Jun |
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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. df+2)
- b+4,2 f+3,2~IZU.1,1 T! b+4,2
Mini-combos
- [20] CH 4
- [+28] 4+3
- [+24] b+1+2~1
- [+17] (f+3),4
- [+10] uf+3+4
- [32] CH SS.2
- [+24] f,F+1+2
- [18] CH (1),1
- [+22] IZU.1,1
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
- [14] df+2
- [+60] b+4,2 4 f,F+2~B~MIA.1 T! f+3+4~GEN.4 f,F+2~f~2 [1]
- [+54] b+4,2 f+3,2~IZU.1,1 T! b+2,1~F~GEN.2[1]
- [+50] b+4,2 f+3,2~IZU.1,1 T! b+2,1~B~MIA.1[2]
- [22] df+2,1+2
- [+73] f+4 f,F+2~B~MIA.1 T! SWL f+3,2~1+2 b+1+2~1[3]
- [+70] uf+3 f,F+2~B~MIA.1 T! SWL f+3,2~1+2 b+1+2~1
- [+64] f+4 b+4,2 f,F+2~B~MIA.1 T! f3+4,4 f,F+2~f~2[1]
- [+62] f+4 b+4,2 f3,2~1,1 b+2,1~F~GEN.2[1]
- [+55] uf+3 b+4,2 f+3,2~IZU.1,1 T! b+2,1~B~MIA.1[2]
- [20] b+3
- [+58] ~2 T! SWL f+3,2~1+2 b+1+2~1[3]
- [+48] ~4~1+4 f+3,2~IZU.1,1 T! f,F+2~f~2[1]
- [+45] ~4~1+4 f+3,2~IZU.1,1 T! b+2,1~B~MIA.1[2]
- [20] f+2
- [+75] 4 f+4 f,F+2~B~MIA.1 T! f+3,2~1+2 b+1+2~1[3]
- [+61] 4 b+4,2 f,F+2~B~MIA.1 T! f3+4,4 f,F+2~f~2[1]
- [+58] 4 b+4,2 f+3,2~IZU.1,1 T! f,F+2~f~2[1]
- [+55] 4 b+4,2 f+3,2~IZU.1,1 T! b+2,1~B~MIA.1[2]
- [16] ws3
- [+71] b+4,2 f,F+2~B~MIA.1 T! f+3,2~1+2 b+1+2~1[3]
- [+60] 4 b+4,2 f,F+2~B~MIA.1 T! f3+4,4 f,F+2~f~2[1]
- [+58] 4 b+4,2 f+3,2~IZU.1,1 T! f,F ssl f,F+2~f~2[1]
- [32] uf+4,3
- [+39] f~4 b4,2 f,F+2~f~2[1]
- [21] f+2+3 (on parry)
- [+57] ssl f3,2~2 f3,2~1+2 f+2
- [15] FC.db+1+2
- [+57] 4 b4,2 f3,2~2 b2,1~f~2[1]
- [26] CH d+3+4
- [+62] b4,2 f+4 f,F+2~B~MIA.1 f3+4,4 f,F+2~f~2[1]
- [20] CH uf+3
- [+73] d+1+2 T! f+3+4~GEN.4 b+4,2 2+3 B! ws2 b+2,1~B~MIA.2,H.F D! WR.3
- [+60] d+1+2 T! f+3+4~4 b+4,2 f,F+2~f~2[1]
- [+59] d+1+2 T! f+3+4~GEN.4 b+4,2 2+3 B! <4 f,F+2~f~2
- [21] CH d+2
- [+47] ws2 df+2,1+2 f+3,2~2 T! f+3,2~2
- â 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 The genjitsu 2 ender is rarely worth using unless in heat, because of the self-damage and damage scaling. Use f,F+2,3 instead.
- â 2.0 2.1 2.2 2.3 Ender can be manually timed to hit opponent wakeup, reducing damage scaling.
- â 3.0 3.1 3.2 3.3 Will not work if opponent quick rolls back.
Wall
- Regular carry (30% scaling)
- [+26] WS! SS.1+2 UF+2
- [+20] WS! b+2,1~b~2
- [+14] WS! fF+3~3+4
- Tornado available
- [+xx] WS! UF4,3 !T F~4 1+2
Stage start combos
Size 28
- [22] df+2,1+2
- [+73] f+4 b+4,2 f,F+2~b~1 T! b+2,1,4 WS! b+2,1~b~2
Size 25
- [22] df+2,1+2
- [+71] f+4 f,F+2~b~1 T! f+3+4~4 f+3~d~n~WS!~1+2 UF+2
- [+70] f+4 f,F+2~b~1 T! uf+3 f,F+2,3 WS! b+2,1~b~2
Size 20
- [22] df+2,1+2
- [+72] f+4 b+4,2 f,F+2,3 WS! f+3,4 T! SS.1+2 UF+2
- [+65] f+4 f,F+2~b~1 T! f,F+2,3 WS! b+2,1~b~2
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
Stage break
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.