Zafina |
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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.
This page is for Tekken 8. For Tekken 7, see Zafina combos (Tekken 7).
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.
- [13] df+2
- [+53] f,f+2 df+1 f+2,3 SCR.4 T! dash uf+1 b+1:1+2[1]
- [21] ws1,2
- [+43] uf+1 f+2,3 SCR.4 T! dash uf+1 b+1:1+2
Mini-combos
- [32] df+3,4
- [13] f+4
- [+17] db+4,2
- [+16] dash iWS2[2]
- [30]H.SCR.2+3
- [+11] b+3
- [15] FC.df+3
- [20] SCR.1+2
- [+18] b+3
- [15] FC.df+3~D
- [+24] MNT.df+1
- [20] SCR.1+2~D
- [+24] TRN.df+1
- [20] CH db+2
- [+13] d+2
- [+18] microdash b+3
- [24] CH f,F+3
- [+28] SCR.2,1
- [24] CH f,F+3~B
- [+24] df+4,1
- [+23] df+4,2
- [+19] df+1,4
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
- [+52] f,F+2 df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
- [+55] f,F+2 df+1 dash df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
- [+48] f,F+2 df+1 f+2,3 SCR.df+1 T! (d+2),4,3[3]
- [21] ws1,2
- [+42] uf+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
- [18] uf+4
- [20] ws2
- [+47] df+2 df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
- [+48] df+2 df+1 f+2,3 SCR.4 T! dash uf+1 b+1:1+2
- [+50] df+2 df+1 dash df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
- [28] f+3
- [+44] SCR.df+1 T! dash uf+1 1 uf+1 b+1:1+2
- Low Parry
- [+36] T! uf+1 1 uf+1 b+1:1+2
- [20] CH 1+2
- [+49] 3~B df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
- [27] CH 1+2,4
- [+38] df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
- [20] (1+2,4),4
- [+47] db+3~B df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
- [16] CH d+3
- [+42] ws3 SCR.df+1 T! wr1+2 TRT.df+1
- [+37] ws3 SCR.4 T! 2,1,3
- [16] CH d+3~D
- [+32] MNT.3,1 MNT.4,3 T! MNT.d4 MNT.df+1[4]
- [20] CH SCR.df+4
- [+35] MNT.df+2 3 SCR.4 T! 2,1,3
- [+40] MNT.df+2 3 SCR.df+1 T! wr1+2 TRT.df+1
- [22] CH MNT.d+4
- [+42] MNT.3,1 MNT.4,3 T! MNT.2,1,4
- [26] CH SS.1+2
- [+44] iWS2 T! uf+1 1 uf+1 b+1:1+2
- [20] CH (1),4
- [+44] TRT.2 T! uf+1 1 uf+1 b+1:1+2
Wall
- Regular carry (30% scaling)
- [+33] uf+1[5] df+1,2>1
- Max damage
- [+14] f+2,3 SCR.d+3 SCR.1+2
- SCR Okizeme[6]
[30] H.SCR.2+3
- [+27] uf+1 df+1,2>1
- No Tornado
df+4,2
3 SCR.df+1
ws+3 SCR.df+1
f3 SCR.df+1(standing wallsplat only)
- T! delay df+1,2>1
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.
- df+2+3
- df+2+3 df+1 f+2,3 SCR.df+1 T! wr1+2 TRT.df+1
- â b+1:1+2 Switches sides on hit
- â If the opponent holds U to get up they will get launched
- â The 3 hits the opponent while they're grounded. This combo does lower damage but leaves you in their face for great Okizeme
- â MNT.df+1 will hit the opponent on the ground if they don't tech. MNT.df+1 is +6 on block
- â Use df+1 instead of uf+1 if the opponent is lower on the wall. Does 5 less damage.
- â The opponent must stand up and block SCR.1+2 since all get-up options, including staying grounded, will get them hit. If they block SCR.1+2 you'll be +6 and in their face with their back to the wall so it's a win-win. After the opponent has gotten used to the oki, you can look to mix them up with SCR.df+4 or H.SCR.2+3 if you've activated Heat prior.