RogerDodger (talk | contribs) No edit summary |
RogerDodger (talk | contribs) (renaming Template:Navbox combos to Template:Navbox combos (Tekken 7)) Tag: Script  |
||
(28 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{Row| | |||
{{Jack-7}} | {{Jack-7}} | ||
{{Navbox combos (Tekken 7)}} | |||
}} | |||
== Bread n' butter == | == Bread n' butter == | ||
Line 7: | Line 10: | ||
{{Combolist|columns=1| | {{Combolist|columns=1| | ||
; Regular launch (e.g. df+2) | ; 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 == | == Mini-combos == | ||
{{Combolist|columns= | {{Staple}} | ||
 | |||
{{Combolist|columns=11em| | |||
; [25] f,F+1 | |||
; [30] CH uf+2 | |||
; [34] b+1,2 | |||
: [+20] hcf,df+1 | |||
: [+21] df+1+2<ref name="at-wall">Only guaranteed with opponent's back at the wall.</ref> | |||
 | |||
; [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<ref name="at-wall"/> | |||
: [+24] ws4 df+3+4 | |||
: [+29] ws4 df+3+4 | |||
}} | |||
 | |||
<references/> | |||
== Staples == | == Staples == | ||
{{Staple}} | {{Staple}} | ||
{{Combolist| | |||
; [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<ref>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.</ref> | |||
: [+46] 2 u+1+2 f+4 df+1,1 S! f+3,2<ref>Replace f+4 with 4 when using this combo on small characters, e.g. Ling, Alisa, Leroy, etc.</ref> | |||
: [+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<ref>Extremely tight input for the [[instant while standing]].</ref> 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<ref>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.</ref> | |||
: [+46] u+1+2 f+4 b+1 df+1,1 S! b+3,2,2<ref>Only works from a SSR, but it is the max wall carry combo from SS+1.</ref> | |||
: [+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<ref name="triple-u1+2">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.</ref> 1,2 S! f+3,2 | |||
: [+61] <u+1+2 u+1+2 u+1+2<ref name="triple-u1+2"/> 1,2 S! f+1,2,2 | |||
; [25] hcf,df+1<ref>The triple u+1+2 is inconsistent after hcf,df+1 so better to rely on these combos.</ref> | |||
; [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<ref name="b3-b1-sus">b+3,2 is more consistent than b+1, but neither are totally consistent.</ref> | |||
; [18] BT.uf+4<ref name="b3-b1-sus"/> | |||
: [+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<ref>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.</ref> | |||
: [+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<ref>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.</ref> | |||
: [+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<ref>If the u+1+2 route does not work on your opponent's character, instead default to this route.</ref> | |||
: [+43] ws2 b+3,2 df+1,1 S! f+1,2,2 | |||
}} | |||
<references/> | |||
=== Rage === | |||
{{Combolist| | {{Combolist| | ||
; df+2 | ; df+2 | ||
: | : f+4, f+1,2, df+1,1, R.b+1+2 | ||
}} | }} | ||
== Wall == | == Wall == | ||
{{Combolist|columns=18em| | |||
; 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 neededâeither a backdash, a step, or simply waitingâto 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 == | |||
{{Combolist| | {{Combolist| | ||
; | ; 2 | ||
: combo here | : 2, b+1, df+1,1, b+3,2,2 | ||
}} | |||
 | |||
== Back-turned opponent == | |||
 | |||
{{Combolist| | |||
; df+2 | |||
: b+1, df+1,1, f+1,2,1 | |||
}} | |||
 | |||
== Stage break == | |||
 | |||
{{Combolist|columns=1| | |||
; Howard Estate | |||
: big boy break all the walls combo here | |||
}} | }} | ||
Latest revision as of 09:19, 20 September 2023
Jack-7 (Tekken 7) |
---|
Combos (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)
- 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
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
- [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
- â 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.
- â Replace f+4 with 4 when using this combo on small characters, e.g. Ling, Alisa, Leroy, etc.
- â Extremely tight input for the instant while standing.
- â 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.
- â Only works from a SSR, but it is the max wall carry combo from SS+1.
- â 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.
- â The triple u+1+2 is inconsistent after hcf,df+1 so better to rely on these combos.
- â 8.0 8.1 b+3,2 is more consistent than b+1, but neither are totally consistent.
- â 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.
- â 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.
- â 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 neededâeither a backdash, a step, or simply waitingâto 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.