Jin combos (Tekken 7)

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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. uf+4)
b,f+2,1 b,f+2,3,F~3 S! b+3,F~1,3
Instant screw (e.g. CH 4)
b,f+2,1 b,f+2 b+3,F~1,3
Crouching recovery (e.g. CH FUFT.3)
ws3 S! b+3,F~1 b+3,F~1,3

Mini-combos

[21] CH db+4
[20] (1,2),3
[20] ZEN.4
[+21] 4~3
[+19] f,f d+2
[+15] f,F+4
f+3~3
(1),3~3
[+19] d+2
[+15] f,F+4
[25] ZEN.3+4
[20] df+1+2,(Successful parry)
[+19] d+1[1]
[+19] f,F+2
[+16] f+4
  1. ↑ Can whiff.

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
f,n,d,df#2
[70] d+1+2 <ZEN.3+4 b+3,F~1 f,f b+3,F~1,2
[69] d+1+2 <ZEN.3+4 b+3,F~1 b+3,F~1,3
[61] d+1+2 <ZEN.3+4 b+3,F~1 b+2,1
[25] f,n,d,df#2
[21] CH 4
[+38] b,f+2,1 b,f+2 b+3,F~1,2
[+37] b,f+2,1 b,f+2 b+3,F~1,3
CH f+4,F
[67] ZEN.df <ws3 S! 3,1 b,f+2,3,F <ZEN.2
[66] ZEN.df <ws3 S! b+3,F~1 b,f+2,1,2
[64] ZEN.df <ws4 b+2,1 1,(2),4 S! db+2,3
CH f+4
[64] f,F,n,d,df ws4 b+2,1 1,(2),4 S! db+2,3
f,n,d,df+4
[51] b+2,3,F~3 S! 3,1,F~2
[48] b+2,3,F~3 S! db+2,2,3
CH b+3
[59] 3,1,F~3 S! 3,1,F~2
[56] 3,1,F~3 S! db+2,2,3

Rage

uf+4
combo for uf+4 with rage here

Wall

Regular carry (30% scaling)
[+22] b,f+2,1,df+2
[+21] 1 db+2,2,3
[+21] 3,1,F~1,2
[+17] 1,2,3 d+4

Float

1

combo when you anti-air with jab here

Back-turned opponent

df+2
combo when you hit uf+4 in the back

Stage break

Howard Estate
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.
CH db+4 (off-axis left)
[57] b+2,1 4 b,f+2,1,df+2
CH db+4 (off-axis right)
[57] b+2,1 4 3,1,F~1,3

You can also confirm into Gun Flame on block for a safe way to reset into neutral to try hitting Template:Clr again. }} {{TheoryBox | Title = Template:Clr Starter Anti-Air Combo | Oneliner = Can convert into a corner combo upon reaching the wall.
83 Damage | Difficulty = Template:Clr | Anchor = Sol Beginner Combo 5 | Video = GGST Sol 5K Starter Anti-Air Combo.mp4 | Size = 256x192 | Recipe = AA Template:Clr > jc, Template:Clr > adc, Template:Clr > Template:Clr | content = This combo grants Template:Clr pressure on hit, which makes it a useful Template:Keyword combo. It can also convert into a full combo in the corner using the wall bounce effect of Template:Clr. Since Template:Clr is Sol's fastest button, it makes for a great anti-air in Template:Keyword situations when the opponent is trying to quickly start their offense.

External links