Kazumi combos: Difference between revisions

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{{Wall}}
{{Wall}}


{{Combolist|
{{Combolist|columns=15em|
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: [+25] f+3+4~3 d+2 (requires a low slump)
: [+31]<ref group="w">This is only 2 more damage than the spike combo when in [[rage]]. When that's an option, spending the rage is hardly worth it when you can easily get 5 chip damage with it at the wall.</ref> 1 R.f,F+1+2 4 1+2
: [+20] f+3,F~2 1+2<ref name="character-size">Doesn't work on Noctis, Leroy, or any female characters in the roster aside from Master Raven.</ref>
: [+26] f+3+4~3 OG.d+2
: [+18] 2,1 1+2<ref name="off-axis-1+2">1+2 can whiff if the opponent is situated to Kazumi's right. If the opponent is also facing towards Kazumi's left when they get splatted, this further increases the chances of 1+2 whiffing. Kazumi's 2,1 string pushes the opponent off-axis to Kazumi's right, making her 2,1 1+2 wall combo very liable to dropping if the angles become too extreme. This is only further the case if the opponent character is a small body (Kunimitsu, Ling, etc.)</ref>
: [+21] f+3,F~2 1+2<ref group="w" name="1+2-sus">f+3,F~2 1+2 only works against males (plus Master Raven, minus Noctis and Leroy), and 2,1 1+2 is inconsistent. See below for more details.</ref>
: [+17] 1 df+1 1+2 **
: [+19] 2,1 1+2<ref group="w" name="1+2-sus"/>
: [+17] b,f+2,1,1+2 **
: [+18] 1 df+1 1+2<ref group="w">Doesn't work vs Kuma/Panda.</ref>
: [+18] b,f+2,1,1+2<ref group="w">Often doesn't work and nobody knows why.</ref>
: [+18]<ref group="w" name="bears-only">Necessary vs Kuma/Panda. All other tiger combos whiff.</ref> 1 1 1+2
: [+12] wr2


; df+1,2
; df+1,2
; 3+1
; ws1,2
; ws1,2
; 3,1
; f+2
; f+2
; f+4
; wr1
; wr+1
; wr2
; wr+2
; CH 4
; CH 4
;
: [+30] f+3,F~2 1+2<ref group="w" name="1+2-sus"/>
: [+30] f+3,F~2 1+2<ref name="character-size"/>
: [+28] b,b 4 W! df+1 1+2
: [+24] 2,1 1+2<ref name="off-axis-1+2"/>
: [+24] 2,1 1+2<ref group="w" name="1+2-sus"/>
: [+22] 1 df+1 1+2
: [+22] 1 df+1 1+2
: [+21] 1 1 1+2<ref group="w" name="bears-only"/>


; uf+4 (near wall)
; uf+4 W!
; f+3+4~2 (near wall)
; f+3+4~2 W!
: [+44] f+4 R.f,F+1+2 4 1+2
: [+44] f+4 R.f,F+1+2 4 1+2
: [+43] f+4 R.f,F+1+2 1 1+2<ref group="w" name="bears-only"/>
}}
<references group="w"/>
For f+3,F~2 1+2, it's inconsistent vs Akuma, Lee, Lei, Master Raven, and Yoshimitsu. It ''can'' work but only at a specific angle vs Leo, Leroy, Lidia, Lili, and Noctis.
For 2,1 1+2, it's inconsistent but can work vs everyone–except Kuma/Panda. It only works at a specific angle vs Alisa, Asuka, Julia, Nina, and Zafina. It hardly works at all against Eliza, Kunimitsu, Lucky Chloe, and Xiaoyu.


In both cases, Dragon's Nest can cause everything to drop anyway because dragons hate tigers or something.


}}
The good angle is with the opponent's left being closer to the wall than their right. For the combos vs characters that don't require a specific angle, either this or dead center should work fine. But the 2,1 route can also drop from the good side if the angle is a little ''too'' funky.
 
Yes, there are almost more exceptions than rules here. All this mess should fill you with despair. Fortunately, there are usually better combos you can go for—FLY.3 spike from carry and «b,b 4 df+1 1+2» from splats.


== Extras ==
== Extras ==

Revision as of 15:23, 13 January 2022

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.

One hit launcher (e.g. uf+4)
f+3,F~2 1 b,f+2,1,4 S! f+3,F~3+4
Two hit launcher (e.g. f+3,F~2)
df+1 b,f+2,1,4 S! f+3,F~3+4
Crouching recovery (e.g. CH FUFT.3)
ws4,4 S! df+1 df+1 b,f+2,1,1+2

Mini-combos

[29] 3,2
[24] CH db+1+2
[+21] 1+4[m 1]
[+18] OG.d+2
[30] wr1
[24] CH RSS.1+2
[+20] wr2
[+15] f,F+4[m 2]
[+13] f,F+2[m 2]
[+8] 2+3
CH RSS.3
[40] OG.d+2
f+2[m 3]
[57] f+3+4 RSS.3 OG.d+2
[41] OG.d+2
  1. This is -30a (-40a) and at the wall can be punished
  2. 2.0 2.1 Whiffs against some characters after wr1
  3. If opponent doesn't do a tech recovery

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
CH 4
[59] b+2[s 1] S! uf,n,4 df+1 df+1 b,f+2,1,1+2
[58] b+2[s 1] S! ssr[s 2] f+3+4~2 f+3 df+1 b,f+2,1,1+2
[55] b+2[s 1] S! f+3+4~4 df+1 df+1 b,f+2,1,1+2
[54] b+2[s 1] S! f+3+4~3+4 df+1 b,f+2,1,1+2
[51] b+2[s 1] S! f+3+4~3+4 df+1 f+3,F~3+4
[37] df+3,(1),2,3,2,1
[29] f,F+2
[13] uf+4
[20] ws2
[20] RSS.2
[21] f,F+4
[25] uf,n,4
[+48] f+3,F~2 df+1 b,f+2,1,4 S! b,f+2,1,1+2
[+45] f+3,F~2 2 b,f+2,1,4[s 3] S! f+3,F~3+4
[+45] f+3,F~2 b,f+2,1,4[s 4] S! b,f+2,1,1+2
[+42] f+3,F~2 b,f+2,1,4[s 4] S! f+3,F~3+4
[+42] f+3,F~3+4 b,f+2,1,4[s 3] S! f+3,F~3+4
[13] uf+4
[20] RSS.2
[21] f,F+4
[25] uf,n,4
[37] R.f,F+1+2 f,f[s 5]
[+47] f+4 S! uf,n,4 df+1 df+1 b,f+2,1,1+2
[+46] f+4 S! ssr[s 2] f+3+4~2 f+3 df+1 b,f+2,1,1+2
[+43] f+4 S! f+3+4~4 df+1 df+1 b,f+2,1,1+2
[+42] f+4 S! f+3+4~3+4 df+1 b,f+2,1,1+2
[+39] f+4 S! f+3+4~3+4 df+1 f+3,F~3+4
[21] f,F+4
[+53] f+3+4~2 f+3,F~2 b,f+2,1,4[s 3][s 6] S! b,f+2,1,1+2
[+50] f+3+4~2 f+3,F~2 b,f+2,1,4[s 3][s 6] S! f+3,F~3+4
[+49] f+3+4~2 f+3 df+1 b,f+2,1,4 S! b,f+2,1,1+2
[+46] f+3+4~2 f+3 df+1 b,f+2,1,4 S! f+3+4~4,2
[20] RSS.2
[25] uf,n,4
[+47] df+2 b,f+2,1,4[s 7] S! b,f+2,1,1+2
[+47] df+2 b,f+2,1,4[s 7] S! f+3,F~4,2
[+44] df+2 b,f+2,1,4[s 7] S! f+3,F~3+4
[29] df+2
[27] f+3,F~2
[21] RSS.3+4
[+32] 3,1[s 8] S! df+1 b,f+2,1,1+2
[+31] df+1 b,f+2,1,4 S! b,f+2,1,1+2
[+31] df+1 b,f+2,1,4 S! f+3,F~4,2
[+28] f+3,F~3+4 b+2[s 3] S! f+3,F~3+4
uf+3,4,3
[59] f+3+4~4 df+1 b,f+2,1,1+2
[58] f+3+4~3+4 b,f+2,1,1+2[s 3]
R.f,F+1+2
[79] uf+3,4,3 S! uf+3,4,1[s 9]
  1. 1.0 1.1 1.2 1.3 1.4 Will usually whiff vs Kuma/Panda.
  2. 2.0 2.1 The f+3 df+1 link requires a precise angle vs smaller bodies.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Doesn't work vs Kuma/Panda.
  4. 4.0 4.1 Doesn't work after f,F+4 unless f+3,F is delayed significantly vs Eliza, Lucky Chloe, Kuma/Panda, Kunimitsu, and Xiaoyu.
  5. Getting f+4 and not f,F+4 is as simple as pressing f three times. The only way to mess this up is being too hasty and pressing the second f in the input buffer. There's no rush.
  6. 6.0 6.1 Only works vs Katarina, Leo, Lidia, Lili, Nina, Master Raven and males except Akuma, Lee, Lei, Leroy, and Yoshimitsu.
  7. 7.0 7.1 7.2 Doesn't work vs Kuma/Panda after uf,n,4. Can replace df+2 with b+1,2 to make it work, but this still doesn't work at tip range or when slightly off-axis.
  8. Doesn't work vs Kuma/Panda after f+3,F~2.
  9. Easy mode option with no possible wall combo.

Wall

Damage values are with max juggle scaling, without rage, and no breaks.
Regular carry (30% scaling)
[+31][w 1] 1 R.f,F+1+2 4 1+2
[+26] f+3+4~3 OG.d+2
[+21] f+3,F~2 1+2[w 2]
[+19] 2,1 1+2[w 2]
[+18] 1 df+1 1+2[w 3]
[+18] b,f+2,1,1+2[w 4]
[+18][w 5] 1 1 1+2
[+12] wr2
df+1,2
ws1,2
3,1
f+2
wr1
wr2
CH 4
[+30] f+3,F~2 1+2[w 2]
[+28] b,b 4 W! df+1 1+2
[+24] 2,1 1+2[w 2]
[+22] 1 df+1 1+2
[+21] 1 1 1+2[w 5]
uf+4 W!
f+3+4~2 W!
[+44] f+4 R.f,F+1+2 4 1+2
[+43] f+4 R.f,F+1+2 1 1+2[w 5]
  1. This is only 2 more damage than the spike combo when in rage. When that's an option, spending the rage is hardly worth it when you can easily get 5 chip damage with it at the wall.
  2. 2.0 2.1 2.2 2.3 f+3,F~2 1+2 only works against males (plus Master Raven, minus Noctis and Leroy), and 2,1 1+2 is inconsistent. See below for more details.
  3. Doesn't work vs Kuma/Panda.
  4. Often doesn't work and nobody knows why.
  5. 5.0 5.1 5.2 Necessary vs Kuma/Panda. All other tiger combos whiff.

For f+3,F~2 1+2, it's inconsistent vs Akuma, Lee, Lei, Master Raven, and Yoshimitsu. It can work but only at a specific angle vs Leo, Leroy, Lidia, Lili, and Noctis.

For 2,1 1+2, it's inconsistent but can work vs everyone–except Kuma/Panda. It only works at a specific angle vs Alisa, Asuka, Julia, Nina, and Zafina. It hardly works at all against Eliza, Kunimitsu, Lucky Chloe, and Xiaoyu.

In both cases, Dragon's Nest can cause everything to drop anyway because dragons hate tigers or something.

The good angle is with the opponent's left being closer to the wall than their right. For the combos vs characters that don't require a specific angle, either this or dead center should work fine. But the 2,1 route can also drop from the good side if the angle is a little too funky.

Yes, there are almost more exceptions than rules here. All this mess should fill you with despair. Fortunately, there are usually better combos you can go for—FLY.3 spike from carry and «b,b 4 df+1 1+2» from splats.

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