Reina combos: Difference between revisions

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{{Combolist|columns=1|
{{Combolist|columns=1|
; Regular launch (e.g. df+2)
; Regular launch (e.g. df+2)
: f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
: f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2 ({{tt|demo|[[File:Reina-df2 ff23 df2 combo.mp4|thumb|alt=Reina's df+2 f,F+2,F~3 df+3 BnB combo.|Reina df+2 f,F+2,F~3 df+3 BnB combo]]}})


; Instant Tornado (e.g., low parry)
; Instant Tornado (e.g., low parry)
: T! f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
: T! f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2 ({{tt|demo|[[File:Reina-T! ff2,3 df2.mp4|thumb|alt=Reina's instant T! BnB combo.|Reina Instant T! BnB combo]]}})
}}
}}


Line 18: Line 18:


{{Combolist|columns=10em|
{{Combolist|columns=10em|
; [28] H.df+1,2,F
; [22] H.SEN.3,F
; [22] H.SEN.3,F
: [+30] OTG.d+4:1
: [+20] OTG.d+4:1
: [+21] f,n,d,df#3
: [+16] f,n,d,df#3
: [+20] dash 1+2
: [+13] OTG.d+4


; [22] wr3
; [22] wr3
; [22] 2~1
; [22] 2~1
: [+30] OTG.d+4:1<ref name="hard">Hard</ref>
: [+27] OTG.d+4:1<ref name="hard">Hard</ref>
: [+21] f,n,d,df#3
: [+21] f,n,d,df#3
: [+20] dash 1+2
: [+20] dash 1+2
Line 45: Line 46:
: [+16] WRA.4,2,2,<qcf+1+2
: [+16] WRA.4,2,2,<qcf+1+2


; [28] H.df+1,2,F
; [26] WRA.3+4
; [26] WRA.3+4
; [24] CH f+4
; [24] CH f+4
Line 74: Line 74:
: [+19] df+1,2<ref name="HE" /><ref name="hit-confirm">Can be hit-confirmed</ref>
: [+19] df+1,2<ref name="HE" /><ref name="hit-confirm">Can be hit-confirmed</ref>
: [+17] 1+2
: [+17] 1+2
; [14] CH WRA.1,F
: [+51] SEN.1+2 WRA.2
: [+46] SEN.1+2 WRA.4,2,2,qcf+1+2
: [+42] SEN.1,qcf+2
: [+22] F SEN.3<ref name="HE" /><ref name="hit-confirm" />


; [14] CH WRA.1
; [14] CH WRA.1
: [+51] F SEN.1+2 WRA.2
: [+46] F SEN.1+2 WRA.4,2,2,qcf+1+2
: [+42] F SEN.1,qcf+2
: [+28] df+1,2<ref name="HE" />
: [+28] df+1,2<ref name="HE" />
: [+24] f+2,3
: [+24] f+2,3
: [+23] PEWGF<ref name="hard" />
: [+23] PEWGF<ref name="hard" />
: [+22] F SEN.3<ref name="HE" /><ref name="hit-confirm" />


; [0] f+3+4* (on block)
; [0] f+3+4* (on block)
Line 92: Line 94:
: [+24] f,F+2,F SEN.3<ref name="hard" />
: [+24] f,F+2,F SEN.3<ref name="hard" />
: [+16] f+2,3
: [+16] f+2,3
; [20] f,F+3
: [+21] deep dash EWGK


; [0] P.f,n
; [0] P.f,n
Line 107: Line 112:
{{Combolist|columns=30em|
{{Combolist|columns=30em|
; [23] EWGF (f,n,d,df#2)
; [23] EWGF (f,n,d,df#2)
: [+83] EWGF ws3<ref name="ws3">To do ws3 after a move, you have to buffer df+3 to enter manual WGS during the animation and mash n,3. Just find the timing and it will work every time</ref> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls">SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.</ref><ref name="wra-cancel">To cancel WRA into standing, you have to input df,f (or qcf,f) quickly. This cancels WRA into WGS, and WGS into standing.</ref> T! H.2+3 d+3~H.4,F OTG.d+4:1
: [+83] EWGF ws3<ref name="ws3">To do ws3 after a move, you have to buffer df+3 to enter manual WGS during the animation and mash n,3. Just find the timing and it will work every time</ref> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls">SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.</ref><ref name="wra-cancel">To cancel WRA into standing, you have to input df,f (or qcf,f) quickly. This cancels WRA into WGS, and WGS into standing.</ref> T! H.2+3 d+3~H.4,F dash OTG.d+4:1
: [+56] EWGF ws3<ref name="ws3" /> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4
: [+56] EWGF ws3<ref name="ws3" /> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4 ({{tt|demo|[[File:Reina-ewgf ewgf ws3 combo.mp4|thumb|alt=Reina's EWGF EWGF ws3 staple combo.|Reina EWGF EWGF ws3 staple combo]]}})
: [+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4<ref>Might not work from a sidewalk</ref>
: [+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4<ref>Might not work from a sidewalk</ref> ({{tt|demo|[[File:Reina-ewgf ff3+4 uf1 ws3 combo.mp4|thumb|alt=Reina's EWGF f,F+3+4 uf+1 ws3 staple combo.|Reina EWGF f,F+3+4 uf+1 ws3 staple combo]]}})
: [+55] f,F+3+4 ws3<ref name="ws3" /> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4<ref name="off-axis">Good for off-axis</ref><ref name="ws3" />
: [+55] f,F+3+4 ws3<ref name="ws3" /> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4<ref name="off-axis">Good for off-axis</ref><ref name="ws3" /> ({{tt|demo|[[File:Reina-ewgf ff3+4 ws3 combo.mp4|thumb|alt=Reina's EWGF f,F+3+4 ws3 staple combo.|Reina EWGF f,F+3+4 ws3 staple combo]]}})
: [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2<ref name="wall-carry">Good for wall carry</ref>
: [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2<ref name="wall-carry">Good for wall carry</ref>


Line 119: Line 124:


; [20] FC.df+4
; [20] FC.df+4
: [+56] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4
: [+56] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4 ({{tt|demo|[[File:Reina-fcdf4 combo.mp4|thumb|alt=Reina's FC.df+4 staple combo.|Reina FC.df+4 staple combo]]}})
: [+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4<ref name="wall-carry" />
: [+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4<ref name="wall-carry" />


; [25] FC.df+3
; [25] FC.df+3
: [+55] (f+2),3,F~3 df+1,1<ref>needs to be done without buffering for small bodies</ref> f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4
: [+55] (f+2),3,F~3 df+1,1<ref>needs to be done without buffering for small bodies</ref> f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4 ({{tt|demo|[[File:Reina-fcdf3 combo.mp4|thumb|alt=Reina's FC.df+3 staple combo.|Reina FC.df+3 staple combo]]}})
: [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2<ref name="wall-carry" />
: [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2<ref name="wall-carry" />


Line 163: Line 168:


; [19] CH (f,n,d,DF+4),4
; [19] CH (f,n,d,DF+4),4
: [+43] ws1 df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4
: [+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4
: [+42] ws1 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
: [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2<ref name="wall-carry" />
: [+46] ws4 df+2 df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4
: [+45] ws4 df+2 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2


; [30] H.WRA.2,F
; [30] H.WRA.2,F
Line 184: Line 191:
{{Combolist|columns=2|
{{Combolist|columns=2|


; Tornado available
; Tornado available (56% scaling e.g. raw W!)
: [+44] W!<ref name="high splat">high wall splat (e.g., EWGF, df+2)</ref> 1+2 b+4 WT! d+1+2~4,2,2,<qcf+1+2<ref name="no jack">Does not work on Jack-8</ref>
: [+48] W!<ref name="high splat">high wall splat (e.g., EWGF, df+2)</ref> 1+2 b+4 WT! b+1,<1,3,F~2<ref>can substitute b+4 with any WT! tool into appropriate wall ender</ref>
: [+42] W! df+4,2,3 WT! d+1+2~4,2,2,qcf+1+2<ref name="bear only">Bears only</ref>
: [+42] W! df+4,2,3 WT! d+1+2~4,2,2,qcf+1+2<ref name="bear only">Bears only</ref>
: [+42] W! df+4,2,3 WT! <OTG.d+4:1<ref name="toekick">Can get punished with a toe kick from the opponent</ref>
: [+40] W! b+4 WT! b+1,<1,1,3,F~2<ref name="hard">tricky timing</ref>
: [+38] W! 3,2 WT! 1 OTG.d+4:1<ref name="toekick" />
: [+39] W! df+4,2,3 WT! <OTG.d+4:1<ref name="toekick">Can get punished with a toe kick from the opponent</ref>
: [+36] W! b+4 WT! d+1+2~4,2,2,<qcf+1+2
: [+36] W! f+3~1+2 WT! WRA.4,2,2,qcf+1+2
: [+35] W! b+4 WT! d+1+2~4,2,2,qcf+1+2
: [+35] W! df+4,2,3 WT! df+3+4,4
: [+35] W! df+4,2,3 WT! df+3+4,4
: [+35] W! 3,2 WT! 1 OTG.d+4:1<ref name="toekick" />
: [+34] W! 3,2 WT! SSL EWGF 1+2<ref name="ssl">the SSL prevents 1+2 from dropping</ref>
: [+33] W! 3,2 WT! f,F+3+4 1+2
: [+33] W! 3,2 WT! f,F+3+4 1+2
: [+32] W! b+4 WT! df+1,1 1+2
: [+32] W! b+4 WT! df+1,1 1+2


; No tornado available
; No tornado available (24% scaling e.g. long combo with T! into W!)
: [40] W! H.2+3 d+3~H.4,F 1 OTG.d+4:1
: [24; -2a (-10)] W! b+1,<1,3,F~2<ref name="hard" />
: [36] W! H.f,F+3,F 1 OTG.d+4:1<ref name="toekick" />
: [24; -4a (-12)] W! b+1,<1,3,F~1+2<ref name="wra oki">Gives WRA oki at the wall. The mixup is between WRA.1+3 and WRA.3+4. The former catches them if they tech into standing andย  whiffs if they stay grounded or wake up in crouch (and can be launched). WRA.3+4 catches these options, but will get blocked if they tech into standing.</ref><ref name="hard" /><ref name="toekick" />
: [36] W! R.df+1+2
: [??] W! H.f+3~3,F 1 OTG.d+4:1<ref name="toekick" />
: [30] W! b+1,<1,3,F~2<ref name="hard">tricky timing</ref>
: [23; -15a (-23)] W! H.2+3 d+3~H.4,F 1 OTG.d+4:1
: [30] W! b+1,<1,3,F~1+2<ref name="wra oki">Gives WRA oki at the wall. The mixup is between WRA.1+3 and WRA.3+4. The former catches them if they tech into standing andย  whiffs if they stay grounded or wake up in crouch (and can be launched). WRA.3+4 catches these options, but will get blocked if they tech into standing.</ref><ref name="hard" /><ref name="toekick" />
: [21; -2a (-14)] W! WRA.4,2,2,qcf+1+2<ref>When already in WRA, such as with a splat from SEN.1+2</ref>
: [25] W! f,F+3+4 1+2
: [21; -15a (-23)] W! 1 OTG.d+4:1<ref>Can also be done from WRA by cancelling it (quickly) with df,b</ref><ref>does higher damage than the 25 dmg wall combos after 1+ airborne hits</ref><ref name="toekick" />
: [25] W! 1 OTG.d+4:1<ref>Can also be done from WRA by cancelling it (quickly) with df,b</ref><ref name="toekick" />
: [20; +0d] W! R.df+1+2
: [25] W! WRA.4,2,2,qcf+1+2<ref>When already in WRA, such as with a splat from SEN.1+2</ref>
: [19; -4a (-14)] W! 1,1 df+3+4,4<ref>does less damage after fewer airborne hits due to df+3+4,4 no longer hitting during low wall slump</ref>
: [22] W! 1,1 df+3+4,4<ref>Sometimes does higher damage when it hits off-axis, particularly after long combos</ref>
: [18; -5a (-17)] W! f+3~1,qcf+2
: [22] W! df+1,1 1+2
: [17; +12a (+1)] W! f,F+3+4 1+2
: [17; +12a (+1)] W! df+1,1 1+2


}}
}}
After a raw wall splat, Reina can use b,B uf+1 to re-wall splat, or ws3+4 from a wall splat that recovers in crouch (e.g., EWGK).<ref>https://twitter.com/ahnixcreations/status/1797719909381628400</ref>


<references />
<references />
Line 212: Line 225:
== Off-Axis ==
== Off-Axis ==


{{Combolist|
{{Combolist|columns=30em|
; [23] EWGF
; [23] EWGF
: [+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
: [+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
: [+42] b+4 T! b+1,1,3,F~1,qcf+2
: [+42] b+4 T! b+1,1,3,F~1,qcf+2
; [23] SSR EWGF
; [23] SSL EWGF
: [+54] EWGF f+2,D~DF<ref>change the direction of the SS to re-align</ref> ws3 f+2,3,F df+1,F~SEN.2 T! uf+3+4,1+2


; [13] df+2
; [13] df+2
Line 229: Line 246:


; [15] uf+4
; [15] uf+4
: [+39] b+1,1,3 f+2,3,F~1,qcf+2
: [+33] b+1,1,3,F~1,qcf+2


; [21] (back to wall) b,b,UB
; [21] (back to wall) b,b,UB
Line 240: Line 257:


{{Combolist|columns=1|
{{Combolist|columns=1|
; 50% scaling, T! available (e.g., raw W!)
; โ‰ค 2 hits, T! available
: [+48] b+1,1,3,F~3 W! df+4,2,3 WT! <OTG.d+4:1<ref name="any">can replace with any WT! into ender</ref>
: [+32] WB! b+1,1,3,F~3 W! df+4,2,3 WT! <OTG.d+4:1<ref name="any">can replace with any WT! into ender</ref>
: [+41] <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1<ref name="any" />
: [+27] WB! b,B uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1<ref name="any" />
ย 
; 3 hits, T! available
: [+26] WB! b+1,1,3 W! df+4,2,3 T! <OTG.d+4:1<ref name="any" />
: [+26] WB! b,B uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1<ref name="any" />
ย 
; > 3 hits, T! available (e.g., short combo into W!)
: [+26] WB! b,B uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1<ref name="any" /><ref>3,2 WT! has difficult timing</ref>


; 21% scaling, T! available (e.g., short combo into W!)
; 2 hits, T! used
: [+34] <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1<ref name="any" /><ref>3,2 WT! has difficult timing</ref>
: [+22] WB! b+1,1,3 W! 1 OTG.d+4:1
: [+21] WB! b,B uf+3+4,1+2 1 OTG.d+4:1


; 21% scaling, T! used (e.g., long combo with T! into W!)
; โ‰ฅ 3 hits, T! used (e.g., long combo with T! into W!)
: [+21] <uf+3+4,1+2 1 OTG.d+4:1
: [+20] WB! b,B uf+3+4,1+2 1 OTG.d+4:1
}}
}}


=== Balcony Break/Hard Wall Break/Wall Bound ===
=== Wall Hazard ===
ย 
''Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)''
ย 
''Note: ''hits'' mean the number of hits in the combo prior to the wall hazard being triggered''


{{Combolist|columns=1|
{{Combolist|columns=1|
; 50% scaling, T! available (e.g., raw W!)
; < 7 hits, T! available
: ''substitute any df+2 launch combo, prefer to end with WRA.3,4, prefer to use WRA.4,2,2,qcf+1+2 as a wall combo''
: ''(1 hit)'' WH! EWGF df+2 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
: ''(2 hits)'' WH! df+2 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
: ''(3 hits)'' WH! df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
: ''(4 hits)'' WH! df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
: ''(5 hits)'' WH! f+2,3,F df+1,F~1+2 T! WRA.3,4
: ''(6 hits)'' WH! f+2,3,F~1+2 T! WRA.3,4
: ''(7 hits)'' WH! dash df+1,F~1+2 T! WRA.3,4
ย 
; 8+ hits, T! available
: <3,2<ref>inconsistent</ref><ref name="wall carry">wall carry</ref> T! iws3,4
: b+4 T! iws3,4


; 21% scaling, T! available (e.g., short combo into W!)
; 2-7 hits, T! unavailable
: f+2,3,F df+1,F~1+2 T! WRA.3,4
: WH! ''(same combo as with T! available, but replace F~1+2 T! WRA.3,4 with F~1,qcf+2)


; 21% scaling, T! used (e.g., long combo with T! into W!)
; 8+ hits, T! unavailable (e.g., long combo with T! into W!)
: [+8] <f,F+3<ref>with WB! only</ref>
: [+8] WH! <f,F+3<ref>with WB! only</ref>
: [+7] f+2,d~4<ref>with fewer hits in the combo</ref>
: [+5] WH! 3+4,4
: [+6] 3+4,4
: [+3] WH! <3,2<ref name="wall carry" />
: [+5] 3,2<ref name="wall carry">wall carry</ref>
: [+2] WH! uf+1<ref name="oki">oki</ref>
}}
ย 
==== Elegant Palace 2F (HWB) ====
ย 
{{Combolist|columns=1|
; raw HWB! (one prior wall hit)
: [+40] HWB! EWGF df+2 df+1 f+2,3 W! d+3~4<ref name="unsoku dir">Use u+3 on P2 (essentially a SSR)</ref> BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
: [+39] HWB! b+1,1,3 df+3 iws3,4 W! d+3~4<ref name="unsoku dir" /> BB! df+1,F~1+2 T! WRA.3,4,D W! WRA.4,2,2,qcf+1+2
ย 
; raw W! into HWB! (no prior wall hit)
: [+35] HWB! b+1,1,3,F~<3 W! d+3~4 BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1 ({{tt|demo|[[File:Reina-elegant palace combo.mp4|thumb|alt=Reina's optimal Elegant Palace HWB! combo.|Reina Elegant Palace HWB! combo]]}})
ย 
; โ‰ฅ 4 hits, T! unavailable, W! into HWB! (e.g. long combo with T! into W!)
: [+??] 3,2 W! wr3 BB! 3+4,4
}}
}}


=== Floor Break ===
=== Floor Break ===
''Note: for all floor breaks except the ones below, the same combos as for Wall Hazards apply.''


; [35] 1+3
; [35] 1+3
Line 277: Line 332:
: [+26] FB! b+1,1,3,F~2<ref name="side switch" /> T! f+2,3,F~3
: [+26] FB! b+1,1,3,F~2<ref name="side switch" /> T! f+2,3,F~3


=== Elegant Palace ===
==== Ortiz Farm 1F ====


{{Combolist|columns=1|
; [35] 1+3
; raw HWB! (one prior wall hit)
: [+45] FB! b+1,1,3,F~2 T!<ref name="side switch" /> f+2,3,F df+1,F~1+2 W! WRA.4,2,2,qcf+1+2<ref name="no small">Does not work on small bodies</ref>
: [+58] HWB! EWGF df+2 df+1 f+2,3 W! d+3~4<ref name="unsoku dir">Use u+3 on P2 (essentially a SSR)</ref> BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
: [+57] HWB! b+1,1,3 df+3 iws3,4 W! d+3~4<ref name="unsoku dir" /> BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
ย 
; raw W! into HWB! (no prior wall hit)
: [+52] HWB! b+1,1,3,F~<3 W! d+3~4 BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1 [[https://streamable.com/9h2yq7 demo]]
ย 
; <nowiki><</nowiki> 4 hits, T! available, W! into HWB! (e.g. W! into 3,4 HWB!)
: [+43] HWB! f+2,3,F~1,<qcf+2 BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
ย 
; <nowiki>โ‰ฅ</nowiki> 4 hits, T! available, W! into HWB! (e.g. short combo without T! into W!)
: [+29] HWB! f+2,3,F~1,<qcf+2 BB! f+3~1+2 T! uf+3+4 W! dash df+3+4,4
ย 
; โ‰ฅ 4 hits, T! unavailable, W! into HWB! (e.g. long combo with T! into W!)
: [+16] 3,2 W! wr3 BB! 3+4,4
}}


<references />
<references />
Line 341: Line 381:


; [14] CH WRA.1
; [14] CH WRA.1
: [+111] PEWGF EWGF EWGF dash EWGF microdash df+1,F~1+2 T! f,F+3+4 HB! f+2,d~4,F OTG.d+4:1<ref name="big only">Bigs only</ref> [https://streamable.com/k9ebmu demo]
: [+111] PEWGF EWGF EWGF dash EWGF microdash df+1,F~1+2 T! f,F+3+4 HB! f+2,d~4,F OTG.d+4:1<ref name="big only">Bigs only</ref> ({{tt|demo|[[File:Reina-ch hw1 max.mp4|thumb|alt=Reina's CH HW.1 max damage combo on bigs.|Reina CH HW.1 max damage combo on bigs]]}})
: [+??] PEWGF EWGF EWGF microdash df+1,1 f+2,3,F~<1+2 T! WRA.3,4
: [+??] PEWGF EWGF EWGF microdash df+1,1 f+2,3,F~<1+2 T! WRA.3,4


Line 359: Line 399:


{{MoreDetail}}
{{MoreDetail}}
=== Fillers ===
''Note: Damage values assume scaling begins at 70% (i.e. after launcher).''
{{Combolist|columns=1|
; launcher
: [+21] b+1,1,3
: [+20] f,F+2,F~3
: [+17] df+2 df+1,1
: [+13] df+1 df+1,1
}}


=== Tornado ===
=== Tornado ===


; SEN.1+2
''Note: Damage values assume scaling begins at 30% (i.e. after 4+ hits).''
: can be inconsistent on long combos, higher damage, gives access to WRA enders, can access standing enders by quickly cancelling WRA, requires a slight delay on the following characters - Xiaoyu, Lee, Alisa, Leroy, Zafina, Yoshimitsu
ย 
; SEN.2
{{Combolist|columns=1|
: consistent, doesn't give access to WRA enders
; after 4+ filler hits
; b+4
: [+8] SEN.1+2<ref>can be inconsistent on long combos, higher damage, gives access to WRA enders, can access standing enders by quickly cancelling WRA, requires a slight delay on the following characters - Xiaoyu, Lee, Alisa, Leroy, Zafina, Yoshimitsu</ref>
: fast, can be used to quickly T! when close to the wall, or to keep things simple
: [+6] SEN.2<ref>consistent, doesn't give access to WRA enders</ref>
: [+6] b+4<ref>fast, can be used to quickly T! when close to the wall, or to keep things simple</ref>
}}
ย 
<references />


=== Enders ===
=== Enders ===
''Note: Damage values assume scaling begins at 30% (i.e. after 4+ hits).''


==== Heat available ====
==== Heat available ====


; dash HB! H.f+2,D~4,F OTG.d+4<nowiki>:</nowiki>1
{{Combolist|columns=1|
: done after a df+1 from instant T! combos
; [+36] HB! dash H.f+2,D~4,F OTG.d+4<nowiki>:</nowiki>1
; HB! H.d+3~4,F OTG.d+4<nowiki>:</nowiki>1
: done after a df+1/df+1,1 from instant T! combos
: done for regular combos
ย 
; T!
: [+35] HB! d+3~H.4,F OTG.d+4<nowiki>:</nowiki>1<ref>can be inconsistent off-axis; use u+3 or d+3 as appropriate to re-align with the opponent</ref>
: [+??] HB! f+3~H.3,F OTG.d+4<nowiki>:</nowiki>1
: [+??] HB! H.f,F+3,F OTG.d+4<nowiki>:</nowiki>1
}}
ย 
<references />


==== Heat active ====
==== Heat active ====


; T! H.f,F+3,F OTG.d+4<nowiki>:</nowiki>1
{{Combolist|columns=1|
; T! H.WRA.2,F OTG.d+4<nowiki>:</nowiki>1
; T!
: requires being in WRA after T!
: [+15] H.WRA.2,F OTG.d+4<nowiki>:</nowiki>1<ref>requires being in WRA after T!, requires a shorter combo to connect</ref>
; T! df+1,2,F EWGK
: [+13] H.f,F+3,F 3+4,4
: [+13] H.f+3~3,F 3+4,4
: [+13] T! df+1,2,F EWGK<ref>requires a shorter combo to connect</ref>
: [+12] H.f,F+3,F OTG.d+4<nowiki>:</nowiki>1
}}
ย 
<references />


==== Rage available ====
==== Rage available ====


; T! RA
{{Combolist|columns=1|
: consistent after any number of hits in the combo
; T!
; T! df+1 RA
: [+24] df+1 RA<ref name="less hits">only works if the combo has fewer hits</ref>
; T! 1 RA
: [+24] 1 RA<ref name="less hits" />
: only works if the combo has fewer hits
: [+23] RA<ref>consistent after any number of hits in the combo</ref>
}}
ย 
For instant T! launchers, take out one filler hit, and after the last df+1, don't transition into SEN, but instead immediately use RA.
ย 
<references />


==== Wall carry ====
==== Wall carry ====
; WRA.1,4
ย 
: highest wall carry, highest damage, ''doesn't'' wall splat, available only from SEN.1+2, can be tricky on longer combos
{{Combolist|columns=1|
; WRA.3,4
; T!
: high wall carry, high damage, gives a "stickier" wall splat allowing for better wall combos, available only from SEN.1+2, easy and consistent
: [+13] WGS.1,4<ref>highest wall carry, ''doesn't'' wall splat, can be very tricky on longer combos requiring a slight delay after between the hits</ref>
; uf+3+4,1+2
: [+12] uf+3+4,1+2<ref>available from any tornado tool, reasonably consistent but can drop on long combos, consistency can be improved with a SSL before doing uf+3+4</ref>
: available from any tornado tool, high damage, consistent
: [+11] WRA.3,4<ref>high wall carry, gives a "stickier" wall splat allowing for better wall combos, available only from SEN.1+2, easy and consistent</ref>
; ws3,4
: [+10] ws3,4<ref>requires a CD after a T! to access, gives a higher wall splat, shorter wall carry than WRA.3,4</ref>
: requires a CD after a T! to access, gives a higher wall splat, shorter wall carry than WRA.3,4
}}
ย 
<references />


==== Short wall carry ====
==== Short wall carry ====
; df+1,1
; uf+1
: gives access to WRA.4,2,2,qcf+1+2 wall combo
; f+3~3
; uf+3+4
; SEN.1+2
; SEN.3


==== Floor break/blast ====
{{Combolist|columns=1|
; f,F+3
; T!
; f+4
: [+5] df+1,1
; OTG.d+4
: [+4] uf+1<ref>gives access to WRA.4,2,2,qcf+1+2 wall combo</ref>
; ws4,4
: [+6] f+3~3
: [+6] uf+3+4
: [+8] f+3~1+2
}}


==== Wall/Balcony break/blast ====
<references />
; WRA.3,4,D~2
ย 
; uf+3+4,1+2
==== Floor Hazard ====
; ws3,4
ย 
: highest damage W!, has an extra hit requiring the subsequent combo to be cut shorter
{{Combolist|columns=1|
; d+3~4
; T!
: highest damage single hit, need to do it fairly quickly
; W!
; 1+2
: [+7] f+3~4
: second highest damage single hit, timing is more forgiving
: [+7] ws4,4<ref>requires a deep dash into ws4,4 after a T!</ref>
; 3,4
: [+6] f,F+3
: excellent for instantly triggering a HWB! after getting a W! since both hits damage the wall
: [+6] f+4<ref>requires precise execution to avoid getting a f,f,F+4 misinput after a T!</ref>
: [+6] OTG.d+4
: [+5] d+2
: [+?] 3+4ย 
}}
ย 
==== Wall Hazard ====
ย 
''Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)''
ย 
{{Combolist|columns=1|
; T!
; W!
: [+?] WRA.3,4,D W! WRA.2
: [+?] uf+3+4,1+2
: [+?] ws3,4<ref>highest damage W!, has an extra hit requiring the subsequent combo to be cut shorter</ref>
: [+?] d+3~4<ref>highest damage single hit, requires fewer hits before the W! to give time for the move, can be inconsistent off-axis</ref>
: [+?] 1+2<ref>second highest damage single hit, timing is more forgiving, very reliable and easy to do</ref>
: [+?] 3,4<ref>excellent for instantly triggering a HWB! after getting a W! since both hits damage the wall</ref>
: [+?] H.2+3
: [+?] f+3~1,qcf+2
}}
ย 
=== Wall Tornado ===
ย 
''Note: Damage values assume scaling begins at 56% (i.e. after 1+2 W!).''
ย 
{{Combolist|columns=1|
; W!
: [+20] df+4,2,3
: [+15] SEN.1+2/f+3~1+2
: [+14] 3,2
: [+12] b+4
: [+12] SEN.2/f+3~2
: [+9] uf+4
}}
ย 
=== Wall Ender ===
ย 
''Note: Damage values assume scaling begins at 40% (i.e. after 1+2 W! b+4 WT!).''
ย 
{{Combolist|columns=1|
; 1 wall hit (e.g., combo ender into W!, b+4 WT!)
: [+28] W! b+1,<1,3,F~1+2
: [+28] W! b+1,<1,3,F~2
: [+20] W! df+1,1 1+2
: [+19] W! <1,1 df+3+4,4
: [+19] W! f+2,D~4
ย 
; 2 wall hits (e.g. 3,2 WT!, f+3~1+2 WT!)
: [+24] W! 1 OTG.d+4<nowiki>:</nowiki>1
: [+21] W! WRA.4,2,2,qcf+1+2<ref>must be in WRA, delay 1st or last hit to hit on low wall slump (only one of the two will need to be delayed)</ref>
: [+21] W! f,F+3+4 1+2
ย 
; 3+ wall hits (e.g. df+4,2,3 WT!)
: [+22] W! <OTG.d+4<nowiki>:</nowiki>1
: [+15] W! df+3+4,4
: [+11] W! 3+4,4
}}
ย 
<references />


== External Links ==
== External Links ==
Line 437: Line 571:
* [https://docs.google.com/spreadsheets/d/e/2PACX-1vTsgbCJNSTKajMNlJvQleJOl0eTiEcV-PbeU0obDg1lsSqmz0lTtcD2k6NzfTPt7Db9Ua2dz1o_34Sv/pubhtml# Tekken 8 Library by Applay]
* [https://docs.google.com/spreadsheets/d/e/2PACX-1vTsgbCJNSTKajMNlJvQleJOl0eTiEcV-PbeU0obDg1lsSqmz0lTtcD2k6NzfTPt7Db9Ua2dz1o_34Sv/pubhtml# Tekken 8 Library by Applay]
* [https://www.youtube.com/watch?v=qAurld5qfkA TEKKEN 8 - Reina Combo Tutorial (with button notation) - T8 by Ghirlanda]
* [https://www.youtube.com/watch?v=qAurld5qfkA TEKKEN 8 - Reina Combo Tutorial (with button notation) - T8 by Ghirlanda]
* [https://www.youtube.com/watch?v=-c0vVGfxQ4k Reina Combo Guide | TEKKEN 8] by RyzingSol
* [https://www.youtube.com/watch?v=y1UG_SVjfqU Reina Combo Guide | TEKKEN 8] by RyzingSol

Latest revision as of 19:39, 23 October 2024

Notation summary for combos
Symbol Meaning
1 Left Punch
2 Right Punch
3 Left kick
4 Right kick
u Up
d Down
f Forward
b Backward
uf Up and forward
df Down and forward
ub Up and backward
db Down and backward
n Neutral
Symbol Meaning
U Up (Hold)
D Down (Hold)
F Forward (Hold)
B Backward (Hold)
UF Up and forward (Hold)
DF Down and forward (Hold)
UB Up and backward (Hold)
DB Down and backward (Hold)
Symbol Meaning
+ Pressed together
# Pressed together, on the same frame
,[1] Followed by
~ Followed by, immediately
: Followed by, tight input window
< Followed by, with delayed input
>
* Held input
Symbol Meaning
.[1] From stance
~ From stance transition[2]
H During Heat[3]
R Rage
FC Full crouch
hFC Half crouch
ws While standing
wr While running
Symbol Meaning
T! Tornado
W! Wall splat
WB! Wall break
F! Floor break
BB! Balcony break
Symbol Meaning Example Example Meaning
CH Counter hit CH 1,2,3 1,2,3 where the first hit is a counter hit
CL Clean hit CL db+4 db+4 with a clean hit
(?) Whiffed or blocked moves CH (1,2),3 1,2,3 where the third hit is a counter hit
(2,2),2 2,2,2 where the first two hits whiff
(x?) Repeat string ? times b+2,f~n(x3) b+2,f~n repeated 3 times
[?; ?] Damage dealt; recoverable damage [50; 12] ws2,3 f,F+3 Combo deals 50 damage, 12 of which is recoverable
  1. โ†‘ 1.0 1.1 Should never have a space immediately after it.
  2. โ†‘ Not "for stance transition", which has no special notation and is written the same as any other input.
  3. โ†‘ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

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.

Regular launch (e.g. df+2)
f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2 (demo)
Instant Tornado (e.g., low parry)
T! f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2 (demo)

Mini-combos

[28] H.df+1,2,F
[22] H.SEN.3,F
[+20] OTG.d+4:1
[+16] f,n,d,df#3
[+13] OTG.d+4
[22] wr3
[22] 2~1
[+27] OTG.d+4:1[1]
[+21] f,n,d,df#3
[+20] dash 1+2
[+16] f+4
[24] CH 4
[20] b+4
[20] (df+4,2),3
[+27] dash OTG.d+4:1
[+21] f,n,d,df#3
[13] (b+1,1),3,F
[12] ws1
[+22] SEN.3[2]
[+20] SEN.2
[30] SEN.1+2
[+21] WRA.2
[+16] WRA.4,2,2,<qcf+1+2
[26] WRA.3+4
[24] CH f+4
[24] SEN.4
[20] CH d+2
[+21] f,n,d,df#3
[+11] OTG.d+4
[24] CH ws2
[+28] 2~1 OTG.d+4:1
[+24] f,F+2,F~3[2][1]
[+19] df+1,2[2]
[+17] 1+2
[18] CH uf+1
[+23] WRA.1,4
[+23] WRA.1,f SEN.3[2]
[+21] WRA.2[2]
[+21] WRA.1+2
[14] f,F+2,F
[12] WRA.1,F
[+22] SEN.3[2][3]
[20] f+4 (on crouching opp.)
[15] (uf+3),1 (on crouching opp.)
[+24] f,F+2,F SEN.3[1]
[+19] df+1,2[2][3]
[+17] 1+2
[14] CH WRA.1,F
[+51] SEN.1+2 WRA.2
[+46] SEN.1+2 WRA.4,2,2,qcf+1+2
[+42] SEN.1,qcf+2
[+22] F SEN.3[2][3]
[14] CH WRA.1
[+28] df+1,2[2]
[+24] f+2,3
[+23] PEWGF[1]
[0] f+3+4* (on block)
[+17] 1,2,2
[+15] 1,1,2
[16] CH ws3+4
[14] ws3+4
[+24] f,F+2,F SEN.3[1]
[+16] f+2,3
[20] f,F+3
[+21] deep dash EWGK
[0] P.f,n
[+32] cc 2,2,1[1]
[+27] cc 1,2,2
[+23] cc 1,1,2
  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 1.5 Hard
  2. โ†‘ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Heat Engager
  3. โ†‘ 3.0 3.1 3.2 Can be hit-confirmed

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
[23] EWGF (f,n,d,df#2)
[+83] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2][3] T! H.2+3 d+3~H.4,F dash OTG.d+4:1
[+56] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4 (demo)
[+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[4] (demo)
[+55] f,F+3+4 ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[5][1] (demo)
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[13] df+2
[+56] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[6]
[+51] b+4 T! f,f+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[5]
[20] FC.df+4
[+56] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4 (demo)
[+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[6]
[25] FC.df+3
[+55] (f+2),3,F~3 df+1,1[7] f+2,3,F df+1,F~1+2[2] T! WRA.3,4 (demo)
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[30] f+3+4*
[30] CH f+3+4
[24] CH (3),4
[24] CH (3+4),4
[24] CH (df+3+4),4
[24] CH (b+1,1,3),3
[24] CH (WRA.d+4),3
[20] BT.4
[20] CH f,n,3
[+55] (f+2),3~3 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[+51] b+4 T! f,F+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[5]
[24] CH (df+4,2),3
[24] CH b+4
[15] uf+4
[+49] T! b,B[8] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+48] T! b,B[8] (f+2),3,F~3 df+1,1 f+2,3,F df+1,F~1,qcf+2
[0] low parry
[+47] T! f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+45] T! EWGF df+2 df+1 f+2,3,F df+1,F~1,qcf+2[9]
[+45] T! b,B[8] (f+2),3,F~3 df+1 f+2,3,F df+1,F~1,qcf+2[9]
[25] CH 3,2
[+38] f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+38] f,F+3+4 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[26] CH.f,F+3+4
[+56] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+52] f+3~2 T! f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[32] CH f,n,d,df#3
[25] CH WGS.df+3
[+47] ws3 df+1 SSL df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+46] ws3 df+1 df+1,1 f+2,3,f df+1,F~1+2 T! WRA.3,4
[19] CH (f,n,d,DF+4),4
[+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[+46] ws4 df+2 df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+45] ws4 df+2 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[30] H.WRA.2,F
[30] H.UNS.4,F
[20] H.f,F+3,F
[+33] EWGF df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+33] EWGF df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[+33] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[21] (back to wall) b,b,UB
[+47] df+2 df+1 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4


  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 To do ws3 after a move, you have to buffer df+3 to enter manual WGS during the animation and mash n,3. Just find the timing and it will work every time
  2. โ†‘ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.
  3. โ†‘ To cancel WRA into standing, you have to input df,f (or qcf,f) quickly. This cancels WRA into WGS, and WGS into standing.
  4. โ†‘ Might not work from a sidewalk
  5. โ†‘ 5.0 5.1 5.2 Good for off-axis
  6. โ†‘ 6.0 6.1 6.2 6.3 6.4 6.5 Good for wall carry
  7. โ†‘ needs to be done without buffering for small bodies
  8. โ†‘ 8.0 8.1 8.2 only needed for uf+4
  9. โ†‘ 9.0 9.1 can replace the last df+1,F with df+1 R.df+1+2 when in Rage for ~+60 dmg

Wall


Tornado available (56% scaling e.g. raw W!)
[+48] W![1] 1+2 b+4 WT! b+1,<1,3,F~2[2]
[+42] W! df+4,2,3 WT! d+1+2~4,2,2,qcf+1+2[3]
[+40] W! b+4 WT! b+1,<1,1,3,F~2[4]
[+39] W! df+4,2,3 WT! <OTG.d+4:1[5]
[+36] W! f+3~1+2 WT! WRA.4,2,2,qcf+1+2
[+35] W! b+4 WT! d+1+2~4,2,2,qcf+1+2
[+35] W! df+4,2,3 WT! df+3+4,4
[+35] W! 3,2 WT! 1 OTG.d+4:1[5]
[+34] W! 3,2 WT! SSL EWGF 1+2[6]
[+33] W! 3,2 WT! f,F+3+4 1+2
[+32] W! b+4 WT! df+1,1 1+2
No tornado available (24% scaling e.g. long combo with T! into W!)
[24; -2a (-10)] W! b+1,<1,3,F~2[4]
[24; -4a (-12)] W! b+1,<1,3,F~1+2[7][4][5]
[??] W! H.f+3~3,F 1 OTG.d+4:1[5]
[23; -15a (-23)] W! H.2+3 d+3~H.4,F 1 OTG.d+4:1
[21; -2a (-14)] W! WRA.4,2,2,qcf+1+2[8]
[21; -15a (-23)] W! 1 OTG.d+4:1[9][10][5]
[20; +0d] W! R.df+1+2
[19; -4a (-14)] W! 1,1 df+3+4,4[11]
[18; -5a (-17)] W! f+3~1,qcf+2
[17; +12a (+1)] W! f,F+3+4 1+2
[17; +12a (+1)] W! df+1,1 1+2


After a raw wall splat, Reina can use b,B uf+1 to re-wall splat, or ws3+4 from a wall splat that recovers in crouch (e.g., EWGK).[12]

  1. โ†‘ high wall splat (e.g., EWGF, df+2)
  2. โ†‘ can substitute b+4 with any WT! tool into appropriate wall ender
  3. โ†‘ Bears only
  4. โ†‘ 4.0 4.1 4.2 tricky timing
  5. โ†‘ 5.0 5.1 5.2 5.3 5.4 Can get punished with a toe kick from the opponent
  6. โ†‘ the SSL prevents 1+2 from dropping
  7. โ†‘ Gives WRA oki at the wall. The mixup is between WRA.1+3 and WRA.3+4. The former catches them if they tech into standing and whiffs if they stay grounded or wake up in crouch (and can be launched). WRA.3+4 catches these options, but will get blocked if they tech into standing.
  8. โ†‘ When already in WRA, such as with a splat from SEN.1+2
  9. โ†‘ Can also be done from WRA by cancelling it (quickly) with df,b
  10. โ†‘ does higher damage than the 25 dmg wall combos after 1+ airborne hits
  11. โ†‘ does less damage after fewer airborne hits due to df+3+4,4 no longer hitting during low wall slump
  12. โ†‘ https://twitter.com/ahnixcreations/status/1797719909381628400

Off-Axis

[23] EWGF
[+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
[+42] b+4 T! b+1,1,3,F~1,qcf+2
[23] SSR EWGF
[23] SSL EWGF
[+54] EWGF f+2,D~DF[1] ws3 f+2,3,F df+1,F~SEN.2 T! uf+3+4,1+2
[13] df+2
[+45] df+4,2,3 T! b+1,1,3,F~1,qcf+2
[+39] 2,2,2,1 T! f+2,3,F~1,qcf+2
[20] FC.df+4
[20] BT.4
[+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
[25] FC.df+3
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[15] uf+4
[+33] b+1,1,3,F~1,qcf+2
[21] (back to wall) b,b,UB
[+44] f,F+2,F~1+2 T! b+1,1,3,F~1,qcf+2

Stage Hazard

Wall Blast

โ‰ค 2 hits, T! available
[+32] WB! b+1,1,3,F~3 W! df+4,2,3 WT! <OTG.d+4:1[2]
[+27] WB! b,B uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[2]
3 hits, T! available
[+26] WB! b+1,1,3 W! df+4,2,3 T! <OTG.d+4:1[2]
[+26] WB! b,B uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[2]
> 3 hits, T! available (e.g., short combo into W!)
[+26] WB! b,B uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[2][3]
2 hits, T! used
[+22] WB! b+1,1,3 W! 1 OTG.d+4:1
[+21] WB! b,B uf+3+4,1+2 1 OTG.d+4:1
โ‰ฅ 3 hits, T! used (e.g., long combo with T! into W!)
[+20] WB! b,B uf+3+4,1+2 1 OTG.d+4:1

Wall Hazard

Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)

Note: hits mean the number of hits in the combo prior to the wall hazard being triggered

< 7 hits, T! available
(1 hit) WH! EWGF df+2 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
(2 hits) WH! df+2 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
(3 hits) WH! df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
(4 hits) WH! df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
(5 hits) WH! f+2,3,F df+1,F~1+2 T! WRA.3,4
(6 hits) WH! f+2,3,F~1+2 T! WRA.3,4
(7 hits) WH! dash df+1,F~1+2 T! WRA.3,4
8+ hits, T! available
<3,2[4][5] T! iws3,4
b+4 T! iws3,4
2-7 hits, T! unavailable
WH! (same combo as with T! available, but replace F~1+2 T! WRA.3,4 with F~1,qcf+2)
8+ hits, T! unavailable (e.g., long combo with T! into W!)
[+8] WH! <f,F+3[6]
[+5] WH! 3+4,4
[+3] WH! <3,2[5]
[+2] WH! uf+1[7]

Elegant Palace 2F (HWB)

raw HWB! (one prior wall hit)
[+40] HWB! EWGF df+2 df+1 f+2,3 W! d+3~4[8] BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
[+39] HWB! b+1,1,3 df+3 iws3,4 W! d+3~4[8] BB! df+1,F~1+2 T! WRA.3,4,D W! WRA.4,2,2,qcf+1+2
raw W! into HWB! (no prior wall hit)
[+35] HWB! b+1,1,3,F~<3 W! d+3~4 BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1 (demo)
โ‰ฅ 4 hits, T! unavailable, W! into HWB! (e.g. long combo with T! into W!)
[+??] 3,2 W! wr3 BB! 3+4,4

Floor Break

Note: for all floor breaks except the ones below, the same combos as for Wall Hazards apply.

[35] 1+3
[+31] FB! df+4 f+2,3,F~2 T! b+1,1,3,F~1,qcf+2
[+31] FB! b+1,1,3,F~2 T![9] f+2,3,F df+1,F~1,qcf+2
[+30] FB! b+1,1,3,F~2[9] T! f+2,3,F~1,qcf+2
[+29] FB! f,F+2,F~2 T! b+1,1,3,F~1,qcf+2[5]
[+29] FB! <df+4,2,3 T! b+1,1,3,F~1,qcf+2
[+26] FB! b+1,1,3,F~2[9] T! f+2,3,F~3

Ortiz Farm 1F

[35] 1+3
[+45] FB! b+1,1,3,F~2 T![9] f+2,3,F df+1,F~1+2 W! WRA.4,2,2,qcf+1+2[10]
  1. โ†‘ change the direction of the SS to re-align
  2. โ†‘ 2.0 2.1 2.2 2.3 2.4 can replace with any WT! into ender
  3. โ†‘ 3,2 WT! has difficult timing
  4. โ†‘ inconsistent
  5. โ†‘ 5.0 5.1 5.2 wall carry
  6. โ†‘ with WB! only
  7. โ†‘ oki
  8. โ†‘ 8.0 8.1 Use u+3 on P2 (essentially a SSR)
  9. โ†‘ 9.0 9.1 9.2 9.3 causes side switch (side switch is inconsistent on Jack-8)
  10. โ†‘ Does not work on small bodies

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

Max Damage


[23] EWGF
[20] FC.df+4
[+70] EWGF EWGF EWGF b+4 T! 1 f,F+3 PEWGK
[+67] EWGF EWGF df+1 b+4 T! 1 f,F+3 PEWGK
[+64] EWGF EWGF b+4 T! 1 f,F+3 PEWGK
[30] f+3+4*
[30] CH f+3+4
[25] FC.df+3
[24] CH (3),4
[24] CH (3+4),4
[24] CH (df+3+4),4
[24] CH (b+1,1,3),3
[24] CH (WRA.d+4),3
[20] BT.4
[20] CH f,n,3
[19] CH (f,n,d,DF+4),4
[13] df+2
[+62] EWGF EWGF microdash df+1,1 f+2,3,F df+1,F~<1+2 T! WRA.DF WGS.1,4
[24] CH (df+4,2),3
[24] CH b+4
[15] uf+4
[0] low parry
[+53] T! EWGF EWGF df+1,1 f+2,3,F df+1,F~1,qcf+2
[32] CH f,n,d,df#3
[25] CH WGS.df+3
[+??] ws3 ws4 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.D~1,4
[26] CH.f,F+3+4
[+55] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.DF uf+3+4,1+2
[14] CH WRA.1
[+111] PEWGF EWGF EWGF dash EWGF microdash df+1,F~1+2 T! f,F+3+4 HB! f+2,d~4,F OTG.d+4:1[1] (demo)
[+??] PEWGF EWGF EWGF microdash df+1,1 f+2,3,F~<1+2 T! WRA.3,4
[30] H.WRA.2,F
[30] H.UNS.4,F
[20] H.f,F+3,F
[+??] SSR EWGF EWGF EWGF df+1 EWGF df+1,1 f+2,3,F~1+2 T! WRA.3,4
[23] EWGF W!
[+48] W! EWGF 3,2 WT! 1 OTG.d+4:1


  1. โ†‘ Bigs only

Combo Theory

This section could do with more detail.

Fillers

Note: Damage values assume scaling begins at 70% (i.e. after launcher).

launcher
[+21] b+1,1,3
[+20] f,F+2,F~3
[+17] df+2 df+1,1
[+13] df+1 df+1,1

Tornado

Note: Damage values assume scaling begins at 30% (i.e. after 4+ hits).

after 4+ filler hits
[+8] SEN.1+2[1]
[+6] SEN.2[2]
[+6] b+4[3]
  1. โ†‘ can be inconsistent on long combos, higher damage, gives access to WRA enders, can access standing enders by quickly cancelling WRA, requires a slight delay on the following characters - Xiaoyu, Lee, Alisa, Leroy, Zafina, Yoshimitsu
  2. โ†‘ consistent, doesn't give access to WRA enders
  3. โ†‘ fast, can be used to quickly T! when close to the wall, or to keep things simple

Enders

Note: Damage values assume scaling begins at 30% (i.e. after 4+ hits).

Heat available

[+36] HB! dash H.f+2,D~4,F OTG.d+4:1
done after a df+1/df+1,1 from instant T! combos
T!
[+35] HB! d+3~H.4,F OTG.d+4:1[1]
[+??] HB! f+3~H.3,F OTG.d+4:1
[+??] HB! H.f,F+3,F OTG.d+4:1
  1. โ†‘ can be inconsistent off-axis; use u+3 or d+3 as appropriate to re-align with the opponent

Heat active

T!
[+15] H.WRA.2,F OTG.d+4:1[1]
[+13] H.f,F+3,F 3+4,4
[+13] H.f+3~3,F 3+4,4
[+13] T! df+1,2,F EWGK[2]
[+12] H.f,F+3,F OTG.d+4:1
  1. โ†‘ requires being in WRA after T!, requires a shorter combo to connect
  2. โ†‘ requires a shorter combo to connect

Rage available

T!
[+24] df+1 RA[1]
[+24] 1 RA[1]
[+23] RA[2]

For instant T! launchers, take out one filler hit, and after the last df+1, don't transition into SEN, but instead immediately use RA.

  1. โ†‘ 1.0 1.1 only works if the combo has fewer hits
  2. โ†‘ consistent after any number of hits in the combo

Wall carry

T!
[+13] WGS.1,4[1]
[+12] uf+3+4,1+2[2]
[+11] WRA.3,4[3]
[+10] ws3,4[4]
  1. โ†‘ highest wall carry, doesn't wall splat, can be very tricky on longer combos requiring a slight delay after between the hits
  2. โ†‘ available from any tornado tool, reasonably consistent but can drop on long combos, consistency can be improved with a SSL before doing uf+3+4
  3. โ†‘ high wall carry, gives a "stickier" wall splat allowing for better wall combos, available only from SEN.1+2, easy and consistent
  4. โ†‘ requires a CD after a T! to access, gives a higher wall splat, shorter wall carry than WRA.3,4

Short wall carry

T!
[+5] df+1,1
[+4] uf+1[1]
[+6] f+3~3
[+6] uf+3+4
[+8] f+3~1+2
  1. โ†‘ gives access to WRA.4,2,2,qcf+1+2 wall combo

Floor Hazard

T!
W!
[+7] f+3~4
[+7] ws4,4[1]
[+6] f,F+3
[+6] f+4[2]
[+6] OTG.d+4
[+5] d+2
[+?] 3+4

Wall Hazard

Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)

T!
W!
[+?] WRA.3,4,D W! WRA.2
[+?] uf+3+4,1+2
[+?] ws3,4[3]
[+?] d+3~4[4]
[+?] 1+2[5]
[+?] 3,4[6]
[+?] H.2+3
[+?] f+3~1,qcf+2

Wall Tornado

Note: Damage values assume scaling begins at 56% (i.e. after 1+2 W!).

W!
[+20] df+4,2,3
[+15] SEN.1+2/f+3~1+2
[+14] 3,2
[+12] b+4
[+12] SEN.2/f+3~2
[+9] uf+4

Wall Ender

Note: Damage values assume scaling begins at 40% (i.e. after 1+2 W! b+4 WT!).

1 wall hit (e.g., combo ender into W!, b+4 WT!)
[+28] W! b+1,<1,3,F~1+2
[+28] W! b+1,<1,3,F~2
[+20] W! df+1,1 1+2
[+19] W! <1,1 df+3+4,4
[+19] W! f+2,D~4
2 wall hits (e.g. 3,2 WT!, f+3~1+2 WT!)
[+24] W! 1 OTG.d+4:1
[+21] W! WRA.4,2,2,qcf+1+2[7]
[+21] W! f,F+3+4 1+2
3+ wall hits (e.g. df+4,2,3 WT!)
[+22] W! <OTG.d+4:1
[+15] W! df+3+4,4
[+11] W! 3+4,4
  1. โ†‘ requires a deep dash into ws4,4 after a T!
  2. โ†‘ requires precise execution to avoid getting a f,f,F+4 misinput after a T!
  3. โ†‘ highest damage W!, has an extra hit requiring the subsequent combo to be cut shorter
  4. โ†‘ highest damage single hit, requires fewer hits before the W! to give time for the move, can be inconsistent off-axis
  5. โ†‘ second highest damage single hit, timing is more forgiving, very reliable and easy to do
  6. โ†‘ excellent for instantly triggering a HWB! after getting a W! since both hits damage the wall
  7. โ†‘ must be in WRA, delay 1st or last hit to hit on low wall slump (only one of the two will need to be delayed)

External Links