Steve |
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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.
- [20] uf+2
- [+57] DCK.1, df+1,2~1~FLK.1, f+2,2, LNH.2 T! dash LWV.1,2 LNH.2
- [12] CH b+1
- [+56] EXD.1, df+1,2~1, f+2,2, LNH.2 T! dash LWV.1,2 LNH.2
- [+59] EXD.1, df+1,2~1~B, f+3~db, ws1, f+2,2, LNH.2 T! dash LWV.1,2 LNH.2
- [20] FC.df+2
- [+46] f+2,1~B, FLK.1, f+2,2, LNH.2 T! dash LWV.1,2 LNH.2
- [+57] ub+2,f+3, DCK.1, df+1,2~1, f+2,2, LNH.2 T! dash LWV.1,2 LNH.2
- Instant Tornado (e.g., low parry)
- [+38] T! DCK.1 df+1,2~1~FLK.1 f+2,2 LNH 2
- Combo Enders
- T! dash LWV.1,2 LNH 2 (Damage)
- T! dash LWV.1,2 DCK.1 (Corner Carry)
- T! dash FLK.1,1 ALB 2 (More Corner Carry, worse Oki)
Mini-combos
- [12] CH df+2~DCK
- [+30] DCK 1+2,1+2,1+2,1+2 (Easy Confirm)
- [+32] ws1,2 (Damage)
- [+32] ws2,2 (Damage, Goes into LNH, Hard Confirm)
- [20] b+2
- [21] db+1+2
- [+28] 1+2 (Reliable, Heat Engager)
- [+35] iPKB f1+2 (KND + Damage, Hard Confirm)
- [26] SWY 1
- [+18] 1+2
- [18] PKB f2
- [+14] PKB cancel (f3+4), 1+2
- [17] ub+2
- [+14] LNH 1 (if you dont hold B. Heat Engager)
- [+18] 1+2 (if you do hold B. Heat Engager)
- LNH 1+2 (Guard Crush)
- [+17] 1,1,2 (DCK Transition)
- [+17] 2,1 (PKB/FLK Transition)
- [+19] 2,2 (Damage)
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
- df+2
- combo for df+2 here
Wall
- Regular carry (30% scaling)
- W! f+2,1[1]~B FLK.f+3 DCK.1+2,1+2,1+2,1+2
- W! f+2,2,1+2
- W! 1+2
- â You can opt to use 2,1~B if you need a faster option.
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
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.