(→Staples: Updated with midscreen launch combos from Low-Ex sheet and Coorejam video) |
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; Instant Tornado (e.g. low parry) | ; Instant Tornado (e.g. low parry) | ||
: T! | : T! b+1,4~DF >ws3 f+4,DF~2,4 | ||
; Heat Dash (e.g. db+2,4,H.F) | ; Heat Dash (e.g. db+2,4,H.F) |
Revision as of 09:06, 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 BOK.1,2 T! b+1+2,1+2,qcf+2
- Instant Tornado (e.g. low parry)
- T! b+1,4~DF >ws3 f+4,DF~2,4
- Heat Dash (e.g. db+2,4,H.F)
- f+2 b+1,1+2~D BOK.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 has two common enders:
- BBP (barge barge punch/palm): b+1+2,1+2,qcf+2
- DLS (Dragon's Impact Lightning Skypiercer): SSR b+4,1~4~DF >CD.2,4
Both are enders used for damage, with different combo starters and routes preferring one over the other. Other enders such as f+4~DF >ws3,1 can be used for oki.
- [20] uf,n,4
- [17] ws2
- [15] df+2
- [15] uf+4
- [12] f,F+4
- [+54; 32] 4 b+1,1+2~D BOK.1,2 T! DLS[1]
- [+54; 34] b+1,1+2 1 f+3~D BOK.1,2 T! BBP[2][3]
- [+52; 31] f+2 b+1,1+2~D BOK.1,2 T! DLS
- [26; 7] uf+2,1
- [+51; 25] iws3 b+1,1+2~D BOK.1,2 T! BBP[4]
- [+33; 33] HB f+2 b+1,1+2~D BOK.1,2 T! BBP
- [+15; 10] d+4,2[5]
- [28; 11] f,F+4,3
- [+44; 27] f+2 b+1,1+2~D BOK.1,2 T! BBP[2]
- [+41; 25] b+1,1+2~D BOK.1,2 T! BBP
- [24] CH KNK.1+2
- [23] db+3
- [23] BOK.2
- [+61; 39] f+3 4 b+1,1+2~D BOK.1,2 T! BBP[6]
- [+60; 38] f+3 f+2 b+1,1+2~D BOK.1,2 T! BBP
- [13] KNK.3
- [31] CH ub+3
- [+55; 34] 4 f+2 b+1,1+2~D BOK.1,2 T! BBP[3]
- [31; 12] KNK.3,4
- [28; 9] BOK.1,2
- [+35; 20] T! 4 b+1,4~DF >ws3 f+4~DF CD.2,4
- [28] CH f+3+4
- [0] low parry
- [+45; 26] T! df+2+3 ws3 b+1,4~DF >ws3 f+4~DF CD.2,4
- [27] CH d+2
- [+57; 36] f+3 2 b+1,1+2~D BOK.1,2 T! BBP
- [24] CH KNK.2
- [+52; 31] f+2 b+1,1+2~D BOK.1,2 T! DLS
- [28] CH f+1+2
- [+57; 36] b+1,1+2 b+1,1+2~D BOK.1,2 T! BBP
- [14] CH CL db+4
- [10] CH db+4
- [+55; 34] df+2+3 ws3 b+1,1+2~D BOK.1,2 T! BBP[7]
- [+54; 32] df+2+3 ws3 b+1,1+2~D BOK.1,2 T! f+4~DF CD.2,4
- [27] CH f+3
- [+49; 29] microdash df+2+3 ws3 b+1,1+2~D BOK.1,2 T! BBP
- [+47; 29] ws3 b+1,1+2~D BOK.1,2 T! DLS
- [24] CH df+2+3[8]
- [21] CH KNK.4~DF
- [+50; 30] ws3 4 b+1,1+2~D BOK.1,2 T! f+4~DF CD.2,4[1]
- [+49; 29] ws3 b+1,1+2~D BOK.1,2 T! DLS
- [20] CH (CD.2,)1
- [+49; 29] dash CD ws.3 b+1,1+2~D BOK.1,2 T! DLS[4]
- [20] CH (f,F+4,3),4
- [+52; 31] df+1 b+1,1+2~D BOK.1,2 T! DLS
- [25] CH b+2+3
- [21] b+2+3 (successful parry)
- [+47; 29] dash qcf3 b+1,1+2~D BOK.1,2 T! DLS[4]
- [+16; 11] f+1+2
Wall
- Regular carry (30% scaling)
- [+23; 19] BBP (delay last hit)
- [+20; 16] b+1,4 BOK.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.