Shaheen |
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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)
- 3~DF SNK.2 df+4,1~DF SNK.df+1,2 T! db+2,1
- Low launch (e.g uf+3)
- d+2 db+2~DF SNK.df+1,2 T! df+4,1~DF SNK.3
Mini-combos
- [21] f+4
- [+18] b+4
- [20] CH b+3
- [+23] db+2,1 HE!
- [20] CH ws1
- [12] CH SNK.1
- [+23] db+2,1 HE!
- [+28] f:b+2
- H.D*,u+2 (Blocked)
- [23] f+2,3
- [28] f:b+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
- [13] df+2
- [13] uf+4
- [20] uf,n,4
- [21] ws2
- [68; 35] 3,DF SNK.2 df+4,1,DF SNKc ws3,3 T! FC.df+2 f,F+3
- [70; 37] 3,DF SNKc ws1 4,1 f2,3 T! FC.df+2 f,F+3
- [70; 37] 3,DF SNK.2 f+2,4,4 f,F+3 T! FC.df+2 f,F+3
- [71; 37] 3,DF SNKc FC.df+4,1 db+2,DF SNKc ws3,3 T! FC.df+2 f,F+3
- [65; 33] 3,DF SNKc ws1 3,DF SNK.df+1,2 T! df+4,1,DF SNK.3
- [71; 50] 3,DF SNKc FC.df+2 MICRODASH d+2 db+2,DF SNKc 3,3 FC.df+2 f, F+3
- [73; 39] 3,DF SNKc FC.df+2 MICRODASH d+2 db+2,DF SNKc 3,DF SNKc 3,3 FC.df+2 f, F+3
- uf+3
- [68; 29] d+2 d+2 db+2,DF SNK.df+1,2 T! df+4,1,DF SNK.3
- [23] f,F+3
- [23] SNK.3
- [0] low parry
- [+41; 27] T! d+2 4,1 df+4,1,DF SNK.3
- CH 4,1
- [65; 30] 3,DF SNKc ws1 db+2,DF SNK.df+1,2 T! f,F+3
- CH (4),3
- [67; 26] db+2,DF SNK.1 db+2,DF SNK.df+1,2 T! df+4,1,DF SNK.3
Wall
- Regular carry
- df+4,1>3
- 4,1 b+4
- df+1 1 4,4 (Bears and Jack only)
- With Tornado
- db+3,4 df+4,1>3
- ws3,3 df+4,1>3
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- 1,2,3,DF SNK.df+1,2 b+4
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here
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.