Kazuya combos: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
(Regular Launch)
(→‎Staples: EWGF notation formatting)
 
(50 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Navbox Kazuya}}
{{Navbox Kazuya}}
{{Navbox combos}}
{{Navbox combos}}
{{Combo_notation}}


== Bread n' butter ==
== Bread n' butter ==
Line 7: Line 8:


{{Combolist|columns=1|
{{Combolist|columns=1|
; Regular launch (e.g. ff+3)
; Regular launch (e.g. f,F+3)
: 3,1,4 df+1,df+2 T! 3,1~df~3
: 3,1,4 df+1,df+2 T! 3,1~df~3
}}
}}
Line 14: Line 15:


{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
; [27] CH db+2
; [24] CH f+4
; [20] CH (3,1),4
; [21] CH 4
; [30] CH ws1+2
: [+17] f,F+4
; [25] CH (df+3,2),1
: [+20] f,F+2


== Staples ==
== Staples ==


{{Staple}}
{{Staple}}
; [[EWGF]]
: f,n,df#2 or f,n,d,df#2.
; DEWGF (dash EWGF)
: f,f,n,d,df#2.
; PEWGF (perfect EWGF)
: frame perfect f,n,df#2.


{{Combolist|
{{Combolist|
; df+2
; [23] EWGF
: combo for df+2 here
; [20] WGF
: [+51; 34] EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3
: [+49; 32] b+4 b+2,2 df+1,df+2 T! 3,1,df CD.3
 
; [22] ws1,2
; [0] low parry
: [+41; 26] ws1+2 b+2,2 b+2,2,1+2
 
; [25] ws2
; [24] CH d+1+2
: [+52] ws1+2 b+2,2 df+1,df+2 T! 3,1,df CD.3
 
; [21] f,F+3
: [+51] SSR.3 b+2,2 df+1,df+2 T! 3,1,df CD.3
 
; [26] CH df+2
; [30] CH (1,2,4),3
: [+51] EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3<ref group="s">Micro sidestep needed before performing EWGF to allow df+1,df+2 to connect</ref>
 
; [26] CH f,F+4
: [+37] df+3 df+1,df+2 T! 3,1,df CD.3
: [+38] df+3,2,1 T! 3,1,df CD.3
 
; [30] CH CD.1+2
: [+43] 3,1,4 df+1,df+2 T! 3,1,df CD.3
 
; [28] CH (2),2
: [+35] df+3,2,1 T! df+3,2,1
 
; [26] CH df+2
: [+74] PEWGF EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3
 
; [27] CH SS.3
: [+33] df+1,df+2 T! 3,1,df CD.3<ref group="s">Deep dash to connect df+1,df+2, sidestep to connect 3,1,df CD.3</ref>
: [+42] CD.1 T! ws1+2 b+2,2,1+2<ref group="s">Sidestep to connect ws1+2</ref>
 
}}
}}
<references group="s"/>


== Wall ==
== Wall ==
Line 28: Line 83:
{{Combolist|
{{Combolist|
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: combo here
: [+23] df+3+4,1,2
: [+25] df+1,4 1+2
: [+39] df+1,4 f+2 df+1,4 1+2
: [+46] df+1,4 df+1,df+2 df+3+4,1,2
}}
}}
== Heat ==
; [23] EWGF
: [+55] b+4 b+2,2 df+1,df+2 T! 2+3 df+1,2,H.f !HD uf+3 - Overheat +6
: [+53] b+4 b+2,2 df+1,df+2 T! 3,1~df~3 - While In Heat +4
; [25] ws2
; [24] CH d+1+2
: [+58] ws1+2 b+2,2 df+1,df+2 T! 2+3 df+1,2,H.f uf+3 - Overheat +6
: [+56] ws1+2 b+2,2 df+1,df+2 T! 3,1~df~3 - While in Heat +4
; [22] ws1,2
: [+47] iWS1+2 b+2,2 df+1,2,H.f 3,1~df~3 - While in heat +6
: [+42] iWS1+2 b+2,4 2+3 3,1~df~3 - heat activation +1 better oki
; [25] SS.2
: [+62] u+1+2 DEWGF df+1,df+2 T! b+3,1 f,F+2,H.f 3,1~df~3
: [+58] u+1+2 DEWGF df+1,df+2 T! 3,1~df~3
: [+52] u+1+2 dash df+1 df+1,df+2 T! 3,1~df~3
: [+50] u+1+2 dash df+1,df+2 T! 3,1~df~3


== Float ==
== Float ==
Line 41: Line 119:


{{Combolist|
{{Combolist|
; df+2
; [23] EWGF
: combo when you hit df+2 in the back
: [+37] b+4 df+1,df+2 T! b+2,2,1+2
}}
}}


Line 50: Line 128:
; Secluded Training Ground
; Secluded Training Ground
: big boy break all the walls combo here
: big boy break all the walls combo here
;Wall Break, both soft and hard
: no tornado [+8] f,f,F3
: Tornado [+15] df+1,df+2 T! 3,1~df~3
: Heatsmash [61] H.2+3 !WB df+3,2,1 T! 3,1~df~3
;Wall Bound
: Heatsmash [71] H.2+3 !WBo df+3,2,1 T! 3,1~df~3
;Wall Blast
: Heatsmash [85] H.2+3 !WBl df+1,4 !W df+3+4,1,2
;Floor Blast
: [+28] H.CD3,1,1 FBl! df+1,df+2 T! 3,1~df~3
;Floor Break
: [+18] H.CD3,1,1 FB! df+1,df+2 T! 3,1~df~3
}}
}}


Line 56: Line 151:
{{Extra}}
{{Extra}}


{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
; [23] EWGF
: [+43] dash 3,1,4 df+1,df+2 T! 3,1,df CD.3
: [+42] b+4 df+1,df+2 T! 3,1,df CD.3
}}

Latest revision as of 06:33, 16 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. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. 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 § Staples.

Regular launch (e.g. f,F+3)
3,1,4 df+1,df+2 T! 3,1~df~3

Mini-combos

[27] CH db+2
[24] CH f+4
[20] CH (3,1),4
[21] CH 4
[30] CH ws1+2
[+17] f,F+4
[25] CH (df+3,2),1
[+20] f,F+2

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
f,n,df#2 or f,n,d,df#2.
DEWGF (dash EWGF)
f,f,n,d,df#2.
PEWGF (perfect EWGF)
frame perfect f,n,df#2.


[23] EWGF
[20] WGF
[+51; 34] EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3
[+49; 32] b+4 b+2,2 df+1,df+2 T! 3,1,df CD.3
[22] ws1,2
[0] low parry
[+41; 26] ws1+2 b+2,2 b+2,2,1+2
[25] ws2
[24] CH d+1+2
[+52] ws1+2 b+2,2 df+1,df+2 T! 3,1,df CD.3
[21] f,F+3
[+51] SSR.3 b+2,2 df+1,df+2 T! 3,1,df CD.3
[26] CH df+2
[30] CH (1,2,4),3
[+51] EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3[s 1]
[26] CH f,F+4
[+37] df+3 df+1,df+2 T! 3,1,df CD.3
[+38] df+3,2,1 T! 3,1,df CD.3
[30] CH CD.1+2
[+43] 3,1,4 df+1,df+2 T! 3,1,df CD.3
[28] CH (2),2
[+35] df+3,2,1 T! df+3,2,1
[26] CH df+2
[+74] PEWGF EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3
[27] CH SS.3
[+33] df+1,df+2 T! 3,1,df CD.3[s 2]
[+42] CD.1 T! ws1+2 b+2,2,1+2[s 3]


  1. Micro sidestep needed before performing EWGF to allow df+1,df+2 to connect
  2. Deep dash to connect df+1,df+2, sidestep to connect 3,1,df CD.3
  3. Sidestep to connect ws1+2

Wall

Regular carry (30% scaling)
[+23] df+3+4,1,2
[+25] df+1,4 1+2
[+39] df+1,4 f+2 df+1,4 1+2
[+46] df+1,4 df+1,df+2 df+3+4,1,2

Heat

[23] EWGF
[+55] b+4 b+2,2 df+1,df+2 T! 2+3 df+1,2,H.f !HD uf+3 - Overheat +6
[+53] b+4 b+2,2 df+1,df+2 T! 3,1~df~3 - While In Heat +4
[25] ws2
[24] CH d+1+2
[+58] ws1+2 b+2,2 df+1,df+2 T! 2+3 df+1,2,H.f uf+3 - Overheat +6
[+56] ws1+2 b+2,2 df+1,df+2 T! 3,1~df~3 - While in Heat +4
[22] ws1,2
[+47] iWS1+2 b+2,2 df+1,2,H.f 3,1~df~3 - While in heat +6
[+42] iWS1+2 b+2,4 2+3 3,1~df~3 - heat activation +1 better oki
[25] SS.2
[+62] u+1+2 DEWGF df+1,df+2 T! b+3,1 f,F+2,H.f 3,1~df~3
[+58] u+1+2 DEWGF df+1,df+2 T! 3,1~df~3
[+52] u+1+2 dash df+1 df+1,df+2 T! 3,1~df~3
[+50] u+1+2 dash df+1,df+2 T! 3,1~df~3

Float

1
combo when you anti-air with jab here

Back-turned opponent

[23] EWGF
[+37] b+4 df+1,df+2 T! b+2,2,1+2

Stage hazard

Secluded Training Ground
big boy break all the walls combo here
Wall Break, both soft and hard
no tornado [+8] f,f,F3
Tornado [+15] df+1,df+2 T! 3,1~df~3
Heatsmash [61] H.2+3 !WB df+3,2,1 T! 3,1~df~3
Wall Bound
Heatsmash [71] H.2+3 !WBo df+3,2,1 T! 3,1~df~3
Wall Blast
Heatsmash [85] H.2+3 !WBl df+1,4 !W df+3+4,1,2
Floor Blast
[+28] H.CD3,1,1 FBl! df+1,df+2 T! 3,1~df~3
Floor Break
[+18] H.CD3,1,1 FB! df+1,df+2 T! 3,1~df~3

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.
[23] EWGF
[+43] dash 3,1,4 df+1,df+2 T! 3,1,df CD.3
[+42] b+4 df+1,df+2 T! 3,1,df CD.3