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{{Staple}} | {{Staple}} | ||
Leo's most common combo ender is b+1+2,1+2,qcf+2. This is commonly known as BBP (barge barge punch, or barge barge palm) and will be notated as such below. Other enders should be used for oki, but BBP is the highest damage ender in most situations. | |||
{{Combolist|columns=2| | {{Combolist|columns=2| | ||
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; [13] KNK.3 | ; [13] KNK.3 | ||
; [12] f,F+4 | ; [12] f,F+4 | ||
: [+54; 34] b+1,1+2 1 f+3,D | : [+54; 34] b+1,1+2 1 f+3,D BOK.1,2 T! BBP | ||
: [+50; 31] f+2 b+1,1+2,D | : [+50; 31] f+2 b+1,1+2,D BOK.1,2 T! BBP | ||
; [28; 11] f,F+4,3 | ; [28; 11] f,F+4,3 | ||
: [+44; 27] f+2 b+1,1+2,D~1,2 T! | : [+44; 27] f+2 b+1,1+2,D~1,2 T! BBP | ||
; [28] CH f+3+4 | ; [28] CH f+3+4 | ||
Line 101: | Line 103: | ||
; [32] b+2,1+2,H.F | ; [32] b+2,1+2,H.F | ||
; [29] KNK.1,2,H.F | ; [29] KNK.1,2,H.F | ||
: [+31; 31] f+2 b+1,1+2~D BOK.1,2 T! | : [+31; 31] f+2 b+1,1+2~D BOK.1,2 T! BBP | ||
; [23] db+3 | ; [23] db+3 | ||
; [23] BOK.2 | ; [23] BOK.2 | ||
; [24] CH KNK.1+2 | ; [24] CH KNK.1+2 | ||
: [+60; 38] f+3 f+2 b+1,1+2~D BOK.1,2 T! | : [+60; 38] f+3 f+2 b+1,1+2~D BOK.1,2 T! BBP | ||
; [28] CH f+1+2 | ; [28] CH f+1+2 | ||
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; [24] CH df+2+3<ref>ws3 whiffs if not close.</ref> | ; [24] CH df+2+3<ref>ws3 whiffs if not close.</ref> | ||
; [21] CH KNK.4~DF | ; [21] CH KNK.4~DF | ||
: [+45; 27] ws3 b+1,1+2~D BOK.1,2 T! | : [+45; 27] ws3 b+1,1+2~D BOK.1,2 T! BBP | ||
; [25] CH b+2+3 | ; [25] CH b+2+3 | ||
; [21] b+2+3 (successful parry) | ; [21] b+2+3 (successful parry) | ||
: [+47; 29] dash qcf3 b+1,1+2~D BOK.1,2 T! | : [+47; 29] dash qcf3 b+1,1+2~D BOK.1,2 T! BBP | ||
: [+20; 13] dash d+4,2<ref name="Gain LTG"/> | : [+20; 13] dash d+4,2<ref name="Gain LTG"/> | ||
: [+16; 11] f+1+2 | : [+16; 11] f+1+2 | ||
; CH (f,F+4,3),4 | ; CH (f,F+4,3),4 | ||
: [70; 31] df+1 b+1,1+2~D BOK.1,2 T! | : [70; 31] df+1 b+1,1+2~D BOK.1,2 T! BBP | ||
}} | }} | ||
Revision as of 00:57, 23 February 2024
Leo |
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Combos (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Leo combos (Tekken 7).
Notation summary for combos
Symbol | Meaning |
---|---|
1 | Left Punch |
2 | Right Punch |
3 | Left kick |
4 | Right kick |
u | Up |
d | Down |
f | Forward |
b | Backward |
uf | Up and forward |
df | Down and forward |
ub | Up and backward |
db | Down and backward |
n | Neutral |
Symbol | Meaning |
---|---|
U | Up (Hold) |
D | Down (Hold) |
F | Forward (Hold) |
B | Backward (Hold) |
UF | Up and forward (Hold) |
DF | Down and forward (Hold) |
UB | Up and backward (Hold) |
DB | Down and backward (Hold) |
Symbol | Meaning |
---|---|
+ | Pressed together |
# | Pressed together, on the same frame |
,[1] | Followed by |
~ | Followed by, immediately |
: | Followed by, tight input window |
< | Followed by, with delayed input |
> | |
* | Held input |
Symbol | Meaning |
---|---|
.[1] | From stance |
~ | From stance transition[2] |
H | During Heat[3] |
R | Rage |
FC | Full crouch |
hFC | Half crouch |
ws | While standing |
wr | While running |
Symbol | Meaning |
---|---|
T! | Tornado |
W! | Wall splat |
WB! | Wall break |
F! | Floor break |
BB! | Balcony break |
Symbol | Meaning | Example | Example Meaning |
---|---|---|---|
CH | Counter hit | CH 1,2,3 | 1,2,3 where the first hit is a counter hit |
CL | Clean hit | CL db+4 | db+4 with a clean hit |
(?) | Whiffed or blocked moves | CH (1,2),3 | 1,2,3 where the third hit is a counter hit |
(2,2),2 | 2,2,2 where the first two hits whiff | ||
(x?) | Repeat string ? times | b+2,f~n(x3) | b+2,f~n repeated 3 times |
[?; ?] | Damage dealt; recoverable damage | [50; 12] ws2,3 f,F+3 | Combo deals 50 damage, 12 of which is recoverable |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
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)
- f+2 b+1,1+2,D~1,2 T! b+1+2,1+2,qcf+2
- Instant Tornado (e.g. low parry)
- T! 4 b+1,4,DF >CD.3 f+4,DF~2,4
- Heat Dash (e.g. db+2,4,H.F)
- f+2 b+1,1+2,D~1,2 T! b+1+2,1+2,qcf+2
Mini-combos
- CH 4
- [39; 13] f+1+2
- [35] CH df+1,2
- [20] (df+1),2
- [+10; 7] d+4
- CH (df+1),2
- CH (ws3,1),2
- [44; 14] f,F+2[1]
- [43; 13] f+1+2
- f,F+3,D
- [38; 12] BOK.2
- uf+2,1
- [41; 17] d+4,2[1]
- [27] CH f+3
- [21] CH KNK.4
- [+20; 13] d+4,2[1]
- CH f+3,D
- [50; 15] BOK.2 df+4
- f+2,4,LTG.3
- [60; 11] f,F+3
- [36] CH SS.1+2
- [25] CH (f+2),2
- [20] CH (CD.2),1
- [20; 13] dash d+4,2[1]
- [22] ub+1.P.4
- [19] CH b+1+4
- [+21] b+2,1+2[2]
- CH CD.1
- [37] ws4,1+2[2]
- FC.df+3
- [38; 12] d+1+2~2
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
Leo's most common combo ender is b+1+2,1+2,qcf+2. This is commonly known as BBP (barge barge punch, or barge barge palm) and will be notated as such below. Other enders should be used for oki, but BBP is the highest damage ender in most situations.
- [31] CH ub+3
- [27] CH d+2
- [24] CH KNK.2
- [20] uf,n,4
- [17] ws2
- [15] df+2
- [15] uf+4
- [13] KNK.3
- [12] f,F+4
- [+54; 34] b+1,1+2 1 f+3,D BOK.1,2 T! BBP
- [+50; 31] f+2 b+1,1+2,D BOK.1,2 T! BBP
- [28; 11] f,F+4,3
- [+44; 27] f+2 b+1,1+2,D~1,2 T! BBP
- [28] CH f+3+4
- [0] low parry
- [+41; 24] T! 4 b+1,4,DF >CD.3 f+4,DF~2,4
- [31; 12] KNK.3,4
- [28; 9] BOK.1,2
- [+35; 20] T! 4 b+1,4,DF >CD.3 f+4,DF~2,4
- [38] db+2,4,H.F
- [32] b+2,1+2,H.F
- [29] KNK.1,2,H.F
- [+31; 31] f+2 b+1,1+2~D BOK.1,2 T! BBP
- [23] db+3
- [23] BOK.2
- [24] CH KNK.1+2
- [+60; 38] f+3 f+2 b+1,1+2~D BOK.1,2 T! BBP
- [28] CH f+1+2
- [14] CH CL db+4
- [10] CH db+4
- [+54; 32] df+2+3 ws3 b+1,1+2~D BOK.1,2 T! f+4~DF CD.2,4
- [24] CH df+2+3[4]
- [21] CH KNK.4~DF
- [+45; 27] ws3 b+1,1+2~D BOK.1,2 T! BBP
- [25] CH b+2+3
- [21] b+2+3 (successful parry)
- [+47; 29] dash qcf3 b+1,1+2~D BOK.1,2 T! BBP
- [+20; 13] dash d+4,2[1]
- [+16; 11] f+1+2
- CH (f,F+4,3),4
- [70; 31] df+1 b+1,1+2~D BOK.1,2 T! BBP
Wall
- Regular carry (30% scaling)
- [+23; 19] b+1+2,1+2>qcf+2
- [+20; 16] b+1,4~3,4
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.