Jun combos: Difference between revisions

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; [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] d+1+2 T! f+3+4~4 b+4,2 f,F+2~f~2<ref name="GEN2"/>


; [21] CH d+2
; [21] CH d+2
: [+47] WS.2 df+2~1+2 f+3,2~2 T! f+3,2~2
: [+47] ws2 df+2~1+2 f+3,2~2 T! f+3,2~2


}}
}}

Revision as of 05:20, 12 February 2024

Heat Available
In Rage
In Heat

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] d+1+2 T! f+3+4~4 b+4,2 f,F+2~f~2[1]
[21] CH d+2
[+47] ws2 df+2~1+2 f+3,2~2 T! f+3,2~2


  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,F+2,3 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