m (→Wall) |
m (→Mini-combos) |
||
Line 19: | Line 19: | ||
== Mini-combos == | == Mini-combos == | ||
{{Combolist|columns= | {{Combolist|columns=20em|<!-- see https://wavu.wiki/t/Template:Combolist for usage --> | ||
;CH | ;CH df+2~DCK | ||
: DCK 1+2,1+2,1+2,1+2 (Easy Confirm) | : DCK 1+2,1+2,1+2,1+2 (Easy Confirm) | ||
: ws 1,2 (Damage) | : ws 1,2 (Damage) | ||
: ws 2,2 (Damage, Goes into LNH, Hard Confirm) | : ws 2,2 (Damage, Goes into LNH, Hard Confirm) | ||
; b+2 | |||
; b+2 / db+1+2 | |||
: 1+2 (Reliable, Heat Engager) | : 1+2 (Reliable, Heat Engager) | ||
: iPKB f1+2 (KND + Damage, Hard Confirm) | : iPKB f1+2 (KND + Damage, Hard Confirm) | ||
; PKB f2 | ; PKB f2 | ||
: PKB cancel (f3+4), 1+2 | : PKB cancel (f3+4), 1+2 | ||
; | |||
: LNH 1 (if you dont hold | ; ub+2 | ||
: 1+2 (if you do hold | : LNH 1 (if you dont hold B. Heat Engager) | ||
: 1+2 (if you do hold B. Heat Engager) | |||
; LNH 1+2 (Guard Crush) | ; LNH 1+2 (Guard Crush) | ||
: 1,1,2 (DCK Transition) | : 1,1,2 (DCK Transition) | ||
: 2,1 (PKB/FLK Transition) | : 2,1 (PKB/FLK Transition) | ||
: 2,2 (Damage) | : 2,2 (Damage) | ||
}} | |||
== Staples == | == Staples == |
Revision as of 14:56, 19 February 2024
Steve |
---|
Combos (Tekken 8) |
---|
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. uf+2)
- (Starter), DCK 1, df+1,2~1~FLK 1, F+2,2, LNH 2 S! dash LWV 1,2 LNH 2
- Instant Tornado (e.g., low parry)
- S! DCK 1 d/f+1,2~1~FLK 1 f+2,2 LNH 2
- Combo Enders
- S! dash LWV 1,2 LNH 2 (Damage)
- S! dash LWV 1,2 DCK 1 (Corner Carry)
- S! dash FLK 1,1 ALB 2 (More Corner Carry, worse Oki)
Mini-combos
- CH df+2~DCK
- DCK 1+2,1+2,1+2,1+2 (Easy Confirm)
- ws 1,2 (Damage)
- ws 2,2 (Damage, Goes into LNH, Hard Confirm)
- b+2 / db+1+2
- 1+2 (Reliable, Heat Engager)
- iPKB f1+2 (KND + Damage, Hard Confirm)
- PKB f2
- PKB cancel (f3+4), 1+2
- ub+2
- LNH 1 (if you dont hold B. Heat Engager)
- 1+2 (if you do hold B. Heat Engager)
- LNH 1+2 (Guard Crush)
- 1,1,2 (DCK Transition)
- 2,1 (PKB/FLK Transition)
- 2,2 (Damage)
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)
- W! f+2,1~b FLK.f+3 DCK.1+2,1+2,1+2,1+2
- W! f+2,2,1+2
- W! 1+2
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
Stage hazard
- Secluded Training Ground
- 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.