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== Mini-combos == | == Mini-combos == | ||
{{Combolist|columns= | {{Combolist|columns=20em| | ||
CH db4, uf3+4,1+2 | ; CH db+3 | ||
; CH b+3 | |||
: HRM.1+2,1 <ref>Heat engager / heat dash</ref> | |||
: HRM.4,1+2 <ref>Max damage, further wallsplat</ref> | |||
; f,f+3 | |||
; CH (df4),3 | |||
; CH b1 (trade) | |||
; ub2 (Sabaki or CH) | |||
; (df1,1+2),2 (Sabaki or CH) | |||
: dash uf3+4,1+2<ref>Max damage</ref> | |||
: b3+4<ref>Pancake flip Oki</ref> | |||
: dash 3,3<ref>Floor break, less stable</ref> | |||
; CH db4 | |||
: dash db+2,1+2 d2 | |||
: uf3+4,1+2 <ref>Less damage, but easier & knocks further</ref> | |||
; CH (d2),4 | |||
: dash db+2,1+2 d2 | |||
; CH ss4 | |||
: 2,2 | |||
; 1+2,1+2,1~f (Heat dash) | |||
: [68] 2r3 | |||
: [62] uf3+4,1+2 | |||
: [60] b3+4<ref>Pancake flip Oki</ref> | |||
}} | |||
== Staples == | == Staples == |
Revision as of 22:31, 24 March 2024
Leroy |
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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.
Mini-combos
- f,f+3
- CH (df4),3
- CH b1 (trade)
- ub2 (Sabaki or CH)
- (df1,1+2),2 (Sabaki or CH)
- dash uf3+4,1+2[3]
- b3+4[4]
- dash 3,3[5]
- CH db4
- dash db+2,1+2 d2
- uf3+4,1+2 [6]
- CH (d2),4
- dash db+2,1+2 d2
- CH ss4
- 2,2
- 1+2,1+2,1~f (Heat dash)
- [68] 2r3
- [62] uf3+4,1+2
- [60] b3+4[7]
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
- qcf+2
- uf+4
- df+4,3 d+3,2 HRM 2,3 T! b+3+4
Wall
- Regular carry (30% scaling)
- combo here
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 § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.