Miguel combos: Difference between revisions

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{{Staple}}
{{Staple}}
Although not dratically different from BnB combos, most of Miguel's optimal combos require extra movement, some extra inputs such as a fast 3+4 SAV transition, and a tight f,F+2,1 ender input.  These combos may also become less consistent or whiff depending on how much movement you use in a SS or dash or the opponent's character size.  It's always recommended to use your most consistent combo for competitive play.
=== Optimal Combos ===
=== Ground Spike Combos ===
These combos use f,F+2,1 to spike the opponent into an untechable ground hit. This gives a free 3+4 SAV d/f+2 follow up for good damage.  Not recommended for most combos as its damage isn't a large gain and doesn't allow for good wall carry or wall splats. It does turn a CH d/b+4 or CH SAV d/b+3 into full damage combos, which may become consistent with practice.
; Sideways Combo Spike
; Low Sweep Knockdown
* CH d/b+4
* CH SAV d/b+3
:f,F+2,1 3+4 SAV d/f+2


== Walls ==
== Walls ==

Revision as of 05:35, 26 January 2021

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.

Combo Type Launchers Combo Purpose DMG
Regular
d/b+2 d/f+1~f SAV u/f+3 3,4 S! f,f+2,1 Damage
  • 67
  • 74
  • 77
  • 79
  • 74
  • 79
  • 74
  • 78
  • 74
  • 66
d/b+2 d/f+1~f SAV d/f+1 d/f+2,2 S! f+3,4 Consistency [-1]
Corkscrew
  • f,f+3
  • CH SAV 4
  • CH f+(4),2
  • CH (1+2), 1+2
3+4 SAV u/f+3 d/f+1~f SAV u/f+3 d/f+1 f,f+2,1 Damage and RA
  • 76
  • 80
  • 72
  • 72
d/b+2 d/f+1 d/b+2 d/b+1 f,f+2,1 Consistency [-2]
Unique
  • WS+2,4
  • CH 4
  • CH d+3+4
  • CH f+(3),4
  • SSR d/b+2 d/f+1 d/b+2 f,f+2,1
  • f+4,2 S! d/b+2 d/f+1,1 f,f+2,1
  • d/b+2 d/f+1,1 d/f+2,2 S! u/f+3,2,2
  • d/b+2 d/f+1,1 d/f+2,2 S! u/f+3,2,2
  • 60
  • 63
  • 74
  • 74
  1. 1.0 1.1 Requires SSR after launcher
  2. 2.0 2.1 Requires SSL after launcher
  3. 3.0 3.1 Requires CC after launcher

Combo Enders

After d/f+2,2 S!
u/f+3,2,2 Second best damage. Floor breaks. Goes into wall combo. Follow-up d+3 on missed tech.
f,F+2,1 Easy and reliable. Floor breaks. Follow-up d+3 on missed tech.
f+3,4 Best damage. Worst oki and wall splat.
d/f+2,1 High wall splat.
u/f+1~f Best oki +14g in opponents face. Follow-up SAV d/f+2 on missed tech.
After 3,4 S!
f,F+2,1 Most reliable option. Floor breaks. Follow-up d+3 on missed tech.
Wall Carry Enders

Works after all S!

  • Close: d/b+2
  • Med: d/f+2,2
  • Far: f,F+2,2

Mini Combos

Launchers Follow-up DMG
  • (1),(2),4
  • f+1+2
  • CH d/f+(1),2
  • SAV b+3
3+4 SAV 2
  • 45
  • 45
  • 46
  • 45
  • (1),(2),1+2
  • CH d+2
  • CH d/b+4
  • CH SAV d/b+3
d+3
  • 50
  • 48
  • 40
  • 44
Launchers Follow-up DMG
  • CH d/f+(1),(1),3
  • u/f+1~f
  • b,f+1
  • SAV 1,1
  • SAV 4
3+4 SAV d/f+2
  • 33
  • 41
  • 41
  • 47
  • 45
  • FC d/f+4
  • SAV b+(1),2
  • f,f+2,1
  • 45
  • 37
Launchers Follow-up DMG
  • d/b+1
  • CH d/f+2 d/b
  • SAV d/b+4
  • WS+4 d+4,1+2
  • 37
  • 53
  • 45
  • d/f+(2),d+2
  • d+3+4
  • 38

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

Although not dratically different from BnB combos, most of Miguel's optimal combos require extra movement, some extra inputs such as a fast 3+4 SAV transition, and a tight f,F+2,1 ender input. These combos may also become less consistent or whiff depending on how much movement you use in a SS or dash or the opponent's character size. It's always recommended to use your most consistent combo for competitive play.

Optimal Combos

Ground Spike Combos

These combos use f,F+2,1 to spike the opponent into an untechable ground hit. This gives a free 3+4 SAV d/f+2 follow up for good damage. Not recommended for most combos as its damage isn't a large gain and doesn't allow for good wall carry or wall splats. It does turn a CH d/b+4 or CH SAV d/b+3 into full damage combos, which may become consistent with practice.

Sideways Combo Spike
Low Sweep Knockdown
  • CH d/b+4
  • CH SAV d/b+3
f,F+2,1 3+4 SAV d/f+2

Walls

Wall Combos

Unfortunately, all of Miguel's wall combos can be situational. If the opponent is on a low wall splat, skip the 1 jab and go straight to the d/f+1. SAV 2 ender whiffs on smalls, 1+2 ender doesn't work with low wall splats, u/f+3,2<2 might whiff when the wall is at an angle, and SAV u/f+3 ender is the lowest damage and can whiff when off-axis.

  • [24] 1,2,1+2
  • [25] 1 d/f+1~f SAV 2
  • [21] 1 d/f+1~f SAV u/f+3
  • [25] u/f+3,2<2

Wall/Balcony Breaks

Miguel's best wall breaks are generally d+1+2 and f+2+3 for the range, damage, and low hitbox.

Wall Splat
1,2,4
f+1+2
f+2+3
d+1+2
b+4
b,f+1
f,f,f+3
SAV 1,4
SAV b+3
Rage d/b+1+2
Screws
3,4 S!
f+2,1 S!
f+4,2 S!
d/f+2,2 S!
f,f+3 S!
SAV 1,1 S!
SAV 4 S!
Standing
3,4
1+2, 1+2
f+3,4
CH d/f+(1),2
d+3+4
d/b+2
u/f+1
f,f+2,1
f,f+2,2
SAV 2
SAV u/f+3

Rage Combos

Rage Art b+1+2

  • R! Combo ~ 3,4 S! RA
  • R! Combo ~ d/f+2,2 S! RA
  • R! Screw launcher S! Dash 3+4 SAV u/f+3 d/f+1~f SAV u/f+3 1 RA

Rage Drive d/b+1+2

Character specific

Bears

This super easy combo adds an extra 12 DMG to all combos. Also, certain knockdown moves turn into launchers.

All launchers in addition to
  • d/b+1
  • b,f+1
  • FC d/f+4
  • SAV 1,1
  • SAV 4
  • SAV d/b+4
d/b+2 X6 f,f+2,1
NOTE1: Moves ending in crouch require a crouch cancel.
NOTE2: Screw launchers allow one less d/b+2

External links