Jack-7 combos: Difference between revisions

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Tag: Script
 
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{{Row|
{{Row|
{{Jack-7}}
{{Jack-7}}
{{Navbox combos}}
{{Navbox combos (Tekken 7)}}
}}
}}


Line 25: Line 25:
; [34] b+1,2
; [34] b+1,2
: [+20] hcf,df+1
: [+20] hcf,df+1
: [+21] df+1+2<ref group="m" name="at-wall">Only guaranteed with opponent's back at the wall.</ref>
: [+21] df+1+2<ref name="at-wall">Only guaranteed with opponent's back at the wall.</ref>


; [20] SS.2
; [20] SS.2
Line 33: Line 33:
: [+28] f,F+4
: [+28] f,F+4


; [30] b,db,d,df+1<ref group="m" name="at-wall"/>
; [30] b,db,d,df+1<ref name="at-wall"/>
: [+24] ws4 df+3+4
: [+24] ws4 df+3+4
: [+29] ws4 df+3+4
: [+29] ws4 df+3+4
}}
}}


<references group="m"/>
<references/>


== Staples ==
== Staples ==
Line 48: Line 48:
; [14] ws1
; [14] ws1
: [+48] f+4 b+1 df+1,1 S! f+1,2,1  
: [+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 group="s">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>
: [+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 group="s">Replace f+4 with 4 when using this combo on small characters, e.g. Ling, Alisa, Leroy, etc.</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  
: [+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
: [+54] f+4 b+1 ssr~b+1 df+1,1 S! f+1,2,2
Line 57: Line 57:
: [+40] b+3,2 b+1 df+1,1 S! f+3,2
: [+40] b+3,2 b+1 df+1,1 S! f+3,2
: [+42] df+1,1 S! f+4 f+1,2,2
: [+42] df+1,1 S! f+4 f+1,2,2
: [+45] ws4<ref group="s">Extremely tight input for the [[instant while standing]].</ref> b+3,2 df+1,1 f+3,2  
: [+45] iws4<ref>Extremely tight input for the [[instant while standing]].</ref> b+3,2 df+1,1 f+3,2  


; [32] SS.1
; [32] SS.1
: [+43] u+1+2 f+4 b+1 df+1,1 S! f+3,2<ref group="s">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>
: [+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 group="s">Only works from a SSR, but it is the max wall carry combo from SS+1.</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  
: [+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
: [+39] f+4 b+1 df+1,1 S! f+1,2,1
Line 67: Line 67:


; [21] f,F+2
; [21] f,F+2
: [+56] <u+1+2 u+1+2 u+1+2<ref group="s" 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
: [+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 group="s" name="triple-u1+2"/> 1,2 S! f+1,2,2
: [+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 group="s">The triple u+1+2 is inconsistent after hcf,df+1 so better to rely on these combos.</ref>
; [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
; [21] f,F+2
: [+52] <u+1+2 UF,4 df+1,1 S! f+1,2,2
: [+52] <u+1+2 UF,4 df+1,1 S! f+1,2,2
Line 79: Line 79:
: [+57] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2
: [+57] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2


; [15] df+2+4<ref group="s" name="b3-b1-sus">b+3,2 is more consistent than b+1, but neither are totally consistent.</ref>
; [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 group="s" name="b3-b1-sus"/>
; [18] BT.uf+4<ref name="b3-b1-sus"/>
: [+39] b+1 df+1,1 S! f+1,2,1
: [+39] b+1 df+1,1 S! f+1,2,1
: [+40] b+1 df+1,1 S! f+1,2,2
: [+40] b+1 df+1,1 S! f+1,2,2
Line 88: Line 88:
: [+40] b+3,2 df+1,1 S! f+1,2,2
: [+40] b+3,2 df+1,1 S! f+1,2,2


; [20] df,df+2+4<ref group="s">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>
; [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  
: [+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
: [+56] f,F f+4 f+1,2 df+1,1 S! f+1,2,2
Line 118: Line 118:


; [34] CH FC.df+2,1,2
; [34] CH FC.df+2,1,2
: [+51] u+1+2 f+4 df+1,1 S! f+1,2,1<ref group="s">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>
: [+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 df+1,1 S! f+1,2,2
: [+52] u+1+2 f+4 b+1 df+1,1 S! f+3,2
: [+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
: [+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 group="s">If the u+1+2 route does not work on your opponent's character, instead default to this route.</ref>
: [+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
: [+43] ws2 b+3,2 df+1,1 S! f+1,2,2
}}
}}


<references group="s"/>
<references/>
 
=== Rage ===
 
{{Combolist|
; df+2
: f+4, f+1,2, df+1,1, R.b+1+2
}}


== Wall ==
== Wall ==
Line 132: Line 139:
{{Combolist|columns=18em|
{{Combolist|columns=18em|
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: [+25] FC.db+1,1,1,2
: [+25] hFC.db+1,1,1,2
: [+24] 2+4
: [+24] 2+4
: [+23] b+3,2 df+3+4
: [+23] b+3,2 df+3+4
Line 148: Line 155:
; f+1,1
; f+1,1
; f+3,2
; f+3,2
: [+39] FC.db+1,1 W! f,f FC.db+1,1,1,2
: [+39] hFC.db+1,1 W! f,f hFC.db+1,1,1,2
: [+33] 2+4
: [+33] 2+4
: [+27] b+3,2 df+3+4
: [+27] b+3,2 df+3+4
Line 156: Line 163:
}}
}}


A small adjustment is needed—either a backdash, a step, or simply waiting—to get the «FC.db+1,1 W! f,f FC.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 FC.db+1,1,1,2 can whiff if Jack is to the opponent's right.
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 ==
 
{{Combolist|
; 2
: 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
}}


== Extras ==
== Extras ==

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