Leo combos (Tekken 7): Difference between revisions

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{{Combolist|columns=1|
{{Combolist|columns=1|
; Regular launch (e.g. df+2)
; Regular launch (e.g. df+2)
: f+2 b+1,4~2 S! f+4~df <ws3,1,2
: [+45]f+2 b+1,4~df <ws3 f+4~2 S! f+4~df~1+2
: [+42]f+2 b+1,4~2 S! f+4~df <ws3,1,2


; Crouching recovery (e.g. CH FUFT.3)
; Crouching recovery (e.g. CH FUFT.3)

Revision as of 04:43, 9 March 2022

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)
[+45]f+2 b+1,4~df <ws3 f+4~2 S! f+4~df~1+2
[+42]f+2 b+1,4~2 S! f+4~df <ws3,1,2
Crouching recovery (e.g. CH FUFT.3)
ws3 b+1,4~2 S! f+4~df <ws3,1,2
Instant screw (e.g. f,F+4,3)
4 b+1,4~df <ws3,1,2

Staples

Whenever a combo has KNK crouch dash into ws3 (e.g. f+4~df~3), the ws3 can be delayed a lot to cover more ground. This delay is necessary for many combos to work. Because of how frequent it is, and because there's no reason not to do it, the delay often isn't explicitly written.

After b+1,4 or f+4, you have to do a KNK cancel to get moves that aren't from KNK, crouch dash, or that use up inputs (e.g. uf+1,1). The explicit input for this is KNK.df~u,n. Because these sequences can't be done any other way, the cancel often isn't explicitly written, e.g. b+1,4~df~u,n f+4~2 may just be written b+1,4 f+4~2.

BPP means b,f+1+2,1+2,qcf+2.

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
[15] df+2
[15] uf+4
[+51] ssl df+1 ssl df+1 b+1,4 f+4~2 S! BPP
[+48] f+2 b+1,4 f+4~2 S! BPP

Rage

df+2
f+2 b+1,4~df ws3 f+4~2 S! Dash R.df+1+2

Wall

Regular carry (30% scaling)
[+28] f,F+3,D~2[1]
[+25] df+1 1[2] 3,2,3
[+22] b,f+1+2,1+2<qcf+2
[+21] b+1,4~df~1+2
[+21] b+1,4~3+4
[+19] b+1,4~3,4
[+19] b+1,4~1+2
[+17] FC.d+2[3] ws1,4,1
uf+1,2
uf+3
db1+2,1
[+32] df+1 1[2] 3,2,3
[+29] b,f+1+2,1+2<qcf+2
[+27] b+1,4~df~1+2
[+27] b+1,4~3+4
[+25] b+1,4~3,4
[+25] b+1,4~1+2
  1. f,F+3 must hit at end of wall stun to spike.
  2. 2.0 2.1 Only works vs Gigas, Jack-7, Kuma, and Marduk.
  3. Best option if previous move entered KNK since it can be done from crouch dash.

Float

1
combo when you anti-air with jab here

Back-turned opponent

df+2
combo when you hit df+2 in the back

Stage break

Howard Estate
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.
[31] CH uf+3+4
[15] df+2
[15] uf+4
[+51] 4 f+2 b+1[1],4~2 S! b,f+1+2,1+2,qcf+2
[+48] 4 f+4~df~3 f+4~df~3 f+4~2 S! f+4~df <ws1+2
[+46] f+2 f+4~df~3 f+4~df~3 f+4~2 S! f+4~df <ws1+2
[23] db+3
[+56] f+3 f+2 b+1,4~df~3 f+4~2 S! f+4~df <ws1+2
[21] CH d+1
[+46] df+1 f+4~df~3 f+4~df~3 f+4~2 S! f+4~df <ws1+2
[24] CH KNK.2
[+48] b+1,4~df~3 f+4~df~3 f+4~2, S! f+4~df <ws1+2
  1. 4 f+2 b+1 can work if you're up close and dead straight, but even a slight amount of distance or bad angle ruins it. More likely to work after uf+4 or other launchers that bring Leo forwards.

External links