Victor |
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Combos (Tekken 8) |
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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 |
---|---|
.[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 |
- 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/f,f+2)
- Easy route: df+4,2 IAI 2 T! 2,1~f PRF 2,2 IAI 1,2,2
- Staple route: df+3,4 2,1~f PRF 2,2,1 f,f+2 T! (3+4), IAI 1,2,2
- Wall carry route: iws+1+2~f PRF 2,2,1 (dash) db1,1~f PRF 2,2, IAI 2 T! b3,1
- Regular & CH launch (e.g. ws+1/CH 1+2/CH db+4) Note
- db+4 CH staple requires a crouch cancel.
- Easy route: df+4,2 IAI 2 T! 2,1~f PRF 2,2 IAI 1,2,2
- Staple route: (f+3,) PRF 1, ws+4, db+1,1~f PRF 2,2,1 f,f+2 T! (3+4), IAI 1,2,2
- Instant Tornado (e.g. CH db+3/wr+2/(1,2),1)
- Staple route: (f+3,) PRF 1, ws+4, db+1,1~f PRF 2,2 IAI 1,2,2
- Instant Tornado uf+4 (uf+4 is a bad launcher, only used in certain OS' like Alisa b3+4, always use df2 for an i15 punish)
- Easy route: (f+3,) PRF 1, ws+4, db+1,1~f PRF 2,2 IAI 1,2,2
- Staple route: (f+3,) PRF 2,2,1 (dash) db+1,1~f PRF 2,2 IAI 1,2,2
- Heat dash launch (e.g. H.f1+2~f/H.PRF,f+3~f/H.D+2)
- Easy route: 2,1~f PRF 2,2,1 2,1~f PRF 2,2,1 f,f+2 T! (3+4), IAI 1,2,2
- Staple route: ws+1+2~f PRF 2,2,1 ws+1+2~f PRF 2,2,1 f,f+2 T! (3+4), IAI 1,2,2
Mini-combos
- CH uf+3/F4,1 HD/B1+2 HD/f(2,2),2,2
- u1+2
- CH b4/CH PRF 4/CH b2
- F4,1 (heat)
- df3+4
- df4,2 (IAI transition)
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
Heat
- Regular & CH launch heat combo's (e.g. df2/ws1/CH 1+2
- Staple combo: iws1+2~f PRF 2,2,1 (dash) db1,1~f PRF 2,2 IAI 2 T! HB H.f1+2~f u1+2
Wall
- Tornado available
- W! f,f+2 T! 4,3>2
- W! uf1,1 T! f2,2,1,1
- No tornado
- W! 4,3>2
- W! 1, df1, df3+4
- Bear/Jack specific
- W! df1, 1, df3+4
- W! 2,1~f PRF 2,2,1+2 (breaks floors, less damage)
- Heat oki wall combo (+8 in IAI)
- W! HB, 2,1~f PRF 2,2 (IAI D+2)
Float
- 1
- df3,4 2,1~f PRF 2,2,1 f,f+2 T! (3+4), IAI 1,2,2
Back-turned opponent
- df+2
- Easy combo: df+2, df4,2 IAI 2 T! df4,2 IAI 1,2,2
- Staple: 4,3,2 (Does no chip damage)
Wall break
- wall break combo 1, note oddities
- notes for combo 1
- wall break combo 2
Floor break
- floor break combo 1, note direction opponent faces
- notes for combo 1
- floor break combo 2
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.