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Revision as of 04:40, 18 August 2022
Leo (Tekken 7) |
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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 § Staples.
- Regular launch (e.g. df+2)
- 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
Mini-combos
- [36] CH 1+2
- [25] CH 2+3
- [25] 2+3,P
- [20] CH (uf+2),1
- [+34] f,F+3[1],D~2
- ↑ The f,F+3 must connect exactly on the first frame where the opponent recovers grounded for the spike to be unavoidable. If too early, it hits them airborne and doesn't spike. If too late, the opponent can do a toe kick or spring kick to make themselves airborne. This timing can be hit off CH 1+2 and CH (uf+2),1 but not either 2+3 situations.
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
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.
- [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
- [15] df+2
- [15] uf+4
- f+2 b+1,4~df~3 f+4~2 S! 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
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2
- df+1, uf+1,1 S! 3,2,3
- 2,1 uf+1,1 S! 3,2,3
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
- ↑ 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.