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Both are enders used for damage, with different combo starters and routes preferring one over the other and DLS having more difficult timing. Any combo ending with DLS can be ended with BBP instead for (-2; -2) less damage. Other enders such as f+4~DF >ws3,1 can be used for oki. | Both are enders used for damage, with different combo starters and routes preferring one over the other and DLS having more difficult timing. Any combo ending with DLS can be ended with BBP instead for (-2; -2) less damage. Other enders such as f+4~DF >ws3,1 can be used for oki. | ||
{{Combolist | {{Combolist| | ||
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{{Extra}} | {{Extra}} | ||
{{Combolist | {{Combolist| | ||
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; [15] uf+4 | ; [15] uf+4 |
Revision as of 17:09, 23 February 2024
Leo |
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Combos (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Leo combos (Tekken 7).
Notation summary for combos
Symbol | Meaning |
---|---|
1 | Left Punch |
2 | Right Punch |
3 | Left kick |
4 | Right kick |
u | Up |
d | Down |
f | Forward |
b | Backward |
uf | Up and forward |
df | Down and forward |
ub | Up and backward |
db | Down and backward |
n | Neutral |
Symbol | Meaning |
---|---|
U | Up (Hold) |
D | Down (Hold) |
F | Forward (Hold) |
B | Backward (Hold) |
UF | Up and forward (Hold) |
DF | Down and forward (Hold) |
UB | Up and backward (Hold) |
DB | Down and backward (Hold) |
Symbol | Meaning |
---|---|
+ | Pressed together |
# | Pressed together, on the same frame |
,[1] | Followed by |
~ | Followed by, immediately |
: | Followed by, tight input window |
< | Followed by, with delayed input |
> | |
* | Held input |
Symbol | Meaning |
---|---|
.[1] | From stance |
~ | From stance transition[2] |
H | During Heat[3] |
R | Rage |
FC | Full crouch |
hFC | Half crouch |
ws | While standing |
wr | While running |
Symbol | Meaning |
---|---|
T! | Tornado |
W! | Wall splat |
WB! | Wall break |
F! | Floor break |
BB! | Balcony break |
Symbol | Meaning | Example | Example Meaning |
---|---|---|---|
CH | Counter hit | CH 1,2,3 | 1,2,3 where the first hit is a counter hit |
CL | Clean hit | CL db+4 | db+4 with a clean hit |
(?) | Whiffed or blocked moves | CH (1,2),3 | 1,2,3 where the third hit is a counter hit |
(2,2),2 | 2,2,2 where the first two hits whiff | ||
(x?) | Repeat string ? times | b+2,f~n(x3) | b+2,f~n repeated 3 times |
[?; ?] | Damage dealt; recoverable damage | [50; 12] ws2,3 f,F+3 | Combo deals 50 damage, 12 of which is recoverable |
- โ 1.0 1.1 Should never have a space immediately after it.
- โ Not "for stance transition", which has no special notation and is written the same as any other input.
- โ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
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 ยง Staples.
- Regular launch (e.g. df+2)
- f+2 b+1,1+2,D BOK.1,2 T! b+1+2,1+2,qcf+2
- Instant Tornado (e.g. low parry)
- T! b+1,4~DF >ws3 f+4,DF~2,4
- Heat Dash (e.g. db+2,4,H.F)
- f+2 b+1,1+2,D BOK.1,2 T! b+1+2,1+2,qcf+2
Mini-combos
- CH 4
- [39; 13] f+1+2
- [35] CH df+1,2
- [20] (df+1),2
- [+10; 7] d+4
- CH (df+1),2
- CH (ws3,1),2
- [44; 14] f,F+2[1]
- [43; 13] f+1+2
- f,F+3,D
- [38; 12] BOK.2
- uf+2,1
- [41; 17] d+4,2[1]
- [27] CH f+3
- [21] CH KNK.4
- [+20; 13] d+4,2[1]
- CH f+3,D
- [50; 15] BOK.2 df+4
- f+2,4,LTG.3
- [60; 11] f,F+3
- [36] CH SS.1+2
- [25] CH (f+2),2
- [20] CH (CD.2),1
- [20; 13] dash d+4,2[1]
- [22] ub+1.P.4
- [19] CH b+1+4
- [+21] b+2,1+2[2]
- CH CD.1
- [37] ws4,1+2[2]
- FC.df+3
- [38; 12] d+1+2,2
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
Leo has two common enders:
- BBP (Barge Barge Punch/Palm): b+1+2,1+2,qcf+2
- DLS (Dragon's Impact Lightning Skypiercer): SSR b+4,1~4~DF >CD.2,4
Both are enders used for damage, with different combo starters and routes preferring one over the other and DLS having more difficult timing. Any combo ending with DLS can be ended with BBP instead for (-2; -2) less damage. Other enders such as f+4~DF >ws3,1 can be used for oki.
- [20] uf,n,4
- [17] ws2
- [15] df+2
- [15] uf+4
- [12] f,F+4
- [+54; 32] 4 b+1,1+2,D BOK.1,2 T! DLS[1]
- [+54; 34] b+1,1+2 1 f+3,D BOK.1,2 T! BBP[2][3]
- [+52; 31] f+2 b+1,1+2,D BOK.1,2 T! DLS
- [26; 7] uf+2,1
- [+51; 25] iWS.3 b+1,1+2,D BOK.1,2 T! BBP[4]
- [+33; 33] HB f+2 b+1,1+2,D BOK.1,2 T! BBP
- [+15; 10] d+4,2[5]
- [28; 11] f,F+4,3
- [+44; 27] f+2 b+1,1+2,D BOK.1,2 T! BBP[2]
- [+41; 25] b+1,1+2,D BOK.1,2 T! BBP
- [24] CH KNK.1+2
- [23] db+3
- [23] BOK.2
- [+61; 39] f+3 4 b+1,1+2,D BOK.1,2 T! BBP[6]
- [+60; 38] f+3 f+2 b+1,1+2,D BOK.1,2 T! BBP
- [13] KNK.3
- [31] CH ub+3
- [+55; 34] 4 f+2 b+1,1+2,D BOK.1,2 T! BBP[3]
- [31; 12] KNK.3,4
- [28; 9] BOK.1,2
- [+35; 20] T! 4 b+1,4~DF >ws3 f+4~DF CD.2,4
- [28] CH f+3+4
- [0] low parry
- [+45; 26] T! df+2+3 ws3 b+1,4~DF >ws3 f+4~DF CD.2,4
- [27] CH d+2
- [+57; 36] f+3 2 b+1,1+2,D BOK.1,2 T! BBP
- [24] CH KNK.2
- [+52; 31] f+2 b+1,1+2,D BOK.1,2 T! DLS
- [28] CH f+1+2
- [+57; 36] b+1,1+2 b+1,1+2,D BOK.1,2 T! BBP
- [14] CH CL db+4
- [10] CH db+4
- [+55; 34] df+2+3 ws3 b+1,1+2,D BOK.1,2 T! BBP[7]
- [+54; 32] df+2+3 ws3 b+1,1+2,D BOK.1,2 T! f+4~DF CD.2,4
- [27] CH f+3
- [+49; 29] microdash df+2+3 ws3 b+1,1+2,D BOK.1,2 T! BBP
- [+47; 29] ws3 b+1,1+2,D BOK.1,2 T! DLS
- [24] CH df+2+3[8]
- [21] CH KNK.4~DF
- [+50; 30] ws3 4 b+1,1+2,D BOK.1,2 T! f+4~DF CD.2,4[1]
- [+49; 29] ws3 b+1,1+2,D BOK.1,2 T! DLS
- [20] CH (CD.2,)1
- [+49; 29] dash CD ws.3 b+1,1+2,D BOK.1,2 T! DLS[4]
- [20] CH (f,F+4,3),4
- [+52; 31] df+1 b+1,1+2,D BOK.1,2 T! DLS
- [25] CH b+2+3
- [21] b+2+3 (successful parry)
- [+47; 29] dash qcf3 b+1,1+2,D BOK.1,2 T! DLS[4]
- [+16; 11] f+1+2
Wall
- Regular carry (30% scaling)
- [+23; 19] BBP (delay last hit)
- [+20; 16] b+1,4 BOK.3,4
Float
- 1
- combo when you anti-air with jab here
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 ยง Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
- [15] df+2
- [15] uf+4
- [+55; 34] 4 f+2 b+1,1+2,D BOK.1,2 T! BBP[1][2]
- [+52; 32] 4 b+1,1+2,D BOK.1,2 T! BBP
- [+50; 31] f+2 b+1,1+2,D BOK.1,2 T! BBP
- [23] db+3
- [23] BOK.2
- [24] CH KNK.1+2
- [+52; 31] f+2 b+1,1+2,D BOK.1,2 T! DLS
- [31; 12] KNK.3,4
- [28; 9] BOK.1,2
- [+29; 17] T! b+1,4~DF ws3 f+4~df ws3,1,2
- [28] CH f+3+4
- [0] low parry
- [+41; 24] T! 4 b+1,4~DF >ws3 f+4~DF CD.2,4
- [13] KNK.3
- [31] CH ub+3
- [+54; 34] b+1,1+2 1 f+3,D BOK.1,2 T! BBP[3][4]
- [+52; 31] f+2 b+1,1+2,D BOK.1,2 T! DLS
- [31; 12] KNK.3,4
- [28; 9] BOK.1,2
- [+29; 26] T! b+1,4~DF >ws3 f+4~DF >ws3,1,2
- [27] CH d+2
- [+55; 33] f+3 f+4,1~D BOK.1,2 T! DLS
- [+55; 34] 4 f+2 b+1,1+2,D BOK.1,2 T! BBP
- [27] CH f+3
- [+49, 29] CD ws3 b+1,1+2,D BOK.1,2 T! DLS