Jin |
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Combos (Tekken 8) |
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Symbol | Meaning |
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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 |
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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 |
- â 1.0 1.1 Should never have a space immediately after it.
- â Not "for stance transition", which has no special notation and is written the same as any other input.
- â 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. d3+4)
- b3F ZEN 1 bf2,3F ZEN u1 T! b3F ZEN 1,3
- Instant Tornado (e.g., low parry)
- T! EWHF b3F ZEN 1 b3F ZEN 1,3
Mini-combos
- [18] CH 4
- [+19] df1,4
- [+15] 1+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
- [20] d3+4
- [13] uf4
- [14] ws2
- [22] cd1
- [+56] [1] EWHF b3F ZEN 1 bf2,3F ZEN u1 T! b3,2
- [+52] b3F ZEN 1 bf2,3F ZEN u1 T! b3F ZEN 1,3
- [25] EWHF
- [+47] T! EWHF b3F ZEN 1 b3F ZEN 1,3
- [25] CH f4
- [+52] [2] run b3F ZEN 1 bf2,3F ZEN u1 T! ssr b3F ZEN 1,3
- [+46] run b3F ZEN 1 bf2,3F ZEN u1 T! b3,2
- [+49] run b3F ZEN 1 bf2,3F ZEN u1 T! dash bf2,1,2
Wall
- Tornado Available
- [45] cd1 T! bf2,1,df2
- No Tornado Available
- [26] bf2,1,df2
- [24] 1 db2,2,3
Float
- 1
- [43] b3F ZEN 1 bf2,3F ZEN u1 T! b3,2
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
- 1,2,1
- Launches opponent
- bf+2,1,df+2
- Launches opponent
- bf+2,3F ZEN u1
- Launches opponent
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here
Simplified Combo Guide
Staple Combos
cd2, dash~cd2, b3F>1, b3F>12 | 70 Damage
cd1, cd2, b3F>1, bf23F>u1 T!, dash, b31 | 78 Damage
uf4, cd2, b3F>u1 T!, 31F>13 | 65 Damage
d3+4, b3F>1, bf23F>u1 T!, b3F>13 | 72 Damage
ff3, b3F>1, bf23F>u1 T!, dash, b3F>13 | 72 Damage
ws2, cd2, b3F>1, bf23F>u1 T!, dash, b31 | 70 Damage
CH db22, b3F>u1 T!, ssl, dash, b3F>12 | 62 Damage
CH d2 T!, cd2, b3F>1, b3F>12 | 71 Damage
CH f4, dash, b3F>1, bf23F>u1 T!, ssr, dash, b3F>12 | 75 Damage
CH uf3, b3F>1, bf23F>u1 T!, ssr, dash, b3F>12 | 70 Damage
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Wall Combo
- At the Wall use bf21df2 or db223
cd1, cd2, b3F>1, bf23F>u1 T!, dash, b32 W!, dash, db223 | 98 Damage
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Combos Using Heat
cd1, 3, b3F>1, bf23F>U1 T!, dash, 2, HB, 2+3 | 74 Damage
cd2, dash~cd2, b3F>1, dash, b3F>1, HB, 2, ff2F, ff4 | 86 Damage
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Mini Combos (Guaranteed Hit)
df33, df14 | 39 Damage
CH 4, 1+2 | 33 Damage
CH 4, df14 | 37 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.