Devil Jin combos (Tekken 7): Difference between revisions

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m (RogerDodger moved page Devil Jin combos to Devil Jin combos (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
Tag: Script
 
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{{BNB}}
{{BNB}}


{{Combolist|columns=1|
; Regular launch (e.g. EWGF)
: df+2 2 b+2,3 S! 2 f+3+4
; Crouching recovery (e.g. CH FUFT.3)
: combo here
}}
== Mini-combos ==
{{Combolist|columns=9em|
; CH db+2
: f,f b+4
}}


df2, 2, b23 screw, fffn2, f3+4 (wall carry) / dEWGF (oki)
== Staples ==


{{Staple}}


;[[EWGF]]
works off of the following launchers :  
----
* d3+4
:'''EWGF f,F+4 f,F+3,1~f,f 2 dash EWGF''' [72]
* ch df2
* ch b4
* EWGF
* Low parry


== Mini-combos ==
:[[File:Devil Jin Staple .mp4|300px|left|]]
A highly damaging, yet execution heavy combo which has exceptional wall carry.
If the player is willing, this should be their go to combo whenever they hit an EWGF.<br clear=all>
----
:'''f,F+4 f,F3,1~f,f 1+4 F+3+4''' [67]


{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
:[[File:Devil Jin Staple 2.mp4|300px|left]]
An easier variation of the optimal combo from above. This is for players who aren't able to perform the main staple combo consistently. Nontheless, it is still a powerful combo with good wall carry.<br clear=all>
----
=== Rage ===


{{Combolist|
; EWGF
: combo for EWGF with rage here
}}


uf4, b4
== Wall ==


ch db2, b4
{{Combolist|
; Regular carry (30% scaling)
: combo here
}}


== Staples ==
== Float ==


{{Staple}}
{{Combolist|
; 1
: combo when you anti-air with jab here
}}


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


== Wall ==
{{Combolist|
; EWGF
: combo when you hit EWGF in the back
}}


{{Wall}}
== Stage break ==


{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Combolist|columns=1|
; Howard Estate
: big boy break all the walls combo here
}}


== Extras ==
== Extras ==

Latest revision as of 15:52, 25 January 2024

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. EWGF)
df+2 2 b+2,3 S! 2 f+3+4
Crouching recovery (e.g. CH FUFT.3)
combo here

Mini-combos

CH db+2
f,f b+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
EWGF

EWGF f,F+4 f,F+3,1~f,f 2 dash EWGF [72]

A highly damaging, yet execution heavy combo which has exceptional wall carry. If the player is willing, this should be their go to combo whenever they hit an EWGF.


f,F+4 f,F3,1~f,f 1+4 F+3+4 [67]

An easier variation of the optimal combo from above. This is for players who aren't able to perform the main staple combo consistently. Nontheless, it is still a powerful combo with good wall carry.


Rage

EWGF
combo for EWGF with rage here

Wall

Regular carry (30% scaling)
combo here

Float

1
combo when you anti-air with jab here

Back-turned opponent

EWGF
combo when you hit EWGF in the back

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