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: [+56] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry | : [+56] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry | ||
; | ; 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) | ||
: [+64] WS2 f,F+4>3 3,3 nanodash 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 | : [+64] WS2 f,F+4>3 3,3 nanodash 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 |
Latest revision as of 12:36, 7 June 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
- uf+4
- [70] f,F+4>3 > df+4,2,1+2 T! > dash > SSL > uf+3 > db+1,2,4[1]
- [66] df+1 > f,F+4>3 > df+4,2,1+2 T! > dash > SSL > db+1,2,4[1]
- [64] df+1 > f,F+4>3 > 1 > dash > 1 > dash > df+4,2,1+2 T! > dash > uf+3 > df+4,3[2]
- [53] f,F+4,3 > df+4,2,1+2 T! > df+(4),3[3]
- df+3 T!
- [67] dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4[1]
- [61] dash > uf+3 > b+3 > 1 > db+1,2,4
- [51] dash > uf+3 > f,F+4>3 > 3,3[4]
- KNP.3 T!
- [66] dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4[1]
- [60] dash > uf+3 > b+3 > 1 > db+1,2,4
- [57] dash > uf+3 > f,F+4>3 > 3,3[4]
- f+4,2 T!
- [69] run up > SSL > uf+3 > b+3 > 1 > dash > db+1,2,4
- FC.df+2
- []
- f+4
- []
- f+3,4
- []
- f,F+4,3
- []
- f,F+4
- []
- Low Parry
- [46] dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4
- [40] dash > uf+3 > b+3 > 1 > db+1,2,4
- [37] dash > uf+3 > f,F+4>3 > 3,3[4]
Wall
Wall Carry Enders
- Pre-Tornado
- W![1]
- [+36] df+3 T! > b1+2 > db+1,2,4
- [+35] df+3 T! > b1+2 > 1,3 > b1+2
- [+32] f+4,2 T! > SSL > 1+2 > b1+2
- [+31] d1+2,1 T! > f+3 > 2 > b1+2
- [+31] d1+2,1 T! > db+1,2,4
- Post-Tornado
- W![1]
- [+23] f+3,2 > b1+2
- [+23] db+1,2,4
- Resplat
- W![1]
- [+50] backdash_ss > uf+3 W! > df+3 T! > b1+2 > db+1,2,4
- [+49] backdash_ss > uf+3 W! > df+3 T! > b1+2 > 1,3 > b+1+2
- [+45] backdash_ss > uf+3 W! > f+4,2 T! > SSL 1+2 > b1+2
- [+42] backdash_ss > uf+3 W! > d1+2,1 T! > f+3,2 > b1+2
- [+42] backdash_ss > uf+3 W! > d1+2,1 T! > db+1,2,4
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- uf+4
- [+48] f+4,2 T! > dash > uf+3 > db+1,2,4[1]
- [60] db+1,2,4
- ↑ Floor Break
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)
- [+60] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 f,F+4>3 nanowalk forward b+1+2 for damage
- [+58] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 db+1,2,4 for floor break
- [+56] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry
- launch while heat is active
doesn't work against bears and jack (short legged characters)
- [+64] WS2 f,F+4>3 3,3 nanodash 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
- [+64] WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 f+4,2 T! run up f+4,3 for floor break
- CH KNP 1 or CH BT d+1 with heat burst
- [63] CH KNP1_BT d+1 cc d+4 iWS4 HB dash uf+3 df+1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3
doesn't work against bears and jack (short legged characters)
- [65] CH KNP1_BT d+1 cc d+4 iWS4 HB dash uf+3 df+1 dash df+4,2,1+2 T! run up SSL uf+3 dash 3, 1+2
doesn't work against bears and jack (short legged characters)
- [65] CH KNP1_BT d+1 cc d+4 iWS4 HB iWS2 df+4,2,1+2 T! run up SSL uf+3 microdash db+1,2,4 for floor break
- CH 4~3 with heat burst
- [76] CH 4~3 iWS4 HB f,F+4>3 1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3
doesn't work against bears and jack (short legged characters)
- [79] CH 4~3 iWS4 HB f,F+4>3 df+4,2,1+2 T! run up SSL uf+3 nanodash db+1,2,4 for floor break
External Links
- Feng Wei Combo Guide | TEKKEN 8 by RyzingSol
- Tekken 8 - Feng combo routes by Ryshifter
- T8 Feng BnB Combo Guide by Coorejam (Korean)