(→Extras) |
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; Instant T! launch while heat is active | ; Instant T! launch while heat is active | ||
doesn't work against bears and jack (short legged characters) | doesn't work against bears and jack (short legged characters) | ||
: [+65] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f,F+4>3 nano walk forward b+1+2 for damage | : [+65] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f,F+4>3 nano walk forward b+1+2 for damage | ||
: [+63] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 db+1,2,4 | : [+63] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 db+1,2,4 for floor break | ||
: [+61] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry | : [+61] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry | ||
Revision as of 23:03, 12 March 2024
Feng |
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Combos (Tekken 8) |
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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. uf+4, ws3, f+3,4)
- df+1 f,F+4>3, df+4,2,1+2 T! run up uf+3 df+4,3 [51] for wall carry
- df+1 f,F+4>3, df+4,2,1+2 T! run up db+1,2,4 [53] for floor break
- Off-axis launch (e.g. uf+4, ws3, f+3,4)
- f+3,2 df+1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 [46] for wall carry
- f+4,2 T! run up uf+3 db+1,2,4 [50] for floor break
- Instant T! launch (e.g. df+3, KNP.3)
- dash uf+3 f,F+4>3 1 dash df+4,2 immediate f,F+3 oki [38 + 10 chip damage oB]
- dash uf+3 b+3 1 db+1,2,4 [43] for floor break
Mini-combos
- CH b+1, b1+2
- [44] If needed, you can dash after b+1 to land b+1+2
- CH b+3, f,F+3
- [58] Leaves the opponent FUFT. When done at the wall, hold F after f, F+3 to enter STC for mixup
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
- [13] uf+4
- [+59] f,F+4>3 df+4,2,1+2 T! run up SSL uf+3 db+1,2,4 for floor break
- [+53] df+1 f,F+4,>3 df+4,2,1+2 T! run up SSL db+1,2,4 for floor break
- [+53] df+1 f,F+4,>3 1 dash 1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
- [42 + 10 chip damage oB] f,F+4>3 df+4,2,1+2 T! (df+4),3 f,f+3 oki
- [0] Low parry
- [20] KNP.3
- [21] df+3
- [+49] dash uf+3 f,F+4>3 1 microdash db+1,2,4 for floor break
Wall
- Regular carry (30% scaling)
- T! available, W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 36 conversion damage
- T! available, W! into d/f+3 T! into b+1+2 into f+3, 2 into b+1+2, 35 conversion damage
- T! available, W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 31 conversion damage
- T! available, W! into d+1+2, 1 T! into d/b+1, 2, 4, 31 conversion damage
- T! available, W! f+4, 2 T! into SSL 1+2 into b+1+2, 32 conversion damage
- T! unavailable, W! f+3, 2 into b+1+2, 23 conversion damage
- T! unavailable, W! d/b+1, 2, 4, 23 conversion damage
- Hard wall splat
- back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 54 conversion damage
- back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into 1, 3 into b+1+2, 53 conversion damage
- back dash or sidestep into u/f+3 W! into f+4, 2 T! into SSL 1+2 into b+1+2, 49 conversion damage
- back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 46 conversion damage
- back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into d/b+1, 2, 4, 46 conversion damage
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- u/f+4
- launch into f+4, 2 T! into run up u/f+3 into d/b+1, 2, 4, 50 conversion damage for floor break
- d/b+1, 2, 4
- 60 damage
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.
- Instant T! launch while heat is active
doesn't work against bears and jack (short legged characters)
- [+65] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f,F+4>3 nano walk forward b+1+2 for damage
- [+63] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 db+1,2,4 for floor break
- [+61] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry
- CS launch while heat is active
doesn't work against bears and jack (short legged characters)
- [+70] uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
- [+68] uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f+4,2 T! run up f+4,3 for floor break