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; [13] df+2 | ; [13] df+2 | ||
: [+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n<ref group="s">Deals 60 self damage 1 frame afterwards</ref> | : [+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n<ref group="s">Deals 60 self damage 1 frame afterwards</ref> | ||
: [+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4 | : [+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4<ref group="s">Requires on-axis with meaty flash or off-axis left. NSS.f+3+4 after tornado must hit meaty</ref> | ||
: [+56] 1+4 d+2,2,B 1 NSS.f+3+4 2,2 T! >NSS.f+3+4 NSS.f+1+2 | |||
: [+54] 1+4 d+2,2,B df+1,2,1 T! (b1) 3,2,NSS.1+2<ref group="s">Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently</ref> | : [+54] 1+4 d+2,2,B df+1,2,1 T! (b1) 3,2,NSS.1+2<ref group="s">Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently</ref> | ||
: [+52] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B | : [+52] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B |
Revision as of 07:46, 8 March 2024
Yoshimitsu |
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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)
- 1+4 d+2,2,B df+1,2,1 T! 3,2,NSS.1+2
- Pickup launch (e.g. NSS 1+4)
- d+2,2,B df+1 d+2,2,2 T! 3,2,NSS.1+2
- Instant Tornado (e.g. dgf.2,4)
- (1ss) f2,1 3~4u DGF.f1+2
- (NSS) f3+4 1+4 3~4u DGF.f1+2
Mini-combos
- [21] 1+4
- [0 (14)] blocked NSS KIN.2,1+2*
- [0] CH 1SS.1+2+3
- [+22] b+2,2 [mini 1]
- [+14] f,n,d,df+2
- [7] b+1
- [+21] 1SS.1+4 [mini 2]
- [12] CH 2 [mini 2]
- [9] CH b+1
- [+24] NSS.1+4
- [20] f,F+3,1+2
- [+17] KIN.f+2[mini 1]
- [24] CH (df+3),1SS.1
- [22] CH (1),1SS.1
- [+18] 1SS.f+1+2
- [36] KIN.1+2
- [20] BT.3
- [+16] BT.d+1
- [24] CH BT.d+1
- [24] CH KIN.d+1
- [21] CH BT.2
- [21] CH f+2
- [21] CH (ws1),2
- [19] CH (df1),2
- [13] KIN.3
- [+31] NSS.ub+1+2
- [+23] NSS.f+1+2
- [+20] 1SS.ub+1+2
- [+18] 1SS.f+1+2
- [35] 1SS.qcf+1[mini 5]
- [22] 1+2,P[mini 5]
- [+31] H.ub+1+2
- [+23] H.f+1+2
- [+20] 1SS.ub+1+2
- [+18] 1SS.f+1+2
- [30] NSS.qcf+1
- [+23] NSS.f+1+2
- [32] ws3,2
- [+8] d2
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
- [13] df+2
- [+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n[s 1]
- [+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4[s 2]
- [+56] 1+4 d+2,2,B 1 NSS.f+3+4 2,2 T! >NSS.f+3+4 NSS.f+1+2
- [+54] 1+4 d+2,2,B df+1,2,1 T! (b1) 3,2,NSS.1+2[s 3]
- [+52] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B
- [+51] f,n,d,df+1 b+2,1,1+2 KIN.b+2,1 T! d+2,2,2
- [27] CH ss4
- [27] CH kin.4
- [+49] kin.4 kin.b2,1 T! 3~4u dgf.f1+2
- [+48] d2,2B df1 d2,2,2 T! ssr NSS.1+4 d2,2
Wall
- Regular carry (30% scaling)
- [40] d+2,2,2 T! uf+3+4,1SS.d+1+2 FLE.n FLE.f,f FLE.f,f FLE.f,f[wall 1]
- [32] d+2,2,2 T! >NSS.ub+1+2
- [27] d+2,2,2 T! b+1,1,1,1,1
- [27] HB 4~3 T! 2 3~4,1SS.U DGF.4
- [26] 1SS b+2,1,1+2 W! KIN.f+2 3~4,1SS.U DGF.4
- [25] NSS.3,2>1+2
- [23] 2 3~4,1SS.U DGF.4
- [18] b+1,1 NSS.f+1+2
- [18] d+2,2>2
- [varies] 1SS.F+3+4 W! FLE.f,f
- ↑ only works on-axisr
Float
- [4] 1
- [14] 1+4
- [+42] d+2,2,B f+1 d+2,2,2 T! SSR NSS.1+4 d+2,2
- [+40] d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2
Back-turned opponent
- [13] df+2 (NSS)
- [51] f,F+3 KIN.b+2,NSS.1
- [+55] NSS.1+4 d+2,2,2 T! f,F+1+2 BT.d+1
- [13] df+2 (NSS OK)
- [32] b+2,1 (NSS OK)
- [54] f,F+3 KIN.b+2,1 (NSS OK)
- [+61] 3,1 DGF.2,4B T! NSS.1+4 HB f,F+1+2 BT.d+1
- [+53] 3,1 DGF.2,4 T! f,F+1+2 BT.d+1
- [+53] 3,1 DGF.2,4B T! f,F+1+2 BT.df+1+2 [b 1]
- ↑ Recovers NSS
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.
- [51] df+2 df+2 df+2 HB df2 d+2,2,2 T! df+2 f,n,d,df+1
- [71] uf+3 uf+3 1+4 HB uf+3 H.1+4 d+2,2,2 T! H.1+4 f+1+2,F HD! uf+3