Lee |
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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 Lee 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.
- Regular launch (e.g. df+2)
- 4,u+3 b+2,f~n ws1,2,f~n ws2,3 S! f+2,1
- Pickup launch (e.g. d+3,4)
- b+3,3,f~n b+2,f~n ws1,2,f~n b+2,f~n ws2,3 S! f+2,1
Mini-combos
- CH d+2
- df+4,4
- f+1+2
- 4,4:4
- 1,3:3:3 (can whiff from tip range CH d+2)
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
- [36] f+3,3,3,3,3,4
- [+31] b,B+4 f,f d+2 b+2,f~n(x3) f+2,1
Wall
- Regular carry (30% scaling)
- combo here
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- Regular launch (e.g df+2 / uf+4)
- 4,u+3 b+2,f~n ws1,2,f~n ws2,3 S! f+1+2 FC df+4
- Acid Storm (f33333,4)
- b+2,f~n 2 b+2,f~n, 1,2f~n, f+2,1
- WS2,3
- b+1:1,f~n 2 b+2,f~n ws1,2,f~n b+2,f~n f+4:1 S! f2,1
- b+1:1,f~n d+2 b+2,f~n, ws1,2,f~n f4:1 S! f2,1 (Only if opponent is off-axis)
- B+2,4,3
- dash f+4:1 S! b+2,f~n f+2,1
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.