Paul combos

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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
  1. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. 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.

Regular launch example
[62] df+2 > 3,2 > 3,2~b > SWA.1+2 T! > fff+2
Low launch example
[67] ff+4 > ws4 > 3,2~b > SWA.1+2 T! > fff+2

Mini-combos

ss+1
[57] CL qcf+2[1]
[45] qcf+2
b,n,f+1
[59] CL qcf+2
[46] qcf+2
qcf3+4
[58] CL qcf+2
[46] qcf+2
CH ss+3
[50] d1+2
CH db+1+2
[57] CL qcf+2[2]
[45] qcf+2
CH qcf+3
[51] d+4,2:1+2
[49] d+4,2,1+2
[46] OTG.d+2 (Floor Blast)
[36] OTG.d+2 (Floor Break)
CH df+4
[47] f+2
[42] b+1,2
[41] d1+2
CH (ws1),2~b
[47] f+2
[42] b+1,2
[41] d1+2
[38] qcb+2
[34] qcb+4
H.f+4~F
[37] db+2
[37] OTG.d+2
  1. Approach for clean hit with extended QCF or microdash
  2. Approach for clean hit with microdash only

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
[75] qcf+1[1] > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2 [2]
[72] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > fff+2
[70] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
[67] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
[65] 4 > df+4 > 3,2~b > SWA.1+2 T! > d+4,2:1+2 [3]
[62] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > ff+2:1[4]
qcf+1
[83] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
[80] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > fff+2
[78] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
[75] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
qcb+1+2
[84] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
[79] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
[78] df4 > 4 > df4 > 3,2~b > SWA.1+2 T! > fff+2
b+3
[76] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
[71] df+4 > 3 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
[71] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
[68] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
ff+(2),2
[81] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
[79] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
[70] 3 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
ff+4
[78] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
ws2
[80] ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > fff+2
[78] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > fff+2
[72] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
qcf1+2
[69] dash > qcf+1 (2)[5] > df+4 > 2 > fff+2
[69] SSR > qcf+1 (3) > dash > d+4,2:1+2
[63] qcf+1 > df+4 > 2 > dash > d+4,2:1+2
[62] qcf+1 > df+4 > 2 > fff+2
uf+3,4
[71] df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
[70] df+4 > qcb+3,2,1 T! > dash > 2 > fff+2
[65] df+4 > 3,2~b > SWA.1+2 T! > fff+2
[15] uf+3
[13] uf+4
[+53] 2 > df+4 > 2 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
CH ws(3),2
[84] qcf+1 (2)[5] > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
[82] qcf+1 > df+4 > qcb+3,2,1 T! > dash > d+4,2:1+2
[79] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
[71] df+4 > 3,2~b > SWA.1+2 T! > fff+2
CH qcf3+4
[75] qcf+1 (3) > dash > d+4,2:1+2
[70] qcf+1 (2)[5] > df+4 > 2 > fff+2
[69] qcf+1 > df+4 > 2 > dash > d+4,2:1+2
[68] qcf+1 > df+4 > 2 > fff+2
CH qcb+4
[86] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
[84] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
[73] 3 > df+4 > 3,2~b > SWA.1+2 T! > dash > fff+2
[21] CH db+2
[17] CH df+(3),4
[17] CH (3),2
[+58] 4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > fff+2
Low Parry
[49] SSR > qcf+1 (3) > dash > d+4,2:1+2
[47] SSR > qcf+1 > ws4 > df4 > 1 > dash > d+4,2:1+2
[46] SSR > qcf+1 > ws4 > df4 > 1 > fff+2
[45] qcf+1 > 4 > df4 > 1 > fff+2
[43] qcf+1 > df4 > 2 > dash > d+4,2:1+2
[42] qcf+1 > df4 > 2 > fff+2
[39] df+4 > 3,2 > 3,2~b > SWA.1+2
  1. qcf+1 after high launch offers better damage and wall carry than 4, but is slightly more difficult to execute
  2. 2 > fff+2 can be used in place of most fff+2 enders for an additional 2-3 damage, but is much more difficult to execute
  3. Demoman can be used in place of most fff+2 enders for additional wall carry, but it deals less damage at high scaling, leads to inferior okizeme, and requires a perfect input for maximum damage and carry
  4. ff+2:1 can be used in place of most fff+2 enders and is ideal for splatting at ranges where Demoman is too close to the wall for a combo conversion
  5. 5.0 5.1 5.2 More lenient qcf+1 loop timing due to opponent positioning after launch

Wall

Enders

Full Wall
Resplat
db+2/qcf3+4 > 3,2~b~u > qcf+2
db+2/qcf3+4 > ws1,2~b~u > qcf+2
db+2/qcf3+4 > 1 > df+1~b~u > qcf+2
db+2/qcf3+4 > 2 > qcf+2
db+2/qcf3+4 > 3,2 > d1+2
db+2/qcf3+4 > 3,2~b > qcb+2
qcb+3,2,1 > qcf+2
DPD.2,1 > df+1~b~u > qcf+2
b+1,2 > 1 > qcf+2
Post-Tornado Wall
3,2~b~u > qcf+2
ws1,2~b~u > qcf+2
1 > df+1~b~u > qcf+2
df+1~b~u > qcf+2
2 > qcf+2
3,2~b > d1+2
df+1~b > d1+2
qcf+2
d+4,2:1+2
3,2~b > qcb+2
Low Wall
qcb+3,2,1 > qcf+2
b+1,2 > qcf+2
qcf+2
d1+2

Resplat

Core Resplat Combo

[Starter] W![1] > [Reposition][2] > qcf+1 W![3] > qcf3+4 > d1+2 > [Post-Tornado ender][4]

Examples

ff+2:1 W! (small characters)
[96] backdash > qcf+1 W! > qcf3+4 > d1+2 > 1 > df1~b~u > qcf+2
[94] backdash > qcf+1 W! > qcf3+4 > d1+2 > df1~b~u > qcf+2
[87] backdash > qcf+1 W! > qcf3+4 > d1+2 > df1~b > d1+2
ff+2:1 W! (large characters)
[100] backdash > qcf+1 W! > qcf3+4 > d1+2 > 3,2~b~u > qcf+2
[93] backdash > qcf+1 W! > qcf3+4 > d1+2 > 3,2 > d1+2
H.df1+3:qcf+2 W! (small characters)
[107] dash > qcf+1 W! > qcf3+4 > d1+2 > df+1~b~u > H.qcf+2
H.df1+3:qcf+2 W! (large characters)
[113] dash > qcf+1 W! > qcf3+4 > d1+2 > 3,2~b~u > H.qcf+2
  1. Starter must be a wall-hitting attack that causes opponent to enter a forward-falling slide state
  2. Adjust spacing so that the next attack splats as high as possible — one backdash is usually sufficient but some splat angles require lateral, delayed or forward movement
  3. Some angles may require ub3+4 W! instead
  4. Optimal ender varies based on spacing and opponent hurtbox size

Float

1
df+4 > 1 > df+4 > 3,1,b > SWA.1+2 T! > fff+2

Heat

Standard



At wall
qcf+2
[82] qcf+2~f > qcf+2
[94] qcf+2~f > qcb+1+2 > 3,2~b > SWA.2


Back-turned opponent

df+2
combo when you hit df+2 in the back
3,2~b 1+2
guaranteed on most characters
WS1,2~b 1+2
guaranteed on most characters, use when tech rolling into an opponent's back

Stage hazard

Secluded Training Ground
big boy break all the walls combo here

Simplified Combo Guide

Staple Combos

df2/uf4, 4, df4, 2, dash, 32b>1+2 T!, fff2 | 67 Damage

uf34, 32, b12 T!, dash, d42 1+2 | 62 Damage

uf34, df4, 2, 32b>1+2 T!, fff2 | 68 Damage

b3, df4, 2, df4, b32b>1+2 T!, fff2 | 69 Damage

qcf1, 4, df4, 2, dash, 32b>1+2 T!, fff2 | 75 Damage

ff4, ws4, df4, 2, dash, 32b>1+2 T!, fff2 | 75 Damage

ws2, 32, 32b>1+2 T!, dash, d42 1+2 | 68 Damage

CH qcb1, 4, df4, b32b>1+2 T!, fff2 | 82 Damage

CH qcb4, qcf1, df4, 2, b32b>1+2, fff2 | 81 Damage

______________________

Wall Combo

  • At the wall use 32b>2 or d1+2

d1+2, db2 T!, 32>bu, qcf2 | 75 Damage

______________________

Combo Using Heat

CH qcb4, qcf1, df4, 2, dash, 32b>1+2, dash, HB, qcf2F, qcf2 | 97 Damage ______________________

Mini Combos (Guaranteed Hit)

db1+2, d1+2 | 48 Damage

qcf3+4, qcf2 | 58 Damage

CH qcf4, d42 1+2 | 51 Damage

CH df4, f2 | 47 Damage



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 CL H.qcf+2 W!
[138] qcf+1 W! > qcf3+4 > d1+2 > 3,2~b~u > CL H.qcf+2
CH ws(3),2
CH (2),3
CH df+(3),4
SSR > qcf3+4 T! > df4 > df4 > df4 > 2+3...[1]
  1. Side switches