Ged Merrilin (talk | contribs) (Added 1ss instant tornado combo, added/clarified some notes) |
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; Pickup launch (e.g. NSS 1+4) | ; Pickup launch (e.g. NSS 1+4) | ||
: d+2,2,B df+1 d+2,2,2 T! 3,2,NSS.1+2 | : d+2,2,B df+1 d+2,2,2 T! 3,2,NSS.1+2 | ||
; Instant Tornado (e.g. dgf.2,4) | |||
: (1ss) f2,1 3~4u dgf.f1+2 | |||
}} | }} | ||
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: [+18] 1SS.f+1+2 | : [+18] 1SS.f+1+2 | ||
; [35] f,F+2:2 <ref group="mini"> | ; [35] f,F+2:2 <ref group="mini">Input as F>1~1+2. Some characters with unique getup options (e.g. Dragunov FDFT.1+2) can escape</ref> | ||
; [30] NSS.2,1 <ref group="mini" name="dash"> | ; [30] NSS.2,1 <ref group="mini" name="dash">Requires forward dash</ref> | ||
; [21] uf+4<ref group="mini" name="dash"/> | ; [21] uf+4<ref group="mini" name="dash"/> | ||
; [25] NSS.1+2+3<ref group="mini">Opponent can escape with quick back roll</ref> | ; [25] NSS.1+2+3<ref group="mini">Opponent can escape with quick back roll</ref> | ||
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{{Combolist| | {{Combolist| | ||
; [13] df+2 | ; [13] df+2 | ||
: [+78] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 HB f,F+2,2 H.f+1+2<ref group="s">If opponent stands up, heat dash combo followup is guaranteed</ref> | : [+78] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 HB f,F+2,2 H.f+1+2<ref group="s"> Input as F>1~1+2. If opponent stands up, heat dash combo followup is guaranteed</ref> | ||
: [+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n<ref group="s">Deals 60 self damage 1 frame afterwards</ref> | : [+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n<ref group="s">Deals 60 self damage 1 frame afterwards</ref> | ||
: [+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4 | : [+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4 | ||
: [+54] 1+4 d+2,2,B df+1,2,1 T! 3,2,NSS.1+2 | : [+54] 1+4 d+2,2,B df+1,2,1 T! 3,2,NSS.1+2<ref group="s">Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently</ref> | ||
: [+53] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B | : [+53] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B | ||
: [+51] f,n,d,df+1 b+2,1,1+2 KIN.b+2,1 T! d+2,2,2 | : [+51] f,n,d,df+1 b+2,1,1+2 KIN.b+2,1 T! d+2,2,2 | ||
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: [32] d+2,2,2 T! >NSS.ub+1+2 | : [32] d+2,2,2 T! >NSS.ub+1+2 | ||
: [27] d+2,2,2 T! b+1,1,1,1,1 | : [27] d+2,2,2 T! b+1,1,1,1,1 | ||
: [25] 3,2, | : [25] NSS.3,2,1+2<ref group="wall">Delay 1+2 for full damage</ref> | ||
: [22] 1 3~4,1SS.U DGF.4 | : [22] 1 3~4,1SS.U DGF.4 | ||
: [18] b+1,1 NSS.f+1+2 | : [18] b+1,1 NSS.f+1+2 | ||
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: [varies] 1SS.F+3+4 W! FLE.f,f | : [varies] 1SS.F+3+4 W! FLE.f,f | ||
}} | }} | ||
<references group="wall"/> | |||
== Float == | == Float == |
Revision as of 22:59, 6 February 2024
Yoshimitsu |
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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 § Staples.
- Regular launch (e.g. df+2)
- 1+4 d+2,2,B df+1,2,1 T! 3,2,NSS.1+2
- Pickup launch (e.g. NSS 1+4)
- d+2,2,B df+1 d+2,2,2 T! 3,2,NSS.1+2
- Instant Tornado (e.g. dgf.2,4)
- (1ss) f2,1 3~4u dgf.f1+2
Mini-combos
- [21] 1+4
- [0 (14)] blocked NSS KIN.1+2,2*
- [0] CH 1SS.1+2+3
- [+22] b+2,2 [mini 1]
- [+14] f,n,d,df+2
- [7] b+1
- [+21] 1SS.1+4 [mini 2]
- [12] CH 2 [mini 2]
- [9] CH b+1
- [+24] NSS.1+4
- [20] f,F+3,1+2
- [+17] KIN.f+2[mini 1]
- [24] CH (df+3),1SS.1
- [22] CH (1),1SS.1
- [+18] 1SS.f+1+2
- [35] f,F+2:2 [mini 3]
- [30] NSS.2,1 [mini 4]
- [21] uf+4[mini 4]
- [25] NSS.1+2+3[mini 5]
- [+23] NSS.f+1+2
- [36] KIN.1+2
- [20] BT.3
- [+16] BT.d+1
- [24] CH BT.d+1
- [24] CH KIN.d+1
- [21] CH BT.2
- [21] CH f+2
- [21] CH (ws1),2
- [19] CH (df1),2
- [13] KIN.3
- [+31] NSS.ub+1+2
- [+23] NSS.f+1+2
- [+20] 1SS.ub+1+2
- [+18] 1SS.f+1+2
- [35] 1SS.qcf+1[mini 6]
- [22] 1+2,P[mini 6]
- [+31] H.ub+1+2
- [+23] H.f+1+2
- [+20] 1SS.ub+1+2
- [+18] 1SS.f+1+2
- [30] NSS.qcf+1
- [+23] NSS.f+1+2
- ↑ 1.0 1.1 Heat engager
- ↑ 2.0 2.1 Only off-axis SSL or against certain characters
- ↑ Input as F>1~1+2. Some characters with unique getup options (e.g. Dragunov FDFT.1+2) can escape
- ↑ 4.0 4.1 Requires forward dash
- ↑ Opponent can escape with quick back roll
- ↑ 6.0 6.1 Delay followups with a forward dash to increase damage dealt
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
- [+78] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 HB f,F+2,2 H.f+1+2[s 1]
- [+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n[s 2]
- [+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4
- [+54] 1+4 d+2,2,B df+1,2,1 T! 3,2,NSS.1+2[s 3]
- [+53] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B
- [+51] f,n,d,df+1 b+2,1,1+2 KIN.b+2,1 T! d+2,2,2
Wall
- Regular carry (30% scaling)
- [32] d+2,2,2 T! >NSS.ub+1+2
- [27] d+2,2,2 T! b+1,1,1,1,1
- [25] NSS.3,2,1+2[wall 1]
- [22] 1 3~4,1SS.U DGF.4
- [18] b+1,1 NSS.f+1+2
- [18] d+2,2>2
- [varies] 1SS.F+3+4 W! FLE.f,f
- ↑ Delay 1+2 for full damage
Float
- [4] 1
- [14] 1+4
- [+42] d+2,2,B f+1 d+2,2,2 T! SSR NSS.1+4 d+2,2
- [+40] d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2
Back-turned opponent
- df+2
- [52] NSS.1+4 d+2,2,2 T! uf+1 1SS.f,n,d,df+1
- [49] d+2,2 df+1,2,1 T! uf+1 1SS.f,n,d,df+1
- [32] b+2,1SS.1,1+2
- [22] 1SS.f,n,d,df+1,1+2
- [+53] KIN.4,1+2 KIN.b+2,1SS.1 T! uf+1 1SS.f,n,d,df+1
- [32] b+2,1SS.1
- [22] 1SS.f,n,d,df+1
- [+54] 3,1 DGF.2,4 S! uf+1 1SS.f,n,d,df+1
- [29] b+2,NSS.1
- [19] NSS.f,n,d,df+1
- [+55] 3,NSS.1 DGF.2,4 T! uf+1 1SS.f,n,d,df+1
Stage hazard
- Secluded Training Ground
- 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.