Kazumi combos: Difference between revisions

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{{Row|
{{Row|
{{Kazumi}}
{{Kazumi}}
{{Navbox combos}}
{{Navbox combos (Tekken 7)}}
}}
}}


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; [29] 3,2
; [29] 3,2
; [24] CH db+1+2
; [24] CH db+1+2
: [+21] 1+4<ref group="m">This is -30a (-40a) and at the wall can be punished</ref>
: [+21] 1+4<ref>This is -30a (-40a) and at the wall can be punished</ref>
: [+18] OG.d+2
: [+18] OTG.d+2


; [30] wr1
; [30] wr1
; [24] CH RSS.1+2
; [24] CH FLY.1+2
: [+20] wr2
: [+20] wr2
: [+15] f,F+4<ref group="m" name="not-all-bodies">Whiffs against some characters after wr1</ref>
: [+15] f,F+4<ref name="not-all-bodies">Whiffs against some characters after wr1</ref>
: [+13] f,F+2<ref group="m" name="not-all-bodies"/>
: [+13] f,F+2<ref name="not-all-bodies"/>
: [+8] 2+3
: [+8] 2+3


; CH RSS.3
; CH FLY.3
: [40] OG.d+2
: [40] OTG.d+2


; f+2<ref group="m">If opponent doesn't do a [[tech recovery]]</ref>
; f+2<ref>If opponent doesn't do a [[tech recovery]]</ref>
: [57] f+3+4 RSS.3 OG.d+2
: [57] f+3+4~3 OTG.d+2
: [41] OG.d+2
: [41] OTG.d+2
}}
}}


<references group="m"/>
<references/>


== Staples ==
== Staples ==
Line 50: Line 50:
{{Combolist|columns=24em|
{{Combolist|columns=24em|
; CH 4
; CH 4
: [59] b+2<ref group="s" name="no-bears-b2"/> S! uf,n,4 df+1 df+1 b,f+2,1,1+2
: [59] b+2<ref name="no-bears-b2"/> S! uf,n,4 df+1 df+1 b,f+2,1,1+2
: [58] b+2<ref group="s" name="no-bears-b2">Will usually whiff vs Kuma/Panda.</ref> S! ssr<ref group="s" name="f3-df1">The f+3 df+1 link requires a precise angle vs smaller bodies.</ref> f+3+4~2 f+3 df+1 b,f+2,1,1+2
: [58] b+2<ref name="no-bears-b2">Will usually whiff vs Kuma/Panda.</ref> S! ssr<ref name="f3-df1">The f+3 df+1 link requires a precise angle vs smaller bodies.</ref> f+3+4~2 f+3 df+1 b,f+2,1,1+2
: [55] b+2<ref group="s" name="no-bears-b2"/> S! f+3+4~4 df+1 df+1 b,f+2,1,1+2
: [55] b+2<ref name="no-bears-b2"/> S! f+3+4~4 df+1 df+1 b,f+2,1,1+2
: [54] b+2<ref group="s" name="no-bears-b2"/> S! f+3+4~3+4 df+1 b,f+2,1,1+2
: [54] b+2<ref name="no-bears-b2"/> S! f+3+4~3+4 df+1 b,f+2,1,1+2
: [51] b+2<ref group="s" name="no-bears-b2"/> S! f+3+4~3+4 df+1 f+3,F~3+4
: [51] b+2<ref name="no-bears-b2"/> S! f+3+4~3+4 df+1 f+3,F~3+4
: [37] df+3,(1),2,3,2,1
: [37] df+3,(1),2,3,2,1
: [29] f,F+2
: [29] f,F+2
Line 60: Line 60:
; [13] uf+4
; [13] uf+4
; [20] ws2
; [20] ws2
; [20] RSS.2
; [20] FLY.2
; [21] f,F+4
; [21] f,F+4
; [25] uf,n,4
; [25] uf,n,4
: [+48] f+3,F~2 df+1 b,f+2,1,4 S! b,f+2,1,1+2
: [+48] f+3,F~2 df+1 b,f+2,1,4 S! b,f+2,1,1+2
: [+45] f+3,F~2 2 b,f+2,1,4<ref group="s" name="no-bears">Doesn't work vs Kuma/Panda.</ref> S! f+3,F~3+4
: [+45] f+3,F~2 2 b,f+2,1,4<ref name="no-bears">Doesn't work vs Kuma/Panda.</ref> S! f+3,F~3+4
: [+45] f+3,F~2 b,f+2,1,4<ref group="s" name="ff4-delay-f3">Doesn't work after f,F+4 unless f+3,F is delayed significantly vs Eliza, Lucky Chloe, Kuma/Panda, Kunimitsu, and Xiaoyu.</ref> S! b,f+2,1,1+2
: [+45] f+3,F~2 b,f+2,1,4<ref name="ff4-delay-f3">Doesn't work after f,F+4 unless f+3,F is delayed significantly vs Eliza, Lucky Chloe, Kuma/Panda, Kunimitsu, and Xiaoyu.</ref> S! b,f+2,1,1+2
: [+42] f+3,F~2 b,f+2,1,4<ref group="s" name="ff4-delay-f3"/> S! f+3,F~3+4
: [+44] f+3,F~2 b,f+2,1,4<ref name="ff4-delay-f3"/> S! 1 f,f f+3,F~3+4
: [+42] f+3,F~3+4 b,f+2,1,4<ref group="s" name="no-bears"/> S! f+3,F~3+4
: [+42] f+3,F~2 b,f+2,1,4<ref name="ff4-delay-f3"/> S! f+3,F~3+4
: [+42] f+3,F~3+4 b,f+2,1,4<ref name="no-bears"/> S! f+3,F~3+4


; [13] uf+4
; [13] uf+4
; [20] RSS.2
; [20] FLY.2
; [21] f,F+4
; [21] f,F+4
; [25] uf,n,4
; [25] uf,n,4
; [37] R.f,F+1+2 f,f<ref group="s">Getting f+4 and not f,F+4 is as simple as pressing f three times. The only way to mess this up is being too hasty and pressing the second f in the [[input buffer]]. There's no rush.</ref>
; [37] R.f,F+1+2 f,f<ref>Getting f+4 and not f,F+4 is as simple as pressing f three times. The only way to mess this up is being too hasty and pressing the second f in the [[input buffer]]. There's no rush.</ref>
: [+47] f+4 S! uf,n,4 df+1 df+1 b,f+2,1,1+2
: [+47] f+4 S! uf,n,4 df+1 df+1 b,f+2,1,1+2
: [+46] f+4 S! ssr<ref group="s" name="f3-df1"/> f+3+4~2 f+3 df+1 b,f+2,1,1+2
: [+46] f+4 S! ssr<ref name="f3-df1"/> f+3+4~2 f+3 df+1 b,f+2,1,1+2
: [+43] f+4 S! f+3+4~4 df+1 df+1 b,f+2,1,1+2
: [+43] f+4 S! f+3+4~4 df+1 df+1 b,f+2,1,1+2
: [+42] f+4 S! f+3+4~3+4 df+1 b,f+2,1,1+2
: [+42] f+4 S! f+3+4~3+4 df+1 b,f+2,1,1+2
Line 81: Line 82:


; [21] f,F+4
; [21] f,F+4
: [+53] f+3+4~2 f+3,F~2 b,f+2,1,4<ref group="s" name="no-bears"/><ref group="s" name="male-only">Only works vs Katarina, Leo, Lidia, Lili, Nina, Master Raven and males except Akuma, Lee, Lei, Leroy, and Yoshimitsu.</ref> S! b,f+2,1,1+2
: [+53] f+3+4~2 f+3,F~2 b,f+2,1,4<ref name="no-bears"/><ref name="male-only">Only works vs Katarina, Leo, Lidia, Lili, Nina, Master Raven and males except Akuma, Lee, Lei, Leroy, and Yoshimitsu.</ref> S! b,f+2,1,1+2
: [+50] f+3+4~2 f+3,F~2 b,f+2,1,4<ref group="s" name="no-bears"/><ref group="s" name="male-only"/> S! f+3,F~3+4
: [+50] f+3+4~2 f+3,F~2 b,f+2,1,4<ref name="no-bears"/><ref name="male-only"/> S! f+3,F~3+4
: [+49] f+3+4~2 f+3 df+1 b,f+2,1,4 S! b,f+2,1,1+2
: [+49] f+3+4~2 f+3 df+1 b,f+2,1,4 S! b,f+2,1,1+2
: [+46] f+3+4~2 f+3 df+1 b,f+2,1,4 S! f+3+4~4,2
: [+46] f+3+4~2 f+3 df+1 b,f+2,1,4 S! f+3+4~4,2


; [20] RSS.2
; [20] FLY.2
; [25] uf,n,4
; [25] uf,n,4
: [+47] df+2 b,f+2,1,4<ref group="s" name="b12-df2">Doesn't work vs Kuma/Panda after uf,n,4. Can replace df+2 with b+1,2 to make it work, but this still doesn't work at tip range or when slightly off-axis.</ref> S! b,f+2,1,1+2
: [+47] df+2 b,f+2,1,4<ref name="b12-df2">Doesn't work vs Kuma/Panda after uf,n,4. Can replace df+2 with b+1,2 to make it work, but this still doesn't work at tip range or when slightly off-axis.</ref> S! b,f+2,1,1+2
: [+47] df+2 b,f+2,1,4<ref group="s" name="b12-df2"/> S! f+3,F~4,2
: [+47] df+2 b,f+2,1,4<ref name="b12-df2"/> S! f+3,F~4,2
: [+44] df+2 b,f+2,1,4<ref group="s" name="b12-df2"/> S! f+3,F~3+4
: [+44] df+2 b,f+2,1,4<ref name="b12-df2"/> S! f+3,F~3+4


; [29] df+2
; [29] df+2
; [27] f+3,F~2
; [27] f+3,F~2
; [21] RSS.3+4
; [21] FLY.3+4
: [+32] 3,1<ref group="s">Doesn't work vs Kuma/Panda after f+3,F~2.</ref> S! df+1 b,f+2,1,1+2
: [+34] f+3,F~2 f,f df+1 b+2 S! b,f+2,1,1+2
: [+33] f+3,F~2 f,f df+1 b+2 S! 1 f,f f+3,F~3+4
: [+32] 3,1<ref>Doesn't work vs Kuma/Panda after f+3,F~2.</ref> S! df+1 b,f+2,1,1+2
: [+31] df+1 b,f+2,1,4 S! b,f+2,1,1+2
: [+31] df+1 b,f+2,1,4 S! b,f+2,1,1+2
: [+31] df+1 b,f+2,1,4 S! f+3,F~4,2
: [+31] df+1 b,f+2,1,4 S! f+3,F~4,2
: [+28] f+3,F~3+4 b+2<ref group="s" name="no-bears"/> S! f+3,F~3+4
: [+28] f+3,F~3+4 b+2<ref name="no-bears"/> S! f+3,F~3+4


; uf+3,4,3
; uf+3,4,3
: [59] f+3+4~4 df+1 b,f+2,1,1+2
: [59] f+3+4~4 df+1 b,f+2,1,1+2
: [58] f+3+4~3+4 b,f+2,1,1+2<ref group="s" name="no-bears"/>
: [58] f+3+4~3+4 b,f+2,1,1+2<ref name="no-bears"/>


; R.f,F+1+2
; R.f,F+1+2
: [79] uf+3,4,3 S! uf+3,4,1<ref group="s">Easy mode option with no possible wall combo.</ref>
: [79] uf+3,4,3 S! uf+3,4,1<ref>Easy mode option with no possible wall combo.</ref>
}}
}}


<references group="s"/>
<references/>


== Wall ==
== Wall ==


{{Combolist|columns=15em|
{{Combolist|columns=15em|
; Wall slump
: [+31] R.f,F+1+2<ref name="rd-splat">R.f,F+1+2 needs to hit at slumped state (50% scaling) for it not to count as a wall hit. If you mess it up, go straight for 4 1+2</ref> 2,1 1+2<ref name="1+2-sus"/>
: [+30] R.f,F+1+2<ref name="rd-splat"/> 1 df+1 1+2
: [+26]<ref>29 damage with [[rage]], so often better than going for a [[rage drive]] combo anyway, since saving it lets you get 5 chip damage at the wall.</ref> f+3+4~3 OTG.d+2
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: [+31]<ref group="w">With the damage bonus from rage, this is only 2 more damage than the spike combo. When that's an option, spending the rage is hardly worth it since you can get 5 chip damage with it at the wall.</ref> 1 R.f,F+1+2 4 1+2
: [+31] 1 R.f,F+1+2 4 1+2
: [+26] f+3+4~3 OG.d+2
: [+26] R.f,F+1+2<ref name="rd-splat"/> 4 1+2
: [+21] f+3,F~2 1+2<ref group="w" name="1+2-sus">f+3,F~2 1+2 only works against males (plus Master Raven, minus Noctis and Leroy), and 2,1 1+2 is inconsistent. See below for more details.</ref>
: [+21] f+3,F~2 1+2<ref name="1+2-sus">f+3,F~2 1+2 only works against males (plus Master Raven, minus Noctis and Leroy), and 2,1 1+2 is inconsistent. See below for more details.</ref>
: [+19] 2,1 1+2<ref group="w" name="1+2-sus"/>
: [+19] 2,1 1+2<ref name="1+2-sus"/>
: [+18] 1 df+1 1+2
: [+18] 1 df+1 1+2
: [+18] b,f+2,1,1+2<ref group="w">Often doesn't work and nobody knows why.</ref>
: [+18] b,f+2,1,1+2<ref>Often doesn't work and nobody knows why.</ref>
: [+18]<ref group="w">Yes, against bears this does the same damage as 1 df+1 1+2 does normally, even though df+1 does more damage. This is not a mistake. The 1+2 does more damage against bears for some reason.</ref> 1 1 1+2<ref group="w" name="bears-only">Necessary vs Kuma/Panda. All other tiger combos whiff.</ref>
: [+18]<ref>Yes, against bears this does the same damage as 1 df+1 1+2 does normally, even though df+1 does more damage. This is not a mistake. The 1+2 does more damage against bears for some reason.</ref> 1 1 1+2<ref name="bears-only">Necessary vs Kuma/Panda. All other tiger combos whiff.</ref>
: [+15] f+3,F~1
: [+12] wr2
: [+12] wr2


Line 130: Line 139:
; wr2
; wr2
; CH 4
; CH 4
: [+30] f+3,F~2 1+2<ref group="w" name="1+2-sus"/>
: [+30] f+3,F~2 1+2<ref name="1+2-sus"/>
: [+28] b,b 4 W! df+1 1+2
: [+28] b,b 4 W! df+1 1+2
: [+24] 2,1 1+2<ref group="w" name="1+2-sus"/>
: [+24] 2,1 1+2<ref name="1+2-sus"/>
: [+22] 1 df+1 1+2
: [+22] 1 df+1 1+2
: [+21] 1 1 1+2<ref group="w" name="bears-only"/>
: [+21] 1 1 1+2<ref name="bears-only"/>
: [+20] f+3,F~1


; uf+4 W!
; uf+4
; f+3+4~2 W!
; FLY.2
: [+44] f+4 R.f,F+1+2 4 1+2
: [+44] f+4 R.f,F+1+2 4 1+2
: [+43] f+4 R.f,F+1+2 1 1+2<ref group="w" name="bears-only"/>
: [+43] f+4 R.f,F+1+2 1 1+2<ref name="bears-only"/>
ย 
; FLY.1
: [70] ws3,F W! FLY.3 OTG.d+2
: [68] wr1 W! f+3,F~2 1+2<ref name="1+2-sus"/>
: [65] f+2 W! f+3,F~2 1+2<ref name="1+2-sus"/>
: [63] f+4 W! f+3,F~2 1+2<ref name="1+2-sus"/>
: [61] 4 W! f+3+4 <FLY.3 OTG.d+2
: [60] 4 W! f+3,F~2 1+2<ref name="1+2-sus"/>
: [57] 4 W! 2,1 1+2<ref name="1+2-sus"/>
: [55] 4 W! 1 df+1 1+2
}}
}}


<references group="w"/>
<references/>


For f+3,F~2 1+2, it's inconsistent vs Akuma, Lee, Lei, Master Raven, and Yoshimitsu. It ''can'' work but only at a specific angle vs Leo, Leroy, Lidia, Lili, and Noctis.
For f+3,F~2 1+2, it's inconsistent vs Akuma, Lee, Lei, Master Raven, and Yoshimitsu. It ''can'' work but only at a specific angle vs Leo, Leroy, Lidia, Lili, and Noctis. It also doesn't always work even vs large bodies if the angle is funky enough.


For 2,1 1+2, it's inconsistent but can work vs everyoneโ€“except Kuma/Panda. It only works at a specific angle vs Alisa, Asuka, Julia, Nina, and Zafina. It hardly works at all against Eliza, Kunimitsu, Lucky Chloe, and Xiaoyu. ย 
For 2,1 1+2, it's inconsistent but can work vs everyoneโ€“except Kuma/Panda. It only works at a specific angle vs Alisa, Asuka, Julia, Nina, and Zafina. It hardly works at all against Eliza, Kunimitsu, Lucky Chloe, and Xiaoyu. ย 


In both cases, Dragon's Nest can cause everything to drop anyway because dragons hate tigers or something.
In both cases, Dragon's Nest (and other octagon stages) can cause everything to drop anyway because dragons hate tigers or something.


The good angle is with the opponent's left being closer to the wall than their right. For the combos vs characters that don't require a specific angle, either this or dead center should work fine. But the 2,1 route can also drop from the good side if the angle is a little ''too'' funky.
The good angle is with the opponent's left being closer to the wall than their right. For the combos vs characters that don't require a specific angle, either this or dead center should work fine. But the 2,1 route can also drop from the good side if the angle is a little ''too'' funky.
Line 157: Line 177:


{{Combolist|
{{Combolist|
; One hit BNB
: [+31] df+1 b,f+2,1,4 S! b,f+2,1,1+2
; Two hit BNB
: [+26] b,f+2,1,4 S! b,f+2,1,1+2
; [4] 1
; [4] 1
; [4] (1),1
; [4] (1),1
Line 171: Line 197:
: [+32] 3,1 S! df+1 b,f+2,1,1+2
: [+32] 3,1 S! df+1 b,f+2,1,1+2
: [+31] f+3,F~3+4 b+2 S! b,f+2,1,1+2
: [+31] f+3,F~3+4 b+2 S! b,f+2,1,1+2
;
: [+31] df+1 b,f+2,1,4 S! b,f+2,1,1+2
: combo when you anti-air with jab here
}}
}}


<references/>


== Extras ==
== Extras ==
Line 180: Line 206:
{{Extra}}
{{Extra}}


{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Combolist|
; CH 4
: ws3,F
}}


== External links ==
== External links ==
* [https://www.youtube.com/watch?v=JJzxIMTF_u8 Kazumi Mishima Combo Guide (Season 4) by Ryzing Sol]
* [https://www.youtube.com/watch?v=JJzxIMTF_u8 Kazumi Mishima Combo Guide (Season 4) by Ryzing Sol]

Latest revision as of 09:19, 20 September 2023

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.

One hit launcher (e.g. uf+4)
f+3,F~2 1 b,f+2,1,4 S! f+3,F~3+4
Two hit launcher (e.g. f+3,F~2)
df+1 b,f+2,1,4 S! f+3,F~3+4
Crouching recovery (e.g. CH FUFT.3)
ws4,4 S! df+1 df+1 b,f+2,1,1+2

Mini-combos

[29] 3,2
[24] CH db+1+2
[+21] 1+4[1]
[+18] OTG.d+2
[30] wr1
[24] CH FLY.1+2
[+20] wr2
[+15] f,F+4[2]
[+13] f,F+2[2]
[+8] 2+3
CH FLY.3
[40] OTG.d+2
f+2[3]
[57] f+3+4~3 OTG.d+2
[41] OTG.d+2
  1. โ†‘ This is -30a (-40a) and at the wall can be punished
  2. โ†‘ 2.0 2.1 Whiffs against some characters after wr1
  3. โ†‘ If opponent doesn't do a tech recovery

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 4
[59] b+2[1] S! uf,n,4 df+1 df+1 b,f+2,1,1+2
[58] b+2[1] S! ssr[2] f+3+4~2 f+3 df+1 b,f+2,1,1+2
[55] b+2[1] S! f+3+4~4 df+1 df+1 b,f+2,1,1+2
[54] b+2[1] S! f+3+4~3+4 df+1 b,f+2,1,1+2
[51] b+2[1] S! f+3+4~3+4 df+1 f+3,F~3+4
[37] df+3,(1),2,3,2,1
[29] f,F+2
[13] uf+4
[20] ws2
[20] FLY.2
[21] f,F+4
[25] uf,n,4
[+48] f+3,F~2 df+1 b,f+2,1,4 S! b,f+2,1,1+2
[+45] f+3,F~2 2 b,f+2,1,4[3] S! f+3,F~3+4
[+45] f+3,F~2 b,f+2,1,4[4] S! b,f+2,1,1+2
[+44] f+3,F~2 b,f+2,1,4[4] S! 1 f,f f+3,F~3+4
[+42] f+3,F~2 b,f+2,1,4[4] S! f+3,F~3+4
[+42] f+3,F~3+4 b,f+2,1,4[3] S! f+3,F~3+4
[13] uf+4
[20] FLY.2
[21] f,F+4
[25] uf,n,4
[37] R.f,F+1+2 f,f[5]
[+47] f+4 S! uf,n,4 df+1 df+1 b,f+2,1,1+2
[+46] f+4 S! ssr[2] f+3+4~2 f+3 df+1 b,f+2,1,1+2
[+43] f+4 S! f+3+4~4 df+1 df+1 b,f+2,1,1+2
[+42] f+4 S! f+3+4~3+4 df+1 b,f+2,1,1+2
[+39] f+4 S! f+3+4~3+4 df+1 f+3,F~3+4
[21] f,F+4
[+53] f+3+4~2 f+3,F~2 b,f+2,1,4[3][6] S! b,f+2,1,1+2
[+50] f+3+4~2 f+3,F~2 b,f+2,1,4[3][6] S! f+3,F~3+4
[+49] f+3+4~2 f+3 df+1 b,f+2,1,4 S! b,f+2,1,1+2
[+46] f+3+4~2 f+3 df+1 b,f+2,1,4 S! f+3+4~4,2
[20] FLY.2
[25] uf,n,4
[+47] df+2 b,f+2,1,4[7] S! b,f+2,1,1+2
[+47] df+2 b,f+2,1,4[7] S! f+3,F~4,2
[+44] df+2 b,f+2,1,4[7] S! f+3,F~3+4
[29] df+2
[27] f+3,F~2
[21] FLY.3+4
[+34] f+3,F~2 f,f df+1 b+2 S! b,f+2,1,1+2
[+33] f+3,F~2 f,f df+1 b+2 S! 1 f,f f+3,F~3+4
[+32] 3,1[8] S! df+1 b,f+2,1,1+2
[+31] df+1 b,f+2,1,4 S! b,f+2,1,1+2
[+31] df+1 b,f+2,1,4 S! f+3,F~4,2
[+28] f+3,F~3+4 b+2[3] S! f+3,F~3+4
uf+3,4,3
[59] f+3+4~4 df+1 b,f+2,1,1+2
[58] f+3+4~3+4 b,f+2,1,1+2[3]
R.f,F+1+2
[79] uf+3,4,3 S! uf+3,4,1[9]
  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 Will usually whiff vs Kuma/Panda.
  2. โ†‘ 2.0 2.1 The f+3 df+1 link requires a precise angle vs smaller bodies.
  3. โ†‘ 3.0 3.1 3.2 3.3 3.4 3.5 Doesn't work vs Kuma/Panda.
  4. โ†‘ 4.0 4.1 4.2 Doesn't work after f,F+4 unless f+3,F is delayed significantly vs Eliza, Lucky Chloe, Kuma/Panda, Kunimitsu, and Xiaoyu.
  5. โ†‘ Getting f+4 and not f,F+4 is as simple as pressing f three times. The only way to mess this up is being too hasty and pressing the second f in the input buffer. There's no rush.
  6. โ†‘ 6.0 6.1 Only works vs Katarina, Leo, Lidia, Lili, Nina, Master Raven and males except Akuma, Lee, Lei, Leroy, and Yoshimitsu.
  7. โ†‘ 7.0 7.1 7.2 Doesn't work vs Kuma/Panda after uf,n,4. Can replace df+2 with b+1,2 to make it work, but this still doesn't work at tip range or when slightly off-axis.
  8. โ†‘ Doesn't work vs Kuma/Panda after f+3,F~2.
  9. โ†‘ Easy mode option with no possible wall combo.

Wall

Wall slump
[+31] R.f,F+1+2[1] 2,1 1+2[2]
[+30] R.f,F+1+2[1] 1 df+1 1+2
[+26][3] f+3+4~3 OTG.d+2
Regular carry (30% scaling)
[+31] 1 R.f,F+1+2 4 1+2
[+26] R.f,F+1+2[1] 4 1+2
[+21] f+3,F~2 1+2[2]
[+19] 2,1 1+2[2]
[+18] 1 df+1 1+2
[+18] b,f+2,1,1+2[4]
[+18][5] 1 1 1+2[6]
[+15] f+3,F~1
[+12] wr2
df+1,2
ws1,2
3,1
f+2
wr1
wr2
CH 4
[+30] f+3,F~2 1+2[2]
[+28] b,b 4 W! df+1 1+2
[+24] 2,1 1+2[2]
[+22] 1 df+1 1+2
[+21] 1 1 1+2[6]
[+20] f+3,F~1
uf+4
FLY.2
[+44] f+4 R.f,F+1+2 4 1+2
[+43] f+4 R.f,F+1+2 1 1+2[6]
FLY.1
[70] ws3,F W! FLY.3 OTG.d+2
[68] wr1 W! f+3,F~2 1+2[2]
[65] f+2 W! f+3,F~2 1+2[2]
[63] f+4 W! f+3,F~2 1+2[2]
[61] 4 W! f+3+4 <FLY.3 OTG.d+2
[60] 4 W! f+3,F~2 1+2[2]
[57] 4 W! 2,1 1+2[2]
[55] 4 W! 1 df+1 1+2
  1. โ†‘ 1.0 1.1 1.2 R.f,F+1+2 needs to hit at slumped state (50% scaling) for it not to count as a wall hit. If you mess it up, go straight for 4 1+2
  2. โ†‘ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 f+3,F~2 1+2 only works against males (plus Master Raven, minus Noctis and Leroy), and 2,1 1+2 is inconsistent. See below for more details.
  3. โ†‘ 29 damage with rage, so often better than going for a rage drive combo anyway, since saving it lets you get 5 chip damage at the wall.
  4. โ†‘ Often doesn't work and nobody knows why.
  5. โ†‘ Yes, against bears this does the same damage as 1 df+1 1+2 does normally, even though df+1 does more damage. This is not a mistake. The 1+2 does more damage against bears for some reason.
  6. โ†‘ 6.0 6.1 6.2 Necessary vs Kuma/Panda. All other tiger combos whiff.

For f+3,F~2 1+2, it's inconsistent vs Akuma, Lee, Lei, Master Raven, and Yoshimitsu. It can work but only at a specific angle vs Leo, Leroy, Lidia, Lili, and Noctis. It also doesn't always work even vs large bodies if the angle is funky enough.

For 2,1 1+2, it's inconsistent but can work vs everyoneโ€“except Kuma/Panda. It only works at a specific angle vs Alisa, Asuka, Julia, Nina, and Zafina. It hardly works at all against Eliza, Kunimitsu, Lucky Chloe, and Xiaoyu.

In both cases, Dragon's Nest (and other octagon stages) can cause everything to drop anyway because dragons hate tigers or something.

The good angle is with the opponent's left being closer to the wall than their right. For the combos vs characters that don't require a specific angle, either this or dead center should work fine. But the 2,1 route can also drop from the good side if the angle is a little too funky.

Yes, there are almost more exceptions than rules here. All this mess should fill you with despair. Fortunately, there are usually better combos you can go forโ€”FLY.3 spike from carry and ยซb,b 4 df+1 1+2ยป from splats.

Float

One hit BNB
[+31] df+1 b,f+2,1,4 S! b,f+2,1,1+2
Two hit BNB
[+26] b,f+2,1,4 S! b,f+2,1,1+2
[4] 1
[4] (1),1
[5] (1),2
[7] df+1
[7] 2
[7] (2),1
[10] 4
[+37] f+4 S! uf,n,4 df+1 b,f+2,1,1+2
[+35] uf+4 df+1 S! b,f+2,1,1+2
[+34] f+4 S! uf,n,4 df+1 f+3+4,F~3+4
[+32] f+4 S! f+3+4,F~3+4 b,f+2,1,1+2
[+32] b,f+2,1,4 S! df+1 b,f+2,1,1+2
[+32] 3,1 S! df+1 b,f+2,1,1+2
[+31] f+3,F~3+4 b+2 S! b,f+2,1,1+2
[+31] df+1 b,f+2,1,4 S! b,f+2,1,1+2


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.
CH 4
ws3,F

External links