Akuma combos: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
 
(4 intermediate revisions by the same user not shown)
Line 19: Line 19:


{{Combolist|columns=11em|
{{Combolist|columns=11em|
; DFLIP.1
; [15] DFLIP.1
: [28] d+4
: [+13] d+4


; DFLIP.2
; [20] DFLIP.2
: [44] 2,hdb+3 dp+2
: [+22] 2,hdb+3 dp+2


; hcb+3
; [10] qcb+3
: [25] dp+2
; [??] d+3 qcb+3
: [+15] dp+2


; EX.qcf+1+2
; [??] EX.qcf+1+2
: [47] f+3 df+1 f+3 d+4
: [47] f+3 df+1 f+3 d+4
; [30] wr3
: [+13] dash d+4
}}
}}


Line 37: Line 41:


{{Combolist|
{{Combolist|
; df+2,1
; [20] df+2,1
: combo for df+2,1 here
: [+??] 4,3 S! 1+2* df+2,4,3
 
; [17] ws2 DFLIP
; [12] b+1 DFLIP
: [+??] (during DFLIP) 3 S! 1+2* df+2,4,3
 
; [20] DFLIP.2
; [10] j.qcb+3
: [+??] df+1,1 4,3 S! df+2,4,3
 
; [20] 1+2*
: [+??] dash b+1,DFLIP.3 S! df+2,4,3
 
; [20] CH f+4
: [+??] SSR df+1,1 4,3 S! df+2,4,3
 
; [12] CH ws3
: [+??] ws4 1 4,3 S! df+2,4,3
 
; [17] CH (4),3
; [17] CH DFLIP.3
: [+??] S! 1+2* df+2,4,3
}}
}}


Line 124: Line 149:
-->
-->
{{Combolist|columns=1|
{{Combolist|columns=1|
; [??] d+3,qcb+3
: [+??] dp+1 FADC dp+1 4,3 S! df+2,4,3
; [??] 1,qcb+3+4
; [??] 2,qcb+3+4
; [??] d+2,qcb+3+4
; [??] ws3,qcb+3+4
: [+??] S! 1+2* df+2,4,3
; [27] 2,qcf+1
; [27] 2,qcf+1
; [24] ws1,qcf+1
; [24] ws1,qcf+1
Line 139: Line 173:
{{Combolist|
{{Combolist|
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: [??] 1 1 R.d+1,2,1,1,f+2+3
: [??] df+1 2,super 2,qcb+4<ref name="two-bar">with 2 bars of meter</ref>
: [??] df+1 2,dp+1 FADC 2,qcb+4<ref name="one-bar">with 1 bar of meter</ref>
: [19] df+1,1 2,qcb+4
: [19] df+1,1 2,qcb+4
: [19] df+1,1 2,dp+2
: [19] df+1,1 2,dp+2
}}
}}
<references/>


== Float ==
== Float ==

Latest revision as of 23:05, 12 September 2022

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 launch (e.g. df+2,1)
4,3 S! 1+2*,f,f df+2,4,3
Crouching recovery (e.g. CH FUFT.3)
ws4 1 4,3 S! df+2,4,3
Special cancel launch
qcb+3+4 S! 1+2*,f,f df+2,4,3

Mini-combos

[15] DFLIP.1
[+13] d+4
[20] DFLIP.2
[+22] 2,hdb+3 dp+2
[10] qcb+3
[??] d+3 qcb+3
[+15] dp+2
[??] EX.qcf+1+2
[47] f+3 df+1 f+3 d+4
[30] wr3
[+13] dash d+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
[20] df+2,1
[+??] 4,3 S! 1+2* df+2,4,3
[17] ws2 DFLIP
[12] b+1 DFLIP
[+??] (during DFLIP) 3 S! 1+2* df+2,4,3
[20] DFLIP.2
[10] j.qcb+3
[+??] df+1,1 4,3 S! df+2,4,3
[20] 1+2*
[+??] dash b+1,DFLIP.3 S! df+2,4,3
[20] CH f+4
[+??] SSR df+1,1 4,3 S! df+2,4,3
[12] CH ws3
[+??] ws4 1 4,3 S! df+2,4,3
[17] CH (4),3
[17] CH DFLIP.3
[+??] S! 1+2* df+2,4,3

FADC

Focus Attack dash cancel (FADC) means doing EX.1+2 and then immediately doing its dash cancel to get a quicker recovery on special moves so that you can combo off them.

The trick to this is knowing what timing to focus on.

  • The 1+2 can be input at any time during the startup of the special move being cancelled. Regardless of when it's input, the EX.1+2 always starts at the same time.
  • The first f can be input up to 20 frames before the second f. It can be input before or after the 1+2.
  • The second f can only be input once the Focus Attack actually starts. The better the timing is here, the better the frame advantage.
  • The input of the follow up can be done at any point during the input buffer of the dash cancel's recovery.

The best possible frame advantage from qcf+1 on hit FADC is +15, giving a 2 frame window on the second f to make b+1 combo, and a frame perfect window to make 2 combo.

Dash cancel (No input accepted)
Active Frame
Focus Attack
Dash cancel (Input buffer)
Latest possible FADC inputs for +15 and immediate b+1
Frame
Input
State
d
d/f
1
f1
2
3
4
18
19
f
20
1+2
1
f
2
3
4
5
6
7
8
15
16
b1
Earliest possible FADC inputs for +15 and immediate b+1
Frame
Input
State
d
d/f
1
f1
2
3
f1+2
4
18
19
20
1
f
2
3
4
5
6
7
8
b1
15
16

So the second f is the only input that must be timed precisely and the one you want to focus on.

[??] d+3,qcb+3
[+??] dp+1 FADC dp+1 4,3 S! df+2,4,3
[??] 1,qcb+3+4
[??] 2,qcb+3+4
[??] d+2,qcb+3+4
[??] ws3,qcb+3+4
[+??] S! 1+2* df+2,4,3
[27] 2,qcf+1
[24] ws1,qcf+1
[22] CL d+3,qcf+1
[18] d+2,qcf+1
[+47] FADC b+1,dp+4 <DFLIP.3 S! dp+4 <DFLIP.3 1 f,f 1 f,f 1 f,F+2:1
[22] 1,dp+1
[20] d+1,dp+1
[+42] FADC dp+1 f+3 1 f,f 4,3 S! f,f uf (Forward jump peak).d+3 f,F+2:1

Wall

Regular carry (30% scaling)
[??] 1 1 R.d+1,2,1,1,f+2+3
[??] df+1 2,super 2,qcb+4[1]
[??] df+1 2,dp+1 FADC 2,qcb+4[2]
[19] df+1,1 2,qcb+4
[19] df+1,1 2,dp+2
  1. with 2 bars of meter
  2. with 1 bar of meter

Float

1
combo when you anti-air with jab here

Stage break

Howard Estate
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.

External links