Jun combos: Difference between revisions

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m (→‎Staples: updated notation to include shortened stance names)
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{{Combolist|
{{Combolist|
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: [+27] WS! uf+4,3~MIA.2
: [+20] WS! b+2,1~B~MIA.2
: [+18] WS! db+1,1,1+2
: [+14] WS! f,F+3~3+4
: [+26] WS! SS.1+2 UF+2
: [+26] WS! SS.1+2 UF+2
: [+20] WS! b+2,1~b~2
: [+14] WS! fF+3~3+4


; Tornado available
; Tornado available
: [+xx] WS! UF4,3 !T F~4 1+2
: [+xx] WS! UF4,3 T! F~4 1+2
}}
}}



Revision as of 02:02, 1 November 2024

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. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. 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)
b+4,2 f+3,2~IZU.1,1 T! b+4,2

Mini-combos

[20] CH 4
[+28] 4+3
[+24] b+1+2~1
[+17] (f+3),4
[+10] uf+3+4
[32] CH SS.2
[+24] f,F+1+2
[18] CH (1),1
[+22] IZU.1,1


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
[14] df+2
[+60] b+4,2 4 f,F+2~B~MIA.1 T! f+3+4~GEN.4 f,F+2~f~2 [1]
[+54] b+4,2 f+3,2~IZU.1,1 T! b+2,1~F~GEN.2[1]
[+50] b+4,2 f+3,2~IZU.1,1 T! b+2,1~B~MIA.1[2]
[22] df+2,1+2
[+73] f+4 f,F+2~B~MIA.1 T! SWL f+3,2~1+2 b+1+2~1[3]
[+70] uf+3 f,F+2~B~MIA.1 T! SWL f+3,2~1+2 b+1+2~1
[+64] f+4 b+4,2 f,F+2~B~MIA.1 T! f3+4,4 f,F+2~f~2[1]
[+62] f+4 b+4,2 f3,2~1,1 b+2,1~F~GEN.2[1]
[+55] uf+3 b+4,2 f+3,2~IZU.1,1 T! b+2,1~B~MIA.1[2]
[20] b+3
[+58] ~2 T! SWL f+3,2~1+2 b+1+2~1[3]
[+48] ~4~1+4 f+3,2~IZU.1,1 T! f,F+2~f~2[1]
[+45] ~4~1+4 f+3,2~IZU.1,1 T! b+2,1~B~MIA.1[2]
[20] f+2
[+75] 4 f+4 f,F+2~B~MIA.1 T! f+3,2~1+2 b+1+2~1[3]
[+61] 4 b+4,2 f,F+2~B~MIA.1 T! f3+4,4 f,F+2~f~2[1]
[+58] 4 b+4,2 f+3,2~IZU.1,1 T! f,F+2~f~2[1]
[+55] 4 b+4,2 f+3,2~IZU.1,1 T! b+2,1~B~MIA.1[2]
[16] ws3
[+71] b+4,2 f,F+2~B~MIA.1 T! f+3,2~1+2 b+1+2~1[3]
[+60] 4 b+4,2 f,F+2~B~MIA.1 T! f3+4,4 f,F+2~f~2[1]
[+58] 4 b+4,2 f+3,2~IZU.1,1 T! f,F ssl f,F+2~f~2[1]
[32] uf+4,3
[+39] f~4 b4,2 f,F+2~f~2[1]
[21] f+2+3 (on parry)
[+57] ssl f3,2~2 f3,2~1+2 f+2
[15] FC.db+1+2
[+57] 4 b4,2 f3,2~2 b2,1~f~2[1]
[26] CH d+3+4
[+62] b4,2 f+4 f,F+2~B~MIA.1 f3+4,4 f,F+2~f~2[1]
[20] CH uf+3
[+73] d+1+2 T! f+3+4~GEN.4 b+4,2 2+3 B! ws2 b+2,1~B~MIA.2,H.F D! WR.3
[+60] d+1+2 T! f+3+4~4 b+4,2 f,F+2~f~2[1]
[+59] d+1+2 T! f+3+4~GEN.4 b+4,2 2+3 B! <4 f,F+2~f~2
[21] CH d+2
[+47] ws2 df+2,1+2 f+3,2~2 T! f+3,2~2
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 The genjitsu 2 ender is rarely worth using unless in heat, because of the self-damage and damage scaling. Use f,F+2,3 instead.
  2. 2.0 2.1 2.2 2.3 Ender can be manually timed to hit opponent wakeup, reducing damage scaling.
  3. 3.0 3.1 3.2 3.3 Will not work if opponent quick rolls back.

Wall

Regular carry (30% scaling)
[+27] WS! uf+4,3~MIA.2
[+20] WS! b+2,1~B~MIA.2
[+18] WS! db+1,1,1+2
[+14] WS! f,F+3~3+4
[+26] WS! SS.1+2 UF+2
Tornado available
[+xx] WS! UF4,3 T! F~4 1+2

Stage start combos

Size 28

[22] df+2,1+2
[+73] f+4 b+4,2 f,F+2~b~1 T! b+2,1,4 WS! b+2,1~b~2

Size 25

[22] df+2,1+2
[+71] f+4 f,F+2~b~1 T! f+3+4~4 f+3~d~n~WS!~1+2 UF+2
[+70] f+4 f,F+2~b~1 T! uf+3 f,F+2,3 WS! b+2,1~b~2

Size 20

[22] df+2,1+2
[+72] f+4 b+4,2 f,F+2,3 WS! f+3,4 T! SS.1+2 UF+2
[+65] f+4 f,F+2~b~1 T! f,F+2,3 WS! b+2,1~b~2


Float

1
combo when you anti-air with jab here

Back-turned opponent

Stage break

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.

External Links