Leroy combos (Tekken 7): Difference between revisions

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: f,f OTG.db+2,1+2 F! 1,2,3 S! (...as above)
: f,f OTG.db+2,1+2 F! 1,2,3 S! (...as above)
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== Extras ==
== Extras ==

Revision as of 03:28, 2 April 2023

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+2,1+2)
f+2,3,4 HRM.2,1 S! uf+3+4,1+2
Stun launch (e.g. CH b+1+2)
f+3,1+2,4 f+4,4 S! uf+3+4,1+2
Instant screw (e.g. CH HRM.f+1)
S! b+3 df+1 2,2 uf+3+4,1+2
Crouching recovery (e.g. CH FUFT.3)
ws3,1+2,4 f+4,4 S! uf+3+4,1+2

Mini-combos

[23] f,F+3
[20] ub+2,P
[16] CH (df+4),3
[+38] df+2+3 uf+3+4,1+2
[+25] f,f uf+3+4,1+2
[+23] f,f OTG.db+2,1+2
[+16] b+4
HRM,P
[53] HRM.4,1+2
[45] HRM.1+2
[24] CH (2),2
[13] CH (d+2),4 dash
[25] CH d+1+2 dash
[+23] db+2,1+2
CH (f+2,3),4
[63] HRM.f+4 db+2,1+2
[25] CH d+1+2
[20] CH (3),3
[13] CH (d+2),4
[+20] f,F+1+2
[+10] db+4
CH SS.4
[50] 2,2

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
[22] df+2,1+2
[25] uf,n,4
[21] HRM.f+4
[35] df+2+3[1]
Low parry
[+52] qcf+2 df+4,3 f+4,4 S! dash,n,2 dash uf+3+4,1+2
[+50] qcf+2 f+2,3,4 HRM.f+1 S! dash uf+3+4,1+2
[+49][2] qcf+2 df+4,3 f+4,4 S! 1 f,F+4,1+2 Large males
[+47] f+2,3,4 HRM.2,1 S! uf+3+4,1+2
[21] ws2
[21] f,F+2,2
[+52] qcf+2 df+4,3 f+4,4 S! dash,n,2 dash uf+3+4,1+2
[+50] qcf+2 2,2 d+3,2 HRM.f+1 S! dash uf+3+4,1+2
[+46] f+3,1+2,4 f+4,4 S! uf+3+4,1+2
[22] uf+4
[+52] qcf+2 df+4,3 f+4,4 S! dash,n,2 dash uf+3+4,1+2
[+50] qcf+2 f+3 d+3,2 HRM.2,1 dash uf+3+4,1+2
[+47] df+4,3 df+3,1 f+4,4 S! dash uf+3+4,1+2
[20] qcf+2
[+50] f+2,3,4 HRM.2,1 S! dash,n,2 dash uf+3+4,1+2
[+48] f+2,3,4 HRM.f+1 S! f,f+3 uf+3+4,1+2
[+47] f+2,3,4 HRM.2,1 S! uf+3+4,1+2
[28] CH (f+4),4
[20] CH HRM.f+1
[+45] S! dash qcf+2 df+4,3 df+3,1 dash uf+3+4,1+2
[+42] S! dash b+3 df+1 2,2 uf+3+4,1+2
[20] CH b+1+2
[20] CH HRM.b+4
[+52] qcf+2 df+4,3 f+4,4 S! dash,n,2 dash uf+3+4,1+2
[+50] qcf+2 b+1 d+3,2 HRM.2,1 S! dash uf+3+4,1+2
[+46] f+3,1+2,4 f+4,4 S! uf+3+4,1+2
[25] CH (2,1,2),1
[25] CH HRM.b+1
[31] CH FC df+4,1
[25] CH (f,F+4),1+2
[+52] qcf+2 df+4,3 f+4,4 S! dash,n,2 dash uf+3+4,1+2
[+47] f+2,3,4 HRM.2,1 S! uf+3+4,1+2
[20] CH (db+1),3
[30] CH (db+1),1+2
[+44] f,f+4 HRM.3,4 d+3,2 HRM.f+1 S! dash uf+3+4,1+2
[+41] d+3,2 HRM.2,1 S! f,f+3 uf+3+4,1+2
[+38] dash d+3,2 HRM.2,1 S! dash,n,2 dash uf+3+4,1+2
[+37] dash d+3,2 HRM.2,1 S! df+3,1,1+2
CH db+4
[44] FC.df+4,1 uf+3+4,1+2
CH HRM.1
[67] dash df+1 qcf+2 d+3,2 HRM.2,1 S! dash uf+3+4,1+2
CH FUFT.3
[58] ws3,1+2,4 f+4,4 S! uf+3+4,1+2
CH db+4
FC.df+4,1 d+3,2~2,1 S! f+4,4 Heavy
FC.df+4,1 <df+1 b+4 S! f+4,4 Large males

Rage

[38] df+2+3[1]
[+67] ssr uf+3 f+3 d+3,2 HRM.2,1 S! dash 1 R.df+3+4
  1. 1.0 1.1 This move can only be performed once per match.
  2. Best wall carry.

Wall

Wall slump
[+33] HRM.f+4 OTG.db+2,1+2
[+19] uf+3+4,1+2
Regular carry (30% scaling)
[+22] df+1 uf+3+4,1+2
[+22] 1 f+3,1+2,4
[+21] 2,1,2,1
[+18] df+3,1 OTG.db+2,1+2
[+18] df+3,1 3,3
[+16] df+1,1 OTG.db+2,1+2
[+16] df+1,1 3,3
[+12] d+3,2 HRM.4
[31] HRM.1+2 W!
[26] uf+2 W!
[+53] f+2,3,4 W! <HRM.f+4 OTG.db+2,1+2
[+47] ws1,4 W! <HRM.f+4 OTG.db+2,1+2
[+46] db+1,3 W! <3+4~f+4 OTG.db+2,1+2
[+46] df+1,4 W! <HRM.f+4 OTG.db+2,1+2
[+41] df+4 W! <HRM.f+4 OTG.db+2,1+2
[+34] 4 W! df+1 uf+3+4,1+2
[+33] 4 W! 2,1,2,1
[+33] 4 W! 1 f+3,1+2,4
[+30] 4 W! df+3,1 3,3

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

Forgotten Realm
Duomo di Sirio
[55] db+3,1+2 BB! uf+3 df+1 1,2,3 S! d+2<4
[53] db+3,1+2 BB! uf+3 df+1 1,2,3 S! f+4,4
[53] db+3,1+2 BB! uf+3 df+1 1,2,3 S! uf+3+4,1+2
[50] db+3,1+2 BB! df+4,3 f+4,4 S! 1 f,f uf+3+4,1+2
Howard Estate
big boy break all the walls combo here

Forgotten Realm

carry W!
[+50] HRM.f+4 OTG.db+2,1+2 F! f+3,1+2,4
[+48] HRM.f+4 OTG.db+2,1+2 F! 2,1,2,1
[+47] HRM.f+4 OTG.db+2,1+2 F! df+3,1 OTG.db+2,1+2
[+30] df+3,1 3,3 F! df+3,1,1+2
CH (d+2),4
CH d+1+2
df+2+3 f,f OTG.db+2,1+2[1] F! (...as below)
f,f OTG.db+2,1+2 F! b+3 S! df+3,1 f,f uf+3+4,1+2
f,f OTG.db+2,1+2 F! b+3 S! 2,1,2,1
CH (f+2,3),f~f+4
ub+2,P
f,F+3
CH (2),2[2]
df+2+3[1] f,f OTG.db+2,1+2 F! (...as below)
f,f OTG.db+2,1+2 F! d+3,2~2,1 S! uf+3+4,1+2
f,f OTG.db+2,1+2 F! d+3,2~2,1 S! f f,F+4,1+2
f,f OTG.db+2,1+2 F! d+3,2~2,1 S! db+1,3
f,f OTG.db+2,1+2 F! f+4,4 S! (...as above)
f,f OTG.db+2,1+2 F! 1,2,3 S! (...as above)
  1. 1.0 1.1 You must delay OTG.db+2,1+2 slightly after the cane. You need the combo scaling to reset to get the best combo after the break.
  2. No dash needed.

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.

External links