Kazuya |
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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.
- Regular launch (e.g. f,F+3)
- 3,1,4 df+1,df+2 T! 3,1~df~3
Mini-combos
- [27] CH db+2
- [27] CH ss.3
- [24] CH f+4
- [20] CH (3,1),4
- [21] CH 4
- [30] CH ws1+2
- [+17] f,F+4
- [25] CH (df+3,2),1
- [+20] f,F+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
- EWGF - f,n,df#2 or f,n,d,df#2.
- DEWGF (dash EWGF) - f,f,n,d,df#2.
- PEWGF (perfect EWGF) - frame perfect f,n,df#2.
- [23] EWGF
- [+74; 34] EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3
- [+72; 32] b+4 b+2,2 df+1,df+2 T! 3,1,df CD.3
- [+49] b+4 b+2,2 df+1,df+2 T! 3,1,df CD.3
- [+43] dash 3,1,4 df+1,df+2 T! 3,1,df CD.3
- [+42] b+4 df+1,df+2 T! 3,1,df CD.3
- [25] ws2
- [24] CH d+1+2
- [+52] ws1+2 b+2,2 df+1,df+2 T! 3,1,df CD.3
- [21] f,F+3
- [+51] SSR.3 b+2,2 df+1,df+2 T! 3,1,df CD.3
- [22] ws1,2
- [+41] iWS1+2 b+2,2 b+2,2,1+2
- [26] CH df+2
- [30] CH (1,2,4),3
- [+51] EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3
- [26] CH f,F+4
- [+38] df+3,2,1 T! 3,1,df CD.3
- [+37] df+3 df+1,df+2 T! 3,1,df CD.3
- [30] CH CD.1+2
- [+43] 3,1,4 df+1,df+2 T! 3,1,df CD.3
- [28] CH (2),2
- [+35] df+3,2,1 T! df+3,2,1
- [26] CH df+2
- [+74] PEWGF EWGF b+2,2 df+1,df+2 T! 3,1,df CD.3
Wall
- Regular carry (30% scaling)
- [+23] df+3+4,1,2
- [+25] df+1,4 1+2
- [+39] df+1,4 f+2 df+1,4 1+2
- [+46] df+1,4 df+1,df+2 df+3+4,1,2
Heat
- [23] EWGF
- [+55] b+4 b+2,2 df+1,df+2 T! 2+3 df+1,2,H.f !HD uf+3 - Overheat +6
- [+53] b+4 b+2,2 df+1,df+2 T! 3,1~df~3 - While In Heat +4
- [25] ws2
- [24] CH d+1+2
- [+58] ws1+2 b+2,2 df+1,df+2 T! 2+3 df+1,2,H.f uf+3 - Overheat +6
- [+56] ws1+2 b+2,2 df+1,df+2 T! 3,1~df~3 - While in Heat +4
- [22] ws1,2
- [+47] iWS1+2 b+2,2 df+1,2,H.f 3,1~df~3 - While in heat +6
- [+42] iWS1+2 b+2,4 2+3 3,1~df~3 - heat activation +1 better oki
- [25] SS.2
- [+62] u+1+2 DEWGF df+1,df+2 T! b+3,1 f,F+2,H.f 3,1~df~3
- [+58] u+1+2 DEWGF df+1,df+2 T! 3,1~df~3
- [+52] u+1+2 dash df+1 df+1,df+2 T! 3,1~df~3
- [+50] u+1+2 dash df+1,df+2 T! 3,1~df~3
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- [23] EWGF
- [+37] b+4 df+1,df+2 T! b+2,2,1+2
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here
- Wall Break, both soft and hard
- no tornado [+8] f,f,F3
- Tornado [+15] df+1,df+2 T! 3,1~df~3
- Heatsmash [61] H.2+3 !WB df+3,2,1 T! 3,1~df~3
- Wall Bound
- Heatsmash [71] H.2+3 !WBo df+3,2,1 T! 3,1~df~3
- Wall Blast
- Heatsmash [85] H.2+3 !WBl df+1,4 !W df+3+4,1,2
- Floor Blast
- [+28] H.CD3,1,1 FBl! df+1,df+2 T! 3,1~df~3
- Floor Break
- [+18] H.CD3,1,1 FB! df+1,df+2 T! 3,1~df~3
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.