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

Regular launch (e.g. df+2)
f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2 (demo)
Instant Tornado (e.g., low parry)
T! f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2 (demo)

Mini-combos

[28] H.df+1,2,F
[22] H.SEN.3,F
[+20] OTG.d+4:1
[+16] f,n,d,df#3
[+13] OTG.d+4
[22] wr3
[22] 2~1
[+27] OTG.d+4:1[1]
[+21] f,n,d,df#3
[+20] dash 1+2
[+16] f+4
[24] CH 4
[20] b+4
[20] (df+4,2),3
[+27] dash OTG.d+4:1
[+21] f,n,d,df#3
[13] (b+1,1),3,F
[12] ws1
[+22] SEN.3[2]
[+20] SEN.2
[30] SEN.1+2
[+21] WRA.2
[+16] WRA.4,2,2,<qcf+1+2
[26] WRA.3+4
[24] CH f+4
[24] SEN.4
[20] CH d+2
[+21] f,n,d,df#3
[+11] OTG.d+4
[24] CH ws2
[+28] 2~1 OTG.d+4:1
[+24] f,F+2,F~3[2][1]
[+19] df+1,2[2]
[+17] 1+2
[18] CH uf+1
[+23] WRA.1,4
[+23] WRA.1,f SEN.3[2]
[+21] WRA.2[2]
[+21] WRA.1+2
[14] f,F+2,F
[12] WRA.1,F
[+22] SEN.3[2][3]
[20] f+4 (on crouching opp.)
[15] (uf+3),1 (on crouching opp.)
[+24] f,F+2,F SEN.3[1]
[+19] df+1,2[2][3]
[+17] 1+2
[14] CH WRA.1,F
[+51] SEN.1+2 WRA.2
[+46] SEN.1+2 WRA.4,2,2,qcf+1+2
[+42] SEN.1,qcf+2
[+22] F SEN.3[2][3]
[14] CH WRA.1
[+28] df+1,2[2]
[+24] f+2,3
[+23] PEWGF[1]
[0] f+3+4* (on block)
[+17] 1,2,2
[+15] 1,1,2
[16] CH ws3+4
[14] ws3+4
[+24] f,F+2,F SEN.3[1]
[+16] f+2,3
[20] f,F+3
[+21] deep dash EWGK
[0] P.f,n
[+32] cc 2,2,1[1]
[+27] cc 1,2,2
[+23] cc 1,1,2
  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 1.5 Hard
  2. โ†‘ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Heat Engager
  3. โ†‘ 3.0 3.1 3.2 Can be hit-confirmed

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
[23] EWGF (f,n,d,df#2)
[+83] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2][3] T! H.2+3 d+3~H.4,F dash OTG.d+4:1
[+56] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4 (demo)
[+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[4] (demo)
[+55] f,F+3+4 ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[5][1] (demo)
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[13] df+2
[+56] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[6]
[+51] b+4 T! f,f+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[5]
[20] FC.df+4
[+56] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4 (demo)
[+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[6]
[25] FC.df+3
[+55] (f+2),3,F~3 df+1,1[7] f+2,3,F df+1,F~1+2[2] T! WRA.3,4 (demo)
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[30] f+3+4*
[30] CH f+3+4
[24] CH (3),4
[24] CH (3+4),4
[24] CH (df+3+4),4
[24] CH (b+1,1,3),3
[24] CH (WRA.d+4),3
[20] BT.4
[20] CH f,n,3
[+55] (f+2),3~3 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[+51] b+4 T! f,F+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[5]
[24] CH (df+4,2),3
[24] CH b+4
[15] uf+4
[+49] T! b,B[8] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+48] T! b,B[8] (f+2),3,F~3 df+1,1 f+2,3,F df+1,F~1,qcf+2
[0] low parry
[+47] T! f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+45] T! EWGF df+2 df+1 f+2,3,F df+1,F~1,qcf+2[9]
[+45] T! b,B[8] (f+2),3,F~3 df+1 f+2,3,F df+1,F~1,qcf+2[9]
[25] CH 3,2
[+38] f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+38] f,F+3+4 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[26] CH.f,F+3+4
[+56] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+52] f+3~2 T! f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[32] CH f,n,d,df#3
[25] CH WGS.df+3
[+47] ws3 df+1 SSL df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+46] ws3 df+1 df+1,1 f+2,3,f df+1,F~1+2 T! WRA.3,4
[19] CH (f,n,d,DF+4),4
[+43] ws1 df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+42] ws1 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[30] H.WRA.2,F
[30] H.UNS.4,F
[20] H.f,F+3,F
[+33] EWGF df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+33] EWGF df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[+33] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[21] (back to wall) b,b,UB
[+47] df+2 df+1 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4


  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 To do ws3 after a move, you have to buffer df+3 to enter manual WGS during the animation and mash n,3. Just find the timing and it will work every time
  2. โ†‘ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.
  3. โ†‘ To cancel WRA into standing, you have to input df,f (or qcf,f) quickly. This cancels WRA into WGS, and WGS into standing.
  4. โ†‘ Might not work from a sidewalk
  5. โ†‘ 5.0 5.1 5.2 Good for off-axis
  6. โ†‘ 6.0 6.1 6.2 6.3 6.4 Good for wall carry
  7. โ†‘ needs to be done without buffering for small bodies
  8. โ†‘ 8.0 8.1 8.2 only needed for uf+4
  9. โ†‘ 9.0 9.1 can replace the last df+1,F with df+1 R.df+1+2 when in Rage for ~+60 dmg

Wall


Tornado available (56% scaling e.g. raw W!)
[+48] W![1] 1+2 b+4 WT! b+1,<1,3,F~2[2]
[+42] W! df+4,2,3 WT! d+1+2~4,2,2,qcf+1+2[3]
[+40] W! b+4 WT! b+1,<1,1,3,F~2[4]
[+39] W! df+4,2,3 WT! <OTG.d+4:1[5]
[+36] W! f+3~1+2 WT! WRA.4,2,2,qcf+1+2
[+35] W! b+4 WT! d+1+2~4,2,2,qcf+1+2
[+35] W! df+4,2,3 WT! df+3+4,4
[+35] W! 3,2 WT! 1 OTG.d+4:1[5]
[+34] W! 3,2 WT! SSL EWGF 1+2[6]
[+33] W! 3,2 WT! f,F+3+4 1+2
[+32] W! b+4 WT! df+1,1 1+2
No tornado available (24% scaling e.g. long combo with T! into W!)
[24; -2a (-10)] W! b+1,<1,3,F~2[4]
[24; -4a (-12)] W! b+1,<1,3,F~1+2[7][4][5]
[??] W! H.f+3~3,F 1 OTG.d+4:1[5]
[23; -15a (-23)] W! H.2+3 d+3~H.4,F 1 OTG.d+4:1
[21; -2a (-14)] W! WRA.4,2,2,qcf+1+2[8]
[21; -15a (-23)] W! 1 OTG.d+4:1[9][10][5]
[20; +0d] W! R.df+1+2
[19; -4a (-14)] W! 1,1 df+3+4,4[11]
[18; -5a (-17)] W! f+3~1,qcf+2
[17; +12a (+1)] W! f,F+3+4 1+2
[17; +12a (+1)] W! df+1,1 1+2


After a raw wall splat, Reina can use b,B uf+1 to re-wall splat, or ws3+4 from a wall splat that recovers in crouch (e.g., EWGK).[12]

  1. โ†‘ high wall splat (e.g., EWGF, df+2)
  2. โ†‘ can substitute b+4 with any WT! tool into appropriate wall ender
  3. โ†‘ Bears only
  4. โ†‘ 4.0 4.1 4.2 tricky timing
  5. โ†‘ 5.0 5.1 5.2 5.3 5.4 Can get punished with a toe kick from the opponent
  6. โ†‘ the SSL prevents 1+2 from dropping
  7. โ†‘ Gives WRA oki at the wall. The mixup is between WRA.1+3 and WRA.3+4. The former catches them if they tech into standing and whiffs if they stay grounded or wake up in crouch (and can be launched). WRA.3+4 catches these options, but will get blocked if they tech into standing.
  8. โ†‘ When already in WRA, such as with a splat from SEN.1+2
  9. โ†‘ Can also be done from WRA by cancelling it (quickly) with df,b
  10. โ†‘ does higher damage than the 25 dmg wall combos after 1+ airborne hits
  11. โ†‘ does less damage after fewer airborne hits due to df+3+4,4 no longer hitting during low wall slump
  12. โ†‘ https://twitter.com/ahnixcreations/status/1797719909381628400

Off-Axis

[23] EWGF
[+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
[+42] b+4 T! b+1,1,3,F~1,qcf+2
[23] SSR EWGF
[23] SSL EWGF
[+54] EWGF f+2,D~DF[1] ws3 f+2,3,F df+1,F~SEN.2 T! uf+3+4,1+2
[13] df+2
[+45] df+4,2,3 T! b+1,1,3,F~1,qcf+2
[+39] 2,2,2,1 T! f+2,3,F~1,qcf+2
[20] FC.df+4
[20] BT.4
[+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
[25] FC.df+3
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[15] uf+4
[+33] b+1,1,3,F~1,qcf+2
[21] (back to wall) b,b,UB
[+44] f,F+2,F~1+2 T! b+1,1,3,F~1,qcf+2

Stage Hazard

Wall Blast

โ‰ค 2 hits, T! available
[+48] WB! b+1,1,3,F~3 W! df+4,2,3 WT! <OTG.d+4:1[2]
[+41] WB! <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[2]
3 hits, T! available
[+36] WB! b+1,1,3 W! df+4,2,3 T! <OTG.d+4:1[2]
[+36] WB! <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[2]
> 3 hits, T! available (e.g., short combo into W!)
[+34] WB! <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[2][3]
2 hits, T! used
[+31] WB! b+1,1,3 W! 1 OTG.d+4:1
[+30] WB! <uf+3+4,1+2 1 OTG.d+4:1
โ‰ฅ 3 hits, T! used (e.g., long combo with T! into W!)
[+21] WB! <uf+3+4,1+2 1 OTG.d+4:1

Wall Hazard

Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)

Note: hits mean the number of hits in the combo prior to the wall hazard being triggered

< 7 hits, T! available
(1 hit) WH! EWGF df+2 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
(2 hits) WH! df+2 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
(3 hits) WH! df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
(4 hits) WH! df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
(5 hits) WH! f+2,3,F df+1,F~1+2 T! WRA.3,4
(6 hits) WH! f+2,3,F~1+2 T! WRA.3,4
(7 hits) WH! dash df+1,F~1+2 T! WRA.3,4
8+ hits, T! available
<3,2[4][5] T! iws3,4
b+4 T! iws3,4
2-7 hits, T! unavailable
WH! (same combo as with T! available, but replace F~1+2 T! WRA.3,4 with F~1,qcf+2)
8+ hits, T! unavailable (e.g., long combo with T! into W!)
[+8] WH! <f,F+3[6]
[+6] WH! 3+4,4
[+5] WH! <3,2[5]
[+2] WH! uf+1[7]

Elegant Palace 2F (HWB)

raw HWB! (one prior wall hit)
[+58] HWB! EWGF df+2 df+1 f+2,3 W! d+3~4[8] BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
[+57] HWB! b+1,1,3 df+3 iws3,4 W! d+3~4[8] BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
raw W! into HWB! (no prior wall hit)
[+52] HWB! b+1,1,3,F~<3 W! d+3~4 BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1 (demo)
< 4 hits, T! available, W! into HWB! (e.g. W! into 3,4 HWB!)
[+43] HWB! f+2,3,F~1,<qcf+2 BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
โ‰ฅ 4 hits, T! available, W! into HWB! (e.g. short combo without T! into W!)
[+29] HWB! f+2,3,F~1,<qcf+2 BB! f+3~1+2 T! uf+3+4 W! dash df+3+4,4
โ‰ฅ 4 hits, T! unavailable, W! into HWB! (e.g. long combo with T! into W!)
[+16] 3,2 W! wr3 BB! 3+4,4

Floor Break

Note: for all floor breaks except the ones below, the same combos as for Wall Hazards apply.

[35] 1+3
[+31] FB! df+4 f+2,3,F~2 T! b+1,1,3,F~1,qcf+2
[+31] FB! b+1,1,3,F~2 T![9] f+2,3,F df+1,F~1,qcf+2
[+30] FB! b+1,1,3,F~2[9] T! f+2,3,F~1,qcf+2
[+29] FB! f,F+2,F~2 T! b+1,1,3,F~1,qcf+2[5]
[+29] FB! <df+4,2,3 T! b+1,1,3,F~1,qcf+2
[+26] FB! b+1,1,3,F~2[9] T! f+2,3,F~3

Ortiz Farm 1F

[35] 1+3
[+45] FB! b+1,1,3,F~2 T![9] f+2,3,F df+1,F~1+2 W! WRA.4,2,2,qcf+1+2[10]
  1. โ†‘ change the direction of the SS to re-align
  2. โ†‘ 2.0 2.1 2.2 2.3 2.4 can replace with any WT! into ender
  3. โ†‘ 3,2 WT! has difficult timing
  4. โ†‘ inconsistent
  5. โ†‘ 5.0 5.1 5.2 wall carry
  6. โ†‘ with WB! only
  7. โ†‘ oki
  8. โ†‘ 8.0 8.1 Use u+3 on P2 (essentially a SSR)
  9. โ†‘ 9.0 9.1 9.2 9.3 causes side switch (side switch is inconsistent on Jack-8)
  10. โ†‘ Does not work on small bodies

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

Max Damage


[23] EWGF
[20] FC.df+4
[+70] EWGF EWGF EWGF b+4 T! 1 f,F+3 PEWGK
[+67] EWGF EWGF df+1 b+4 T! 1 f,F+3 PEWGK
[+64] EWGF EWGF b+4 T! 1 f,F+3 PEWGK
[30] f+3+4*
[30] CH f+3+4
[25] FC.df+3
[24] CH (3),4
[24] CH (3+4),4
[24] CH (df+3+4),4
[24] CH (b+1,1,3),3
[24] CH (WRA.d+4),3
[20] BT.4
[20] CH f,n,3
[19] CH (f,n,d,DF+4),4
[13] df+2
[+62] EWGF EWGF microdash df+1,1 f+2,3,F df+1,F~<1+2 T! WRA.DF WGS.1,4
[24] CH (df+4,2),3
[24] CH b+4
[15] uf+4
[0] low parry
[+53] T! EWGF EWGF df+1,1 f+2,3,F df+1,F~1,qcf+2
[32] CH f,n,d,df#3
[25] CH WGS.df+3
[+??] ws3 ws4 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.D~1,4
[26] CH.f,F+3+4
[+55] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.DF uf+3+4,1+2
[14] CH WRA.1
[+111] PEWGF EWGF EWGF dash EWGF microdash df+1,F~1+2 T! f,F+3+4 HB! f+2,d~4,F OTG.d+4:1[1] (demo)
[+??] PEWGF EWGF EWGF microdash df+1,1 f+2,3,F~<1+2 T! WRA.3,4
[30] H.WRA.2,F
[30] H.UNS.4,F
[20] H.f,F+3,F
[+??] SSR EWGF EWGF EWGF df+1 EWGF df+1,1 f+2,3,F~1+2 T! WRA.3,4
[23] EWGF W!
[+48] W! EWGF 3,2 WT! 1 OTG.d+4:1


  1. โ†‘ Bigs only

Combo Theory

This section could do with more detail.

Fillers

Note: Damage values assume scaling begins at 70% (i.e. after launcher).

launcher
[+21] b+1,1,3
[+20] f,F+2,F~3
[+17] df+2 df+1,1
[+13] df+1 df+1,1

Tornado

Note: Damage values assume scaling begins at 30% (i.e. after 4+ hits).

after 4+ filler hits
[+8] SEN.1+2[1]
[+6] SEN.2[2]
[+6] b+4[3]
  1. โ†‘ can be inconsistent on long combos, higher damage, gives access to WRA enders, can access standing enders by quickly cancelling WRA, requires a slight delay on the following characters - Xiaoyu, Lee, Alisa, Leroy, Zafina, Yoshimitsu
  2. โ†‘ consistent, doesn't give access to WRA enders
  3. โ†‘ fast, can be used to quickly T! when close to the wall, or to keep things simple

Enders

Note: Damage values assume scaling begins at 30% (i.e. after 4+ hits).

Heat available

[+36] HB! dash H.f+2,D~4,F OTG.d+4:1
done after a df+1/df+1,1 from instant T! combos
T!
[+35] HB! d+3~H.4,F OTG.d+4:1[1]
[+??] HB! f+3~H.3,F OTG.d+4:1
[+??] HB! H.f,F+3,F OTG.d+4:1
  1. โ†‘ can be inconsistent off-axis; use u+3 or d+3 as appropriate to re-align with the opponent

Heat active

T!
[+15] H.WRA.2,F OTG.d+4:1[1]
[+13] H.f,F+3,F 3+4,4
[+13] H.f+3~3,F 3+4,4
[+13] T! df+1,2,F EWGK[2]
[+12] H.f,F+3,F OTG.d+4:1
  1. โ†‘ requires being in WRA after T!, requires a shorter combo to connect
  2. โ†‘ requires a shorter combo to connect

Rage available

T!
[+24] df+1 RA[1]
[+24] 1 RA[1]
[+23] RA[2]

For instant T! launchers, take out one filler hit, and after the last df+1, don't transition into SEN, but instead immediately use RA.

  1. โ†‘ 1.0 1.1 only works if the combo has fewer hits
  2. โ†‘ consistent after any number of hits in the combo

Wall carry

T!
[+13] WGS.1,4[1]
[+12] uf+3+4,1+2[2]
[+11] WRA.3,4[3]
[+10] ws3,4[4]
  1. โ†‘ highest wall carry, doesn't wall splat, can be very tricky on longer combos requiring a slight delay after between the hits
  2. โ†‘ available from any tornado tool, reasonably consistent but can drop on long combos, consistency can be improved with a SSL before doing uf+3+4
  3. โ†‘ high wall carry, gives a "stickier" wall splat allowing for better wall combos, available only from SEN.1+2, easy and consistent
  4. โ†‘ requires a CD after a T! to access, gives a higher wall splat, shorter wall carry than WRA.3,4

Short wall carry

T!
[+5] df+1,1
[+4] uf+1[1]
[+6] f+3~3
[+6] uf+3+4
[+8] f+3~1+2
  1. โ†‘ gives access to WRA.4,2,2,qcf+1+2 wall combo

Floor Hazard

T!
W!
[+7] f+3~4
[+7] ws4,4[1]
[+6] f,F+3
[+6] f+4[2]
[+6] OTG.d+4
[+5] d+2
[+?] 3+4

Wall Hazard

Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)

T!
W!
[+?] WRA.3,4,D W! WRA.2
[+?] uf+3+4,1+2
[+?] ws3,4[3]
[+?] d+3~4[4]
[+?] 1+2[5]
[+?] 3,4[6]
[+?] H.2+3
[+?] f+3~1,qcf+2

Wall Tornado

Note: Damage values assume scaling begins at 56% (i.e. after 1+2 W!).

W!
[+20] df+4,2,3
[+15] SEN.1+2/f+3~1+2
[+14] 3,2
[+12] b+4
[+12] SEN.2/f+3~2
[+9] uf+4

Wall Ender

Note: Damage values assume scaling begins at 40% (i.e. after 1+2 W! b+4 WT!).

1 wall hit (e.g., combo ender into W!, b+4 WT!)
[+28] W! b+1,<1,3,F~1+2
[+28] W! b+1,<1,3,F~2
[+20] W! df+1,1 1+2
[+19] W! <1,1 df+3+4,4
[+19] W! f+2,D~4
2 wall hits (e.g. 3,2 WT!, f+3~1+2 WT!)
[+24] W! 1 OTG.d+4:1
[+21] W! WRA.4,2,2,qcf+1+2[7]
[+21] W! f,F+3+4 1+2
3+ wall hits (e.g. df+4,2,3 WT!)
[+22] W! <OTG.d+4:1
[+15] W! df+3+4,4
[+11] W! 3+4,4
  1. โ†‘ requires a deep dash into ws4,4 after a T!
  2. โ†‘ requires precise execution to avoid getting a f,f,F+4 misinput after a T!
  3. โ†‘ highest damage W!, has an extra hit requiring the subsequent combo to be cut shorter
  4. โ†‘ highest damage single hit, requires fewer hits before the W! to give time for the move, can be inconsistent off-axis
  5. โ†‘ second highest damage single hit, timing is more forgiving, very reliable and easy to do
  6. โ†‘ excellent for instantly triggering a HWB! after getting a W! since both hits damage the wall
  7. โ†‘ must be in WRA, delay 1st or last hit to hit on low wall slump (only one of the two will need to be delayed)

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