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
|
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
|
- 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. df+2)
- 4,u+3 b+2,f~n ws1,2,f~n ws2,3 S! f+2,1
- 4,u+3 b+2,f~n b+2,f~n ws1,2,f~n ws2,3 S! bb4, ff3
- Pickup launch (e.g. d+3,4)
- b+3,3,f~n b+2,f~n ws1,2,f~n b+2,f~n ws2,3 S! f+2,1
- b+3,3,f~n ws1,2,f~n ws1,2,f~n ws2,3 S! bb4, ff3
Mini-combos
- CH d+2
- df+4,4
- f+1+2
- 4,4:4
- 1,3:3:3 (can whiff from tip range CH d+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
- [36] f+3,3,3,3,3,4
- [+31] b,B+4 f,f d+2 b+2,f~n(x3) f+2,1
- SSL (b+2),4,3, b+2,f~n ws1,2,f~n f+2,1 (delay first hit of f+2,1)
Wall
- Regular carry (30% scaling)
- combo here
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- Regular launch (e.g df+2 / uf+4)
- 4,u+3 b+2,f~n ws1,2,f~n ws2,3 S! f+1+2 FC df+4
- Acid Storm (f33333,4)
- b+2,f~n 2 b+2,f~n, 1,2f~n, f+2,1
- WS2,3
- b+1:1,f~n 2 b+2,f~n ws1,2,f~n b+2,f~n f+4:1 S! f2,1
- b+1:1,f~n d+2 b+2,f~n, ws1,2,f~n f4:1 S! f2,1 (Only if opponent is off-axis)
- B+2,4,3
- dash f+4:1 S! b+2,f~n f+2,1
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here
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.
CH B4 Slide Combos for Style Points
b4,3 (HMS Transition) > Slide (either just frame or not) > ws4 > f4,1 > b2f > ws1,2f > Heat Burst > bb4 > ff3f > ff3 (combo showcase: https://www.reddit.com/r/Tekken/comments/1cfcqbv/behold_pure_excellence/)
b4 > bb4,3 (HMS Transition) > Slide (either just frame or not) > ws2,4 > dash f4,1 > bb4 > Heat Burst > bb4 > ff3f > ff3 (credit to bier_piraat on reddit)