Yoshimitsu combos: Difference between revisions

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: d+2,2,B df+1 d+2,2,2 T! 3,2,NSS.1+2
: d+2,2,B df+1 d+2,2,2 T! 3,2,NSS.1+2


; Instant Tornado (e.g. dgf.2,4)
; Instant Tornado (e.g. low parry)
: (1ss) f2,1 3~4u DGF.f1+2
: d22b 1 f3+4 d22 f1+2
: (NSS) f3+4 1+4 3~4u DGF.f1+2
}}
}}


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{{Combolist|columns=11em|
{{Combolist|columns=11em|
<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
; [21] 1+4 ย 
; [20] 1+4 ย 
; [0 (14)] blocked NSS KIN.2,1+2*
; [12] blocked NSS.KIN.2,1+2*
; [0] CH 1SS.1+2+3
; [0] CH 1SS.1+2+3
: [+22] b+2,2 <ref group="mini" name="heat">Heat engager</ref>
: [+22] b+2,2 <ref group="mini" name="heat">Heat engager</ref>
Line 30: Line 29:


; [7] b+1
; [7] b+1
<!-- improve this ref with some character examples -->
: [+21] 1SS.1+4 <ref group="mini">Only off-axis SSL or against Jack-8 and Devil Jin</ref>
: [+21] 1SS.1+4 <ref group="mini" name="charspecific"> Only off-axis SSL or against certain characters </ref>


; [12] CH 2 <ref group="mini" name="charspecific"/>
; [12] CH 2 <ref group="mini" name="charspecific">Only against certain characters</ref> <!-- improve this ref with some character examples -->
; [9] CH b+1
; [9] CH b+1
: [+24] NSS.1+4 <!-- insert a ref to NSS.1+4 combos -->
: [+24] NSS.1+4 <!-- insert a ref to NSS.1+4 combos -->
Line 43: Line 41:
; [22] CH (1),1SS.1
; [22] CH (1),1SS.1
: [+18] 1SS.f+1+2
: [+18] 1SS.f+1+2
: [+17] 1SS.f,n,d,df+1


; [30] NSS.2,1 <ref group="mini" name="dash">Requires forward dash</ref>
; [30] NSS.2,1 <ref group="mini" name="dash">Requires forward dash</ref>
Line 58: Line 57:
; [21] CH f+2
; [21] CH f+2
; [21] CH (ws1),2
; [21] CH (ws1),2
; [19] CH (df1),2
; [19] CH (df+1),2
; [13] KIN.3
; [13] KIN.3
: [+31] NSS.ub+1+2
: [+31] NSS.ub+1+2
Line 76: Line 75:


; [32] ws3,2
; [32] ws3,2
: [+8] d2
: [+8] d+2


; [25] H.KIN.f+2f
; [30] H.KIN.f+2,F
: [+16] 1SS.ub1+2
: [+24] NSS.ub+1+2
: [+24] NSS.ub1+2
: [+18] NSS.f+1+2
: [+16] 1SS.ub+1+2
: [+14] 1SS.f+1+2
}}
}}


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: [+56] 1+4 d+2,2,B 1 NSS.f+3+4 2,2 T! >NSS.f+3+4 NSS.f+1+2<ref group="s">Requires on-axis or SSL. NSS.f+3+4 after tornado must hit meaty</ref>
: [+56] 1+4 d+2,2,B 1 NSS.f+3+4 2,2 T! >NSS.f+3+4 NSS.f+1+2<ref group="s">Requires on-axis or SSL. NSS.f+3+4 after tornado must hit meaty</ref>
: [+54] 1+4 d+2,2,B df+1,2,1 T! (b1) 3,2,NSS.1+2<ref group="s">Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently</ref>
: [+54] 1+4 d+2,2,B df+1,2,1 T! (b1) 3,2,NSS.1+2<ref group="s">Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently</ref>
: [+52] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B ย 
: [+52] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B
: [+51] f,n,d,df+1 b+2,1,1+2 KIN.b+2,1 T! d+2,2,2
: [+51] f,n,d,df+1 b+2,1,1+2 KIN.b+2,1 T! d+2,2,2
: [+63] 1+4 d2,2 md. d2,2,2 T! KIN.(2),1+2*<ref group="s"name="gb setup">Last hit guard breaks for a free b22 if they get up or counterhits if they do a wakeup kick.</ref>
: [+49] dash d+2,>2,B f+1 NSS f+3+4 d+2,>2,>2 T! b+1 NSS.3,1
: [+63] 1+4 d2,2 md. d2,2,2 T! KIN.(2),1+2*<ref group="s"name="gb setup">Last hit guard breaks for a free b+2,2 on standup, or counter-hits wakeup kicks. Hits grounded.</ref>


; [27] CH ss4
; [27] CH ss4
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; [20] NSS.1+4
; [20] NSS.1+4
: [+47] SSL.1 d+2,2,B 1 f+3+4 2,2 T! NSS.f+3+4 NSS.f+1+2
: [+47] SSL.1 d+2,2,B 1 f+3+4 2,2 T! NSS.f+3+4 NSS.f+1+2<ref group="s">Doesn't work on Alisa, Jack-8, Jun, Kuma/Panda, Lee, Leroy, Victor, Xiaoyu, Yoshimitsu and Zafina</ref>
: [+?] SSL.1 d+2,2,B df+1,2,1 T! NSS.3,1,2
ย 


; [12] NSS.FC.df3
; [12] NSS.FC.df3
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; [24] H.DGF.4f
; [24] H.DGF.4f
; [37] H.3,1f
; [37] H.3,1f
: [+48] d2,2b 1+4 md d2,2b 1 f3+4 d2,2,2 T! 3,1<ref group="s">doesn't work on bears</ref>
: [+48] d2,2b 1+4 md d2,2b 1 f3+4 d2,2,2 T! 3,1<ref group="s">Doesn't work on bears</ref>
: [+61] d2,2b d2,2 d2,2 d2,2,2 T! KIN.(2),1+2*<ref group="s"name="gb setup">Last hit guard breaks for a free b22 if they get up or counterhits if they do a wakeup kick.</ref>
: [+61] d2,2b d2,2 d2,2 d2,2,2 T! KIN.(2),1+2*<ref group="s"name="gb setup"/>
}}
}}



Latest revision as of 03:52, 3 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. 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. df+2)
1+4 d+2,2,B df+1,2,1 T! 3,2,NSS.1+2
Pickup launch (e.g. NSS 1+4)
d+2,2,B df+1 d+2,2,2 T! 3,2,NSS.1+2
Instant Tornado (e.g. low parry)
d22b 1 f3+4 d22 f1+2

Mini-combos

[20] 1+4
[12] blocked NSS.KIN.2,1+2*
[0] CH 1SS.1+2+3
[+22] b+2,2 [mini 1]
[+14] f,n,d,df+2
[7] b+1
[+21] 1SS.1+4 [mini 2]
[12] CH 2 [mini 3]
[9] CH b+1
[+24] NSS.1+4
[20] f,F+3,1+2
[+17] KIN.f+2[mini 1]
[24] CH (df+3),1SS.1
[22] CH (1),1SS.1
[+18] 1SS.f+1+2
[+17] 1SS.f,n,d,df+1
[30] NSS.2,1 [mini 4]
[21] uf+4[mini 4]
[25] NSS.1+2+3[mini 5]
[+23] NSS.f+1+2
[36] KIN.1+2
[20] BT.3
[+16] BT.d+1
[24] CH BT.d+1
[24] CH KIN.d+1
[21] CH BT.2
[21] CH f+2
[21] CH (ws1),2
[19] CH (df+1),2
[13] KIN.3
[+31] NSS.ub+1+2
[+23] NSS.f+1+2
[+20] 1SS.ub+1+2
[+18] 1SS.f+1+2
[35] 1SS.qcf+1[mini 6]
[22] 1+2,P[mini 6]
[+31] H.ub+1+2
[+23] H.f+1+2
[+20] 1SS.ub+1+2
[+18] 1SS.f+1+2
[30] NSS.qcf+1
[+23] NSS.f+1+2
[32] ws3,2
[+8] d+2
[30] H.KIN.f+2,F
[+24] NSS.ub+1+2
[+18] NSS.f+1+2
[+16] 1SS.ub+1+2
[+14] 1SS.f+1+2
  1. โ†‘ 1.0 1.1 Heat engager
  2. โ†‘ Only off-axis SSL or against Jack-8 and Devil Jin
  3. โ†‘ Only against certain characters
  4. โ†‘ 4.0 4.1 Requires forward dash
  5. โ†‘ Opponent can escape with quick back roll
  6. โ†‘ 6.0 6.1 Delay followups with a forward dash to increase damage dealt

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
[13] df+2
[+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n[s 1]
[+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4
[+56] 1+4 d+2,2,B 1 NSS.f+3+4 2,2 T! >NSS.f+3+4 NSS.f+1+2[s 2]
[+54] 1+4 d+2,2,B df+1,2,1 T! (b1) 3,2,NSS.1+2[s 3]
[+52] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B
[+51] f,n,d,df+1 b+2,1,1+2 KIN.b+2,1 T! d+2,2,2
[+49] dash d+2,>2,B f+1 NSS f+3+4 d+2,>2,>2 T! b+1 NSS.3,1
[+63] 1+4 d2,2 md. d2,2,2 T! KIN.(2),1+2*[s 4]
[27] CH ss4
[27] CH kin.4
[+49] kin.4 kin.b2,1 T! 3~4u dgf.f1+2
[+48] d2,2B df1 d2,2,2 T! ssr NSS.1+4 d2,2
[20] NSS.1+4
[+47] SSL.1 d+2,2,B 1 f+3+4 2,2 T! NSS.f+3+4 NSS.f+1+2[s 5]
[+?] SSL.1 d+2,2,B df+1,2,1 T! NSS.3,1,2


[12] NSS.FC.df3
[+50] uf1+3 1+4 f2,1 3~4u DGF.f1+2
[+46] KIN.4,1+2 KIN.b2,1 d2,2b NSS.f1+2
[12] 1SS.FC.df1
[+46] KIN.4,1+2 KIN.b2,1 d2,2b NSS.f1+2
[+44] ws1,2,1 3~4u DGF.f1+2
[25] 4~3
[25] FLE.3+4
[+54] (3)~4 d2,2b df1,2,1 T! (b1) 3,2,1+2
[+53] 4~3 T! f2,1 3~4u DGF.f1+2[s 6]
[+58] (3)~4u dgf.2 dgf.2 dgf.2,4b T! 1+4 d221[s 6]
[+55] 4~3 T! db1+2,1 f3+4 1 d22 f1+2[s 7]
[20] H.f1+2f
[33] H.b2,2f
[24] H.DGF.4f
[37] H.3,1f
[+48] d2,2b 1+4 md d2,2b 1 f3+4 d2,2,2 T! 3,1[s 8]
[+61] d2,2b d2,2 d2,2 d2,2,2 T! KIN.(2),1+2*[s 4]
  1. โ†‘ Deals 60 self damage 1 frame afterwards
  2. โ†‘ Requires on-axis or SSL. NSS.f+3+4 after tornado must hit meaty
  3. โ†‘ Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently
  4. โ†‘ 4.0 4.1 Last hit guard breaks for a free b+2,2 on standup, or counter-hits wakeup kicks. Hits grounded.
  5. โ†‘ Doesn't work on Alisa, Jack-8, Jun, Kuma/Panda, Lee, Leroy, Victor, Xiaoyu, Yoshimitsu and Zafina
  6. โ†‘ 6.0 6.1 1SS only
  7. โ†‘ NSS only
  8. โ†‘ Doesn't work on bears

Wall

Regular carry (30% scaling)
[40] d+2,2,2 T! uf+3+4,1SS.d+1+2 FLE.n FLE.f,f FLE.f,f FLE.f,f[wall 1]
[32] d+2,2,2 T! >NSS.ub+1+2
[27] d+2,2,2 T! b+1,1,1,1,1
[27] HB 4~3 T! 2 3~4,1SS.U DGF.4
[26] 1SS b+2,1,1+2 W! KIN.f+2 3~4,1SS.U DGF.4
[25] NSS.3,2>1+2
[23] 2 3~4,1SS.U DGF.4
[18] b+1,1 NSS.f+1+2
[18] d+2,2>2
[varies] 1SS.F+3+4 W! FLE.f,f
  1. โ†‘ only works on-axisr

Float

[4] 1
[14] 1+4
[+42] d+2,2,B f+1 d+2,2,2 T! SSR NSS.1+4 d+2,2
[+40] d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2

Back-turned opponent

[13] df+2 (NSS)
[51] f,F+3 KIN.b+2,NSS.1
[+55] NSS.1+4 d+2,2,2 T! f,F+1+2 BT.d+1
[13] df+2 (NSS OK)
[32] b+2,1 (NSS OK)
[54] f,F+3 KIN.b+2,1 (NSS OK)
[+61] 3,1 DGF.2,4B T! NSS.1+4 HB f,F+1+2 BT.d+1
[+53] 3,1 DGF.2,4 T! f,F+1+2 BT.d+1
[+53] 3,1 DGF.2,4B T! f,F+1+2 BT.df+1+2 [b 1]
  1. โ†‘ Recovers NSS

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.
[51] df+2 df+2 df+2 HB df2 d+2,2,2 T! df+2 f,n,d,df+1
[71] uf+3 uf+3 1+4 HB uf+3 H.1+4 d+2,2,2 T! H.1+4 f+1+2,F HD! uf+3