Zafina combos (Tekken 7): Difference between revisions

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; [18] u/f+4  
; [18] u/f+4  
: [+≈46] d/f+2, d/f+1, θ
: [+≈46] d/f+2, d/f+1, θ
: [+≈51] ð<ref group="a">Very Hard</ref>
: [+≈51] ð<ref name="hard">very hard</ref>


; [17] d/b+1+2
; [17] d/b+1+2
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; [20] (d/b+1+2), 1+2
; [20] (d/b+1+2), 1+2
: [+≈44] df+1, df+1, θ
: [+≈44] df+1, df+1, θ
: iws4, df+1, θ<ref group="b">Very Hard</ref>
: iws4, df+1, θ<ref name="hard" />


; (1+2),(4),4
; (1+2),(4),4
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<references group="a"/>
<references />
<references group="b"/>


== Wall ==
== Wall ==

Revision as of 19:20, 22 October 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.

Launcher Type Examples Combo Purpose Notes
Easy for everything
  • d/f+2
  • d+4,3
  • d/b+4,2
  • d/f+1+2
  • CH f+2
  • CH 1+2
f+2,3 SCR 3+4 S! b1:1+2 Damage b1:1+2 may be hard to perform, look [Tight Input Window]
f+2,3 SCR 3+4 S! ff+3+4 Wall carry Lots of finishers work at this low hit count
Target
  • d/f+2
  • d+4,3
  • d/b+4,2
u/f+1 d/f+1 f+2,3 SCR 3+4 S! b1:1+2 Damage Look External Links for every single combo
u/f+1 d/f+1 f+2,3 SCR 3+4 S! ff+3+4 Wall carry
Instant Screw
  • f+3b
  • CH ff+2
  • CH b+2
ff+2, df+1, f+2,3b, b1:1+2 Damage Can be pretty hard
ff+2, df+1, f+2,3 SCR 3+4 Wall carry

Mini-combos

[50] (d/f+3),4
[40] b+2
[31] f+4
[38] u/f+3[1]
[33] FC.d/f+3
[38] CH d+2
[42] CH ss1+2
[42] CH (d/f+1),(2),1[2]
[33] SCR (3),(3),4
[46] SCR 1+2[3]
[39] MNT 1+2
[45] TRT 1+2
b+3
[49] (d/f+3),4
[39] b+2
[30] f+4
d/b+4,2[4]
[30] FC.d/f+3,d
[37] CH MNT d+4
[35] TRT d+1+2[5]
[35] TRT 3d
MNT d+4
[29] (2),(1),3
MNT d+3
[36] u/f+3
d/b+4
d+3
CH d+3
[30] ws2
[28] ws4
[28] FC.d/f+3
CH d/b+2
[43] b+3[6]
[33] d+2
CH uf+1+2
[38] TRT d+1+2[7]
[35] TRT 3[8]
CH SCR d/f+4
[38] b+3
[26] d+2[8]
[33] CH SCR (2),2
d+2
[28] SCR 1+2,d
[16] TRT 3
[+16] TRT d+1+2[9]
[+10] TRT 1[10]
CH TRT 1
TRT 1+2[11]
TRT d+1+2[9]
TRT 1[10]
  1. Near wall only
  2. Can follow up with f+1+2 after a short hold f for 43 damage, but it's harder
  3. There also is a follow up for SCR 1+2d
  4. Can wall splat for possibly enormous damage
  5. There is an option for MNT d+3 for CH baiting
  6. Not guaranteed, but very good
  7. Can also combo on the last frame (Styling only)
  8. 8.0 8.1 Floor breaks
  9. 9.0 9.1 Forces MNT
  10. 10.0 10.1 Keeps TRT
  11. Leaves stance

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
Abbreviations

Used on this page to make the routes more clear, they are not used by the community

θ - f+2,3 route
f+2,3 SCR 3+4 S! into ender

f+2,3 route is currently the main route for Zafina with its great carry, adaptability, ease of use, and not being terribly outmatched damage. After screw, the most used enders and their purposes are b1:1+2 for damage; d/f+1,4 for carry; f,f+3+4 for more risky carry but with more damage; and b+3 for floor breaks. More on this in a later section.

ð - f,f+2 route
f,f+2 S! dash u/f+1, f+2,3b, b1:1+2
f,f+2 S! dash u/f+1, d/f+1, f+2,3,4

f,f+2 route is the best accessible damage, outmatching f+2,3 by 1 point. It also gains much more damage in the beginning of the combo, making it preferable in conversion to wall or break situations. Example, Forgotten Realm stage, default spawn, d/f+2 into f+2,3 route into max damage floor break + wall combo - 75 damage, f,f+2 route - 81 damage.

There are three downsides of this combo route. Firstly, it's not flexible. You pretty much have to finish the rest of the combo the described way. Secondly, it's not easy. The input window is very tight for some launchers. Finally, the route's carry, while not too bad, pales in comparison to the f+2,3 route.


[13] d/f+2
[17] (d/b+4),2
[18] (ws1),2
[+≈50] u/f+1, d/f+1, θ
[+≈51] ð
[10] (d+4),3
[24] TRT 2
[+≈54] u/f+1, u/f+1, θ
[18] u/f+4
[+≈46] d/f+2, d/f+1, θ
[+≈51] ð[1]
[17] d/b+1+2
[+46] MNT d+3,1, MNT d+1,4 S! dash u/f+1, b1:1+2
[+37] MNT d+3,1, MNT d+1,4 S! dash d/f+4,2
[20] (d/b+1+2), 1+2
[+≈44] df+1, df+1, θ
iws4, df+1, θ[1]
(1+2),(4),4
d/b+3b, d/f+1, θ
d/f+1+2
RD (f+2+3)
df+1+2, df+1, θ
(d+2),(4),3
TRT (4),3
3b, df+1, θ
Low parry
u/f+1, d/f+1, θ
f+3b S! u/f+1, f+2,3b, b1:1+2
f+3b S! u/f+1, f+2,3,4
ws1,2
u/f+1, θ
ws2
3 SCR d+3,3b S! dash u/f+1, b1:1+2
3 SCR d+3,3b S! dash d/f+4,2
d/f+2, d/f+1, θ
[Max damage] tap u or d, 3b, d/f+1, θ
Slide Punish
ws1,2, θ
CH 1+2
3,b d/f+1, θ
iws4, d/f+1, θ
θ S! dash u/f+1, b1:1+2
d/f+1, d/f+1, θ
(1+2),4 d/f+1, θ
(1+2),4,4 S! f+2,3b, b1:1+2
CH 1,4
TRT 1+2 S! dash u/f+1, b1:1+2
TRT 1+2 S! dash u/f+1, f+2,3,4
[Near Wall] TRT 4,3
CH f+2
d/f+1+2, d/f+1, θ
θ S! dash u/f+1, b1:1+2
df+2, df+1, θ
(f+2),3 SCR d+3,3b S! dash u/f+1, b1:1+2
(f+2),3 SCR d+3,3b S! dash f+2,3,4
(f+2),3b, df+1, θ
CH (d+1),1
3b, d/f+1, θ
θ S! dash u/f+1, b1:1+2
df+1, df+1, θ
CH f,f+3
hold b, 3b, d/f+1, θ
SCR 3 SCR d+3,3b S! dash uf+1, b1:1+2
SCR d+3,3b S! dash uf+1, f+2,3,4
CH (d/f+3),4
u/f+1, d/f+1, θ
SCR 4
hold b, 3 SCR d+3,3b S! dash u/f+1, b1:1+2
hold b, 3 SCR d+3,3b S! dash d/f+4,2
SCR 3 SCR d+3,3b S! dash u/f+1, b1:1+2
SCR d+3,3b S! dash u/f+1, f+2,3,4


SCR (d/f+3),3
ws3 SCR d+3,3b S! dash u/f+1, b1:1+2
ws3 SCR d+3,3b S! dash d/f+4,2
ws4, d/f+1, θ
hold d MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
hold d MNT d+3,1 MNT d+1,4 S! dash d/f+4,2
SCR (3),(3),4
hold d MNT d+3,1 MNT d+1,4 S! u/f+1, b1:1+2
hold d MNT d+1,4 S! dash u/f+1, f+2,3,4
b+3
CH SCR 1+2
uf+1, uf+1, θ
hold d TRT 2, d/f+1, θ
hold d delay TRT 1+2 S! dash f+2,3b, b1:1+2
hold d delay TRT 1+2 S! dash u/f+1, f+2,3 SCR 3+4
CH SCR 2
SCR d+3,3b S! dash f+2,3b, b1:1+2
SCR d+3,3b S! dash u/f+1, f+2,3,4


MNT (d+3),1
MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
MNT d+1,4 S! u/f+1, f+2,3,4
MNT df+2
[Hard] ð (use f+4 for easy mode)
d/f+1,4 S! u/f+1, 1, b1:1+2
d/f+1,4 S! u/f+1, f+2,3,4
MNT (4),3
MNT 2,1,4b S! dash u/f+1, b1:1+2
MNT 2,1,4b S! dash f+2,3,4
MNT d/f+2, d/f+1, θ
CH MNT 2
MNT d/f+2, d/f+1, θ
[Inconsistent] MNT 2,1,4b S! dash u/f+1, b1:1+2
[Inconsistent] MNT 2,1,4b S! dash f+2,3,4
(MNT 2),1,4b S! dash f+2,3b, b1:1+2
(MNT 2),1,4 S! MNT dash MNT 2,1,4
(MNT 2),1,4 S! MNT dash MNT 1, b1:1+2
CH MNT 3
MNT ssl MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
MNT d+1,4 S! ssl f+2,3b, b1:1+2
MNT d+1,4 S! u/f+1, f+2,3,4


CH SCR d/f+4
hold d MNT d/f+2, d/f+1,4 S! f+2,3,4
b+3
CH d+3
hold d MNT d+1,4d S! delay MNT d/f+2, 2,1,3
hold d MNT d+1,4 S! u/f+1, f+2,3,4
hold d MNT d+3,1 MNT d+1,4 S! d/f+4,1 (or df+4,2)


f+3b
CH ff+2
CH b+2
CH ws3
SCR (d+3),3b
S! ff+2, df+1, f+2,3b, b1:1+2
S! ff+2, df+1, f+2,3 SCR 3+4


CH MNT (d+1),4
S! ff+2, df+1, f+2,3b, b1:1+2
S! ff+2, df+1, f+2,3 SCR 3+4
hold d S! MNT dash MNT 2,1,4
f+3 (No cancel)
CH ws+3 (No cancel)
SCR (d+3),3 (No cancel)
S! SCR step forward SCR d+3,3
  1. 1.0 1.1 very hard

Wall

Damage values are with max juggle scaling, without rage, and no breaks.


W! Combo Purpose
uf+1, uf+1, df+1,2<1 Very High Splat combo, maximum damage you can get from a wall ever. Wall/Balcony Breaks if last hit is not delayed. [1]
uf+1, df+1,2<1 Normal Splat Combo, can be used almost every time you get a wall. Wall/Balcony Breaks if last hit is not delayed.
df+1,2<1 Low Splat Combo, will work every time you connect to the wall (except if it's a really low splat, which happens very rarely under specific circumstances). Wall/Balcony Breaks if last hit is not delayed.
f+2,3 SCR 4 Also a Low Splat Combo, deals slightly less damage, but gives a very good oki
b+3 Floor Break on Normal Splat, the best floor break option on wall, you can't Floor Break on Low Splat
SCR
SCR 3,f+3 SCR 4 A little less damage than Normal Splat combo from neutral, but very reliable. SCR 3,f+3 will Wall/Balcony Break.
SCR 3,f+3 SCR 3, SCR 1+2 A little less damage than the route above, but SCR 1+2 is inescapable
SCR 1 SCR 4 Less damage than the one above, but it doesn't break wall or balcony
SCR 1+2 This option floor breaks
SCR 4 W! SCR 3, SCR 3,f+3 SCR 4 Specific combo if you hit SCR 4 near wall
MNT
MNT 3,4,4 Combo if you wall carried with ff+3+4d, also a specific combo if you hit MNT 4,3 near wall.
MNT uf+3 This option floor breaks. MNT 1+2 also does, might be preferrable, but it's less damage.
MNT d+3,1 MNT d+1,4 Specifically if you hit MNT d+3,1 near wall
TRT
TRT 4,3 Last hit will hit guaranteed. Will also Floor Break.
TRT 1+2 Wall breaks
(CH uf+1+2) TRT 3 Floor breaks, TRT 4 doesn't work for this launcher. otherwise TRT d+1+2 is best followup
Wall Bounce Combo Purpose
ff+2 S! dash ff+2, df+1, f+2,3,4 For angled bounce
uf+1, df+1, f+2,3 SCR 3+4 S! finisher
short ssl df+3,4 S! improvise
uf+1, df+1,2<1 For straight bounce


Breaks

Wall Break

Best move by damage to cause a wall break is u+3, yet it's very hard to land outside of instant wall splat. The best thing to actually do in absolute most cases is to just do the normal wall combo with d/f+1,2,1.

Wall break by itself allows for free f,f+2 hit, which can be useful when no Screw was spent. If the combo was already very long, best follow up is 3+4 SCR 1+2, timed properly to get the wall slump damage

Balcony Break

The break itself allows for f,f+2 or 3+4 SCR 3+4 follow ups. If it was an instant break, u/f+1, u/f+1 will connect, but will not otherwise, S4 nerf. And for max damage after a long combo, d+1+2 TRT 4,3 gives the most damage.

Floor Break

In combos you can always hit b+3 after screw to floor break, but it isn't always the best option. In the open f,f+3 is much easier to land, and still gives the max damage if followed up with f+1+2, but it doesn't convert to wall as well.

1+2 is a decent floor break, but it doesn't allow for the max damage wall combo.

Max damage wall combo is 3b, u/f+1, d/f+1,2<1, and it's only possible after b+3 and d/f+4,1.

d/f+4,1 is a decent option if you are not far from wall, as it is very good damage, but it spends wall hits if it touches wall, which is not ideal.

Important to know, that these moves floor break, or allow much better combos with a floor break:

  • (2),(2),1+2
  • CH d+2,4
  • CH SCR 2,2
  • (d/f+3),4, d+2
  • CH ss1+2, b+3
  • CH u/f+1+2, TRT 3
  • CH SCR d/f+4, d+2
  • [Very reliable] CH d+3d MNT d+1,4d S! MNT u/f+3 FB! f+2,3,4


Dash 1 Route

A nigh frame perfect route was found that allows for 1 to 3 points more damage in combos. The route by itself is very not flexible, and doesn't carry well, but it exists, example:

d/f+2, u/f+1, f,f+2, u/f+1, dash 1, dash 1, dash 1, dash b1:1+2

It's very hard, one dash 1 is less damage than current routes and it's pretty easy, two dash 1 are 1 point of damage more than the current route, and is already very hard, and three dash 1 is barely possible, and it's 3 damage above the current route.

It's yet to be used in a real match, it's not a staple and will most probably not ever become one.

External Links

  1. Only works after (d+4),3, TRT 2, CH SCR 1+2 (without actual wall splat, meaning not all very high splat combos work), (db+4),2 (only when hit at a specific range) and for df+2, uf+4 and (ws1),2 (last hit only) at very specific distances.