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: [49] T! uf+3,4 f+3 1,b+2,WAR.2 d+4 | : [49] T! uf+3,4 f+3 1,b+2,WAR.2 d+4 | ||
: [40] T! dash EWGF f+3,D FUJ.DF ws4 f+3,D FUJ.DF+4,3 | : [40] T! dash EWGF f+3,D FUJ.DF ws4 f+3,D FUJ.DF+4,3 | ||
; CH b+4 | |||
: [91; 39] f,n,d,df+3 T! dash b:2* f,f,n,d,DF+4,4,1 f+3,D FUJ.2 | |||
}} | }} | ||
Revision as of 06:55, 16 October 2024
Heihachi |
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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.
This page is for Tekken 8. For Tekken 7, see Heihachi combos (Tekken 7).
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. f,F+3)
- 4 T! uf+3,4 1,b+2,4
- Instant Tornado (e.g., low parry)
- T! uf+3,4 f+3 1,b+2,4
Mini-combos
- FC.df+4
- f,n,d,DF+3
- CH f+4
- CH (b+1),4
- f,F+2
- f+4,D (vs crouchers)
- FUJ.2 T! ...
- CH f+4,D
- FUJ.4
- f+3,D
- FUJ.1,1[1]
- b+2*
- qcf+2
- b+2*,F
- RAI.1
- RAI.3,H.1+2
- ws1
- f,n,df:1
- qcf+2
- uf+4
- dash d+3,H.1+2
- f,F+2
- dash d+4
- d+3
- b+3,3
- db+3
- WAR.1+2
- WAR.f,F+2
- CH SSR.2
- f,n,df:1
- d+3
- CH SSR.2,F
- RAI.1
- CH (d+1),2
- qcf+2
- CH (d+1),2,F
- RAI.3
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
- EWGF
- f,n,d,df#2.
- PEWGF (perfect EWGF)
- f,n,d,df#2
- md
- micro dash.
- EWGF
- PEWGF
- f,F+3
- f,F+2
- FC.df+2
- [+70] md EWGF PEWGF md f,n,d,DF+4,4,1 f+3,D FUJ.2 T! dash b:2* md f,n,d,DF+4,3
- [+63] EWGF md EWGF f+3,D FUJ.1 f+3,D FUJ.2 T! dash uf+3,4 qcf+2
- [+62] EGWF md EWGF f+3,D FUJ.DF ws4 f+3,D FUJ.2 T! dash b:2* md f,n,d,DF+4,3
- [+62] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SS.2,F RAI.1
- [+56] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! f,n,d,DF+4,3
- uf+3,4
- [77] f+3,D WKG.DF+4,4,1 f+3,D FUJ.2 T! SSR.2,F RAI.1
- [71] f+3,D WKG.DF+4,4,1 f+3,D FUJ.2 T! f,n,d,DF+4,3
- low parry
- FUJ.2
- WAR.df+2,1
- [64] T! b:2* md f,n,d,DF+4,4,1 1,b+2,WAR.2 f,n,df:1
- [51] T! b:2* f,n,d,DF+4,4,1 1,b+2,4
- [50] T! b:2* md EWGF f+3,D FUJ.DF+4,4,3
- [49] T! uf+3,4 f+3 1,b+2,WAR.2 d+4
- [40] T! dash EWGF f+3,D FUJ.DF ws4 f+3,D FUJ.DF+4,3
- CH b+4
- [91; 39] f,n,d,df+3 T! dash b:2* f,f,n,d,DF+4,4,1 f+3,D FUJ.2
Wall
- Tornado available
- df+1:2* T! df+3,1+2,qcf+1
- df+1:2* T! EWGF 1+2
- f,F+2 T! f,n,d,DF+4,n+4 1+2
- No tornado available
- df+3,1+2,qcf+1
- EWGF 1+2
- f,n,d,DF+4,n+4 1+2
- df+1,1 1+2
Off-axis
Stage Hazard
Wall Blast
Wall Hazard
Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)
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.