Paul combos: Difference between revisions

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== Combo Theory: ==
== Combo Theory: ==


- Highest execution is to add as many QCF1s/DF2 as possible into a combo for max damage.  
* Advanced technique is to chain qfc1 for maximum damage in open ground after a mid/high launcher.


- Enders are: FFF2 for damage in open ground and floor break and D4,2,1+2 for wall travel and wall breaks.
* If unable to chain qcf1, opt for qcf1 > df4 > 1 > df4 > 3,2~b > SWA.1+2 > fff+2
 
=== Enders ===
* fff+2: for damage/ floor break  
* d4,2,1+2: wall travel and wall breaks
* qcf+2: uhhhhhaaaaa


== Bread n' butter ==
== Bread n' butter ==

Revision as of 05:09, 7 February 2024

Combo Theory:

  • Advanced technique is to chain qfc1 for maximum damage in open ground after a mid/high launcher.
  • If unable to chain qcf1, opt for qcf1 > df4 > 1 > df4 > 3,2~b > SWA.1+2 > fff+2

Enders

  • fff+2: for damage/ floor break
  • d4,2,1+2: wall travel and wall breaks
  • qcf+2: uhhhhhaaaaa

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)
[65] 4[1], df+4, 3,2~b 1+2 T! d+4,2:1+2
[66] 4, df+4, 3,2~b 1+2 T! wr+2[2]
[61] 4, df+4, 3,2~b 1+2 T! ff+2:1
[68] 4, df+4, 2, dash, 3,2~b 1+2 T! d+4,2:1+2
[69] 4, df+4, 2, dash, 3,2~b 1+2 T! wr+2
[64] 4, df+4, 2, dash, 3,2~b 1+2 T! ff+2:1
  1. Off df+2 Paul can use either qcf+1 or 4, qcf+1 offers slightly better damage but requires better execution
  2. wr2 offers slightly better damage and okizeme at the cost of inferior wall carry

Mini-combos

CH ss+3
[50] d1+2
CH qcf+3
[49] d+1,2,1+2
CH df+4
[49] b+1,2
b,n,f+1
[59] qcf+1

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
df+2
[62] df+2 > 3,2 > 3,2~b > SWA1+2 > fff+2
qcf+1
[75] qcf+1 > df+4 > 3,2~b > SWA1+2 > fff+2
qcb+1+2
[76] qcb+1+2 > qcf+1 > df+4 >3,2~b > SWA1+2 > fff+2

Wall

Full Wall
ff+3,4 > b+1,2 > 1 > qcf+2
d1+2, db2, 3,2~b, 2
d1+2, db2, 3,2~b, 2, u, qcf2
Low Wall
b1,2 > qcf+2
Post-Tornado Wall
qcf+2
d+4,2,1+2
3,2~b > 2

Float

1
df+4 > 1 > df+4 > 3,1,b > SWA1+2 > fff+2

Heat

df+2

Back-turned opponent

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

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.