Paul combos (Tekken 7): Difference between revisions

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Line 20: Line 20:
{{Combolist|columns=9em|
{{Combolist|columns=9em|
; [22] (df+1,1),2
; [22] (df+1,1),2
; [22] b,f+2
; [22] b,f+1
; [21] f+2+3
; [21] f+2+3
; [21] SS.1
; [21] SS.1
Line 27: Line 27:
: [+20] f+1+4
: [+20] f+1+4


; [22] b,f+2
; [22] b,f+1
; [21] SS.1
; [21] SS.1
: [+43] f,f qcf+2
: [+43] f,f qcf+2

Revision as of 18:01, 17 February 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 § Staples.

Regular launch (e.g. df+2)
3,2,B~4 S! d+4,2:1+2
Crouching recovery (e.g. CH FUFT.3)
ws3 3,2,B~4 S! d+4,2:1+2

Mini-combos

[22] (df+1,1),2
[22] b,f+1
[21] f+2+3
[21] SS.1
[+28] qcf+2
[+24] f,f d+1+2
[+20] f+1+4
[22] b,f+1
[21] SS.1
[+43] f,f qcf+2
qcf+3+4
[55] qcf+2
[51] f,F+2:1
[44] f+2+3
CH (f+2,3),1
[62/80][1] qcf+2
[26] CH (f+2,3),1
[20] CH SS.3
[+33] b+1,2
[+30] d+1+2
[24] qcb+1
[+19] f,f qcb+1[2]
[+16] f,f db+2
[+13] SS.3
[22] (qcb+3,2),3
[+16] db+2
[16] CH qcb+3
[+16] cc db+2
  1. Won't clean hit unless at the wall.
  2. Without the dash, can whiff vs staying down. With the dash, need tight timing to still hit side rolls and standing up.

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

Instant while standing 3 is done with d~df~n+3. This isn't faster than the universal method, but has some forwards movement that's needed for some combos. It can be input in 4 frames with d~df~b~3, but this isn't practical and no staples require this speed.

Active frame
Crouch dash iWS
Frame
Input
State
1
d
2
d/f
3
4
5
6
7
3
19
Universal iWS (fastest)
Frame
Input
State
1
d/b
2
d/b
3
d/b
4
d/b
5
d/b
6
d/b
7
3
19
Crouch dash iWS (fastest)
Frame
Input
State
1
d
2
d/f
3
b
4
3
16

Be sure to avoid d~df~f+3, as this gets qcf+3 instead. On keyboard/hitbox, this is most easily avoided with SOCD, i.e. d~df~f+b+3.

[28] CH qcb+1
[27] CH qcb+4
[26] CH ub+2
[26] CH (b+2),1
[22] qcb+1+2
[21] qcf+1
[13] df+2
[13] uf+4
low parry
[+56] qcf+1 iws3 3,2,B~4 S! d+4,2:1+2
[+53] qcf+1 2 f,f 3,2,B~4 S! d+4,2:1+2
[+51] qcf+1 3,2,B~4 S! d+4,2:1+2
[+51] 3,2 3,2,B~4 S! d+4,2:1+2
[+48] b+3 3,2,B~4 S! d+4,2:1+2
[28] uf+3,4
[27] f,F+3,4
[+42] iws3 3,2,B~4 S! d+4,2:1+2
[+37] 3,2,B~4 S! d+4,2:1+2
[20] CH 4
[+37] 3,2,B~4 S! d+4,2:1+2
[+34] f,f b+1,2 S! qcf+1 f,f d+4,2:1+2
[26] CH (qcb+3,2),3
[21] (f,F+2),2
[16] b+3
[+51] 3,2 3,2,B~4 S! d+4,2:1+2
[+49] 3,2,B~4 S! qcf+1 f,f d+4,2:1+2
[+48] iws3 3,2,B~4 S! d+4,2:1+2
[+46] 3 3,2,B~4 S! d+4,2:1+2
[20] ws2
[+44] 3,2,B~4 S! d+4,2:1+2
[+44] df+1,B~4 S! qcf+1 qcf+2
[+34] df+1,B~4 S! qcf+1 b+2[1]
[20] f,F+4
[12] CH FUFA.3
[12] CH FUFT.3
[10] CL FDFT.3
[12] CH FDFA.3
[+48] ws3 3,2,B~4 S! d+4,2:1+2
CH qcf+3
[65] iws3,2 S! qcf+1 qcf+2
[61] iws3,2 S! d+4,2:1+2
[52] d+4,2:1+2
CH db+2
[70] b+1,2 S! qcf+1 1 f,f d+4,2:1+2
[64] b+1,2 S! qcf+1 1 f,F+2:1
[20] CH (3),2
[20] FC.df+1+2
[+56] f,F+4 ws3 3,2,B~4 S! d+4,2:1+2
[25] CH (ws3),2
[25] CH (2),3
[+51] qcf+1 3,2,B~4 S! d+4,2:1+2
  1. If the opponent holds back for a tech recovery, (b+1),2 hits them in the back for 22 damage. If they stay down, (b+1),2* hits them for 28 damage.

Rage

[15] R.1+2,B
[+59] UF,4 iws3 3,2,B~4 S! d+4,2:1+2
[+58] qcf+3+4 3,2,B~4 S! d+4,2:1+2
[+54] UF,4 3,2,B~4 S! d+4,2:1+2
[24] qcb+1+2
[23] qcf+1
[14] df+2
[14] uf+4
[+73] R.1+2,B qcf+3+4 3,2,B~4 S! d+4,2:1+2
[+71] R.1+2,B UF,4 2 f,f 3,2,B~4 S! d+4,2:1+2
[30] uf+3,4
[+56] R.1+2,B qcf+3+4 3,2,B~4 S! d+4,2:1+2
[+49] R.1+2,B iws3 3,2,B~4 S! d+4,2:1+2
[+48] R.1+2,B UF,4 df+1,B~4 S! d+4,2:1+2

Wall

Regular carry (30% scaling)
[+36] 3,2,B~u qcf+2[1]
[+32] df+1 1 qcf+2[1]
[+24] 3,2,B~2
[+16] d+4,2:1+2
R.qcf+1+2 W! ender[2]
[+40] qcf+1 W! 3,2,B~u qcf+2[1]
[+36] qcf+1 W! df+1 1 qcf+2[1]
[+28] qcf+1 W! 3,2,B~2
Regular splat
[+69] R.1+2,B <uf+3,4 W! 3,2,B~u qcf+2[1]
[+66] R.1+2,B <uf+3,4 W! df+1 1 qcf+2[1]
[+57] R.1+2,B <uf+3,4 W! 3,2,B~2
[+42] df+1 1 qcf+2[1]
[+38] df+1 1 qcf+2[1]
[+30] 3,2,B~2
[+30] qcf+2
uf+2
[104] qcf+2 W! 3,2,B~u qcf+2[1]
[100] qcf+2 W! df+1 1 qcf+2[1]
[92] qcf+2 W! 3,2,B~2
[79] 4 W! df+1 1 qcf+2[1]
[71] 4 W! 3,2,B~2
[23] qcb+1+2
[14] df+2
[14] uf+4
[+55] f+3 3,2,B~u qcf+2[1]
[+51] f+3 df+1 1 qcf+2[1]
[+43] f+3 3,2,B~2
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Only works vs Gigas, Jack-7, Kuma/Panda, and Marduk.
  2. After wall carry this is a better use of rage than R.d+1+2,B for damage, even if you're too close to get the qcf+1 filler.

Float

[4] 1
[+42] ws3 3,2,B~4 S! d+4,2:1+2
[+39] qcf+1 df+1,B~4 S! d+4,2:1+2
[4] 1
[9] df+2
[+37] 1 f,f 3,2,B~4 S! d+4,2:1+2
[+37] 3,2,B~4 S! d+4,2:1+2
[11] ws3
[+37] 3,2,B~4 S! d+4,2:1+2
[21] ws3,2
[+25] qcf+1 f,f d+4,2:1+2
[+24] qcf+1 qcf+2
[+20] d+4,2:1+2
[18] f,F+3,4
[+33] 3,2,B~4 S! d+4,2:1+2

Back-turned opponent

[22] qcb+1+2
[13] df+2
[+51] qcf+1 3,2,B~4 S! d+4,2:1+2
[+44] 3,2,B~4 S! d+4,2:1+2
[+44] df+1,B~4 S! qcf+1 qcf+2

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.
df+2
[+60] qcf+1(x3)[1] iws3,2 S! d+4,2:1+2
[+53] 2,3 f,f 3,2,B~4 S! d+4,2:1+2
[+49] 3,2,B~4 S! qcf+1 f,f d+4,2:1+2
qcf+3+4
[73] f,f b+1,2[2] S! qcf+1 d+4,2:1+2
  1. qcf+1 loops are frame perfect links. The input must be timed perfectly and performed in exactly 3 frames.
  2. Borderline impossible. Need a frame perfect dash and frame perfect b+1. Doesn't work vs Kuma or Marduk.

External links