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: [55] BT f+3, db+2,1, f,F+3, 1, b+2,4,2 T! ws 3,2 | : [55] BT f+3, db+2,1, f,F+3, 1, b+2,4,2 T! ws 3,2 | ||
: [55] BT f+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3 | : [55] BT f+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3 | ||
: [60] BT f+3, db+2,1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2 <ref>Strict timing on f,F+3 conversion to qcf+1,2</ref> | : [60] BT f+3, db+2,1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2 <ref>Strict timing on f,F+3 conversion to qcf+1,2 (qcf down input can be buffered during f,F+3 animation)</ref> | ||
; f,F+3 | ; f,F+3 |
Revision as of 20:10, 6 April 2024
Raven |
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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, qcf+4)
- [48] BT 3, db+2,1, 1, b+2,4,2 T! b+2,4,2
- [55] BT f+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
Mini-combos
- SZN 1+2
- b+3
- f,f,F+3
- BT 1+2
- uf+3+4
- b+4,B+4
- f+4
- f,F+2
- b+3
- db+4
- BT f+(2),3
- df+1,4
- BT 1+2
- f,F+2
- BT b+3
- BT f+3+4
- CH qcf+2
- df+1,4
- CH uf+(4),4
- uf+3
- CH qcf+1
- f+2,3
- CH db+3
- uf+3
- CH BT (3),4
- 2,4
- CH b+(2),2
- BT 1,4
- CH db+4
- uf+3
- CH FC df+3
- BT f+3+4
- CH f+(3),2
- f,F+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
- df+2
- qcf+4
- [55] BT f+3, db+2,1, f,F+3, 1, b+2,4,2 T! ws 3,2
- [55] BT f+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
- [60] BT f+3, db+2,1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2 [1]
- f,F+3
- ws 1
- 4~3
- CH ws 2
- CH df+3
- [54] f,F+3, f,F+4, db+2,1~D, SZN 3,2 T! ws 3,2
- [58] f,F+3, f,F+4, 1, f,F+3, 1, b+2,4,2 T! ws 3,2
- [58] f,F+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
- [60] f,F+3, f,F+4, 1, f,F+3, 1, f,F+3 qcf+1,2 T! ws 3,2
- [63] f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2
- uf+3
- [52] df+2,3, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
- [55] db+2,1, f,F+3, 1, f,F+3, qcf+1,2 T! f,f, b+2,4,2
- BT d+3
- CH (3),(3),4
- [46] T! 3+4, SZN 1+2, f,F+4, db+2,1~D, SZN 3,2
- [48] T! 3+4, SZN 1+2, f,F+4, 1, f,F+3, 1, f,F+3, f,F+4
- [52] T! 3+4, SZN 1+2, f,F+4, 1, f,F+3, 1, f,F+3, qcf+1,2
- BT f,F+3+4 (close)
- [44] f+2,4,2 T! b+3+4, BT 3+4, f,f, b+2,4,2
- BT f,F+3+4 (far)
- [52] df+2,3, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3 [2]
- 3~4
- [54] BT 3, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
- [57] BT 3, db+2,1, b+2,4,2 T! f,f, b+2,4,2
- [60] BT 3, db+2,1, f,F+3, qcf+1,2 T! f,f, b+3+4, BT 2,1~F+3
- uf+3+4,4
- [43] db+2,1, db+2,1~D, SZN 3,2 T! f,f, b+2,4,2
- [44] db+2,1, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
- [49] db+2,1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2
- ws 3,2
- [31] T! 3+4, SZN 1+2, db+2,1~D, SZN 3,2
- [37] T! 3+4, SZN 1+2, db+2,1, f,F+3, qcf+1,2
- CH qcf+1~D SZN 3,2
- [25] T! f,F+4, db+2,1~D, SZN 3,2
- [27] T! 3+4, SZN 1+2, db+2,1~D, SZN 3,2
- CH SZN 4
- [54] f,F+4, db+2,1, b+2,4,2 T! f,f, b+2,4,2
- [55] f,F+4, 1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2
- Low Parry
- [43] f,F+3, f,F+4, db+2,1~D, SZN 3,2
- [48] b+3+4, BT b+3, BT b+2,3, f,F+3, b+2,4,2
Heat
- Finishers after T!
- T! f,F+3, 2+3, H.f+1+2~F, f,F+2
- T! f,F+3, 2+3, H.b+3+4, BT b+3, BT 4~F, f,F+2
- T! 3+4, SZN 1+2, f,f,[1] 2+3, H.f+1+2~F, f,F+2
- BT H.4~F
- H.1+2~F
- ws H.3+4~F
- f,F+3, f,F+4, db+2,1, f,F+4, db+2,1~D, SZN 3,2 T! 3+4, SZN 1~F, 1,2
- H.f+1+2~F
- f,F+2
- ↑ Micro dash
Wall
- Wall splat with T!
- W! qcf+1,2 T! db+2,1,1
- W! ws 3,2 T! db+2,1,1
- W! b+3+4 BT f+2,4,2 T! ws 3,2
- W! b+3+4 BT f+2,4,2 T! 1,2,4
- W! b+3+4 BT f+2,4,2 T! b+2,2,3[1]
- Wall splat without T!
- W! db+2,1, 1+2
- W! 1, db+2,1,1
- W! b+3+4, BT b+2,3, 1+2
- W! b+3+4, BT b+2,3, 1,2,4
- W! b+3+4, BT b+2,3, b+2,2,3[1]
Float
- 1
- [44] f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
- [49] f,F+4, 1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2
Back-turned opponent
- df+2
- [44] BT f+2,4,2 T! b+3+4, BT 3+4, f,f, b+2,4,2
- db2
- [58] db+2, 1>1+2 (heat engager) [1]
- ↑ You get guaranteed heat engager 1+2 when hitting db2, 1 on a back turned opponent. We are not talking about the full string db2, 1, 1+2. No, you get db2, 1, then 1+2 guaranteed. Opponent cannot block or interrupt this.
Stage hazard
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.