Shaheen combos (Tekken 7): Difference between revisions

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These combos are all very sensitive to the left and tend to drop even when you're only slightly off axis towards the left, which is why these combos are all much more consistent when you're slightly off axis towards the right (except for d/b+4 and CH d/b+3,4; go for the staple if you're off axis right then). Due to the additional hit in these combos, hitting the 3+4~d/f SNK+3 ender can also pose a challenge.
These combos are all very sensitive to the left and tend to drop even when you're only slightly off axis towards the left, which is why they are much more consistent when you're slightly off axis towards the right (except for d/b+4 and CH d/b+3,4; go for the staple then if you're off axis right). Due to the additional hit in these combos, hitting the 3+4~d/f SNK+3 ender can also pose a challenge.
   
   
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* CH Getup 3
* CH Getup 3

Revision as of 00:01, 4 May 2021

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.

Combo Type Example Launchers Combo
Regular
  • u/f+4
  • d/f+2
  • SNK+3
  • ff+3
  • d/b+4
  • d/b+3,4
  • In Rage d/b+2,4
  • ws+2
  • In Rage d/b+2,4~d/f
  • 3~d/f SNK+2 d/b+2~d/f SNK+4,1 S! dash d/b+2~d/f SNK+3
d+2 Pick-up Routes
  • Low Parry
  • u/f+3
  • CH b+4
  • CH (1),(2),2
  • CH f+(2),4
  • Tip Range d/f+2
  • d+2 d/f+1 d/b+2~d/f SNK+4,1 S! dash d/b+2~d/f SNK+3
Counter Hit
  • CH 4,1
  • 3~d/f SNK+4,1 S! dash d/b+2~d/f SNK+3

Notes:
Launchers written in bold require a dash before doing the combo
Launchers written in italic require a SSR before doing the combo
3~d/f will whiff on tip range d/f+2, you can either microdash and do the standing 3 route, or go for a d2 pickup

Alternative Wall Carry Enders to d/b+2~d/f | 3+4~df SNK+3

Written by Contra for the Shaheen Discord

  • d/f+1 (very close, low slump)
  • d+2 (close)
  • SNK+2 (close)
  • f+(2),4,4 (close-medium, kinda iffy)
  • f+2,4,4 (medium, issues with hitcount, only use for swag)
  • d/b+2 SNK+2 / 3+4 SNK+2 (medium)
  • f+2,3 (medium)
  • d/b+3,4 (medium-far, high-ish splat, most consistent wallcarry ender)
  • d/b+2,1 (far, medium splat, delayable for more carry, also usable for medium carry (think Julia wr+2,1))
  • d/b+2 SNKc ws+3,3 (farthest, axis dependant, medium splat, swag)

Wall Bounce Follow Ups

Wall Bounce Moves: [f,f,f+2] and [f,f+4]

  • 2 (very very close)
  • 3 (very close)
  • 2,3 (close)
  • f,b+2 (close-medium)
  • 4,1 (close-medium)
  • 3~d/f SNK+2 (medium)
  • 4,3 (medium, bad recovery)
  • f+2,3 (medium-far)
  • f+2,4,4 (far)

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
Combo Type Example Launchers Combo
Primary Staple Combo
  • u/f+4
  • d/f+2
  • ff+3
  • d/b+4
  • d/b+3,4
  • In Rage d/b+2,4
  • ws+2
  • In Rage d/b+2,4~d/f

Intermediate Combo

  • 3~d/f SNKc ws+1 3~d/f SNK+4,1 S! DASH d/b+2~d/f SNK+3

Advanced Combo

  • 3~d/f SNKc ws+1 3~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3
Secondary Staple Combo
  • uf+3
  • CH (1),(2),2
  • CH b+4
  • CH f+(2),4

more wall carry and damage

  • d+2 db+2~d/f SNKc WS+1 db+2~d/f SNK+4,1 S! DASH db+2~d/f SNK+3

less wall carry and damage

  • d+2 df+1 db+2~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3


ws+1 Pickup route
  • CH Getup 3
  • Slide punish
  • CH SNK+3+4

Beginner Variant

  • ws+1 d/b+2~d/f SNK+2 d/b+2~d/f SNK+4,1 S! DASH d/b+2~d/f SNK+3

Advanced Variant

  • ws+1 3~d/f SNKc ws+1 d/b+2~d/f SNK+4,1 S! DASH d/b+2~d/f SNK+3

Optimal Damage

  • ws+1 3~d/f SNKc ws+1 db+2~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3



Notes: If Shaheen is in Face-Up Feet-Away position after CH getup 3, replace the ws+1 pickup with ws+3 and opt for the d/b+2 route instead of standing 3


CH f+3 Pick-up
  • CH f+3
  • d+3~d/f SNK+2 d/b+2~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3

Essentially the normal BnB but with d+3~d/f SNK+2 as the first 2 hits
You can do the intermediate and advanced BnB combo routes as long as you pick-up with d+3

CH 4,1 Pick-up
  • CH 4,1
  • 3~d/f SNKc ws+1 db+2~d/f SNK+4,1 S! DASH f,f+3


Two hit screw pickup
  • CH 4,3
  • CH f+(2),4,4
  • DASH 3+4~d/f SNKc ws+1 db+2~d/f SNK+3
One hit screw pickup
  • CH (4),3
  • CH f+(2),(4),4
  • CH SNK+(4),1
  • df+3~iS!
  • f+4~iS!
  • DASH d+2 db+2~d/f SNKc ws+1 db+2~d/f SNK+3
CH 4,4 FLOOR BREAK
  • CH 4,4
  • df+3 S! DASH 3+4~d/f SNKc ws+1 db+2~d/f SNK+3
CH SNK 4,1
  • CH SNK 4,1
  • DASH 3+4~d/f SNK+1 db+2,1
  • nSNK+2 db+2~d/f SNK+4,1

somewhat inconsistent

  • DASH 3+4~d/f SNK+1 db+2~d/f deep SNK+4,1
B+4 Follow Up
  • CH b+3
  • CH SNK+4
  • f+4
  • 4,4
  • DASH B+4
LOW PARRY
  • LOW PARRY

more wall carry (delay the SNK+4,1 for consistency)

  • d+2 db+2~d/f SNKc ws+1 db+2~d/f SNK+4,1 S! DASH db+2~d/f SNK+3

less wall carry, one more damage

  • d+2 d+2 db+2~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3
CH SNK+1/ws+1 Follow Up
  • CH SNK+1
  • CH ws+1
  • f+2,3
  • 2,3~d/f SNK
2 Throw Floor Break
  • 2+4
  • 3~d/f SNK+2 db+2~d/f SNK+4,1 S! DASH f+3+4~d/f SNK (spike oki)
f+3+4 Oki Floor Break
  • f+3+4 oki floor break
  • 3~d/f SNK+4,1 S! DASH f+3+4~d/f SNK (spike oki)
Sidestep Wall Combo
  • neutral wallsplat
  • ssl 3~d/f SNK+2 db+2~d/f SNK+4,1 S! DASH f+3+4~d/f SNK(spike oki)
Backturn Punish
  • opponent backturned

close

  • 1,2,3~d/f SNKc ws+3,3

medium

  • 2,3~d/f SNKc ws+3,3

far

  • uf+4 --> 3~d/f SNK+2 db+2~d/f SNK+4,1 S! DASH f+3+4~d/f SNK(spike oki)
Slide Follow Up
  • df+d+DF+3
  • SNK+4 (staple)
  • SNK+4,1 (to catch springkickers)
  • delayed SNK+2 (to catch frontrollers)
  • SNKc FC+3
Punch Parry Follow Ups
  • b+1+2

safe mid option: DOES NOT hit opponents that standing guard, will hit crouching opponents and CH mashers

  • PARRY 1

high option: hits opponents that standing guard, can be ducked or backturn hopkicked

  • f+2,3





Dash 3+4 will prevent Shaheen from doing Falcon Dive (wr3) and is an easier way to dash in and do standing 3, since he has no neutral 3+4 input. f+3+4 as an ender post-S! guarantees SNK+4 when backturned

SNKc

Simply put, SNKc is to cancel SNK (The stance that's accessed after inputting d/f after certain moves or d/f,d/f in neutral) by crouching. After Shaheen enters SNK stance, input d/b to cancel into full crouch. This is used for higher damage combos and wall combos although it is not needed for any basic bread n' butter combo.

Wall

Damage values are with max juggle scaling, without rage, and no breaks.

Wall Enders

staple wall combos

  • d/f+1 d+1 ws+3,3 (tends to whiff often as of S4) [17 dmg]
  • 2,3~d/f SNKc ws+3,3 [20 dmg, max]

situational wall combos

  • 3+4~d/f SNKc ws+3,3 [17 dmg]
  • 2,3~d/f SNK+2 [16 dmg, flipover]
  • db+2~d/f SNKc ws+3,3 [range]
  • d/f+1 b+4 [13 dmg, flipover]
  • b+4 [10 dmg, flipover]

floor break wall combos

  • 4,4 (floor break)! f,b+2 df+1 b+4
  • 4,4 (floor break)! 2,3 W! 3~d/f SNKc ws+33
  • b+1 (floor break)! f,b+2 2,3~SNKc ws+3,3

note: can use 3 instead of f,b+2 for one less damage


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.
These combos are all very sensitive to the left and tend to drop even when you're only slightly off axis towards the left, which is why they are much more consistent when you're slightly off axis towards the right (except for d/b+4 and CH d/b+3,4; go for the staple then if you're off axis right). Due to the additional hit in these combos, hitting the 3+4~d/f SNK+3 ender can also pose a challenge.
Combo Type Example Launchers Combo
Primary Max Damage Combo
  • d/f+2
  • ws+2
  • CH (1,2),2
  • LP
  • ff+3/SNK+3/wr+3
  • In Rage d/b+2,4~d/f
  • micro ssr d+2 3~d/f SNKc ws+1 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3
  • micro ssr 3~d/f SNKc ws+1 d+2 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3
  • micro ssr d+2 3~d/f SNK+2 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3


Notes: All of these combos do 57 damage post-launch. The micro ssr is not required, but makes hitting the ender a lot easier. Hitting the SNK+4,1 requires you to stay in SNK as long as possible.

Secondary Max Damage Combo
  • u/f+3
  • d/b4
  • CH d/b+3,4
  • CH f+(2),4
  • CH b+4
  • d+2 3~d/f SNKc ws+1 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3
  • d+2 3~d/f SNK 2 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3


Notes: These launchers are listed separately because you cannot micro ssr in time here. Since this makes the ender much harder to land, you should opt for the d/b+2 ender instead.


Hopkick Max Damage
  • u/f+4
  • 3~d/f SNKc ws+1 d+2 d/b+2~d/f SNK+4,1 S! DEEP DASH 3+4~d/f SNK+3


Notes: With Hopkick you can neither micro ssr, nor go for the modular combo routes listed above.


ws+1 Pickup Max Damage
  • CH Getup 3
  • Slide punish
  • CH SNK+3+4
  • ws+1 3~d/f SNKc ws+1 db+2~d/f SNK+4,1 S! DASH 3+4~d/f SNK+3


Notes: The only difficulty in this route is the ender, since the rest is the same as the staple routes.

External links