Josie (Tekken 7) |
---|
Combos (Tekken 8) |
---|
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+3 d+3,4~f~1,3 S! f+2,3,3
- Stun launch (e.g. CH f+3+4)
- f+2,3,4 S! f+2,3,3
- Instant screw (e.g. CH 3+4)
- df+4~f~4 f+4,3 uf+3+4
Mini-combos
- [23] CH (1,2),3
- [21] CH (3),2
- [20] f+1+2
- [+29] f,f df+1,4,2
- [+27] f,f db+4,2,3
- CH ws1
- [63] f+1+2 f,f df+1,4,2
- [61] f+1+2 f,f db+4,2,3
- CH CD.3
- [46] <d+3+4
- [46] uf+3+4
- [45] f,n,d,df+3
- CH FC.df+4
- [50] FC.df+4
- [49] f,f d+3+4
- [18] CH df+4
- [7] (1)+4
- [+20] SWS.1
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] uf+4
- [10] df+2
- [+52] f+1+2 4 1,2,4~F <CD.1,3 S! df+1,2,F~1,3
- [+50] 4 f+1+2 4 3,2,F~1,3 S! df+1,2,F~1,3
- [+50] f+1+2 4 1,2,4~F <CD.1,3 S! uf+3+4
- [+49] f+1+2 4 f+2,3,4 S! f+2,3,3
- CH 4
- [63] f+1+2 f+2,3,4 S! f+2,3,3
- [63] b+4,3 f+3 3,2,F~1,3 S! 1,2,4~F
- [63] b+4,3 f+3 3,2,F~1,3 S! uf+3+4
- [27] CH f+3+4
- [24] CH ws3
- [+42] f+2,3,4 S! f+3 1,2,4~F~3
- [+37] f+2,3,4 S! f+3 3,2,F~1,3
- [+35] f+2,3,4 S! f+2,3,3
- [25] CH (df+1,4),2
- [24] CH SWS.1
- [21] b+1+2
- [20] CH SWS.2
- [20] CH SWS.3
- [+52] ws3 4 1,2,4~F <CD.1,3 S! df+1,2,F~1,3
- [+50] ws3 4 1,2,4~F <CD.1,3 S! uf+3+4
- [+49] ws3 2 f+1+2 3,2,F~1,3 S! df+1,2,F~1,3
- [+49] ws3 2 f+1+2 3,3 S! f+2,3,3
- [+47] f+3 4 f+2,3,4 S! f+2,3,3
- [+45] f+3 d+3,4~F~1,3 S! f+2,3,3
- [+45] df+1,2 1,2,4~F <CD.1,3 S! df+1,2,F~1,3
- [+44] f,F+4 S! df+4~F~4 f+4,3 uf+3+4
- [+43] df+1,2 df+4~F~1,3 S! f+2,3,3
- ws2,1
- [59] f,f d+3,4~F~1,3 S! f,f ssr f+2,3,3
- [57] f,f d+3,4~F~1,3 S! db+4,2,3
- [57] f,f d+3,4~F~1,3 S! df+1,2,F~1,3
- [55] f,f d+3,4~F~1,3 S! uf+3+4
- CD.2
- [71] f+3(x3) 3,3 S! f+2,3,3
- [24] CH d+2
- [20] uf+3
- [+50] f+3[s 1] 4 1,2,4~F <CD.1,3 S! df+1,2,F~1,3
- [+48] f+3[s 1] 4 1,2,4~F <CD.1,3 S! uf+3+4
- [+47] f+3[s 1] 4 f+2,3,4 S! f+2,3,3
- [+41] df+4~F~1 1,2,4~F <CD.1,3 S! f+2,4
- [+40] df+4~F~1 df+4~F~1,3 S! df+1,2,F~1,3
- [+30] f+3+4 uf+3+4
- CH d+2,D
- [76] ws3 4 1,2,4~F <CD.1,3 S! df+1,2,F~1,3
- [74] ws3 4 1,2,4~F <CD.1,3 S! uf+3+4
- [73] ws3 4 f+2,3,4 S! f+2,3,3
- CH 3+4
- [73] 4 df+4~F~4 f+4,3 uf+3+4
- [65] df+1,2 1,2,4~F <CD.1,3
- CH f,F+4
- [68] ws3 3,3 f+1+3 3,f+3
- [64] ws3 4 1,2,4~F <CD.1,3
- CH SWB.2
- [63] ws3 3,3 S! 3,f+3
- [59] d+3,4~F~1,3 S! 3,f+3
Rage
Wall
- Regular carry (30% scaling)
- [22] 1 db+4,2<3
- [20] b+4,3,4
- [18] d+3,4~4
- [15] d+3,4~2
- [15] d+3,4~3
- [14] 1,2 uf+3+4
Float
- One hit BNB
- [+33] d+3,4~F~1,3 S! f+2,3,3
- Two hit BNB
- [+26] 3,2,F~1,3 S! f+2,3,3
- [4] 1
- [5] 2
- [5] (1),2
- [12] f+3
- [+38] f+3 2,4~F~1,3 S! df+1,2,F~1,3
- [+37] f+1+2 f+2,3,4 S! f+2,3,3
- [+35] f+3 3,2,F~1,3 S! f+2,3,3
- [+29] 1 3,2,F~1,3 S! f+2,3,3
- [+28] 1 1 3,3 S! f+2,3,3
- [8] 1,2
- [16] b+4,3
- [+30] f+3 3,3 S! f+2,3,3
- 3,3
- [42] ws3 f+4,3 uf+3+4[f 1]
- [41] ws3 1,2,4~4
- [41] ws3 2,4~F <CD.1,3
- [40] f+3 2,4~F~1,3
- [35] 1,2,4~F~1,3
- 3,2,F
- [40] CD.1 4 3,2,F~1,3 S! df+1,2,F~1,3
- [38] CD.1 f+2,3,4 S! f+2,3,3
- [14] f+1+2
- [7] 3
- [7] df+2
- [+33] d+3,4~F~1,3 S! f+2,3,3
- [+33] df+4~F~1 3,2,F~1,3 S! df+1,2,F~1,3[f 2]
- [+31] df+4~F~1 3,2,F~1,3 S! uf+3+4
- [+30] df+4~F~1 3,2,F~1,3 S! f+2,4
- ws3
- [50] f+1+2 3,2,F~1,3 S! f+2,3,3
- [49] 2 f+1+2 3,2,F~1,3 S! df+1,2,F~1,3[f 2]
- [47] 2 f+1+2 3,2,F~1,3 S! uf+3+4
- [46] 2 f+1+2 3,2,F~1,3 S! f+2,4
- [15] (2),4
- [10] df+4
- [+34] SWS.F~4 3[f 1],2,F~1,3 S! f+2,3,3
- [+30] SWS.F~1 3,2,F~1,3 S! f+2,3,3
- [+30] SWS.F~1 4 3,2,F~1,3 S! df+1,2,F~1,3
- [+27] SWS.F~4 f+4,3 uf+3+4
- 2,4
- [42] SWS.F~1 3,2,F~1,3 S! df+1,2,F~1,3
- [42] SWS.F~1 3,3 S! f+2,3,3
- R.f,n,d,df+3+4
- [51] <3+4 S! f+3 1,2,4~F~3
- [48] f,f 2,4~F~1,3 S! df+1,2,F~1,3
- [43] <3,3 S! f+2,3,3
- [43] <3+4 S! f+2,3,3
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
Stage break
- Howard Estate
- big boy break all the walls combo here
- Balcony or wall break
- CH f,n,d,df+3 uf+3+4 WB!
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.
Niche Combo Situations
Situation | **************Combo************** | Notes |
---|---|---|
Run-up wallsplat after a combo | 1 db4,2,delayed3 | The combo scaling makes starting the wall combo with a 1 jab the same damage as starting with 2 jab. The jab is much easier to run up and connect at the wall so there's no reason to use 2 jab in that situation. |
Single Hit Float (jab, f1+2, f3 ect.) | f3 1,2,4f1,3 S! df1,2f3 | You can get more depending on what your first hit was, but this combo will not let you down. |
Two Hit Float | f3 3,3 S! f2,3,3 | |
Single Hit Float into SWS (df4, CH{2},4) | SWS~f1 f2,3,5 S! f2,3,3 | |
Two Hit float into SWS (2,4) | SWS~f1 3,3 S! f2,3,3 | |
CH CD3 near the wall | UF3+4 W! | UF3+4 is 1 less damage than fc df4, but in exchange it can wallsplat. If the uf3+4 hits as a wall combo you can't get anything guaranteed if they tech, but you're extremely plus. If they don't tech a second uf3+4 is guaranteed. |
CH CD3 near a wall/balcony break | uf3+4 WB! f1+2 3,2f1,3 S! df1,2f1,3 | Be aware of the wall. You can make it to the next wall on every stage but Duomo Di Sirio. You can still get the full 2 db4,2,3 wall combo, but don't delay the last hit. Just mash the whole thing out and you'll get your low wall hit. |
Rage Drive on an airborne opponent | Delayed 3+4 S! f3 1,2,4f3 | You have to wait a moment before hitting the 3+4 as the rage drive sends them extremely high. You have a ton of time recognize they were hit airborne and get ready for the 3+4, so don't panic. |