Steve combos (Tekken 7): Difference between revisions

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; [20] uf+2
; [20] uf+2
; [20] CH ws2,DCK
; [20] CH ws2,DCK
: [49] DCK.1 df+1,[2~1],B FLK.1,B FLK.1,d+1 S! df+1+2
: [+49] DCK.1 df+1,[2~1],B FLK.1,B FLK.1,d+1 S! df+1+2
: [47] DCK.1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
: [+47] DCK.1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
: [47] DCK.1 df+1,[2~1],B FLK.1,d+1 S! PAB.f+2,1
: [+47] DCK.1 df+1,[2~1],B FLK.1,d+1 S! PAB.f+2,1
: [47] DCK.1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2<ref name="max-delay"/>
: [+47] DCK.1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2<ref name="max-delay"/>
: [45] DCK.1 df+1,[2~1],B FLK.1,d+1 S! df1+2
: [+45] DCK.1 df+1,[2~1],B FLK.1,d+1 S! df1+2
: [46] DCK.cc ws1 df+1,[2~1],B DCK.f+2,EXTDCK.1 PAB.f2,1<ref name="max-delay">Delay inputs from DCK stance as long as possible to increase consistency. Required for smaller characters.</ref>
: [+46] DCK.cc ws1 df+1,[2~1],B DCK.f+2,EXTDCK.1 PAB.f2,1<ref name="max-delay">Delay inputs from DCK stance as long as possible to increase consistency. Required for smaller characters.</ref>
: [44] DCK.cc ws1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
: [+44] DCK.cc ws1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
: [44] DCK.cc ws1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2
: [+44] DCK.cc ws1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2


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Revision as of 06:53, 17 July 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.

CH b+1,B
[53] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! b+1,B FLK.1,B+3+4 ALB.2
[52] EXTDCK.1 df+1,[2~1],B FLK.1,B FLK.1,d+1 S! df+1+2
[52] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! b+1,B DCK.cc ws1,2
[50] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
[50] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! PAB.f+2,1
[50] EXTDCK.1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2[1]
[49] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! SSR f+2,1,B DCK.1
[48] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! df1+2
[25] CH FLK.2
[25] CH PAB.(1,2),1
[22] CH PAB.2
[20] uf+2
[20] CH ws2,DCK
[+49] DCK.1 df+1,[2~1],B FLK.1,B FLK.1,d+1 S! df+1+2
[+47] DCK.1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
[+47] DCK.1 df+1,[2~1],B FLK.1,d+1 S! PAB.f+2,1
[+47] DCK.1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2[1]
[+45] DCK.1 df+1,[2~1],B FLK.1,d+1 S! df1+2
[+46] DCK.cc ws1 df+1,[2~1],B DCK.f+2,EXTDCK.1 PAB.f2,1[1]
[+44] DCK.cc ws1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
[+44] DCK.cc ws1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2
Crouching recovery (e.g. CH FUFT.3)
combo here

Mini-combos

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
df+2
combo for df+2 here

Wall

Regular carry (30% scaling)
combo here

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

  1. 1.0 1.1 1.2 Delay inputs from DCK stance as long as possible to increase consistency. Required for smaller characters.