Feng combos

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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. u/f+4)
launch into f+3, 2 into d/f+1 into dash d/f+4, 2, 1+2 T! into run up u/f+3 into dash d/f+4, 3, 46 conversion damage for wall carry, off-axis friendly
launch into f+4, 2 T! into run up u/f+3 into d/b+1, 2, 4, 50 conversion damage for floor break, extremely off-axis friendly
launch into d/f+1, f, f+4 > 3 (delay for extra damage), d/f+4, 2, 1+2 T! into run up u/f+3, d/f+4, 3, 51 conversion damage
launch into d/f+1, f, f+4 > 3 (delay for extra damage), d/f+4, 2, 1+2 T! into run up u/f+3, d/b1, 2, 4, 53 conversion damage
Instant T! launch (e.g. d/f+3)
launch into dash u/f+3 into f, F+4, > 3 into 1 into dash d/f+4, 2 into immediate f, f+3 oki, 38 conversion damage + 10 chip damage oB
launch into dash u/f+3 into b+3 into 1 into d/b+1, 2, 4, 43 conversion damage for floor break


Mini-combos

CH b+1, b1+2
If needed, you can dash after B+1 to land B1+2 for 44 damage
CH b+3, f, F+3
Leaves the opponent FUFT 58 damage
When done at the wall, hold F after f, F+3 to enter STC for mixup

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
u/f+4
launch into d/f+1 into f, F+4, > 3 into 1 into dash 1 into dash d/f+4, 2, 1+2 T! into run up u/f+3 into dash d/f+4, 3 for wall carry, 53 conversion damage
launch into d/f+1 into f, F+4, > 3 into 1 into dash d/f+4, 2, 1+2 T! into run up SSL d/b+1, 2, 4 for floor break, 54 conversion damage
launch into f, F+4, > 3 into d/f+4, 2, 1+2 T! into (d/f+4), 3 into f, f+3 oki, 42 conversion damage + 10 chip damage oB
d/f+3 and low parry
launch into dash u/f+3 into f, F+4, > 3 into 1 into microdash d/b+1, 2, 4 for floor break, 49 conversion damage

Wall

Regular carry (30% scaling)
T! available, W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 36 conversion damage
T! available, W! into d/f+3 T! into b+1+2 into f+3, 2 into b+1+2, 35 conversion damage
T! available, W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 31 conversion damage
T! available, W! into d+1+2, 1 T! into d/b+1, 2, 4, 31 conversion damage
T! available, W! f+4, 2 T! into SSL 1+2 into b+1+2, 32 conversion damage
T! unavailable, W! f+3, 2 into b+1+2, 23 conversion damage
T! unavailable, W! d/b+1, 2, 4, 23 conversion damage
Hard wall splat
back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 54 conversion damage
back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into 1, 3 into b+1+2, 53 conversion damage
back dash or sidestep into u/f+3 W! into f+4, 2 T! into SSL 1+2 into b+1+2, 49 conversion damage
back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 46 conversion damage
back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into d/b+1, 2, 4, 46 conversion damage

Float

1
combo when you anti-air with jab here

Back-turned opponent

u/f+4
launch into f+4, 2 T! into run up u/f+3 into d/b+1, 2, 4, 50 conversion damage for floor break
d/b+1, 2, 4
60 damage

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.