Feng combos: Difference between revisions

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== Staples ==
== Staples ==
{{Staple}}
{{Staple}}
{{Combolist|columns=33em|
;uf+4
:'''[70]''' f,F+4>3 > df+4,2,1+2 T! > dash > SSL > uf+3 > db+1,2,4<ref name="floor_break">Floor break</ref>
:'''[66]''' df+1 > f,F+4>3 > df+4,2,1+2 T! > dash > SSL > db+1,2,4<ref name="floor_break"></ref>
:'''[64]''' df+1 > f,F+4>3 > 1 > dash > 1 > dash > df+4,2,1+2 T! > dash > uf+3 > df+4,3<ref name="wall_carry">Wall carry</ref>
:'''[53]''' f,F+4,3 > df+4,2,1+2 T! > df+(4),3<ref name="oki">Oki</ref>


{{Combolist|columns=1|
;df+3 T!
; [13] uf+4
:'''[67]''' dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4<ref name="floor_break"></ref>
: [+59] f,F+4>3 df+4,2,1+2 T! run up SSL uf+3 db+1,2,4 for floor break
:'''[61]''' dash > uf+3 > b+3 > 1 > db+1,2,4
: [+53] df+1 f,F+4,>3 df+4,2,1+2 T! run up SSL db+1,2,4 for floor break
:'''[51]''' dash > uf+3 > f,F+4>3 > 3,3<ref name="ff3_oki">f,F+3 oki: Buffer f,n,F when 3,3 is about to recover and then input 3 while the opponent is just about to touch the ground so f,f+3 would track both tech rolls and catch back quick rolls and kip up</ref>
: [+53] df+1 f,F+4,>3 1 dash 1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
: [42 + 10 chip damage oB] f,F+4>3 df+4,2,1+2 T! (df+4),3 f,f+3 oki


;KNP.3 T!
:'''[66]''' dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4<ref name="floor_break"></ref>
:'''[60]''' dash > uf+3 > b+3 > 1 > db+1,2,4
:'''[57]''' dash > uf+3 > f,F+4>3 > 3,3<ref name="ff3_oki"></ref>


; [0] Low parry
;f+4,2 T!
; [20] KNP.3
:'''[69]''' run up > SSL > uf+3 > b+3 > 1 > dash > db+1,2,4
; [21] df+3
: [+49] dash uf+3 f,F+4>3 1 microdash db+1,2,4 for floor break


}}
;FC.df+2
:'''[]'''


== Wall ==
;f+4
:'''[]'''


{{Combolist|
;f+3,4
; Regular carry (30% scaling)
:'''[]'''
:T! available, W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 36 conversion damage


:T! available, W! into d/f+3 T! into b+1+2 into f+3, 2 into b+1+2, 35 conversion damage
;f,F+4,3
:'''[]'''


:T! available, W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 31 conversion damage
;f,F+4
:'''[]'''


:T! available, W! into d+1+2, 1 T! into d/b+1, 2, 4, 31 conversion damage
;Low Parry
:'''[46]''' dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4
:'''[40]''' dash > uf+3 > b+3 > 1 > db+1,2,4
:'''[37]''' dash > uf+3 > f,F+4>3 > 3,3<ref name="ff3_oki"></ref>
}}
<references/>


:T! available, W! f+4, 2 T! into SSL 1+2 into b+1+2, 32 conversion damage
== Wall ==
ย 
=== Wall Carry Enders ===
:T! unavailable, W! f+3, 2 into b+1+2, 23 conversion damage
{{Combolist|columns=30em|
ย 
;'''Pre-Tornado'''
:T! unavailable, W! d/b+1, 2, 4, 23 conversion damage
;W!<ref name="scaling">Damage values based on 30% scaling</ref>
ย 
:'''[+36]''' df+3 T! > b1+2 > db+1,2,4
;Hard wall splat
:'''[+35]''' df+3 T! > b1+2 > 1,3 > b1+2
:back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 54 conversion damage
:'''[+32]''' f+4,2 T! > SSL > 1+2 > b1+2
:'''[+31]''' d1+2,1 T! > f+3 > 2 > b1+2
:'''[+31]''' d1+2,1 T! > db+1,2,4


:back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into 1, 3 into b+1+2, 53 conversion damage
;'''Post-Tornado'''
;W!<ref name="scaling"></ref>
:'''[+23]''' f+3,2 > b1+2
:'''[+23]''' db+1,2,4


:back dash or sidestep into u/f+3 W! into f+4, 2 T! into SSL 1+2 into b+1+2, 49 conversion damage
;'''Resplat'''
ย 
;W!<ref name="scaling"></ref>
:back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 46 conversion damage
:'''[+50]''' backdash_ss > uf+3 W! > df+3 T! > b1+2 > db+1,2,4
ย 
:'''[+49]''' backdash_ss > uf+3 W! > df+3 T! > b1+2 > 1,3 > b+1+2
:back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into d/b+1, 2, 4, 46 conversion damage
:'''[+45]''' backdash_ss > uf+3 W! > f+4,2 T! > SSL 1+2 > b1+2
:'''[+42]''' backdash_ss > uf+3 W! > d1+2,1 T! > f+3,2 > b1+2
:'''[+42]''' backdash_ss > uf+3 W! > d1+2,1 T! > db+1,2,4
}}
}}
<references/>


== Float ==
== Float ==
Line 88: Line 109:


== Back-turned opponent ==
== Back-turned opponent ==
{{Combolist|
{{Combolist|
; u/f+4
;uf+4
:launch into f+4, 2 T! into run up u/f+3 into d/b+1, 2, 4, 50 conversion damage for floor break
:'''[+48]''' f+4,2 T! > dash > uf+3 > db+1,2,4<ref name="floor-break>Floor Break</ref>


;d/b+1, 2, 4
;'''[60]''' db+1,2,4
:60 damage
}}
}}
<references/>


== Stage hazard ==
== Stage hazard ==
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; Instant T! launch while heat is active ย 
; Instant T! launch while heat is active ย 
doesn't work against bears and jack (short legged characters)
doesn't work against bears and jack (short legged characters)
: [+65] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f,F+4>3 nano walk forward b+1+2 for damage
: [+60] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 f,F+4>3 nanowalk forward b+1+2 for damage
: [+63] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 db+1,2,4 for floor break
: [+58] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 db+1,2,4 for floor break
: [+61] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry
: [+56] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry
ย 
; launch while heat is active
doesn't work against bears and jack (short legged characters)
: [+64] WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
: [+64] WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 f+4,2 T! run up f+4,3 for floor break
ย 
; CH KNP 1 or CH BT d+1 with heat burst
: [63] CH KNP1_BT d+1 cc d+4 iWS4 HB dash uf+3 df+1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3


; CS launch while heat is active
doesn't work against bears and jack (short legged characters)
doesn't work against bears and jack (short legged characters)
: [+70] uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
: [65] CH KNP1_BT d+1 cc d+4 iWS4 HB dash uf+3 df+1 dash df+4,2,1+2 T! run up SSL uf+3 dash 3, 1+2
: [+68] uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f+4,2 T! run up f+4,3 for floor break
ย 
doesn't work against bears and jack (short legged characters)
: [65] CH KNP1_BT d+1 cc d+4 iWS4 HB iWS2 df+4,2,1+2 T! run up SSL uf+3 microdash db+1,2,4ย  for floor break
ย 
; CH 4~3 with heat burst
: [76] CH 4~3 iWS4 HB f,F+4>3 1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3
ย 
doesn't work against bears and jack (short legged characters)
: [79] CH 4~3 iWS4 HB f,F+4>3 df+4,2,1+2 T! run up SSL uf+3 nanodash db+1,2,4ย  for floor break
{{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=XKjigZNIeYM Feng Wei Combo Guide | TEKKEN 8] by RyzingSol
* [https://www.youtube.com/watch?app=desktop&v=ZPJtoQzXHQg Tekken 8 - Feng combo routes] by Ryshifter
* [https://www.youtube.com/watch?si=YWVn8vObMiuYD0DN&v=bOcBRNtP0_Q T8 Feng BnB Combo Guide] by Coorejam (Korean)

Latest revision as of 12:36, 7 June 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. uf+4, ws3, f+3,4)
df+1 f,F+4>3, df+4,2,1+2 T! run up uf+3 df+4,3 [51] for wall carry
df+1 f,F+4>3, df+4,2,1+2 T! run up db+1,2,4 [53] for floor break
Off-axis launch (e.g. uf+4, ws3, f+3,4)
f+3,2 df+1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 [46] for wall carry
f+4,2 T! run up uf+3 db+1,2,4 [50] for floor break
Instant T! launch (e.g. df+3, KNP.3)
dash uf+3 f,F+4>3 1 dash df+4,2 immediate f,F+3 oki [38 + 10 chip damage oB]
dash uf+3 b+3 1 db+1,2,4 [43] for floor break


Mini-combos

CH b+1, b1+2
[44] If needed, you can dash after b+1 to land b+1+2
CH b+3, f,F+3
[58] Leaves the opponent FUFT. When done at the wall, hold F after f, F+3 to enter STC for mixup

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
uf+4
[70] f,F+4>3 > df+4,2,1+2 T! > dash > SSL > uf+3 > db+1,2,4[1]
[66] df+1 > f,F+4>3 > df+4,2,1+2 T! > dash > SSL > db+1,2,4[1]
[64] df+1 > f,F+4>3 > 1 > dash > 1 > dash > df+4,2,1+2 T! > dash > uf+3 > df+4,3[2]
[53] f,F+4,3 > df+4,2,1+2 T! > df+(4),3[3]
df+3 T!
[67] dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4[1]
[61] dash > uf+3 > b+3 > 1 > db+1,2,4
[51] dash > uf+3 > f,F+4>3 > 3,3[4]
KNP.3 T!
[66] dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4[1]
[60] dash > uf+3 > b+3 > 1 > db+1,2,4
[57] dash > uf+3 > f,F+4>3 > 3,3[4]
f+4,2 T!
[69] run up > SSL > uf+3 > b+3 > 1 > dash > db+1,2,4
FC.df+2
[]
f+4
[]
f+3,4
[]
f,F+4,3
[]
f,F+4
[]
Low Parry
[46] dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4
[40] dash > uf+3 > b+3 > 1 > db+1,2,4
[37] dash > uf+3 > f,F+4>3 > 3,3[4]
  1. โ†‘ 1.0 1.1 1.2 1.3 Floor break
  2. โ†‘ Wall carry
  3. โ†‘ Oki
  4. โ†‘ 4.0 4.1 4.2 f,F+3 oki: Buffer f,n,F when 3,3 is about to recover and then input 3 while the opponent is just about to touch the ground so f,f+3 would track both tech rolls and catch back quick rolls and kip up

Wall

Wall Carry Enders

Pre-Tornado
W![1]
[+36] df+3 T! > b1+2 > db+1,2,4
[+35] df+3 T! > b1+2 > 1,3 > b1+2
[+32] f+4,2 T! > SSL > 1+2 > b1+2
[+31] d1+2,1 T! > f+3 > 2 > b1+2
[+31] d1+2,1 T! > db+1,2,4
Post-Tornado
W![1]
[+23] f+3,2 > b1+2
[+23] db+1,2,4
Resplat
W![1]
[+50] backdash_ss > uf+3 W! > df+3 T! > b1+2 > db+1,2,4
[+49] backdash_ss > uf+3 W! > df+3 T! > b1+2 > 1,3 > b+1+2
[+45] backdash_ss > uf+3 W! > f+4,2 T! > SSL 1+2 > b1+2
[+42] backdash_ss > uf+3 W! > d1+2,1 T! > f+3,2 > b1+2
[+42] backdash_ss > uf+3 W! > d1+2,1 T! > db+1,2,4
  1. โ†‘ 1.0 1.1 1.2 Damage values based on 30% scaling

Float

1
combo when you anti-air with jab here

Back-turned opponent

uf+4
[+48] f+4,2 T! > dash > uf+3 > db+1,2,4[1]
[60] db+1,2,4
  1. โ†‘ Floor Break

Stage hazard

Secluded Training Ground
big boy break all the walls combo here

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.
Instant T! launch while heat is active

doesn't work against bears and jack (short legged characters)

[+60] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 f,F+4>3 nanowalk forward b+1+2 for damage
[+58] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 db+1,2,4 for floor break
[+56] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry
launch while heat is active

doesn't work against bears and jack (short legged characters)

[+64] WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
[+64] WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 f+4,2 T! run up f+4,3 for floor break
CH KNP 1 or CH BT d+1 with heat burst
[63] CH KNP1_BT d+1 cc d+4 iWS4 HB dash uf+3 df+1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3

doesn't work against bears and jack (short legged characters)

[65] CH KNP1_BT d+1 cc d+4 iWS4 HB dash uf+3 df+1 dash df+4,2,1+2 T! run up SSL uf+3 dash 3, 1+2

doesn't work against bears and jack (short legged characters)

[65] CH KNP1_BT d+1 cc d+4 iWS4 HB iWS2 df+4,2,1+2 T! run up SSL uf+3 microdash db+1,2,4 for floor break
CH 4~3 with heat burst
[76] CH 4~3 iWS4 HB f,F+4>3 1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3

doesn't work against bears and jack (short legged characters)

[79] CH 4~3 iWS4 HB f,F+4>3 df+4,2,1+2 T! run up SSL uf+3 nanodash db+1,2,4 for floor break

External Links