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{{Combolist|columns=20em| | {{Combolist|columns=20em| | ||
; CH db+3 | ; CH db+3 | ||
; | ; b+3 | ||
; HRM Low Parry | ; HRM Low Parry | ||
: HRM.4,1+2 <ref name="maxdmg">Max damage</ref><ref>Further wallsplat</ref> | : HRM.4,1+2 <ref name="maxdmg">Max damage</ref><ref>Further wallsplat</ref> | ||
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{{Staple}} | {{Staple}} | ||
{{Combolist| | |||
; CH HRM.b+4 | |||
: qcf+2 f+3 f+3 f+3,1+2,4 T! b+3 HRM.2,3 | |||
; CH HRM.b+1 | |||
: qcf+2 2,2 f+3,1+2,4 T! b+3 HRM.2,3 <ref>The opponent's body needs to be coming down. Wait ever so slightly for qcf2 after launch</ref> | |||
; CH db+(1),3 | |||
: ws+1 3 d+3,2 HRM.2,3 T! b+3+4 | |||
; CH db+(1),1+2 | |||
: [73] ff+4,2 T! ssr qcf+2 1 dash b+3+4<ref>Hard - need to dash in for ff42 and that's range dependent based on where you landed the CH</ref> | |||
: [72] 3 d+3,2 HRM.2,3 T! ssr b+3 HRM.2,3<ref>Easy route</ref> | |||
; CH FC.df+4,1 | |||
: f+2,3,4 HRM.2,3 T! dash ssr b+3 HRM.2,3 | |||
; CH (2,1,2),1 | |||
: f+2,3,4 HRM.2,3 T! dash ssr b+3 HRM.2,3 | |||
}} | |||
{{Combolist| | {{Combolist| | ||
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: df+4,3 d+3,2 HRM 2,3 T! b+3+4 | : df+4,3 d+3,2 HRM 2,3 T! b+3+4 | ||
}} | }} | ||
<references/> | |||
== Wall == | == Wall == | ||
{{Combolist| | '''Note:''' v1.03 changed how wall combos work, and as such some (pre-T! in particular) of these routes are not stable. As a hotfix is expected, they aren't being removed, but it's something to keep in mind if learning. | ||
; | |||
: | {{Combolist|columns=20em| | ||
; W! (post-T!) | |||
: [27] HRM.f4 db2,1+2 <ref name='delayedhrmf4'>HRM.f4 must be timed to hit low slump</ref> | |||
: [22] 1+2,1+2>1 <ref>Delay final >1 to hit low slump</ref> | |||
: [22] 1 f+3,1+2,4 | |||
: [22] 2 uf+3+4,1+2 | |||
: [21] 2,1,2,1 | |||
: [38] 1+2,1+2,1~H.F 1+2,1+2>1 <ref name='delayedhrmf4'></ref> | |||
: [32] 1+2,1+2,1~H.F df+3,1,1+2 | |||
}} | |||
{{Combolist|columns=20em| | |||
; W! (pre-T!) | |||
: [40] (2),1,2,1 T! HRM.f+4 db+2,1+2<ref name='wallsplatenders'>db2,1+2, f1+2, and b+3+4 are all interchangeable wall enders after HRM.f+4 low slump. While db2,1+2 is max damage by 1, it can have its damage + frame advantage reduced is the opponent attempts to spring kick. b+3+4 deals extra (total 35) damage to opponents attempting to spring kick along w/ pancake okizeme. f+1+2 is, in general, the best okizeme.</ref> | |||
: [36] f,F+4,2 T! HRM.f+4 db+2,1+2<ref name='wallsplatenders'></ref> | |||
: [35] db+1,2 T! HRM.f+4 db+2,1+2<ref name='wallsplatenders'></ref> | |||
: [51] (2),1,2,1 T! 1+2,1+2,1~H.F 1+2,1+2>1 | |||
: [49] f,F+4,2 T! SSR 1 1+2,1+2,1~H.F 1+2,1+2>1 | |||
: [47] f,F+4,2 T! 1+2,1+2,1~H.F 1+2,1+2>1 | |||
: [41] f,F+4,2 T! 1+2,1+2,1~H.F df+3,1,1+2 | |||
}} | }} | ||
<references/> | |||
== Float == | == Float == | ||
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{{Combolist| | {{Combolist| | ||
; df+2 | ; df+2 (or any launch) | ||
: | : df+3,1 dash 2,1,2,1 T! uf+4 d4 | ||
; No launch combos | |||
: f+2,3,4 HRM.4,1+2 | |||
: 2,1,2,1 | |||
}} | }} | ||
Latest revision as of 22:46, 19 November 2024
Leroy |
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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.
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.
Mini-combos
- f,f+3
- CH (df4),3
- CH b1 (trade)
- ub2 (Sabaki or CH)
- (df1,1+2),2 (Sabaki or CH)
- dash uf3+4,1+2[1]
- b3+4[4]
- dash 3,3[5]
- [15] CH db4
- [+27] dash db+2,1+2 d2
- [+20] uf3+4,1+2 [6]
- [13] CH (d2),4
- [+30] dash db+2,1+2 d2
- [20] CH ss4
- [+30] 2,2
- 1+2,1+2,1~f (Heat dash)
- [68] wr3
- [62] uf3+4,1+2
- [60] b3+4[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
- CH HRM.b+4
- qcf+2 f+3 f+3 f+3,1+2,4 T! b+3 HRM.2,3
- CH HRM.b+1
- qcf+2 2,2 f+3,1+2,4 T! b+3 HRM.2,3 [1]
- CH db+(1),3
- ws+1 3 d+3,2 HRM.2,3 T! b+3+4
- CH db+(1),1+2
- [73] ff+4,2 T! ssr qcf+2 1 dash b+3+4[2]
- [72] 3 d+3,2 HRM.2,3 T! ssr b+3 HRM.2,3[3]
- CH FC.df+4,1
- f+2,3,4 HRM.2,3 T! dash ssr b+3 HRM.2,3
- CH (2,1,2),1
- f+2,3,4 HRM.2,3 T! dash ssr b+3 HRM.2,3
- qcf+2
- uf+4
- df+4,3 d+3,2 HRM 2,3 T! b+3+4
Wall
Note: v1.03 changed how wall combos work, and as such some (pre-T! in particular) of these routes are not stable. As a hotfix is expected, they aren't being removed, but it's something to keep in mind if learning.
- W! (pre-T!)
- [40] (2),1,2,1 T! HRM.f+4 db+2,1+2[3]
- [36] f,F+4,2 T! HRM.f+4 db+2,1+2[3]
- [35] db+1,2 T! HRM.f+4 db+2,1+2[3]
- [51] (2),1,2,1 T! 1+2,1+2,1~H.F 1+2,1+2>1
- [49] f,F+4,2 T! SSR 1 1+2,1+2,1~H.F 1+2,1+2>1
- [47] f,F+4,2 T! 1+2,1+2,1~H.F 1+2,1+2>1
- [41] f,F+4,2 T! 1+2,1+2,1~H.F df+3,1,1+2
- ↑ 1.0 1.1 HRM.f4 must be timed to hit low slump
- ↑ Delay final >1 to hit low slump
- ↑ 3.0 3.1 3.2 db2,1+2, f1+2, and b+3+4 are all interchangeable wall enders after HRM.f+4 low slump. While db2,1+2 is max damage by 1, it can have its damage + frame advantage reduced is the opponent attempts to spring kick. b+3+4 deals extra (total 35) damage to opponents attempting to spring kick along w/ pancake okizeme. f+1+2 is, in general, the best okizeme.
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2 (or any launch)
- df+3,1 dash 2,1,2,1 T! uf+4 d4
- No launch combos
- f+2,3,4 HRM.4,1+2
- 2,1,2,1
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 § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.