Eddy combos: Difference between revisions

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; [21] uf+2
; [21] uf+2
; [25] CH db+3
: [+20] f+3+4
: [+20] f,F+4
: [+16] qcf+3 OR ws+3
; [20] CH d+3
; [20] CH d+3
; [25] CH db+3
: [+20] f,F+4
: [+20] f,F+4
: [+16] qcf+3
: [+16] qcf+3 OR ws+3


; [20] db+1+2
; [20] db+1+2

Latest revision as of 05:21, 11 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. 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.

This page is for Tekken 8. For Tekken 7, see Eddy combos (Tekken 7).

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 Launchers (df+3)
b+3,3 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4
Alternative Launchers(ws+2)
uf+4 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4
Instant Tornado (qcf+3)
uf+4 RLX.2 b+1 ws+1,4 db+4,4
Launcher into RLX (ws1,3)
RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4

Mini-combos

[30] uf+3+4
[+17] d+4,3 Floor Breaks
[21] uf+2
[25] CH db+3
[+20] f+3+4
[+20] f,F+4
[+16] qcf+3 OR ws+3
[20] CH d+3
[+20] f,F+4
[+16] qcf+3 OR ws+3
[20] db+1+2
[20] (d+4),3
[+21] d+1+3 HE
[+24] d+2+4
[25] CH HSP.1
[+19] RLX.3+4
[28] CH b+1,4
[+36] 3+4 RLX.3+4
[30] CH FC.df+4
[12] CH HSP.4
[+16] HSP.1
[20] CH 1+2
[+21] df+1,3 Balcony Break
[+21] d+1+3 HE
[+24] d+2+4
[24] CH f,F+3
[+26] RLX 4,3 HE
[30] CH (f+3),4
[+16] f,F+3
[28] H.b+3+4~F
[+20] ub+3
[+20] f,F+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
[17] df+3
[20] u+1+2
[24] RLX.3+4
[20] uf,n,4
[16] df+3+4 (2nd hit)
[+52] b+3,3 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4 MD Gain
[+59] f+2 b+3,3 RLX.2,4~D RLX.2 qcf+3 T! uf+4 RLX.1+2
[20] ws+2
[25] CH (2,1),4
[24] CH HSP.b+3
[+53] uf+4 RLX.2 b+1 ws1,4 qcf+3 T! db+4,4 MD Gain
[0] Low Parry
[20] qcf+3
[23] (db+2),3
[35] CH db+2,3
[20] CH (f+2),4
[12] CH (uf+3),4
[+47] uf+4 RLX.2 b+1 ws1,4 db+4,4 MD Gain
[20] ws1,3
[24] CH FC.df+3
[+39] RLX.2 b+1 ws1,4 qcf+3 T! db+4,4 MD Gain
[20] u+4~3
[20] (1,2),4~3
[+44] RLX.3+4 T! uf+4 RLX.2 db+4,4 MD Gain
[+45] RLX.3+4 T! b+3,3 RLX.2,4,4
[+49] RLX.3+4 T! SSL b+3,3 2,4~D RLX.3,3
[25] f,F+4
[+43] HSP.2 b+1 ws1,4 qcf+3 T! db+4,4 MD Gain
[+55] HSP.2 b+3,3 RLX.2,4~D RLX.2 ws+3 T! uf+4 RLX.1+2
[25] CH (b+3),3
[+53] RLX.3+4 T! uf+4 RLX.2,4~D RLX.2,4,4
[14] CH RLX.3
[+49] ws1,3 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4 MD Gain
[26] CH HSP.4,2
[+33] uf+4 RLX.2 b+1 ws+1,4 qcf+3
[16] SS.3+4
[+47] ws+3 T! SSL b+3,3 RLX.2,4~D RLX.3,3 MD Gain
[16] SSR.3+4
[+52] cc b+3,3 RLX.2,4~D RLX.3+4 T! uf+4 RLX.3,3 MD Gain
[+59] ff df+2 ff b+3,3 RLX.2,4~D RLX.2 ws+3 T! uf+4 RLX.1+2
[16] SSL.3+4
[+49] ws+1,3 RLX.2 b+1 ws+1,4 qcf+3 T! db+4,4 MD Gain
[+53] cc b+3,3 RLX.2 b+1 ws+1,4 qcf+3 T! uf+4 RLX.1+2
[+41 +20] ff d/f+2 ff b+3,3 RLX.2 qcf+3 T! ssl b+4,4 (spike) ff+4

Beats side ukemi, as it spikes and doesn't allow for ground tech. Beats Stand Up, Front Roll, and Wake Up (Backward)

Heat

[25] H.f+3+4~F
[32] CH H.4,4~F
[39] H.RLX.4,3~F
[+38] b+3,3 RLX.2,4~D RLX2,4~D RLX.3+4 T! uf+4 RLX.3,3 MD Gain
[+37] b+3,3 RLX.2 b+3,3 RLX.2,4~D RLX.3+4 T! db+4,4 MD Gain
[20] H.3+4
[+37] HSP.2 b+1 ws+1,4 db+4,4 MD Gain

Wall

Tornado available
W! qcf+3 T! b+2,3,3
W! df+1,3 T! db+3+4,4,3
No tornado available
W! b+2,3,3
W! db+3+4,4,3 (delay last hit)
Tornado available oki concept with MD2
W! (1) df+1,3 3,3 HPS.(f) MD2.HPS.b+4 W! df+1,3 T! db+3+4,4,3
HSP throw concept (beats side ukemi)
db+4,4 W! MD Gain df+2 W! df+1,3 T! HEAT SMASH H.3+4 (opponent ukemi) HSP.1+3 W! RLX.4,3~f df+1,3 T! db+4,4 MD Gain

Can also end in f+1+2 HSP.2,3 for right ukemi.

df+1 whiff concept (beats side ukemi)
db+4,4 W! MD Gain df+1 (whiff, opponent ukemi) b+3,3 RLX.3+4 T! b+3,3 RLX.3,3 MD Gain


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.
[35] CH db+2,3
[+48] microdash ssL uf+4 2,4~D 2,4~D 3,3 MD Gain
[25] CH (b+3),3
[+44] RLX.2 df+1 b+1 ws+1,4 qcf3 T! ws+1,4 (first hit whiff) b+2,4
[24] RLX.3+4
[+44] b+3,3 RLX.3+4 T! ws+1,4 db+4,4 MD Gain
[20] u+4~3
[+51] RLX.3+4 T! uf+4 RLX.2 iws+1,4 db+4,4 MD Gain
[24] FCdf+3
[+51] RLX.2 b+1 ws+1,3 RLX.2 qcf+3 T! ws+1,4 (first hit whiff) b+2,4
[20] ws+2
[+59] uf+4 RLX.2 b+3,3 RLX.2 qcf+3 T! (ssl) uf+4 RLX.33 MD Gain
[25] f,F+4
[+61] HSP.2 b+1 ws+1,4 microdash b+1 ws+1,3 W! RLX.3+4 T! b+2,3,3

Heat Only Extras

[20] CH(2,1)4
[+63] uf+4 RLX.2 df+1 b+1 ws+1,3 qcf+3 T! H.44~f b+2,4

Heat Available Extras

[35] CH db+2,3 T!
[+42] uf+4 RLX.2 1 2+3 uf+4 RLX H.43~f iwr+3

Back-turned opponent


Stage Hazard

For floor related hazards
df+3+4
d+4,3
ws+3+4
[30] uf+3+4
[+37] d+4,3 FB! uf+4 RLX.3+4 T! uf+4 RLX.3,3 MD Gain
[+47] d+4,3 FB! uf+4 RLX.2 qcf+3 T! b+3,3 W! RLX.2,4,4


External links