Jun combos: Difference between revisions

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; [14] df+2
; [14] df+2
: [+60] b+4,2 4 f,F+2~b~1 T! f3+4,4 f,F+2~f~2 <ref name="GEN2">The genjitsu 2 ender is rarely worth using unless in heat, because of the self-damage and damage scaling. Use f,F2,3 instead.</ref>
: [+60] b+4,2 4 f,F+2~b~1 T! f3+4,4 f,F+2~f~2 <ref name="GEN2">The genjitsu 2 ender is rarely worth using unless in heat, because of the self-damage and damage scaling. Use f,F2,3 instead.</ref>
: [+54] b+4,2 f+3,2~1,1 T! b+2,1~f~2<ref name="GEN2">
: [+54] b+4,2 f+3,2~1,1 T! b+2,1~f~2<ref name="GEN2"/>
: [+50] b+4,2 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender">Ender can be manually timed to hit opponent wakeup, reducing damage scaling.</ref>
: [+50] b+4,2 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender">Ender can be manually timed to hit opponent wakeup, reducing damage scaling.</ref>


Line 39: Line 39:
: [+73] f+4 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1<ref name="back quick roll">Will not work if opponent quick rolls back.</ref>
: [+73] f+4 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1<ref name="back quick roll">Will not work if opponent quick rolls back.</ref>
: [+70] uf+3 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1
: [+70] uf+3 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1
: [+64] f+4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2<ref name="GEN2">
: [+64] f+4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2<ref name="GEN2"/>
: [+62] f4 b42 f3,2~1,1 b+2,1~f~2<ref name="GEN2">
: [+62] f4 b42 f3,2~1,1 b+2,1~f~2<ref name="GEN2"/>
: [+55] uf+3 b+4,2 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender" />
: [+55] uf+3 b+4,2 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender"/>


; [20] b+3
; [20] b+3
: [+58] ~2 T! u~n~U f+3,2~1+2 b+1+2~1<ref name="back quick roll">Will not work if opponent quick rolls back.</ref>
: [+58] ~2 T! u~n~U f+3,2~1+2 b+1+2~1<ref name="back quick roll">Will not work if opponent quick rolls back.</ref>
: [+48] ~4~1+4 f+3,2~1,1 T! f,F+2~f~2<ref name="GEN2">
: [+48] ~4~1+4 f+3,2~1,1 T! f,F+2~f~2<ref name="GEN2"/>
: [+45] ~4~1+4 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender" />
: [+45] ~4~1+4 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender" />


; [20] f+2
; [20] f+2
: [+75] 4 f+4 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1<ref name="back quick roll" />
: [+75] 4 f+4 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1<ref name="back quick roll" />
: [+61] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2<ref name="GEN2">
: [+61] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2<ref name="GEN2"/>
: [+58] 4 b+4,2 f+3,2~1,1 T! f,F+2~f~2<ref name="GEN2">
: [+58] 4 b+4,2 f+3,2~1,1 T! f,F+2~f~2<ref name="GEN2"/>
: [+55] 4 b+4,2 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender" />
: [+55] 4 b+4,2 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender" />


; [16] ws3
; [16] ws3
: [+71] b+4,2 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1<ref name="back quick roll" />
: [+71] b+4,2 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1<ref name="back quick roll" />
: [+60] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2<ref name="GEN2">
: [+60] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2<ref name="GEN2"/>
: [+58] 4 b+4,2 f+3,2~1,1 T! f,F ssl f,F+2~f~2<ref name="GEN2">
: [+58] 4 b+4,2 f+3,2~1,1 T! f,F ssl f,F+2~f~2<ref name="GEN2"/>


; [32] uf4,3
; [32] uf4,3
: [+39] f~4 b4,2 f,F+2~f~2<ref name="GEN2">
: [+39] f~4 b4,2 f,F+2~f~2<ref name="GEN2"/>


; [21] f2+3 (on parry)
; [21] f2+3 (on parry)
Line 66: Line 66:


; [15] FC.db1+2
; [15] FC.db1+2
: [+57] 4 b4,2 f3,2~2 b2,1~f~2<ref name="GEN2">
: [+57] 4 b4,2 f3,2~2 b2,1~f~2<ref name="GEN2"/>


; [26] CH d3+4
; [26] CH d3+4
: [+62] b4,2 f4 f,F+2~b~1 f3+4,4 f,F+2~f~2<ref name="GEN2">
: [+62] b4,2 f4 f,F+2~b~1 f3+4,4 f,F+2~f~2<ref name="GEN2"/>


; [20] CH uf+3
; [20] CH uf+3
: [+60] d1+2 f3+4,4 b4,2 f,F+2~f~2<ref name="GEN2">
: [+60] d1+2 f3+4,4 b4,2 f,F+2~f~2<ref name="GEN2"/>


}}
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Revision as of 09:05, 8 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)
f+3,2~1,1 b+2,1~b~1

Mini-combos

[20] CH 4
[+28] 4+3
[+24] b+1+2~1
[+17] (f+3),4
[+10] uf+3+4
[32] CH SS.2
[+24] f,F+1+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
[14] df+2
[+60] b+4,2 4 f,F+2~b~1 T! f3+4,4 f,F+2~f~2 [1]
[+54] b+4,2 f+3,2~1,1 T! b+2,1~f~2[1]
[+50] b+4,2 f+3,2~1,1 T! b+2,1~b~1[2]
[22] df+2,1+2
[+73] f+4 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1[3]
[+70] uf+3 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1
[+64] f+4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2[1]
[+62] f4 b42 f3,2~1,1 b+2,1~f~2[1]
[+55] uf+3 b+4,2 f+3,2~1,1 T! b+2,1~b~1[2]
[20] b+3
[+58] ~2 T! u~n~U f+3,2~1+2 b+1+2~1[3]
[+48] ~4~1+4 f+3,2~1,1 T! f,F+2~f~2[1]
[+45] ~4~1+4 f+3,2~1,1 T! b+2,1~b~1[2]
[20] f+2
[+75] 4 f+4 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1[3]
[+61] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2[1]
[+58] 4 b+4,2 f+3,2~1,1 T! f,F+2~f~2[1]
[+55] 4 b+4,2 f+3,2~1,1 T! b+2,1~b~1[2]
[16] ws3
[+71] b+4,2 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1[3]
[+60] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2[1]
[+58] 4 b+4,2 f+3,2~1,1 T! f,F ssl f,F+2~f~2[1]
[32] uf4,3
[+39] f~4 b4,2 f,F+2~f~2[1]
[21] f2+3 (on parry)
[+57] ssl f3,2~2 f3,2~1+2 f+2
[15] FC.db1+2
[+57] 4 b4,2 f3,2~2 b2,1~f~2[1]
[26] CH d3+4
[+62] b4,2 f4 f,F+2~b~1 f3+4,4 f,F+2~f~2[1]
[20] CH uf+3
[+60] d1+2 f3+4,4 b4,2 f,F+2~f~2[1]


  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 The genjitsu 2 ender is rarely worth using unless in heat, because of the self-damage and damage scaling. Use f,F2,3 instead.
  2. 2.0 2.1 2.2 2.3 Ender can be manually timed to hit opponent wakeup, reducing damage scaling.
  3. 3.0 3.1 3.2 3.3 Will not work if opponent quick rolls back.

Rage

Wall

Regular carry (30% scaling)
[+26] WS! SS.1+2 UF+2
[+20] WS! b+2,1~b~2
[+14] WS! fF+3~3+4
Tornado available
[+xx] WS! UF4,3 !T F~4 1+2

Stage start combos

Size 28

[22] df+2,1+2
[+73] f+4 b+4,2 f,F+2~b~1 T! b+2,1,4 WS! b+2,1~b~2

Size 25

[22] df+2,1+2
[+71] f+4 f,F+2~b~1 T! f+3+4~4 f+3~d~n~WS!~1+2 UF+2
[+70] f+4 f,F+2~b~1 T! uf+3 f,F+2,3 WS! b+2,1~b~2

Size 20

[22] df+2,1+2
[+72] f+4 b+4,2 f,F+2,3 WS! f+3,4 T! SS.1+2 UF+2
[+65] f+4 f,F+2~b~1 T! f,F+2,3 WS! b+2,1~b~2


Float

1
combo when you anti-air with jab here

Back-turned opponent

Stage break

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