Yoshimitsu combos: Difference between revisions

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(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&#58;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>
; [35] f,F+2&#58;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">requires forward dash</ref>
; [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,NSS.1+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

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. 1.0 1.1 Heat engager
  2. 2.0 2.1 Only off-axis SSL or against certain characters
  3. Input as F>1~1+2. Some characters with unique getup options (e.g. Dragunov FDFT.1+2) can escape
  4. 4.0 4.1 Requires forward dash
  5. Opponent can escape with quick back roll
  6. 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
  1. Input as F>1~1+2. If opponent stands up, heat dash combo followup is guaranteed
  2. Deals 60 self damage 1 frame afterwards
  3. Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently

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
  1. 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.