RogerDodger (talk | contribs) (โโWall: fix dmg values on regular carry) |
RogerDodger (talk | contribs) (standardize notation) |
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{{Combolist|columns=1| | {{Combolist|columns=1| | ||
; Regular launch (e.g. | ; Regular launch (e.g. df+2) | ||
: f+4 b+1 | : f+4 b+1 df+1,1 S! f+1,2,1 | ||
;Crouching recovery (e.g. CH FUFT.3) | ; Crouching recovery (e.g. CH FUFT.3) | ||
: ws4 b+3,2 | : ws4 b+3,2 df+1,1 S! f+1,2,1 | ||
ย | |||
}} | }} | ||
Line 24: | Line 21: | ||
{{Combolist| | {{Combolist| | ||
; [25] f, | ; [25] f,F+1 | ||
; [30] CH | ; [30] CH uf+2 | ||
; [34] b+1,2 | ; [34] b+1,2 | ||
: [+20] hcb, | : [+20] hcb,df+1 | ||
: [+21] | : [+21] df+1+2<ref group="m" name="at-wall">Only guaranteed with opponent's back at the wall.</ref> | ||
; [20] | ; [20] SS.2 | ||
; [24] CH f+2 | ; [24] CH f+2 | ||
: [+20] f, | : [+20] f,F+1 | ||
: [+20] hcb, | : [+20] hcb,df+1 | ||
: [+28] f, | : [+28] f,F+4 | ||
; [30] b, | ; [30] b,db,d,df+1<ref group="m" name="at-wall"/> | ||
: [+24] ws4 | : [+24] ws4 df+3+4 | ||
: [+29] ws4 | : [+29] ws4 df+3+4 | ||
}} | }} | ||
Line 48: | Line 45: | ||
{{Combolist| | {{Combolist| | ||
; [13] | ; [13] df+2 | ||
; [14] ws1 | ; [14] ws1 | ||
: [+48] f+4 b+1 | : [+48] f+4 b+1 df+1,1 S! f+1,2,1 ย | ||
: [+56] f+4 f+1,2 | : [+56] f+4 f+1,2 df+1,1 S! f+1,2,2<ref group="s">The last hit of f+1,2,2 can be charged up for a pseudo tech/ get up kick/ late spring kick catch, it is mostly considered cheese or a knowledge check, but can be very damaging (extra 23 damage) and can catch people off guard for round enders, but should be avoided using regularly.</ref> | ||
: [+46] 2 u+1+2 f+4 | : [+46] 2 u+1+2 f+4 df+1,1 S! f+3,2<ref group="s">Replace f+4 with 4 when using this combo on small characters, e.g. Ling, Alisa, Leroy, etc.</ref> | ||
: [+49] f+4 b+1 | : [+49] f+4 b+1 ssr~b+1 df+1,1 S! f+3,2 ย | ||
: [+54] f+4 b+1 | : [+54] f+4 b+1 ssr~b+1 df+1,1 S! f+1,2,2 | ||
ย | |||
; [20] f,F+1+2 | |||
; [34] db+1+2 | |||
: [+40] b+3,2 b+1 df+1,1 S! f+3,2 | |||
: [+42] df+1,1 S! f+4 f+1,2,2 | |||
: [+45] ws4<ref group="s">Extremely tight input for the [[instant while standing]].</ref> b+3,2 df+1,1 f+3,2 ย | |||
; [ | ; [32] SS.1 | ||
: [+43] u+1+2 f+4 b+1 df+1,1 S! f+3,2<ref group="s">u+1+2 will whiff if the move hits too far away, or the SSL is too deep, instead use the combo without u+1+2.</ref> | |||
: [+ | : [+46] u+1+2 f+4 b+1 df+1,1 S! b+3,2,2<ref group="s">Only works from a SSR, but it is the max wall carry combo from SS+1.</ref> | ||
: [+ | : [+58] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2 ย | ||
: [+ | : [+39] f+4 b+1 df+1,1 S! f+1,2,1 | ||
: [+40] f+4 b+1 df+1,1 S! f+1,2,2 | |||
; [ | ; [21] f,F+2 | ||
: [+ | : [+56] <u+1+2 u+1+2 u+1+2<ref group="s" name="triple-u1+2">If you hit the first u+1+2 too late, the third u+1+2 will drop. Replace u+1+2 1,2 with f+4 df+1,1 if it looks like this will happen.</ref> 1,2 S! f+3,2 | ||
: [+61] <u+1+2 u+1+2 u+1+2<ref group="s" name="triple-u1+2"/> 1,2 S! f+1,2,2 | |||
: [+ | |||
; [25] hcf,df+1<ref group="s">The triple u+1+2 is inconsistent off hcf,df+1, so is better to rely on these combos.</ref> | |||
; [25] | ; [21] f,F+2 | ||
: [+52] <u+1+2 UF,4 df+1,1 S! f+1,2,2 | |||
: [+51] <u+1+2 UF,4 df+1,1 S! f+1,2,1 | |||
: [+ | |||
: [+ | |||
; [33] d+1+2 | ; [33] d+1+2 | ||
: [+44] u+1+2 f+4 b+1 | : [+44] u+1+2 f+4 b+1 df+1,1 S! f+3,2 | ||
: [+57] u+1+2 f+4 b+1 | : [+57] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2 | ||
; [15] | ; [15] df+2+4<ref group="s" name="b3-b1-sus">b+3,2 is more consistent than b+1, but neither are totally consistent.</ref> | ||
; [18] BT | ; [18] BT.uf+4<ref group="s" name="b3-b1-sus"/> | ||
: [+39] b+1 | : [+39] b+1 df+1,1 S! f+1,2,1 | ||
: [+40] b+1 | : [+40] b+1 df+1,1 S! f+1,2,2 | ||
: [+31] b+1 | : [+31] b+1 df+1,1 S! SS.1 | ||
: [+31] b+3,2 | : [+31] b+3,2 df+1,1 S! SS.1 | ||
: [+35] b+3,2 | : [+35] b+3,2 df+1,1 S! f+3,2 | ||
: [+40] b+3,2 | : [+40] b+3,2 df+1,1 S! f+1,2,2 | ||
; [20] | ; [20] df,df+2+4<ref group="s">This version gives you enough time to run under the opponent. You can tell if you got it and not the regular version if you hear Jack scream.</ref> | ||
: [+48] f,F f+4 b+1 df+1,1 S! f+1,2,1 | |||
: [+56] f+4 f+1,2 | : [+56] f,F f+4 f+1,2 df+1,1 S! f+1,2,2 | ||
; [26] CH | ; [26] CH df+1,2,1 | ||
; [14] CH ( | ; [14] CH (df+1),2,1 | ||
: [+28] | : [+28] df+1,1 S! df+1,2,1,1,2 | ||
: [+30] | : [+30] df+1 df+1,1 S! f+1,2,1 | ||
: [+31] | : [+31] df+1 df+1,1 S! f+1,2,2 | ||
; [22] 1+2 | ; [22] 1+2 | ||
: [+26] f+4 | : [+26] f+4 df+1,2,1,1,2 | ||
: [+30] f+4 b+1 b+3,2,2 | : [+30] f+4 b+1 b+3,2,2 | ||
: [+32] f+4 b+1 f+1,2,2 | : [+32] f+4 b+1 f+1,2,2 | ||
Line 106: | Line 105: | ||
; [20] CH (ws2),1 | ; [20] CH (ws2),1 | ||
; [20] CH (b+1),2 | ; [20] CH (b+1),2 | ||
: [+48] f+4 b+1 | : [+48] f+4 b+1 df+1,1 S! f+1,2,1 ย | ||
: [+56] f+4 f+1,2 | : [+56] f+4 f+1,2 df+1,1 S! f+1,2,2 | ||
: [+49] f+4 b+1 | : [+49] f+4 b+1 ssr~b+1 df+1,1 S! f+3,2 ย | ||
: [+54] f+4 b+1 | : [+54] f+4 b+1 ssr~b+1 df+1,1 S! f+1,2,2 | ||
; [26] CH (f+3),1+2 | ; [26] CH (f+3),1+2 | ||
; [80] f+4~1 | ; [80] f+4~1 | ||
: [+39] b+1 | : [+39] b+1 df+1,1 S! f+1,2,1 | ||
: [+40] b+1 | : [+40] b+1 df+1,1 S! f+1,2,2 | ||
: [+40] b+3,2 b+1 | : [+40] b+3,2 b+1 df+1,1 S! f+3,2 | ||
: [+45] b+3,2 b+1 | : [+45] b+3,2 b+1 df+1,1 S! f+1,2,2 | ||
; [34] CH FC | ; [34] CH FC.df+2,1,2 | ||
: [+51] u+1+2 f+4 | : [+51] u+1+2 f+4 df+1,1 S! f+1,2,1<ref group="s">This combo route does not work on Leroy and other small characters like Ling and Kunimitsu, the route also doesn't work on Marduk, Jack, Panda/ Kuma, Dragunov, Yoshimitsu, Akuma, and Lei. It works fine on every other character.</ref> | ||
: [+52] u+1+2 f+4 | : [+52] u+1+2 f+4 df+1,1 S! f+1,2,2 | ||
: [+52] u+1+2 f+4 b+1 | : [+52] u+1+2 f+4 b+1 df+1,1 S! f+3,2 | ||
: [+57] u+1+2 f+4 b+1 | : [+57] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2 | ||
: [+38] ws2 b+3,2 | : [+38] ws2 b+3,2 df+1,1 S! f+3,2<ref group="s">If the u+1+2 route does not work on your opponent's character, instead default to this route.</ref> | ||
: [+43] ws2 b+3,2 | : [+43] ws2 b+3,2 df+1,1 S! f+1,2,2 | ||
}} | }} | ||
Line 135: | Line 134: | ||
: [+25] FC.db+1,1,1,2 | : [+25] FC.db+1,1,1,2 | ||
: [+24] 2+4 | : [+24] 2+4 | ||
: [+23] b+3,2 | : [+23] b+3,2 df+3+4 | ||
: [+16] b+3,2 | : [+16] b+3,2 db+1,1 | ||
; Low wallsplat ย | ; Low wallsplat ย | ||
: [+15] | : [+15] db+1,1,1 | ||
: [+21] | : [+21] df+3+4 | ||
; f+1,1 | ; f+1,1 | ||
; f+3,2 | ; f+3,2 | ||
: [+22] b+3,2 | : [+22] b+3,2 db+1,1 | ||
: [+27] b+3,2 | : [+27] b+3,2 df+3+4 | ||
: [+33] 2+4 | : [+33] 2+4 | ||
: [+39] FC | : [+39] FC.db+1,1 FC.db+1,1,1,2 | ||
; CH | ; CH df+1,1 | ||
; CH ( | ; CH (df+1),1 | ||
; | ; df+3+4 | ||
; | ; df+3,2 | ||
; | ; SS.2 | ||
; f+3+4 | ; f+3+4 | ||
; f, | ; f,F+4 | ||
; | ; ub+1+2 | ||
: [+15] | : [+15] db+1,1,1 | ||
: [+21] | : [+21] df+3+4 | ||
: [+22] b+3,2 | : [+22] b+3,2 db+1,1 | ||
: [+27] b+3,2 | : [+27] b+3,2 df+3+4 | ||
: [+33] 2+4 | : [+33] 2+4 | ||
: [+33] FC | : [+33] FC.db+1,1,1,2 | ||
}} | }} | ||
Revision as of 10:47, 8 January 2022
Jack-7 (Tekken 7) |
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Combos (Tekken 8) |
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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 ยง Staples.
- Regular launch (e.g. df+2)
- f+4 b+1 df+1,1 S! f+1,2,1
- Crouching recovery (e.g. CH FUFT.3)
- ws4 b+3,2 df+1,1 S! f+1,2,1
Mini-combos
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
- [25] f,F+1
- [30] CH uf+2
- [34] b+1,2
- [+20] hcb,df+1
- [+21] df+1+2[m 1]
- [20] SS.2
- [24] CH f+2
- [+20] f,F+1
- [+20] hcb,df+1
- [+28] f,F+4
- [30] b,db,d,df+1[m 1]
- [+24] ws4 df+3+4
- [+29] ws4 df+3+4
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] df+2
- [14] ws1
- [+48] f+4 b+1 df+1,1 S! f+1,2,1
- [+56] f+4 f+1,2 df+1,1 S! f+1,2,2[s 1]
- [+46] 2 u+1+2 f+4 df+1,1 S! f+3,2[s 2]
- [+49] f+4 b+1 ssr~b+1 df+1,1 S! f+3,2
- [+54] f+4 b+1 ssr~b+1 df+1,1 S! f+1,2,2
- [20] f,F+1+2
- [34] db+1+2
- [+40] b+3,2 b+1 df+1,1 S! f+3,2
- [+42] df+1,1 S! f+4 f+1,2,2
- [+45] ws4[s 3] b+3,2 df+1,1 f+3,2
- [32] SS.1
- [+43] u+1+2 f+4 b+1 df+1,1 S! f+3,2[s 4]
- [+46] u+1+2 f+4 b+1 df+1,1 S! b+3,2,2[s 5]
- [+58] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2
- [+39] f+4 b+1 df+1,1 S! f+1,2,1
- [+40] f+4 b+1 df+1,1 S! f+1,2,2
- [25] hcf,df+1[s 7]
- [21] f,F+2
- [+52] <u+1+2 UF,4 df+1,1 S! f+1,2,2
- [+51] <u+1+2 UF,4 df+1,1 S! f+1,2,1
- [33] d+1+2
- [+44] u+1+2 f+4 b+1 df+1,1 S! f+3,2
- [+57] u+1+2 f+4 b+1 df+1,1 S! f+1,2,2
- [15] df+2+4[s 8]
- [18] BT.uf+4[s 8]
- [+39] b+1 df+1,1 S! f+1,2,1
- [+40] b+1 df+1,1 S! f+1,2,2
- [+31] b+1 df+1,1 S! SS.1
- [+31] b+3,2 df+1,1 S! SS.1
- [+35] b+3,2 df+1,1 S! f+3,2
- [+40] b+3,2 df+1,1 S! f+1,2,2
- [20] df,df+2+4[s 9]
- [+48] f,F f+4 b+1 df+1,1 S! f+1,2,1
- [+56] f,F f+4 f+1,2 df+1,1 S! f+1,2,2
- [26] CH df+1,2,1
- [14] CH (df+1),2,1
- [+28] df+1,1 S! df+1,2,1,1,2
- [+30] df+1 df+1,1 S! f+1,2,1
- [+31] df+1 df+1,1 S! f+1,2,2
- [22] 1+2
- [+26] f+4 df+1,2,1,1,2
- [+30] f+4 b+1 b+3,2,2
- [+32] f+4 b+1 f+1,2,2
- [20] CH (ws2),1
- [20] CH (b+1),2
- [+48] f+4 b+1 df+1,1 S! f+1,2,1
- [+56] f+4 f+1,2 df+1,1 S! f+1,2,2
- [+49] f+4 b+1 ssr~b+1 df+1,1 S! f+3,2
- [+54] f+4 b+1 ssr~b+1 df+1,1 S! f+1,2,2
- [26] CH (f+3),1+2
- [80] f+4~1
- [+39] b+1 df+1,1 S! f+1,2,1
- [+40] b+1 df+1,1 S! f+1,2,2
- [+40] b+3,2 b+1 df+1,1 S! f+3,2
- [+45] b+3,2 b+1 df+1,1 S! f+1,2,2
- โ The last hit of f+1,2,2 can be charged up for a pseudo tech/ get up kick/ late spring kick catch, it is mostly considered cheese or a knowledge check, but can be very damaging (extra 23 damage) and can catch people off guard for round enders, but should be avoided using regularly.
- โ Replace f+4 with 4 when using this combo on small characters, e.g. Ling, Alisa, Leroy, etc.
- โ Extremely tight input for the instant while standing.
- โ u+1+2 will whiff if the move hits too far away, or the SSL is too deep, instead use the combo without u+1+2.
- โ Only works from a SSR, but it is the max wall carry combo from SS+1.
- โ 6.0 6.1 If you hit the first u+1+2 too late, the third u+1+2 will drop. Replace u+1+2 1,2 with f+4 df+1,1 if it looks like this will happen.
- โ The triple u+1+2 is inconsistent off hcf,df+1, so is better to rely on these combos.
- โ 8.0 8.1 b+3,2 is more consistent than b+1, but neither are totally consistent.
- โ This version gives you enough time to run under the opponent. You can tell if you got it and not the regular version if you hear Jack scream.
- โ This combo route does not work on Leroy and other small characters like Ling and Kunimitsu, the route also doesn't work on Marduk, Jack, Panda/ Kuma, Dragunov, Yoshimitsu, Akuma, and Lei. It works fine on every other character.
- โ If the u+1+2 route does not work on your opponent's character, instead default to this route.
Wall
- Regular carry (30% scaling)
- [+25] FC.db+1,1,1,2
- [+24] 2+4
- [+23] b+3,2 df+3+4
- [+16] b+3,2 db+1,1
- Low wallsplat
- [+15] db+1,1,1
- [+21] df+3+4
- f+1,1
- f+3,2
- [+22] b+3,2 db+1,1
- [+27] b+3,2 df+3+4
- [+33] 2+4
- [+39] FC.db+1,1 FC.db+1,1,1,2
- CH df+1,1
- CH (df+1),1
- df+3+4
- df+3,2
- SS.2
- f+3+4
- f,F+4
- ub+1+2
- [+15] db+1,1,1
- [+21] df+3+4
- [+22] b+3,2 db+1,1
- [+27] b+3,2 df+3+4
- [+33] 2+4
- [+33] FC.db+1,1,1,2
Extras
Extra combos are juggles that are:
- Strictly worse than one of the ยง Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.