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{{Navbox Devil Jin}} | {{Navbox Devil Jin}} | ||
{{Navbox combos}} | {{Navbox combos}} | ||
{{Combo_notation}} | |||
WIP: | |||
Will be transcribing info from this page over time. | |||
Combo doc from DVJ Discord: https://docs.google.com/spreadsheets/d/1U6cb6eKrldzMuUO2YTkHZWrKzoVVjJu4zJb9L8ujurU/edit?usp=sharing | |||
Rage arts and heat combos from DVJ Discord: https://docs.google.com/spreadsheets/d/19vDPHWc-ayyApzEjKwfeQmKa4fsd_3pMs1guKhtnQZo/edit?usp=sharing | |||
== Bread n' butter == | == Bread n' butter == | ||
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{{Combolist|columns=1| | {{Combolist|columns=1| | ||
; Regular launch (e.g. df+2) | ; Regular launch (e.g. d+3+4) | ||
: | : 3,1 b,f+2,1,d+2 T! df+3,2,4 | ||
}} | |||
{{Combolist|columns=1| | |||
; Instant Tornado (e.g. ws2) | |||
: 3,1 b,f+2,1,2 | |||
}} | }} | ||
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{{Combolist|columns=20em| | {{Combolist|columns=20em| | ||
; [20] CH df+2 | ; [20] MCR.1 | ||
: [+22] | : [+16] b+4 | ||
; [10] uf+1 | |||
; [10] (ws1),1 | |||
; [20] CH df+2~f | |||
: [18] CH (ws1),2 | |||
: [+22] MCR.2,2 HE | |||
; [25] uf+2 | |||
: [+10] db+2 | |||
; [25] CH b+1+2 | |||
; [18] CH db+2 | ; [18] CH db+2 | ||
: [+20] d+1+2 | : [+20] d+1+2 | ||
: [+16] b+4 - better oki | |||
; [19] CH ws3 | |||
: [+26] ~f MCR.4,2,1+2 | |||
: [+25] ~f MCR.1 b+4 | |||
: [+23] b+2,3 HE | |||
: [+22] ~f MCR.2,2 HE | |||
; [16, 16] db+1+2** (on block) | |||
: [+20] 2,2 (for damage) | |||
: [+16] 1,1,2 (for oki) | |||
}} | }} | ||
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{{Combolist| | {{Combolist| | ||
; EWGF | ; [23] EWGF | ||
: [ | : [52;34] DEWGF 3,1 bf+2,1,d2 T! df+3,2,4<ref name="bnb">A recommended BnB for veteran/advanced players</ref><ref name="Damage and Wall Carry">Good for damage and wall carry.</ref> | ||
: [ | : [54;35] u+1+2 3,1 bf+2,1,d+2 T! ws3 df+3,2,4<ref name="Damage and Wall Carry"></ref> | ||
: [53;34] EWGF 3,1,2 T! dash ssr 31,f,f df+3,2,4<ref name="Damage and Wall Carry"></ref> | |||
: [53;34] EWGF 3,1,2 T! MCR.4,2,1+2<ref name="MCR4212">MCR.4,2,1+2 ender does not allow for a wall combo.</ref><ref name="Damage">Good for damage.</ref> | |||
: [55;35] u+1+2 3,1,2 T! MCR.4,2,1+2<ref name="MCR4212"></ref><ref name="Damage"></ref> | |||
: [59;38] u+1+2 iws3f MC 3 T! ws3 MCR.4,1,1+2<ref name="iWS3">In order to perform iWS3, 3 should be held in the recovery of the previous action, and once DVJ is actionable, input f,n,d,df,f+1+2.</ref><ref name="Damage"></ref> | |||
: [55;39] u+1+2 uf+1 MC 3 T! uf1 MCR.4,2,1+2<ref name="Simple">Very simple combo.</ref><ref name="Damage"></ref> | |||
: [48;31] EWGF b+2,1 T! ssr dash 3,1,ff df+3,2,4<ref name="Wall Carry">Good for wall carry.</ref> | |||
; [25] d+3+4 | |||
: [+47] 3,1,2 T! ws3,F <MCR.4,2,1+2 | |||
: [+44] 3,1,ff 2 df+3,2,4 T! f,n,d,df+1,u (floor breaks) | |||
: [+44] df+3,2,4 T! ws3,F <MCR.4,2,1+2 | |||
; [20] ws2 | |||
: [+53] dash up, u+1+2 3,1 iWS3,F MCR.4,2,1+2 | |||
: [+43] dash up, u+1+2 u+1 MCR.4,2,1+2 (easy) | |||
: [+42] dash up, u+1+2 3,1 b,f+2,1,df+2 | |||
; [22] U+4 | |||
: [+55] FLY.1 iWS.3,F MCR.3 T! ws3,F MCR.4,2,1+2 | |||
: [+50] FLY.1 b+2,1 T! ws3,F <MCR.4,2,1+2 | |||
: [+47] FLY.1 dash 2 b+2,1 T! SSR dash 3,1,ff df+3,2,4 | |||
; [25] ss2 | |||
: [+58] u+1+2 DEWGF b+2,1 T! MC¤.4,2,1+2 | |||
: [+56] u+1+2 u+1 MCR.3 T! iWS3,F <MCR.4,2,1+2 | |||
; [25] f,n,d,df+3 | |||
: [+36] 1+4,2 T! ws3,F <MCR.4,2,1+2 | |||
: [+34] 1+4 b+2,1 T! dash SSR 3,1,ff df+3,2,4 | |||
; [16] f,n,d,df+4,1+2 | |||
: [+29] dash, ws1,1 4,2,1+2 | |||
; | ; [25] (1,2),3 | ||
: [+44] df+3,2,4 T! ws3,F MCR.4,2,1+2 | |||
; | ; [24] CH b+4 | ||
: [ | : [+44] df+3,2,4 T! ws3,F <MCR.4,2,1+2 | ||
: [+37] df+1 2 df+3,2,4 T! f,n,d,df+1,u (floor breaks) | |||
; | ; [25] CH uf+3 | ||
: [ | : [+40] df+1 2 b+2,1 T! MCR.4,2,1+2 | ||
: [+37] df+1 2 df+3,2,4 T! f,n,d,df+1,u (floor breaks) | |||
; | ; [26] CH f,F+4 | ||
: [ | : [+47] 3,1,2 T! ws3,F <MCR.4,2,1+2 | ||
: [+44] df+3,2,4 T! ws3,F <MCR.4,2,1+2 | |||
; [31] CH MRC.3 | |||
: [+54] dash up, u+1+2 3,1 iWS3~f MCR.4,2,1+2 | |||
: [+43] dash up, u+1+2 u+1 MCR.4,2,1+2 | |||
; [24] CH (3,1),4 | |||
: [+50] ws3,F MCR.3 T! ws1,1,F MCR.4,2,1+2 | |||
; [0] Low Parry | |||
: [+31] 3,1,ff 2 df+3,2,4 | |||
: [+41] 3,1 CD~WS3,F <MCR.4,2,1+2 | |||
: [+48] SSL, CD~WS3, CD~WS3, CD~WS3, CD~WS3,F <MCR.4,2,1+2 | |||
}} | }} | ||
<references /> | |||
== Wall == | == Wall == | ||
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: combo here | : combo here | ||
}} | }} | ||
== Heat == | |||
; [23] EWGF | |||
: [+74] u+1+2 3,1,ff 2 df+3,2,4 T! dash 2+3 ws3,F MCR.2,2,H.f f,n,d,df+1,u | |||
; [25] d+3+4 | |||
: [+61] 3,1,ff 2 df+3,2,4 T! dash 2+3 ws3,F MCR.2,2,H.f f,n,d,df+1,u | |||
; [20] ws2 | |||
: [+54] dash up u+1+2 2+3 ws3,F MCR.2,2,F f,n,d,df+1,u | |||
: [+52] dash up u+1+2 3,1 b,f+2,1,4,1+2 | |||
; [16] f,n,d,df+4,1+2 | |||
: [+44] (b,f+2),1,df+2 2+3 uf+1 MCR.2,2,H.F f,n,d,df+1,u | |||
; [24] CH b+4 | |||
: [+54] df+1 2 df+3,2,4 T! dash 2+3 ws3,F MCR.2,2,H.f f,n,d,df+1,u | |||
; [39] H.f,n,d,df+1+2,1+2 | |||
: [+23] f+3 MCR.4,2,1+2 | |||
; [31] H.4~3,1+2 | |||
; [31] H.(b,f+2,1),4,1+2 | |||
: [+29] ws1,1,F MCR.4,2,1+2 | |||
; [21] H.uf+4,F | |||
; [24] H.f,F+2,F | |||
; [34] H.b+2,3,F | |||
; [32] H.MCR.2,2,F | |||
: [+31] 3,1,2 T! ws1,1~f MCR.4,2,1+2 | |||
; [18] CH db+2 | |||
: [+28] ws+4~3,H.1+2 | |||
== Float == | == Float == | ||
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{{Combolist| | {{Combolist| | ||
; df+2 | ; [42] df+3,2,4,U | ||
: | : [+41] FLY.1 f,n,d,df+4,1+2 T! f+3 MCR.4,2,1+2 | ||
}} | }} | ||
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{{Combolist|columns=1| | {{Combolist|columns=1| | ||
; | ; Floorblast | ||
: | : [95] EWGF u+1+2 dash 3,1,ff 2 df+3,2,4 T! f,n,d,df+1,U FBl! f,n,d,df+1,U | ||
: [54] f,n,d,df+4,1+2 uf+1 MCR.1 FBl! uf+1 MCR.4,2,1+2 | |||
}} | }} | ||
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{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}} | {{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}} | ||
== External links == | |||
* [https://www.youtube.com/watch?v=AQ64qFc_3vY Devil Jin Combo Guide | TEKKEN 8] by RyzingSol |
Latest revision as of 03:20, 19 November 2024
Devil Jin |
---|
Combos (Tekken 8) |
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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 |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
WIP: Will be transcribing info from this page over time. Combo doc from DVJ Discord: https://docs.google.com/spreadsheets/d/1U6cb6eKrldzMuUO2YTkHZWrKzoVVjJu4zJb9L8ujurU/edit?usp=sharing Rage arts and heat combos from DVJ Discord: https://docs.google.com/spreadsheets/d/19vDPHWc-ayyApzEjKwfeQmKa4fsd_3pMs1guKhtnQZo/edit?usp=sharing
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. d+3+4)
- 3,1 b,f+2,1,d+2 T! df+3,2,4
- Instant Tornado (e.g. ws2)
- 3,1 b,f+2,1,2
Mini-combos
- [20] MCR.1
- [+16] b+4
- [10] uf+1
- [10] (ws1),1
- [20] CH df+2~f
- [18] CH (ws1),2
- [+22] MCR.2,2 HE
- [25] uf+2
- [+10] db+2
- [25] CH b+1+2
- [18] CH db+2
- [+20] d+1+2
- [+16] b+4 - better oki
- [19] CH ws3
- [+26] ~f MCR.4,2,1+2
- [+25] ~f MCR.1 b+4
- [+23] b+2,3 HE
- [+22] ~f MCR.2,2 HE
- [16, 16] db+1+2** (on block)
- [+20] 2,2 (for damage)
- [+16] 1,1,2 (for oki)
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
- [52;34] DEWGF 3,1 bf+2,1,d2 T! df+3,2,4[1][2]
- [54;35] u+1+2 3,1 bf+2,1,d+2 T! ws3 df+3,2,4[2]
- [53;34] EWGF 3,1,2 T! dash ssr 31,f,f df+3,2,4[2]
- [53;34] EWGF 3,1,2 T! MCR.4,2,1+2[3][4]
- [55;35] u+1+2 3,1,2 T! MCR.4,2,1+2[3][4]
- [59;38] u+1+2 iws3f MC 3 T! ws3 MCR.4,1,1+2[5][4]
- [55;39] u+1+2 uf+1 MC 3 T! uf1 MCR.4,2,1+2[6][4]
- [48;31] EWGF b+2,1 T! ssr dash 3,1,ff df+3,2,4[7]
- [25] d+3+4
- [+47] 3,1,2 T! ws3,F <MCR.4,2,1+2
- [+44] 3,1,ff 2 df+3,2,4 T! f,n,d,df+1,u (floor breaks)
- [+44] df+3,2,4 T! ws3,F <MCR.4,2,1+2
- [20] ws2
- [+53] dash up, u+1+2 3,1 iWS3,F MCR.4,2,1+2
- [+43] dash up, u+1+2 u+1 MCR.4,2,1+2 (easy)
- [+42] dash up, u+1+2 3,1 b,f+2,1,df+2
- [22] U+4
- [+55] FLY.1 iWS.3,F MCR.3 T! ws3,F MCR.4,2,1+2
- [+50] FLY.1 b+2,1 T! ws3,F <MCR.4,2,1+2
- [+47] FLY.1 dash 2 b+2,1 T! SSR dash 3,1,ff df+3,2,4
- [25] ss2
- [+58] u+1+2 DEWGF b+2,1 T! MC¤.4,2,1+2
- [+56] u+1+2 u+1 MCR.3 T! iWS3,F <MCR.4,2,1+2
- [25] f,n,d,df+3
- [+36] 1+4,2 T! ws3,F <MCR.4,2,1+2
- [+34] 1+4 b+2,1 T! dash SSR 3,1,ff df+3,2,4
- [16] f,n,d,df+4,1+2
- [+29] dash, ws1,1 4,2,1+2
- [25] (1,2),3
- [+44] df+3,2,4 T! ws3,F MCR.4,2,1+2
- [24] CH b+4
- [+44] df+3,2,4 T! ws3,F <MCR.4,2,1+2
- [+37] df+1 2 df+3,2,4 T! f,n,d,df+1,u (floor breaks)
- [25] CH uf+3
- [+40] df+1 2 b+2,1 T! MCR.4,2,1+2
- [+37] df+1 2 df+3,2,4 T! f,n,d,df+1,u (floor breaks)
- [26] CH f,F+4
- [+47] 3,1,2 T! ws3,F <MCR.4,2,1+2
- [+44] df+3,2,4 T! ws3,F <MCR.4,2,1+2
- [31] CH MRC.3
- [+54] dash up, u+1+2 3,1 iWS3~f MCR.4,2,1+2
- [+43] dash up, u+1+2 u+1 MCR.4,2,1+2
- [24] CH (3,1),4
- [+50] ws3,F MCR.3 T! ws1,1,F MCR.4,2,1+2
- [0] Low Parry
- [+31] 3,1,ff 2 df+3,2,4
- [+41] 3,1 CD~WS3,F <MCR.4,2,1+2
- [+48] SSL, CD~WS3, CD~WS3, CD~WS3, CD~WS3,F <MCR.4,2,1+2
- ↑ A recommended BnB for veteran/advanced players
- ↑ 2.0 2.1 2.2 Good for damage and wall carry.
- ↑ 3.0 3.1 MCR.4,2,1+2 ender does not allow for a wall combo.
- ↑ 4.0 4.1 4.2 4.3 Good for damage.
- ↑ In order to perform iWS3, 3 should be held in the recovery of the previous action, and once DVJ is actionable, input f,n,d,df,f+1+2.
- ↑ Very simple combo.
- ↑ Good for wall carry.
Wall
- Regular carry (30% scaling)
- combo here
Heat
- [23] EWGF
- [+74] u+1+2 3,1,ff 2 df+3,2,4 T! dash 2+3 ws3,F MCR.2,2,H.f f,n,d,df+1,u
- [25] d+3+4
- [+61] 3,1,ff 2 df+3,2,4 T! dash 2+3 ws3,F MCR.2,2,H.f f,n,d,df+1,u
- [20] ws2
- [+54] dash up u+1+2 2+3 ws3,F MCR.2,2,F f,n,d,df+1,u
- [+52] dash up u+1+2 3,1 b,f+2,1,4,1+2
- [16] f,n,d,df+4,1+2
- [+44] (b,f+2),1,df+2 2+3 uf+1 MCR.2,2,H.F f,n,d,df+1,u
- [24] CH b+4
- [+54] df+1 2 df+3,2,4 T! dash 2+3 ws3,F MCR.2,2,H.f f,n,d,df+1,u
- [39] H.f,n,d,df+1+2,1+2
- [+23] f+3 MCR.4,2,1+2
- [31] H.4~3,1+2
- [31] H.(b,f+2,1),4,1+2
- [+29] ws1,1,F MCR.4,2,1+2
- [21] H.uf+4,F
- [24] H.f,F+2,F
- [34] H.b+2,3,F
- [32] H.MCR.2,2,F
- [+31] 3,1,2 T! ws1,1~f MCR.4,2,1+2
- [18] CH db+2
- [+28] ws+4~3,H.1+2
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- [42] df+3,2,4,U
- [+41] FLY.1 f,n,d,df+4,1+2 T! f+3 MCR.4,2,1+2
Stage hazard
- Floorblast
- [95] EWGF u+1+2 dash 3,1,ff 2 df+3,2,4 T! f,n,d,df+1,U FBl! f,n,d,df+1,U
- [54] f,n,d,df+4,1+2 uf+1 MCR.1 FBl! uf+1 MCR.4,2,1+2
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
- Devil Jin Combo Guide | TEKKEN 8 by RyzingSol