f,F+1
[+20] hcf,df+1
[+28] f,F+4
[30] b,db,d,df+1[1]
[+24] ws4 df+3+4
[+29] ws4 df+3+4
  1. 1.0 1.1 Only guaranteed with opponent's back at the wall.

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
[13] df+2
[14] ws1
[+48] f+4 b+1 df+1,1 S! f+1,2,1
[+56] f+4 f+1,2 df+1,1 S! f+1,2,2[1]
[+46] 2 u+1+2 f+4 df+1,1 S! f+3,2[2]
[+49] f+4 b+1 ssr~b+1 df+1,1 S! f+3,2
[+54] f+4 b+1 ssr~b+1 df+1,1 S! f+1,2,2
[20] f,F+1+2
[34] db+1+2
[+40] b+3,2 b+1 df+1,1 S! f+3,2
[+42] df+1,1 S! f+4 f+1,2,2
[+45] iws4[3] b+3,2 df+1,1 f+3,2
[32] SS.1
[+43] u+1+2 f+4 b+1 df+1,1 S! f+3,2[4]
[+46] u+1+2 f+4 b+1 df+1,1 S! b+3,2,2[5]
[+58] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2
[+39] f+4 b+1 df+1,1 S! f+1,2,1
[+40] f+4 b+1 df+1,1 S! f+1,2,2
[21] f,F+2
[+56] <u+1+2 u+1+2 u+1+2[6] 1,2 S! f+3,2
[+61] <u+1+2 u+1+2 u+1+2[6] 1,2 S! f+1,2,2
[25] hcf,df+1[7]
[21] f,F+2
[+52] <u+1+2 UF,4 df+1,1 S! f+1,2,2
[+51] <u+1+2 UF,4 df+1,1 S! f+1,2,1
[33] d+1+2
[+44] u+1+2 f+4 b+1 df+1,1 S! f+3,2
[+57] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2
[15] df+2+4[8]
[18] BT.uf+4[8]
[+39] b+1 df+1,1 S! f+1,2,1
[+40] b+1 df+1,1 S! f+1,2,2
[+31] b+1 df+1,1 S! SS.1
[+31] b+3,2 df+1,1 S! SS.1
[+35] b+3,2 df+1,1 S! f+3,2
[+40] b+3,2 df+1,1 S! f+1,2,2
[20] df,df+2+4[9]
[+48] f,F f+4 b+1 df+1,1 S! f+1,2,1
[+56] f,F f+4 f+1,2 df+1,1 S! f+1,2,2
[26] CH df+1,2,1
[14] CH (df+1),2,1
[+28] df+1,1 S! df+1,2,1,1,2
[+30] df+1 df+1,1 S! f+1,2,1
[+31] df+1 df+1,1 S! f+1,2,2
[22] 1+2
[+26] f+4 df+1,2,1,1,2
[+30] f+4 b+1 b+3,2,2
[+32] f+4 b+1 f+1,2,2
[20] CH (ws2),1
[20] CH (b+1),2
[+48] f+4 b+1 df+1,1 S! f+1,2,1
[+56] f+4 f+1,2 df+1,1 S! f+1,2,2
[+49] f+4 b+1 ssr~b+1 df+1,1 S! f+3,2
[+54] f+4 b+1 ssr~b+1 df+1,1 S! f+1,2,2
[26] CH (f+3),1+2
[80] f+4~1
[+39] b+1 df+1,1 S! f+1,2,1
[+40] b+1 df+1,1 S! f+1,2,2
[+40] b+3,2 b+1 df+1,1 S! f+3,2
[+45] b+3,2 b+1 df+1,1 S! f+1,2,2
[34] CH FC.df+2,1,2
[+51] u+1+2 f+4 df+1,1 S! f+1,2,1[10]
[+52] u+1+2 f+4 df+1,1 S! f+1,2,2
[+52] u+1+2 f+4 b+1 df+1,1 S! f+3,2
[+57] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2
[+38] ws2 b+3,2 df+1,1 S! f+3,2[11]
[+43] ws2 b+3,2 df+1,1 S! f+1,2,2
  1. The last hit of f+1,2,2 can be charged up for a pseudo tech/ get up kick/ late spring kick catch, it is mostly considered cheese or a knowledge check, but can be very damaging (extra 23 damage) and can catch people off guard for round enders, but should be avoided using regularly.
  2. Replace f+4 with 4 when using this combo on small characters, e.g. Ling, Alisa, Leroy, etc.
  3. Extremely tight input for the instant while standing.
  4. u+1+2 will whiff if the move hits too far away, or the SSL is too deep, instead use the combo without u+1+2.
  5. Only works from a SSR, but it is the max wall carry combo from SS+1.
  6. 6.0 6.1 If you hit the first u+1+2 too late, the third u+1+2 will drop. Replace u+1+2 1,2 with f+4 df+1,1 if it looks like this will happen.
  7. The triple u+1+2 is inconsistent after hcf,df+1 so better to rely on these combos.
  8. 8.0 8.1 b+3,2 is more consistent than b+1, but neither are totally consistent.
  9. This version gives you enough time to run under the opponent. You can tell if you got it and not the regular version if you hear Jack scream.
  10. This combo route does not work on Leroy and other small characters like Ling and Kunimitsu, the route also doesn't work on Marduk, Jack, Panda/ Kuma, Dragunov, Yoshimitsu, Akuma, and Lei. It works fine on every other character.
  11. If the u+1+2 route does not work on your opponent's character, instead default to this route.

Rage

df+2
f+4, f+1,2, df+1,1, R.b+1+2

Wall

Regular carry (30% scaling)
[+25] hFC.db+1,1,1,2
[+24] 2+4
[+23] b+3,2 df+3+4
[+16] b+3,2 db+1,1
[+15] db+1,1,1
[+14] df+3+4
SS.2
(df+1),1
df+3+4
df+3,2
f+3+4
f,F+4
ub+1+2
f+1,1
f+3,2
[+39] hFC.db+1,1 W! f,f hFC.db+1,1,1,2
[+33] 2+4
[+27] b+3,2 df+3+4
[+22] b+3,2 db+1,1
[+15] df+3+4
[+13] db+1,1,1

A small adjustment is needed—either a backdash, a step, or simply waiting—to get the «hFC.db+1,1 W! f,f hFC.db+1,1,1,2» resplat combo, but it's possible from all splats. It depends on both the splat used and the original angle. Sidestep right is generally best, since the last hit of hFC.db+1,1,1,2 can whiff if Jack is to the opponent's right.

Float

2
2, b+1, df+1,1, b+3,2,2

Back-turned opponent

df+2
b+1, df+1,1, f+1,2,1

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.

External links