Zafina combos (Tekken 7): Difference between revisions

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{{Zafina}}
{{Zafina}}
== Overview ==
Zafina's Cursed Crow (b+1:1+2) is a just frame move that serves as the default ender for most of Zafina's staple combos. This page will use b1:1+2 to notate it for brevity.


== Bread n' butter ==
== Bread n' butter ==
Line 54: Line 58:
== Mini-combos ==
== Mini-combos ==


{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Combolist|columns=12em|
; [50] (d/f+3),4
; [40] b+2
; [31] f+4
; [38] u/f+3<ref name="near-wall">Near wall only</ref>
; [33] FC.d/f+3
; [38] CH d+2
; [42] CH ss1+2
; [42] CH (d/f+1),(2),1<ref>Can follow up with f+1+2 after a short hold f for 43 damage, but it's harder</ref>
; [33] SCR (3),(3),4
; [46] SCR 1+2<ref>There also is a follow up for SCR 1+2d</ref>
; [39] MNT 1+2
; [45] TRT 1+2
: b+3
ย 
; [49] (d/f+3),4
; [39] b+2
; [30] f+4
: d/b+4,2<ref>Can wall splat for possibly enormous damage</ref>


{| class="wikitable valign-middle"
; [30] FC.d/f+3,d
!Moves !! Follow up !! Damage !! Notes
; [37] CH MNT d+4
|-
; [35] TRT d+1+2<ref>There is an option for MNT d+3 for CH baiting</ref>
|(d/f+3),4
; [35] TRT 3d
|rowspan="14" | b+3
: MNT d+4
|50
ย 
|
; [29] (2),(1),3
|-
; MNT d+3
|b+2
ย 
|40
; [36] u/f+3
|
: d/b+4
|-
: d+3
|f+4
ย 
|31
; CH d+3
|
: [30] ws2
|-
: [28] ws4
|fc d/f+3
: [28] FC.d/f+3
|33
ย 
|
; CH d/b+2
|-
: [43] b+3<ref>Not guaranteed, but very good</ref>
|CH d+2
: [33] d+2
|38
ย 
|
; CH uf+1+2
|-
: [38] TRT d+1+2<ref>Can also combo on the last frame (Styling only)</ref>
|CH ss1+2
: [35] TRT 3<ref name="floor-break">Floor breaks</ref>
|42
ย 
|
; CH SCR d/f+4
|-
: [38] b+3
|CH (d/f+1),(2),1
: [26] d+2<ref name="floor-break" />
|42
|Can follow up with f+1+2 after a short hold f for 43 damage, but it's harder
|-
|SCR (3),(3),4
|33
|
|-
|SCR 1+2
|46
|There also is a follow up for SCR 1+2d
|-
|CH SCR d/f+4
|38
|There also is a follow up to floor break
|-
|MNT 1+2
|39
|
|-
|TRT 1+2
|45
|
|-
|u/f+3
|38
|Near Wall only
|-
|CH d/b+2
|43
|Not guaranteed, but very good
|-


|(df+3),4
; [33] CH SCR (2),2
|rowspan="3" | db+4,2
: d+2
|49
|rowspan="3" | Can wall splat for possibly enourmous damage
|-
|b+2
|39
|
|-
|f+4
|30
|
|-


|fc df+3d
; [28] SCR 1+2,d
|rowspan="4" | MNT d+4
; [16] TRT 3
|30
: [+16] TRT d+1+2<ref name="force-mnt">Forces MNT</ref>
|
: [+10] TRT 1<ref name="keep-trt">Keeps TRT</ref>
|-
|TRT d+1+2
|35
|There is an option for MNT d+3 for CH baiting
|-
|CH MNT d+4
|37
|
|-
|TRT 3d
|35
|
|-


|(2),(1),3
; CH TRT 1
|MNT d+3
: TRT 1+2<ref>Leaves stance</ref>
|26 (35) (43)
: TRT d+1+2<ref name="force-mnt" />
|
: TRT 1<ref name="keep-trt" />
|-
}}
|uf+3
|db+4 or d+3
|36
|
|-
|rowspan="2"|CH d+3
|ws2
|30
|
|-
|ws4 or fc df3
|28
|
|-
|CH db+2
|d+2
|33
|
|-
|rowspan="2"|CH uf+1+2
|TRT d1+2
|38
|Can also combo on the last frame (Styling only)
|-
|TRT 3
|35
|Floor Breaks
|-
|CH SCR df+4
|d+2
|26
|Floor Breaks
|-
|rowspan="2"|SCR 1+2d
|TRT d+1+2
|44
|Forces Mantis
|-
|TRT 1
|28
|Keeps Tarantula
|-
|CH SCR (2),2
|d+2
|33
|
|-
|rowspan="2"|TRT 3
|TRT d+1+2
|32
|Forces Mantis
|-
|TRT 1
|24
|Keeps Tarantula
|-
|rowspan="2"|TRT d+1+2
|MNT d+4
|35
|
|-
|MNT d+3
|29
|Can counter hit for full combo
|-
|rowspan="3"|CH TRT 1
|TRT 1+2
|33
|Leaves stances
|-
|TRT d1+2
|33
|Forces Mantis
|-
|TRT 1
|21
|Keeps Tarantula
|-


|}
<references />


== Staples ==
== Staples ==
Line 239: Line 128:
{{Staple}}
{{Staple}}


{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
Zafina has two staple routes in her combos that are used from a lot of her launchers. For brevity, this page will refer to them as "f+2,3 ..." and "f,F+2 ..." when describing combos that include the route.


=====ff+2 Route=====
; f+2,3 route
Best consistent damage for a lot of launchers, not great wall carry, not too easy, but technically best in S4 by 1 point.
: f+2,3 SCR 3+4 S! into ender
{{Combolist|columns=20em|
f+2,3 route is currently the main route for Zafina with its great carry, adaptability, ease of use, and not being terribly outmatched damage. After screw, the most used enders and their purposes are b1:1+2 for damage; d/f+1,4 for carry; f,f+3+4 for more risky carry but with more damage; and b+3 for floor breaks. More on this in a later section.
; d/f+2
; (db+4),2
; uf+4 (Very Hard)
; CH SCR 1+2 (Not Best Damage)
; TRT 2 (Not Best Damage)
; MNT df+2 (Hard, can use f+4 instead)
: ff+2 S! dash uf+1, f+2,3b, b1:1+2
: ff+2 S! dash uf+1, df+1, f+2,3,4


; (d+4),3 (Not Best Damage)
; f,f+2 route
: uf+1, ff+2 S! dash f+2,3b b1:1+2
: f,f+2 S! dash u/f+1, f+2,3b, b1:1+2
: uf+1, ff+2 S! dash uf+1, f2,3,4
: f,f+2 S! dash u/f+1, d/f+1, f+2,3,4
f,f+2 route is the best accessible damage, outmatching f+2,3 by 1 point. It also gains much more damage in the beginning of the combo, making it preferable in conversion to wall or break situations. Example, Forgotten Realm stage, default spawn, d/f+2 into f+2,3 route into max damage floor break + wall combo - 75 damage, f,f+2 route - 81 damage.


; f+3b
There are three downsides of this combo route. Firstly, it's not flexible. You pretty much have to finish the rest of the combo the described way. Secondly, it's not easy. The input window is very tight for some launchers. Finally, the route's carry, while not too bad, pales in comparison to the f+2,3 route.
; CH ff+2
; CH b+2
; CH ws3
; SCR (d+3),3b
; CH MNT (d+1),4
: S! ff+2, df+1, f+2,3b, b1:1+2
: S! ff+2, df+1, f+2,3 SCR 3+4


; Low Parry
: f+3 S! dash uf+1, f+2,3b, b1:1+2
}}


=====f+2,3 Route=====
Great Wall Carry, good damage, extremely easy, simplifyable
{{Combolist|columns=20em|
{{Combolist|columns=20em|
; d/f+2
; [13] d/f+2
; (db+4),2
; [17] (d/b+4),2
; (d+4),3
; [18] (ws1),2
; Low Parry
: [+โ‰ˆ50] u/f+1, d/f+1, f+2,3 ...
; ws(1),2 (Second hit only [link to launchers like that])
: [+โ‰ˆ51] f,F+2, ...
; (d+4),3 (Not Max)
; (d+4),3
; CH (df+3),4
; TRT 2
: uf+1, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
: uf+1, df+1, f+2,3 SCR 3+4 S! ff+3+4
: uf+1, df+1, f+2,3 SCR 3+4 S! dash df+1,4


; uf+4
; [10] (d+4),3
; ws2
; [24] TRT 2
; CH f+2
: [+โ‰ˆ54] u/f+1, u/f+1, f+2,3 ...
: f+2,3 SCR 3+4 S! dash uf+1, b1:1+2
ย 
: df+2, df+1, f+2,3 SCR 3+4 S! ff+3+4
; [18] u/f+4
: df+2, df+1, f+2,3 SCR 3+4 S! dash df+1,4
: [+โ‰ˆ46] d/f+2, d/f+1, f+2,3 ...
: [+โ‰ˆ51] f,F+2, ...<ref name="hard">very hard</ref>
ย 
; [17] d/b+1+2
: [+46] MNT d+3,1, MNT d+1,4 S! dash u/f+1, b1:1+2
: [+37] MNT d+3,1, MNT d+1,4 S! dash d/f+4,2


; (db+1+2), 1+2 (Can use other enders)
; [20] (d/b+1+2), 1+2
: df+1, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
: [+โ‰ˆ44] df+1, df+1, f+2,3 ...
: df+1, 3 SCR 3+4 S! dash uf+1, b1:1+2
: iws4, df+1, f+2,3 ...<ref name="hard" />
: [Very Hard] iws4, df+1, f+2,3 SCR 3+4 S! dash b1:1+2


; (1+2),(4),4
; (1+2),(4),4
: db+3b, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
: d/b+3b, d/f+1, f+2,3 ...
: db+3b, df+1, f+2,3 SCR 3+4 S! ff+3+4


; df+1+2
; d/f+1+2
; CH f+2
; RD (f+2+3)
; RD (f+2+3)
: df+1+2, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
: df+1+2, df+1, f+2,3 ...
: df+1+2, df+1, f+2,3 SCR 3+4 S! ff+3+4
: df+1+2, df+1, f+2,3 SCR 3+4 S! dash df+1,4


; (d+2),(4),3
; (d+2),(4),3
; ws2
; CH (d+1),1
; CH ff+3b
; TRT (4),3
; TRT (4),3
: 3b, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
: 3b, df+1, f+2,3 ...
: 3b, df+1, f+2,3 SCR 3+4 S! ff+3+4
ย 
: 3b, df+1, f+2,3 SCR 3+4 S! dash df+1,4
;Low parry
: u/f+1, d/f+1, f+2,3 ...
: f+3b S! u/f+1, f+2,3b, b1:1+2
: f+3b S! u/f+1, f+2,3,4


; ws1,2
; ws1,2
: uf+1, f+2,3 SCR 3+4 S! dash b1:1+2
: u/f+1, f+2,3 ...
: uf+1, f+2,3 SCR 3+4 S! ff+3+4
ย 
; ws2
: 3 SCR d+3,3b S! dash u/f+1, b1:1+2
: 3 SCR d+3,3b S! dash d/f+4,2
: d/f+2, d/f+1, f+2,3 ...
: [Max damage] tap u or d, 3b, d/f+1, f+2,3 ...


; Slide Punish
; Slide Punish
: ws1,2, f+2,3 SCR 3+4 S! b1:1+2
: ws1,2, f+2,3 ...
: ws1,2, f+2,3 SCR 3+4 S! ff+3+4
: ws1,2, f+2,3 SCR 3+4 S! dash df+1,4


; CH 1+2 (Can use other enders)
; CH 1+2 ย 
: iws4, df1, f+2,3 SCR 3+4 S! dash b1:1+2
: 3,b d/f+1, f+2,3 ...
: f+2,3 SCR 3+4 S! dash uf+1 b1:1+2
: iws4, d/f+1, f+2,3 ...
: df+1, df+1, f+2,3 SCR 3+4 S! dash df+1,4
: f+2,3 ... S! dash u/f+1, b1:1+2
: (1+2),4 df+1, f+2,3 SCR 3+4 S! dash b1:1+2
: d/f+1, d/f+1, f+2,3 ...
: (1+2),4 d/f+1, f+2,3 ...
: (1+2),4,4 S! f+2,3b, b1:1+2
: (1+2),4,4 S! f+2,3b, b1:1+2


; CH f+2,3
; CH 1,4
: SCR d+3,3b S! dash uf+1, b1:1+2
: TRT 1+2 S! dash u/f+1, b1:1+2
: SCR d+3,3b S! dash f+2,3,4
: TRT 1+2 S! dash u/f+1, f+2,3,4
: hold b df+1, f+2,3 SCR 3+4 S! dash b1:1+2
: [Near Wall] TRT 4,3
: hold b df+1, f+2,3 SCR 3+4 S! ff+3+4


; (d+4),3 (requires good timing)
; CH f+2
; CH SCR 1+2
: d/f+1+2, d/f+1, f+2,3 ...
; TRT 2 (requires good timing)
: f+2,3 ... S! dash u/f+1, b1:1+2
: uf+1, uf+1, f+2,3 SCR 3+4 S! dash b1:1+2
: df+2, df+1, f+2,3 ...
: uf+1, uf+1, f+2,3 SCR 3+4 S! ff+3+4
: (f+2),3 SCR d+3,3b S! dash u/f+1, b1:1+2
: uf+1, uf+1, f+2,3 SCR 3+4 S! dash df+1,4
: (f+2),3 SCR d+3,3b S! dash f+2,3,4
: (f+2),3b, df+1, f+2,3 ...


;MNT df+2 (Not best damage)
; CH (d+1),1
;CH MNT 2 (Optimal)
: 3b, d/f+1, f+2,3 ...
:MNT df+2, df+1, f+2,3 SCR 3+4 S! b1:1+2
: f+2,3 ... S! dash u/f+1, b1:1+2
:MNT df+2, df+1, f+2,3 SCR 3+4 S! ff+3+4
: df+1, df+1, f+2,3 ...
}}
ย 
; CH f,f+3
: hold b, 3b, d/f+1, f+2,3 ...
: SCR 3 SCR d+3,3b S! dash uf+1, b1:1+2
: SCR d+3,3b S! dash uf+1, f+2,3,4
ย 
; CH (d/f+3),4
: u/f+1, d/f+1, f+2,3 ...
ย 
; SCR 4
: hold b, 3 SCR d+3,3b S! dash u/f+1, b1:1+2
: hold b, 3 SCR d+3,3b S! dash d/f+4,2
: SCR 3 SCR d+3,3b S! dash u/f+1, b1:1+2
: SCR d+3,3b S! dash u/f+1, f+2,3,4
ย 
ย 
; SCR (d/f+3),3
: ws3 SCR d+3,3b S! dash u/f+1, b1:1+2
: ws3 SCR d+3,3b S! dash d/f+4,2
: ws4, d/f+1, f+2,3 ...
: hold d MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
: hold d MNT d+3,1 MNT d+1,4 S! dash d/f+4,2
ย 
; SCR (3),(3),4
: hold d MNT d+3,1 MNT d+1,4 S! u/f+1, b1:1+2
: hold d MNT d+1,4 S! dash u/f+1, f+2,3,4
: b+3


=====Single Use Combos=====
;CH SCR 1+2
{{Combolist|columns=20em|
: uf+1, uf+1, f+2,3 ...
; db+1+2
: hold d TRT 2, d/f+1, f+2,3 ...
:MNT d+3,1, MNT d+1,4 S! dash uf+1, b1:1+2
: hold d delay TRT 1+2 S! dash f+2,3b, b1:1+2
:MNT d+3,1, MNT d+1,4 S! dash df+4,2
: hold d delay TRT 1+2 S! dash u/f+1, f+2,3 SCR 3+4
:MNT d+1,4 S! f+2,3b, b1:1+2
:MNT d+1,4 S! uf+1 f+2,3,4


; f+3 (No cancel)
; CH SCR 2
; CH ws+3 (No cancel)
: SCR d+3,3b S! dash f+2,3b, b1:1+2
; SCR (d+3),3 (No cancel)
: SCR d+3,3b S! dash u/f+1, f+2,3,4
: S! SCR step forward SCR d+3,3


;CH 1,4
:TRT 1+2 S! dash uf+1, b1:1+2
:TRT 1+2 S! dash uf+1, df+1, f+2,3,4
:TRT 1+2 S! dash uf+1, f+2,3,4
:[Near Wall] TRT 4,3


;CH ff+3 (No cancel)
; MNT (d+3),1
: SCR 3 SCR d+3,3b S! dash uf+1, b1:1+2
: MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
: SCR d+3,3b S! dash uf+1, f+2,3,4
: MNT d+1,4 S! u/f+1, f+2,3,4


; CH d+3
; MNT df+2 ย 
:hold d MNT d+1,4d S! delay MNT df+2, 2,1,3
: [Hard] f,F+2, ... (use f+4 for easy mode)
: hold d MNT d+1,4 S! uf+1, f+2,3,4
: d/f+1,4 S! u/f+1, 1, b1:1+2
:hold d MNT d+3,1 MNT d+1,4 S! df+4,1 (or df+4,2)
: d/f+1,4 S! u/f+1, f+2,3,4
}}
{{Combolist|columns=20em|
;SCR 4 (No Cancel)
: hold b 3 SCR d+3,3b S! dash uf+1, b1:1+2
: hold b 3 SCR d+3,3b S! dash df+4,2
:SCR 3 SCR d+3,3b S! dash uf+1, b1:1+2
:SCR d+3,3b S! dash uf+1, f+2,3,4


;SCR (df+3),3
; MNT (4),3
:ws3 SCR d+3,3b S! dash uf+1, b1:1+2
: MNT 2,1,4b S! dash u/f+1, b1:1+2
:ws3 SCR d+3,3b S! dash df+4,2
: MNT 2,1,4b S! dash f+2,3,4
:ws4, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
: MNT d/f+2, d/f+1, f+2,3 ...
:ws4, df+1, f+2,3 SCR 3+4 S! ff+3+4
:hold d MNT d+3,1 MNT d+1,4 S! dash uf+1, b1:1+2
:hold d MNT d+3,1 MNT d+1,4 S! dash df+4,2


;SCR (3),(3),4
; CH MNT 2
: hold d MNT d+3,1 MNT d+1,4 S! uf+1, b1:1+2
: MNT d/f+2, d/f+1, f+2,3 ...
: hold d MNT d+1,4 S! dash uf+1, f+2,3,4
:[Inconsistent] MNT 2,1,4b S! dash u/f+1, b1:1+2
: b+3
:[Inconsistent] MNT 2,1,4b S! dash f+2,3,4
:(MNT 2),1,4b S! dash f+2,3b, b1:1+2
:(MNT 2),1,4 S! MNT dash MNT 2,1,4
:(MNT 2),1,4 S! MNT dash MNT 1, b1:1+2
ย 
; CH MNT 3
: MNT ssl MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
: MNT d+1,4 S! ssl f+2,3b, b1:1+2
: MNT d+1,4 S! u/f+1, f+2,3,4


;CH SCR 1+2d
:hold d TRT 2, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
:hold d TRT 2, df+1, f+2,3 SCR 3+4 S! dash df+1,4
:hold d TRT 1+2 S! dash f+2,3b, b1:1+2
:hold d TRT 1+2 S! dash uf+1, f+2,3,4
:[Better damage] hold d delay TRT 1+2 S! dash f+2,3b, b1:1+2
:[Better damage] hold d delay TRT 1+2 S! dash uf+1, f+2,3 SCR 3+4


;CH SCR 2
:SCR d3,3b S! dash f+2,3b, b1:1+2
:SCR d3,3b S! dash uf+1, f+2,3,4


;CH SCR df+4
; CH SCR d/f+4
: hold d MNT df+2, df+1,4 S! f+2,3,4
: hold d MNT d/f+2, d/f+1,4 S! f+2,3,4
: b+3
: b+3
}}


{{Combolist|columns=20em|
; CH d+3
: hold d MNT d+1,4d S! delay MNT d/f+2, 2,1,3
: hold d MNT d+1,4 S! u/f+1, f+2,3,4
: hold d MNT d+3,1 MNT d+1,4 S! d/f+4,1 (or df+4,2)


;MNT (d+3),1
:MNT d+3,1 MNT d+1,4 S! dash uf+1, b1:1+2
:MNT d+1,4 S! uf+1, f+2,3,4


;MNT df+2 (ff+2 is better)
:df+1,4 S! uf+1, 1, b1:1+2
:df+1,4 S! uf+1, f+2,3,4


;MNT (4),3
; f+3b
:MNT 2,1,4b S! dash uf1, b1:1+2
; CH ff+2
:MNT 2,1,4b S! dash f+2,3,4
; CH b+2
; CH ws3
; SCR (d+3),3b
: S! ff+2, df+1, f+2,3b, b1:1+2
: S! ff+2, df+1, f+2,3 SCR 3+4


;CH MNT 2
:[Inconsistent] MNT 2,1,4 S! dash uf+1, b1:1+2
:[Inconsistent] MNT 2,1,4 S! dash f+2,3,4
:(MNT 2),1,4 S! MNT dash MNT 2,1,4
:(MNT 2),1,4 S! MNT dash MNT 1, b1:1+2
:(MNT 2),1,4b S! dash f+2,3b, b1:1+2


;CH MNT (d+1),4d (ff+2 is better)
: S! MNT dash MNT 2,1,4


;CH MNT 3
; CH MNT (d+1),4
:MNT d+1,4 S! sidestep left uf+1, 1, b1:1+2
: S! ff+2, df+1, f+2,3b, b1:1+2
: MNT d+1,4 S! uf+1, f+2,3,4
: S! ff+2, df+1, f+2,3 SCR 3+4
:[Close Range]MNT df+2, 3 SCR 3+4 S! dash uf+1, b1:1+2
: hold d S! MNT dash MNT 2,1,4
:[Close Range]MNT df+2, 3 SCR 3+4 S! dash df+4,2


; f+3 (No cancel)
; CH ws+3 (No cancel)
; SCR (d+3),3 (No cancel)
: S! SCR step forward SCR d+3,3
}}
}}
<references />


== Wall ==
== Wall ==
Line 467: Line 337:
|df+1,2<1
|df+1,2<1
|Low Splat Combo, will work every time you connect to the wall (except if it's a really low splat, which happens very rarely under specific circumstances). Wall/Balcony Breaks if last hit is not delayed.
|Low Splat Combo, will work every time you connect to the wall (except if it's a really low splat, which happens very rarely under specific circumstances). Wall/Balcony Breaks if last hit is not delayed.
|-
|f+2,3 SCR 4
|Also a Low Splat Combo, deals slightly less damage, but gives a very good oki
|-
|-
|b+3
|b+3
Line 515: Line 388:


{| class="wikitable valign-middle" ย 
{| class="wikitable valign-middle" ย 
! Wb! Combo !! Purpose
! Wall Bounce Combo !! Purpose
|-
|-
| ff+2 S! dash ff+2, df+1, f+2,3,4
| ff+2 S! dash ff+2, df+1, f+2,3,4
Line 528: Line 401:
|}
|}


==Breaks==
===Wall Break===
Best move by damage to cause a wall break is u+3, yet it's very hard to land outside of instant wall splat. The best thing to actually do in absolute most cases is to just do the normal wall combo with d/f+1,2,1.
Wall break by itself allows for free f,f+2 hit, which can be useful when no Screw was spent. If the combo was already very long, best follow up is 3+4 SCR 1+2, timed properly to get the wall slump damage
===Balcony Break===
The break itself allows for f,f+2 or 3+4 SCR 3+4 follow ups. If it was an instant break, u/f+1, u/f+1 will connect, but will not otherwise, S4 nerf. And for max damage after a long combo, d+1+2 TRT 4,3 gives the most damage.
===Floor Break===
In combos you can always hit b+3 after screw to floor break, but it isn't always the best option. In the open f,f+3 is much easier to land, and still gives the max damage if followed up with f+1+2, but it doesn't convert to wall as well.
1+2 is a decent floor break, but it doesn't allow for the max damage wall combo.
Max damage wall combo is 3b, u/f+1, d/f+1,2<1, and it's only possible after b+3 and d/f+4,1.
d/f+4,1 is a decent option if you are not far from wall, as it is very good damage, but it spends wall hits if it touches wall, which is not ideal.
Important to know, that these moves floor break, or allow much better combos with a floor break:
* (2),(2),1+2
* CH d+2,4
* CH SCR 2,2
* (d/f+3),4, d+2
* CH ss1+2, b+3
* CH u/f+1+2, TRT 3
* CH SCR d/f+4, d+2
* [Very reliable] CH d+3d MNT d+1,4d S! MNT u/f+3 FB! f+2,3,4
==Dash 1 Route==
A nigh frame perfect route was found that allows for 1 to 3 points more damage in combos. The route by itself is very not flexible, and doesn't carry well, but it exists, example:
: d/f+2, u/f+1, f,f+2, u/f+1, dash 1, dash 1, dash 1, dash b1:1+2
It's very hard, one dash 1 is less damage than current routes and it's pretty easy, two dash 1 are 1 point of damage more than the current route, and is already very hard, and three dash 1 is barely possible, and it's 3 damage above the current route.
It's yet to be used in a real match, it's not a staple and will most probably not ever become one.


== External Links ==
== External Links ==


* [https://docs.google.com/spreadsheets/d/1tIVLmdfAQxBpW4PTrg-R4t9OlkGog5yTptbMJsiLOMo/edit?usp=sharing Fullest Extensive Zafina Combo List made and kept updated by Zafina Discord Server]
* [https://docs.google.com/spreadsheets/d/1tIVLmdfAQxBpW4PTrg-R4t9OlkGog5yTptbMJsiLOMo/edit?usp=sharing Fullest Extensive Zafina Combo List made and kept updated by Zafina Discord Server]
* [https://www.youtube.com/watch?v=w2levjTstcY Zafina Combo Guide (Season 4) by Ryzing Sol]


{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}

Latest revision as of 16:00, 25 January 2024

Overview

Zafina's Cursed Crow (b+1:1+2) is a just frame move that serves as the default ender for most of Zafina's staple combos. This page will use b1:1+2 to notate it for brevity.

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 ยง Staples.

Launcher Type Examples Combo Purpose Notes
Easy for everything
  • d/f+2
  • d+4,3
  • d/b+4,2
  • d/f+1+2
  • CH f+2
  • CH 1+2
f+2,3 SCR 3+4 S! b1:1+2 Damage b1:1+2 may be hard to perform, look [Tight Input Window]
f+2,3 SCR 3+4 S! ff+3+4 Wall carry Lots of finishers work at this low hit count
Target
  • d/f+2
  • d+4,3
  • d/b+4,2
u/f+1 d/f+1 f+2,3 SCR 3+4 S! b1:1+2 Damage Look External Links for every single combo
u/f+1 d/f+1 f+2,3 SCR 3+4 S! ff+3+4 Wall carry
Instant Screw
  • f+3b
  • CH ff+2
  • CH b+2
ff+2, df+1, f+2,3b, b1:1+2 Damage Can be pretty hard
ff+2, df+1, f+2,3 SCR 3+4 Wall carry

Mini-combos

[50] (d/f+3),4
[40] b+2
[31] f+4
[38] u/f+3[1]
[33] FC.d/f+3
[38] CH d+2
[42] CH ss1+2
[42] CH (d/f+1),(2),1[2]
[33] SCR (3),(3),4
[46] SCR 1+2[3]
[39] MNT 1+2
[45] TRT 1+2
b+3
[49] (d/f+3),4
[39] b+2
[30] f+4
d/b+4,2[4]
[30] FC.d/f+3,d
[37] CH MNT d+4
[35] TRT d+1+2[5]
[35] TRT 3d
MNT d+4
[29] (2),(1),3
MNT d+3
[36] u/f+3
d/b+4
d+3
CH d+3
[30] ws2
[28] ws4
[28] FC.d/f+3
CH d/b+2
[43] b+3[6]
[33] d+2
CH uf+1+2
[38] TRT d+1+2[7]
[35] TRT 3[8]
CH SCR d/f+4
[38] b+3
[26] d+2[8]
[33] CH SCR (2),2
d+2
[28] SCR 1+2,d
[16] TRT 3
[+16] TRT d+1+2[9]
[+10] TRT 1[10]
CH TRT 1
TRT 1+2[11]
TRT d+1+2[9]
TRT 1[10]
  1. โ†‘ Near wall only
  2. โ†‘ Can follow up with f+1+2 after a short hold f for 43 damage, but it's harder
  3. โ†‘ There also is a follow up for SCR 1+2d
  4. โ†‘ Can wall splat for possibly enormous damage
  5. โ†‘ There is an option for MNT d+3 for CH baiting
  6. โ†‘ Not guaranteed, but very good
  7. โ†‘ Can also combo on the last frame (Styling only)
  8. โ†‘ 8.0 8.1 Floor breaks
  9. โ†‘ 9.0 9.1 Forces MNT
  10. โ†‘ 10.0 10.1 Keeps TRT
  11. โ†‘ Leaves stance

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

Zafina has two staple routes in her combos that are used from a lot of her launchers. For brevity, this page will refer to them as "f+2,3 ..." and "f,F+2 ..." when describing combos that include the route.

f+2,3 route
f+2,3 SCR 3+4 S! into ender

f+2,3 route is currently the main route for Zafina with its great carry, adaptability, ease of use, and not being terribly outmatched damage. After screw, the most used enders and their purposes are b1:1+2 for damage; d/f+1,4 for carry; f,f+3+4 for more risky carry but with more damage; and b+3 for floor breaks. More on this in a later section.

f,f+2 route
f,f+2 S! dash u/f+1, f+2,3b, b1:1+2
f,f+2 S! dash u/f+1, d/f+1, f+2,3,4

f,f+2 route is the best accessible damage, outmatching f+2,3 by 1 point. It also gains much more damage in the beginning of the combo, making it preferable in conversion to wall or break situations. Example, Forgotten Realm stage, default spawn, d/f+2 into f+2,3 route into max damage floor break + wall combo - 75 damage, f,f+2 route - 81 damage.

There are three downsides of this combo route. Firstly, it's not flexible. You pretty much have to finish the rest of the combo the described way. Secondly, it's not easy. The input window is very tight for some launchers. Finally, the route's carry, while not too bad, pales in comparison to the f+2,3 route.


[13] d/f+2
[17] (d/b+4),2
[18] (ws1),2
[+โ‰ˆ50] u/f+1, d/f+1, f+2,3 ...
[+โ‰ˆ51] f,F+2, ...
[10] (d+4),3
[24] TRT 2
[+โ‰ˆ54] u/f+1, u/f+1, f+2,3 ...
[18] u/f+4
[+โ‰ˆ46] d/f+2, d/f+1, f+2,3 ...
[+โ‰ˆ51] f,F+2, ...[1]
[17] d/b+1+2
[+46] MNT d+3,1, MNT d+1,4 S! dash u/f+1, b1:1+2
[+37] MNT d+3,1, MNT d+1,4 S! dash d/f+4,2
[20] (d/b+1+2), 1+2
[+โ‰ˆ44] df+1, df+1, f+2,3 ...
iws4, df+1, f+2,3 ...[1]
(1+2),(4),4
d/b+3b, d/f+1, f+2,3 ...
d/f+1+2
RD (f+2+3)
df+1+2, df+1, f+2,3 ...
(d+2),(4),3
TRT (4),3
3b, df+1, f+2,3 ...
Low parry
u/f+1, d/f+1, f+2,3 ...
f+3b S! u/f+1, f+2,3b, b1:1+2
f+3b S! u/f+1, f+2,3,4
ws1,2
u/f+1, f+2,3 ...
ws2
3 SCR d+3,3b S! dash u/f+1, b1:1+2
3 SCR d+3,3b S! dash d/f+4,2
d/f+2, d/f+1, f+2,3 ...
[Max damage] tap u or d, 3b, d/f+1, f+2,3 ...
Slide Punish
ws1,2, f+2,3 ...
CH 1+2
3,b d/f+1, f+2,3 ...
iws4, d/f+1, f+2,3 ...
f+2,3 ... S! dash u/f+1, b1:1+2
d/f+1, d/f+1, f+2,3 ...
(1+2),4 d/f+1, f+2,3 ...
(1+2),4,4 S! f+2,3b, b1:1+2
CH 1,4
TRT 1+2 S! dash u/f+1, b1:1+2
TRT 1+2 S! dash u/f+1, f+2,3,4
[Near Wall] TRT 4,3
CH f+2
d/f+1+2, d/f+1, f+2,3 ...
f+2,3 ... S! dash u/f+1, b1:1+2
df+2, df+1, f+2,3 ...
(f+2),3 SCR d+3,3b S! dash u/f+1, b1:1+2
(f+2),3 SCR d+3,3b S! dash f+2,3,4
(f+2),3b, df+1, f+2,3 ...
CH (d+1),1
3b, d/f+1, f+2,3 ...
f+2,3 ... S! dash u/f+1, b1:1+2
df+1, df+1, f+2,3 ...
CH f,f+3
hold b, 3b, d/f+1, f+2,3 ...
SCR 3 SCR d+3,3b S! dash uf+1, b1:1+2
SCR d+3,3b S! dash uf+1, f+2,3,4
CH (d/f+3),4
u/f+1, d/f+1, f+2,3 ...
SCR 4
hold b, 3 SCR d+3,3b S! dash u/f+1, b1:1+2
hold b, 3 SCR d+3,3b S! dash d/f+4,2
SCR 3 SCR d+3,3b S! dash u/f+1, b1:1+2
SCR d+3,3b S! dash u/f+1, f+2,3,4


SCR (d/f+3),3
ws3 SCR d+3,3b S! dash u/f+1, b1:1+2
ws3 SCR d+3,3b S! dash d/f+4,2
ws4, d/f+1, f+2,3 ...
hold d MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
hold d MNT d+3,1 MNT d+1,4 S! dash d/f+4,2
SCR (3),(3),4
hold d MNT d+3,1 MNT d+1,4 S! u/f+1, b1:1+2
hold d MNT d+1,4 S! dash u/f+1, f+2,3,4
b+3
CH SCR 1+2
uf+1, uf+1, f+2,3 ...
hold d TRT 2, d/f+1, f+2,3 ...
hold d delay TRT 1+2 S! dash f+2,3b, b1:1+2
hold d delay TRT 1+2 S! dash u/f+1, f+2,3 SCR 3+4
CH SCR 2
SCR d+3,3b S! dash f+2,3b, b1:1+2
SCR d+3,3b S! dash u/f+1, f+2,3,4


MNT (d+3),1
MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
MNT d+1,4 S! u/f+1, f+2,3,4
MNT df+2
[Hard] f,F+2, ... (use f+4 for easy mode)
d/f+1,4 S! u/f+1, 1, b1:1+2
d/f+1,4 S! u/f+1, f+2,3,4
MNT (4),3
MNT 2,1,4b S! dash u/f+1, b1:1+2
MNT 2,1,4b S! dash f+2,3,4
MNT d/f+2, d/f+1, f+2,3 ...
CH MNT 2
MNT d/f+2, d/f+1, f+2,3 ...
[Inconsistent] MNT 2,1,4b S! dash u/f+1, b1:1+2
[Inconsistent] MNT 2,1,4b S! dash f+2,3,4
(MNT 2),1,4b S! dash f+2,3b, b1:1+2
(MNT 2),1,4 S! MNT dash MNT 2,1,4
(MNT 2),1,4 S! MNT dash MNT 1, b1:1+2
CH MNT 3
MNT ssl MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
MNT d+1,4 S! ssl f+2,3b, b1:1+2
MNT d+1,4 S! u/f+1, f+2,3,4


CH SCR d/f+4
hold d MNT d/f+2, d/f+1,4 S! f+2,3,4
b+3
CH d+3
hold d MNT d+1,4d S! delay MNT d/f+2, 2,1,3
hold d MNT d+1,4 S! u/f+1, f+2,3,4
hold d MNT d+3,1 MNT d+1,4 S! d/f+4,1 (or df+4,2)


f+3b
CH ff+2
CH b+2
CH ws3
SCR (d+3),3b
S! ff+2, df+1, f+2,3b, b1:1+2
S! ff+2, df+1, f+2,3 SCR 3+4


CH MNT (d+1),4
S! ff+2, df+1, f+2,3b, b1:1+2
S! ff+2, df+1, f+2,3 SCR 3+4
hold d S! MNT dash MNT 2,1,4
f+3 (No cancel)
CH ws+3 (No cancel)
SCR (d+3),3 (No cancel)
S! SCR step forward SCR d+3,3
  1. โ†‘ 1.0 1.1 very hard

Wall

Damage values are with max juggle scaling, without rage, and no breaks.


W! Combo Purpose
uf+1, uf+1, df+1,2<1 Very High Splat combo, maximum damage you can get from a wall ever. Wall/Balcony Breaks if last hit is not delayed. [1]
uf+1, df+1,2<1 Normal Splat Combo, can be used almost every time you get a wall. Wall/Balcony Breaks if last hit is not delayed.
df+1,2<1 Low Splat Combo, will work every time you connect to the wall (except if it's a really low splat, which happens very rarely under specific circumstances). Wall/Balcony Breaks if last hit is not delayed.
f+2,3 SCR 4 Also a Low Splat Combo, deals slightly less damage, but gives a very good oki
b+3 Floor Break on Normal Splat, the best floor break option on wall, you can't Floor Break on Low Splat
SCR
SCR 3,f+3 SCR 4 A little less damage than Normal Splat combo from neutral, but very reliable. SCR 3,f+3 will Wall/Balcony Break.
SCR 3,f+3 SCR 3, SCR 1+2 A little less damage than the route above, but SCR 1+2 is inescapable
SCR 1 SCR 4 Less damage than the one above, but it doesn't break wall or balcony
SCR 1+2 This option floor breaks
SCR 4 W! SCR 3, SCR 3,f+3 SCR 4 Specific combo if you hit SCR 4 near wall
MNT
MNT 3,4,4 Combo if you wall carried with ff+3+4d, also a specific combo if you hit MNT 4,3 near wall.
MNT uf+3 This option floor breaks. MNT 1+2 also does, might be preferrable, but it's less damage.
MNT d+3,1 MNT d+1,4 Specifically if you hit MNT d+3,1 near wall
TRT
TRT 4,3 Last hit will hit guaranteed. Will also Floor Break.
TRT 1+2 Wall breaks
(CH uf+1+2) TRT 3 Floor breaks, TRT 4 doesn't work for this launcher. otherwise TRT d+1+2 is best followup
Wall Bounce Combo Purpose
ff+2 S! dash ff+2, df+1, f+2,3,4 For angled bounce
uf+1, df+1, f+2,3 SCR 3+4 S! finisher
short ssl df+3,4 S! improvise
uf+1, df+1,2<1 For straight bounce


Breaks

Wall Break

Best move by damage to cause a wall break is u+3, yet it's very hard to land outside of instant wall splat. The best thing to actually do in absolute most cases is to just do the normal wall combo with d/f+1,2,1.

Wall break by itself allows for free f,f+2 hit, which can be useful when no Screw was spent. If the combo was already very long, best follow up is 3+4 SCR 1+2, timed properly to get the wall slump damage

Balcony Break

The break itself allows for f,f+2 or 3+4 SCR 3+4 follow ups. If it was an instant break, u/f+1, u/f+1 will connect, but will not otherwise, S4 nerf. And for max damage after a long combo, d+1+2 TRT 4,3 gives the most damage.

Floor Break

In combos you can always hit b+3 after screw to floor break, but it isn't always the best option. In the open f,f+3 is much easier to land, and still gives the max damage if followed up with f+1+2, but it doesn't convert to wall as well.

1+2 is a decent floor break, but it doesn't allow for the max damage wall combo.

Max damage wall combo is 3b, u/f+1, d/f+1,2<1, and it's only possible after b+3 and d/f+4,1.

d/f+4,1 is a decent option if you are not far from wall, as it is very good damage, but it spends wall hits if it touches wall, which is not ideal.

Important to know, that these moves floor break, or allow much better combos with a floor break:

  • (2),(2),1+2
  • CH d+2,4
  • CH SCR 2,2
  • (d/f+3),4, d+2
  • CH ss1+2, b+3
  • CH u/f+1+2, TRT 3
  • CH SCR d/f+4, d+2
  • [Very reliable] CH d+3d MNT d+1,4d S! MNT u/f+3 FB! f+2,3,4


Dash 1 Route

A nigh frame perfect route was found that allows for 1 to 3 points more damage in combos. The route by itself is very not flexible, and doesn't carry well, but it exists, example:

d/f+2, u/f+1, f,f+2, u/f+1, dash 1, dash 1, dash 1, dash b1:1+2

It's very hard, one dash 1 is less damage than current routes and it's pretty easy, two dash 1 are 1 point of damage more than the current route, and is already very hard, and three dash 1 is barely possible, and it's 3 damage above the current route.

It's yet to be used in a real match, it's not a staple and will most probably not ever become one.

External Links

  1. โ†‘ Only works after (d+4),3, TRT 2, CH SCR 1+2 (without actual wall splat, meaning not all very high splat combos work), (db+4),2 (only when hit at a specific range) and for df+2, uf+4 and (ws1),2 (last hit only) at very specific distances.