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== Bread n' butter == | == Bread n' butter == | ||
Revision as of 00:42, 2 March 2024
Alisa |
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Combos (Tekken 8) |
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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 |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ 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 § Staples.
- Regular launch (e.g. df+2)
- BNB goes here
Mini-combos
- [20] CH 4
- [+16] f,f d+1+2
- [+18] f,f db+4 [1]
- [+13] d+3
- [24] ws1+2*
- [20] ws1+2
- [+13] cc d+3
- [28] ws1+2**
- [+16] cc db+4
- [23] db+4
- [+13] cc d+3[1]
- [20] CH (df+3),3
- [+13] d+3
- [21] CH (1),1
- [+18] db+4
- [28] CH f,f+1+2
- [+32] 2,2
- [+30] 3 2 H!
- [+30] 3 f+2
- [20] CH (df+1),4
- [+30] 3 2 H!
- [+30] 3 f+2
- [20] (2,3),4
- [+20] OG.db+1+2
- [+18] db+4
- [34] DES.f+1+2
- [30] f+3,2
- [+17] DES.f+2,1,2
- [+20] DES.b+1+2
- [34] b+4,4
- [+25] SBT.1,2,1,3+4
- [+25] DBT.2,1
- [30] wr2
- [+20] f+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
- [30] db+1~4
- [30] db+1~3 f,F
- [22] SBT.4
- [21] u+1+2
- [16] u+4,4
- [16] df+2
- [+55] ws1[1],2,3 u+1 T! f,F d+3~1
- [+53] b+1 ws1,2 1 f,f u+1 T! f,F d+3~1
- [+52] b+1 ws1,2 u+1 T! f,f d+3~1
- [+50][2] u+1 T! f,F u+1
- [+36] f+2 df+1 2,3,3 d+4,1+2
- [22] b+3+4
- [+47] f+2 df+1 1 u+1 T! f,f d+3~1
- [20] CH d+3
- [+48] (Backup).2 T! f,F df+1 1 u+1
- [+49][3] ws4 df+1 1 f,f u+1 T! f,F d+3~1
- [44] u1[4]
- [+23] f,F 3,2,2 d+4,1+2
- [+20] f,F u+1
- [27] DES.uf+1+2,1+2
- [20] CH (b+2),1
- [+53] df+1,1 f+2 u+1 T! d+3~1
- [22] SBT.4
- [+67] ws1+2** ws1,2 1 f,f u+1 T! f,F d+3~1
- [+66] ws1+2** ws1,2 u+1 T! f,f d+3~1
- [20] d+3+4 f,F
- low parry
- [+41] ws1,2,3 u+1
- [+33] b+2,3,3 1 f,f 1 f,f 1,2,2
- [24] ws2
- [+54] SBT.3 ws1,2 1 f,f u+1 T! f,F d+3~1
- ↑ Tight timing on instant while standing after df+2 and db+1~4.
- ↑ Most reliable off-axis combo.
- ↑ Inconsistent when off-axis.
- ↑ Realigns opponent when abnormally off-axis.