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}} | }} | ||
| {{Plainlist| | | {{Plainlist| | ||
<sub> | <sub> Beginner Combo </sub> | ||
* d+2 df+1 db+2~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3 | * d+2 df+1 db+2~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3 | ||
<sub> Intermediate Combo</sub> | |||
* d+2 db+2~d/f SNKc ws+1 db+2~d/f SNK+4,1 S! DASH db+2~d/f SNK+3 | |||
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}} | }} | ||
| {{Plainlist| | | {{Plainlist| | ||
<sub>Beginner | <sub>Beginner Combo</sub> | ||
* ws+1 d/b+2~d/f SNK+2 d/b+2~d/f SNK+4,1 S! DASH d/b+2~d/f SNK+3 | * ws+1 d/b+2~d/f SNK+2 d/b+2~d/f SNK+4,1 S! DASH d/b+2~d/f SNK+3 | ||
<sub> | <sub>Intermediate Combo</sub> | ||
* ws+1 3~d/f SNKc ws+1 d/b+2~d/f SNK+4,1 S! DASH d/b+2~d/f SNK+3 | * ws+1 3~d/f SNKc ws+1 d/b+2~d/f SNK+4,1 S! DASH d/b+2~d/f SNK+3 | ||
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{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}} | {{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}} | ||
{| class="wikitable col-3-end valign-middle" | |||
! Combo Type | |||
! style="text-align: center" | Example Launchers | |||
! style="text-align: center" | Combo | |||
|- | |||
These combos are all very sensitive to the left and tend to drop even when you're only slightly off axis towards the left, which is why they are much more consistent when you're slightly off axis towards the right (except for d/b+4 and CH d/b+3,4; go for the staple then if you're off axis right). Due to the additional hit in these combos, hitting the 3+4~d/f SNK+3 ender can also pose a challenge. | |||
| Primary Max Damage Combo | |||
| {{Plainlist| | |||
* d/f+2 | |||
* ws+2 | |||
* CH (1,2),2 | |||
* LP | |||
* '''ff+3/SNK+3/wr+3''' | |||
* '''In Rage d/b+2,4''' | |||
* '''In Rage d/b+2,4~d/f''' | |||
}} | |||
| {{Plainlist| | |||
* micro ssr d+2 3~d/f SNKc ws+1 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3 | |||
* micro ssr 3~d/f SNKc ws+1 d+2 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3 | |||
* micro ssr d+2 3~d/f SNK+2 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3 | |||
<br> | |||
<sub>Notes: All of these combos do 57 damage post-launch. The micro ssr is not required, but makes hitting the ender a lot easier. Hitting the SNK+4,1 requires you to stay in SNK as long as possible.</sub> | |||
}} | |||
|- | |||
|Secondary Max Damage Combo | |||
| {{Plainlist| | |||
* u/f+3 | |||
* d/b+4 | |||
* CH d/b+3,4 | |||
* CH f+(2),4 | |||
* CH b+4 | |||
}} | |||
| {{Plainlist| | |||
* d+2 3~d/f SNKc ws+1 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3 | |||
* d+2 3~d/f SNK 2 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3 | |||
<br> | |||
<sub>Notes: These launchers are listed separately because you cannot micro ssr in time here. Since this makes the ender much harder to land, you should opt for the d/b+2 ender instead.</sub> | |||
}} | |||
|- | |||
|Hopkick Max Damage Combo | |||
| {{Plainlist| | |||
* u/f+4 | |||
}} | |||
| {{Plainlist| | |||
* 3~d/f SNKc ws+1 d+2 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3 | |||
<br> | |||
<sub>Notes: With Hopkick you can neither micro ssr, nor go for the modular combo routes listed above.</sub> | |||
}} | |||
|- | |||
| ws+1 Pickup Max Damage Combo | |||
| {{Plainlist| | |||
* CH Getup 3 | |||
* Slide punish | |||
* CH SNK+3+4 | |||
}} | |||
| | |||
ws+1 3~d/f SNKc ws+1 db+2~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3 | |||
<br> | |||
<sub>Notes: The only difficult part of this combo is the ender, since the rest is the same as the staple routes.</sub> | |||
|} | |||
== External links == | == External links == | ||
* [https://www.youtube.com/watch?v=lXFmXWJ3WTg Shaheen Combo Guide (Season 4) by Ryzing Sol] | * [https://www.youtube.com/watch?v=lXFmXWJ3WTg Shaheen Combo Guide (Season 4) by Ryzing Sol] |
Latest revision as of 16:00, 25 January 2024
Shaheen (Tekken 7) |
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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.
Combo Type | Example Launchers | Combo |
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Regular |
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d+2 Pick-up Routes |
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Counter Hit |
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Notes:
Launchers written in bold require a dash before doing the combo
Launchers written in italic require a SSR before doing the combo
3~d/f will whiff on tip range d/f+2, you can either microdash and do the standing 3 route, or go for a d2 pickup
Alternative Wall Carry Enders to d/b+2~d/f | 3+4~df SNK+3
Written by Contra for the Shaheen Discord
- d/f+1 (very close, low slump)
- d+2 (close)
- SNK+2 (close)
- f+(2),4,4 (close-medium, kinda iffy)
- f+2,4,4 (medium, issues with hitcount, only use for swag)
- d/b+2 SNK+2 / 3+4 SNK+2 (medium)
- f+2,3 (medium)
- d/b+3,4 (medium-far, high-ish splat, most consistent wallcarry ender)
- d/b+2,1 (far, medium splat, delayable for more carry, also usable for medium carry (think Julia wr+2,1))
- d/b+2 SNKc ws+3,3 (farthest, axis dependant, medium splat, swag)
Wall Bounce Follow Ups
Wall Bounce Moves: [f,f,f+2] and [f,f+4]
- 2 (very very close)
- 3 (very close)
- 2,3 (close)
- f,b+2 (close-medium)
- 4,1 (close-medium)
- 3~d/f SNK+2 (medium)
- 4,3 (medium, bad recovery)
- f+2,3 (medium-far)
- f+2,4,4 (far)
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
Combo Type | Example Launchers | Combo |
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Primary Staple Combo |
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Intermediate Combo
Advanced Combo
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Secondary Staple Combo |
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Beginner Combo
Intermediate Combo
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ws+1 Pickup route |
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Beginner Combo
Intermediate Combo
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CH f+3 Pick-up |
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Essentially the normal BnB but with d+3~d/f SNK+2 as the first 2 hits
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CH 4,1 Pick-up |
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Two hit screw pickup |
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One hit screw pickup |
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CH 4,4 FLOOR BREAK |
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CH SNK 4,1 |
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somewhat inconsistent
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B+4 Follow Up |
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LOW PARRY |
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more wall carry (delay the SNK+4,1 for consistency)
less wall carry, one more damage
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CH SNK+1/ws+1 Follow Up |
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2 Throw Floor Break |
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f+3+4 Oki Floor Break |
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Sidestep Wall Combo |
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Backturn Punish |
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close
medium
far
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Slide Follow Up |
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Punch Parry Follow Ups |
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safe mid option: DOES NOT hit opponents that standing guard, will hit crouching opponents and CH mashers
high option: hits opponents that standing guard, can be ducked or backturn hopkicked
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Dash 3+4 will prevent Shaheen from doing Falcon Dive (wr3) and is an easier way to dash in and do standing 3, since he has no neutral 3+4 input.
f+3+4 as an ender post-S! guarantees SNK+4 when backturned
SNKc
Simply put, SNKc is to cancel SNK (The stance that's accessed after inputting d/f after certain moves or d/f,d/f in neutral) by crouching. After Shaheen enters SNK stance, input d/b to cancel into full crouch. This is used for higher damage combos and wall combos although it is not needed for any basic bread n' butter combo.
Wall
Wall Enders
staple wall combos
- d/f+1 d+1 ws+3,3 (tends to whiff often as of S4) [17 dmg]
- 2,3~d/f SNKc ws+3,3 [20 dmg, max]
situational wall combos
- 3+4~d/f SNKc ws+3,3 [17 dmg]
- 2,3~d/f SNK+2 [16 dmg, flipover]
- db+2~d/f SNKc ws+3,3 [range]
- d/f+1 b+4 [13 dmg, flipover]
- b+4 [10 dmg, flipover]
floor break wall combos
- 4,4 (floor break)! f,b+2 df+1 b+4
- 4,4 (floor break)! 2,3 W! 3~d/f SNKc ws+33
- b+1 (floor break)! f,b+2 2,3~SNKc ws+3,3
note: can use 3 instead of f,b+2 for one less damage
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.
Combo Type | Example Launchers | Combo |
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Primary Max Damage Combo |
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Secondary Max Damage Combo |
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Hopkick Max Damage Combo |
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ws+1 Pickup Max Damage Combo |
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ws+1 3~d/f SNKc ws+1 db+2~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3
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