JaSpecific (talk | contribs) (removed link to clive tekken 7 erroneously pasted in (clive not in T7)) |
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{{Combolist| | {{Combolist| | ||
; [+15] f+3 | ; [+15] f+3 | ||
; [+21] SS.1+2 | |||
; [+15] df+2 | ; [+15] df+2 | ||
; [+15] ws2 | ; [+15] ws2 | ||
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: [+51] db+1+2,1 GAR2,2 T! b+2F PHX2,2<ref name="bnb1">Should be your BnB for f+3 unless you have the space to do the meter version of the wallcarry combo. It does respectable damage and more importantly builds 0.72 Zantetsuken meter.</ref> | : [+51] db+1+2,1 GAR2,2 T! b+2F PHX2,2<ref name="bnb1">Should be your BnB for f+3 unless you have the space to do the meter version of the wallcarry combo. It does respectable damage and more importantly builds 0.72 Zantetsuken meter.</ref> | ||
; [+21] SS.1+2 | |||
; [+15] df+2 | ; [+15] df+2 | ||
; [+15] ws2 | ; [+15] ws2 |
Latest revision as of 23:35, 29 December 2024
Clive |
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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. df+2)
- d/b+1+2,1 UPDRAFT2,2 T! b+2F PHS2,2
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
Clive's Updraft stance (GAR) has a delayed input version of each move which increases damage. These versions of the moves deal about 1-2 more damage in combos due to scaling, and considerably increase the difficulty of execution. They will not be noted as separate combos here, but you can choose to use them for style points.
- [+15] f+3
- [+21] SS.1+2
- [+15] df+2
- [+15] ws2
- [+55-83] db+1+2,1 GAR3 ff 4,4F PHX2,1 T! ff 1+4[1]
- [+52-81] db+1+2,1 GAR2,2 T! 1+4[1]
- [+66] db+1+2,1 GAR3 ff df1,4,3 T! WOL2
- [+60] d+1 ws4 1 ff df1,4,3 T! WOL2
- [+58] d+1 ws4 1 3,3 T! WOL2
- [+54] db+1+2,1 GAR3 ff 4,4F PHX2,1 T! ff b2F PHX2,1[2]
- [+51] db+1+2,1 GAR2,2 T! b+2F PHX2,2[3]
- [+21] SS.1+2
- [+15] df+2
- [+15] ws2
- [+56] df+1,4 db+1+2 GAR2,2 T! b+2 PHX2,2[4]
- [+15] ws2
- [+60] b+2 db+1+2 GAR2,2 T! b+2 PHX2,2[5]
External Links
- CLIVE ROSFIELD Combo Guide | TEKKEN 8 by RyzingSol
- ↑ 1.0 1.1 Zantetsuken combo. Damage listed is the damage at ZTK level 2 and 5 respectively. Do not use at lower than 2 bars.
- ↑ Wallcarry combo. Using PHX1 as an ender does 1 extra damage and still travels more than the wall-to-wall length of many stages. PHX1+2 can be used as an ender, and will launch for a wallbreak, but requires a longer dash and more precise timing. PHX2+2 can be used as an ender for identical damage and +0.72 ZTK meter, if you're going right into the middle of an absolutely massive stage and the sideswitch doesn't matter - optimal way to build ZTK off of f+3 if you have the space.
- ↑ Should be your BnB for f+3 unless you have the space to do the meter version of the wallcarry combo. It does respectable damage and more importantly builds 0.72 Zantetsuken meter.
- ↑ Should be your BnB for df+2. It does respectable damage and more importantly builds 0.72 Zantetsuken meter.
- ↑ Should be your BnB for ws2. It does respectable damage and more importantly builds 0.72 Zantetsuken meter.