Feng |
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Combos (Tekken 8) |
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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. u/f+4)
- launch into f+3, 2 into d/f+1 into dash d/f+4, 2, 1+2 T! into run up u/f+3 into dash d/f+4, 3, 46 conversion damage for wall carry, off-axis friendly
- launch into f+4, 2 T! into run up u/f+3 into d/b+1, 2, 4, 50 conversion damage for floor break, extremely off-axis friendly
- launch into d/f+1, f, f+4 > 3 (delay for extra damage), d/f+4, 2, 1+2 T! into run up u/f+3, d/f+4, 3, 51 conversion damage
- launch into d/f+1, f, f+4 > 3 (delay for extra damage), d/f+4, 2, 1+2 T! into run up u/f+3, d/b1, 2, 4, 53 conversion damage
- Instant T! launch (e.g. d/f+3)
- launch into dash u/f+3 into f, F+4, > 3 into 1 into dash d/f+4, 2 into immediate f, f+3 oki, 38 conversion damage + 10 chip damage oB
- launch into dash u/f+3 into b+3 into 1 into d/b+1, 2, 4, 43 conversion damage for floor break
Mini-combos
- CH B+1, B1+2
- If needed, you can dash after B+1 to land B1+2 for 44 damage
- CH B+3, F, F+3
- Leaves the opponent FUFT 58 damage
- When done at the wall, hold F after F, F+3 to enter SHC for mixup
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
- u/f+4
- launch into d/f+1 into f, F+4, > 3 into 1 into dash 1 into dash d/f+4, 2, 1+2 T! into run up u/f+3 into dash d/f+4, 3 for wall carry, 53 conversion damage
- launch into d/f+1 into f, F+4, > 3 into 1 into dash d/f+4, 2, 1+2 T! into run up SSL d/b+1, 2, 4 for floor break, 54 conversion damage
- launch into f, F+4, > 3 into d/f+4, 2, 1+2 T! into (d/f+4), 3 into f, f+3 oki, 42 conversion damage + 10 chip damage oB
- d/f+3 and low parry
- launch into dash u/f+3 into f, F+4, > 3 into 1 into microdash d/b+1, 2, 4 for floor break, 49 conversion damage
Wall
- Regular carry (30% scaling)
- T! available, W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 36 conversion damage
- T! available, W! into d/f+3 T! into b+1+2 into f+3, 2 into b+1+2, 35 conversion damage
- T! available, W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 31 conversion damage
- T! available, W! into d+1+2, 1 T! into d/b+1, 2, 4, 31 conversion damage
- T! available, W! f+4, 2 T! into SSL 1+2 into b+1+2, 32 conversion damage
- T! unavailable, W! f+3, 2 into b+1+2, 23 conversion damage
- T! unavailable, W! d/b+1, 2, 4, 23 conversion damage
- Hard wall splat
- back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 54 conversion damage
- back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into 1, 3 into b+1+2, 53 conversion damage
- back dash or sidestep into u/f+3 W! into f+4, 2 T! into SSL 1+2 into b+1+2, 49 conversion damage
- back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 46 conversion damage
- back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into d/b+1, 2, 4, 46 conversion damage
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- u/f+4
- launch into f+4, 2 T! into run up u/f+3 into d/b+1, 2, 4, 50 conversion damage for floor break
- d/b+1, 2, 4
- 60 damage
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.