Paul |
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Combos (Tekken 8) |
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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 |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ 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 example
- [62] df+2 > 3,2 > 3,2~b > SWA.1+2 T! > fff+2
- Low launch example
- [67] ff+4 > ws4 > 3,2~b > SWA.1+2 T! > fff+2
Mini-combos
- ss+1
- [57] CL qcf+2[1]
- [45] qcf+2
- b,n,f+1
- [59] CL qcf+2
- [46] qcf+2
- qcf3+4
- [58] CL qcf+2
- [46] qcf+2
- CH ss+3
- [50] d1+2
- CH db+1+2
- [57] CL qcf+2[2]
- [45] qcf+2
- CH qcf+3
- [51] d+4,2:1+2
- [49] d+4,2,1+2
- [46] OTG.d+2 (Floor Blast)
- [36] OTG.d+2 (Floor Break)
- CH df+4
- [47] f+2
- [42] b+1,2
- [41] d1+2
- CH (ws1),2~b
- [47] f+2
- [42] b+1,2
- [41] d1+2
- [38] qcb+2
- [34] qcb+4
- H.f+4~F
- [37] db+2
- [37] OTG.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
- df+2
- [75] qcf+1[1] > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2 [2]
- [72] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > fff+2
- [70] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
- [67] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
- [65] 4 > df+4 > 3,2~b > SWA.1+2 T! > d+4,2:1+2 [3]
- [62] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > ff+2:1[4]
- qcf+1
- [83] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- [80] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > fff+2
- [78] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
- [75] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
- qcb+1+2
- [84] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- [79] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
- [78] df4 > 4 > df4 > 3,2~b > SWA.1+2 T! > fff+2
- b+3
- [76] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- [71] df+4 > 3 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
- [71] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
- [68] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
- ff+(2),2
- [81] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- [79] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- [70] 3 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
- ff+4
- [78] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- ws2
- [80] ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > fff+2
- [78] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > fff+2
- [72] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
- qcf1+2
- [69] dash > qcf+1 (2)[5] > df+4 > 2 > fff+2
- [69] SSR > qcf+1 (3) > dash > d+4,2:1+2
- [63] qcf+1 > df+4 > 2 > dash > d+4,2:1+2
- [62] qcf+1 > df+4 > 2 > fff+2
- uf+3,4
- [71] df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- [70] df+4 > qcb+3,2,1 T! > dash > 2 > fff+2
- [65] df+4 > 3,2~b > SWA.1+2 T! > fff+2
- [15] uf+3
- [13] uf+4
- [+53] 2 > df+4 > 2 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- CH ws(3),2
- [84] qcf+1 (2)[5] > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- [82] qcf+1 > df+4 > qcb+3,2,1 T! > dash > d+4,2:1+2
- [79] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
- [71] df+4 > 3,2~b > SWA.1+2 T! > fff+2
- CH qcf3+4
- [75] qcf+1 (3) > dash > d+4,2:1+2
- [70] qcf+1 (2)[5] > df+4 > 2 > fff+2
- [69] qcf+1 > df+4 > 2 > dash > d+4,2:1+2
- [68] qcf+1 > df+4 > 2 > fff+2
- CH qcb+4
- [86] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- [84] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
- [73] 3 > df+4 > 3,2~b > SWA.1+2 T! > dash > fff+2
- [21] CH db+2
- [17] CH df+(3),4
- [17] CH (3),2
- [+58] 4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > fff+2
- Low Parry
- [49] SSR > qcf+1 (3) > dash > d+4,2:1+2
- [47] SSR > qcf+1 > ws4 > df4 > 1 > dash > d+4,2:1+2
- [46] SSR > qcf+1 > ws4 > df4 > 1 > fff+2
- [45] qcf+1 > 4 > df4 > 1 > fff+2
- [43] qcf+1 > df4 > 2 > dash > d+4,2:1+2
- [42] qcf+1 > df4 > 2 > fff+2
- [39] df+4 > 3,2 > 3,2~b > SWA.1+2
- ↑ qcf+1 after high launch offers better damage and wall carry than 4, but is slightly more difficult to execute
- ↑ 2 > fff+2 can be used in place of most fff+2 enders for an additional 2-3 damage, but is much more difficult to execute
- ↑ Demoman can be used in place of most fff+2 enders for additional wall carry, but it deals less damage at high scaling, leads to inferior okizeme, and requires a perfect input for maximum damage and carry
- ↑ ff+2:1 can be used in place of most fff+2 enders and is ideal for splatting at ranges where Demoman is too close to the wall for a combo conversion
- ↑ 5.0 5.1 5.2 More lenient qcf+1 loop timing due to opponent positioning after launch
Wall
Enders
- Full Wall
- Resplat
- db+2/qcf3+4 > 3,2~b~u > qcf+2
- db+2/qcf3+4 > ws1,2~b~u > qcf+2
- db+2/qcf3+4 > 1 > df+1~b~u > qcf+2
- db+2/qcf3+4 > 2 > qcf+2
- db+2/qcf3+4 > 3,2 > d1+2
- db+2/qcf3+4 > 3,2~b > qcb+2
- qcb+3,2,1 > qcf+2
- DPD.2,1 > df+1~b~u > qcf+2
- b+1,2 > 1 > qcf+2
- Post-Tornado Wall
- 3,2~b~u > qcf+2
- ws1,2~b~u > qcf+2
- 1 > df+1~b~u > qcf+2
- df+1~b~u > qcf+2
- 2 > qcf+2
- 3,2~b > d1+2
- df+1~b > d1+2
- qcf+2
- d+4,2:1+2
- 3,2~b > qcb+2
- Low Wall
- qcb+3,2,1 > qcf+2
- b+1,2 > qcf+2
- qcf+2
- d1+2
Resplat
Core Resplat Combo
[Starter] W![1] > [Reposition][2] > qcf+1 W![3] > qcf3+4 > d1+2 > [Post-Tornado ender][4]
Examples
- ff+2:1 W! (small characters)
- [96] backdash > qcf+1 W! > qcf3+4 > d1+2 > 1 > df1~b~u > qcf+2
- [94] backdash > qcf+1 W! > qcf3+4 > d1+2 > df1~b~u > qcf+2
- [87] backdash > qcf+1 W! > qcf3+4 > d1+2 > df1~b > d1+2
- ff+2:1 W! (large characters)
- [100] backdash > qcf+1 W! > qcf3+4 > d1+2 > 3,2~b~u > qcf+2
- [93] backdash > qcf+1 W! > qcf3+4 > d1+2 > 3,2 > d1+2
- H.df1+3:qcf+2 W! (small characters)
- [107] dash > qcf+1 W! > qcf3+4 > d1+2 > df+1~b~u > H.qcf+2
- H.df1+3:qcf+2 W! (large characters)
- [113] dash > qcf+1 W! > qcf3+4 > d1+2 > 3,2~b~u > H.qcf+2
- ↑ Starter must be a wall-hitting attack that causes opponent to enter a forward-falling slide state
- ↑ Adjust spacing so that the next attack splats as high as possible — one backdash is usually sufficient but some splat angles require lateral, delayed or forward movement
- ↑ Some angles may require ub3+4 W! instead
- ↑ Optimal ender varies based on spacing and opponent hurtbox size
Float
- 1
- df+4 > 1 > df+4 > 3,1,b > SWA.1+2 T! > fff+2
Heat
- Standard
- At wall
- qcf+2
- [82] qcf+2~f > qcf+2
- [94] qcf+2~f > qcb+1+2 > 3,2~b > SWA.2
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
- 3,2~b 1+2
- guaranteed on most characters
- WS1,2~b 1+2
- guaranteed on most characters, use when tech rolling into an opponent's back
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here
Simplified Combo Guide
Staple Combos
df2/uf4, 4, df4, 2, dash, 32b>1+2 T!, fff2 | 67 Damage
uf34, 32, b12 T!, dash, d42 1+2 | 62 Damage
uf34, df4, 2, 32b>1+2 T!, fff2 | 68 Damage
b3, df4, 2, df4, b32b>1+2 T!, fff2 | 69 Damage
qcf1, 4, df4, 2, dash, 32b>1+2 T!, fff2 | 75 Damage
ff4, ws4, df4, 2, dash, 32b>1+2 T!, fff2 | 75 Damage
ws2, 32, 32b>1+2 T!, dash, d42 1+2 | 68 Damage
CH qcb1, 4, df4, b32b>1+2 T!, fff2 | 82 Damage
CH qcb4, qcf1, df4, 2, b32b>1+2, fff2 | 81 Damage
______________________
Wall Combo
- At the wall use 32b>2 or d1+2
d1+2, db2 T!, 32>bu, qcf2 | 75 Damage
______________________
Combo Using Heat
CH qcb4, qcf1, df4, 2, dash, 32b>1+2, dash, HB, qcf2F, qcf2 | 97 Damage ______________________
Mini Combos (Guaranteed Hit)
db1+2, d1+2 | 48 Damage
qcf3+4, qcf2 | 58 Damage
CH qcf4, d42 1+2 | 51 Damage
CH df4, f2 | 47 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.
- CH CL H.qcf+2 W!
- [138] backdash > qcf+1 W! > qcf3+4 > d1+2 > 3,2~b~u > CL H.qcf+2
- CH ws(3),2
- CH (2),3
- CH df+(3),4
- SSR > qcf3+4 T! > df4 > df4 > df4 > 2+3...[1]
- ↑ Side switches