Zafina (Tekken 7) |
---|
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.
Launcher Type | Examples | Combo | Purpose | Notes |
---|---|---|---|---|
Easy for everything |
|
f+2,3 SCR 3+4 S! b1:1+2 | Damage | b1:1+2 may be hard to perform, look Tips and Techs |
f+2,3 SCR 3+4 S! ff+3+4 | Wall carry | Lots of finishers work at this low hit count | ||
Target |
|
u/f+1 d/f+1 f+2,3 SCR 3+4 S! b1:1+2 | Damage | Look External Links for every single combo |
u/f+1 d/f+1 f+2,3 SCR 3+4 S! ff+3+4 | Wall carry | |||
Instant Screw |
|
ff+2, df+1, f+2,3b, b1:1+2 | Damage | Can be pretty hard |
ff+2, df+1, f+2,3 SCR 3+4 | Wall carry |
Mini-combos
Moves | Follow up | Damage | Notes |
---|---|---|---|
(d/f+3),4 | b+3 | 50 | |
b+2 | 40 | ||
f+4 | 31 | ||
fc d/f+3 | 33 | ||
CH d+2 | 38 | ||
CH ss1+2 | 42 | ||
CH (d/f+1),(2),1 | 42 | Can follow up with f+1+2 after a short hold f for 43 damage, but it's harder | |
SCR (3),(3),4 | 33 | ||
SCR 1+2 | 46 | There also is a follow up for SCR 1+2d | |
CH SCR d/f+4 | 38 | There also is a follow up to floor break | |
MNT 1+2 | 39 | ||
TRT 1+2 | 45 | ||
u/f+3 | 38 | Near Wall only | |
CH d/b+2 | 43 | Not guaranteed, but very good | |
(df+3),4 | db+4,2 | 49 | Can wall splat for possibly enourmous damage |
b+2 | 39 | ||
f+4 | 30 | ||
fc df+3d | MNT d+4 | 30 | |
TRT d+1+2 | 35 | There is an option for MNT d+3 for CH baiting | |
CH MNT d+4 | 37 | ||
TRT 3d | 35 | ||
(2),(1),3 | MNT d+3 | 26 (35) (43) | |
uf+3 | db+4 or d+3 | 36 | |
CH d+3 | ws2 | 30 | |
ws4 or fc df3 | 28 | ||
CH db+2 | d+2 | 33 | |
CH uf+1+2 | TRT d1+2 | 38 | Can also combo on the last frame (Styling only) |
TRT 3 | 35 | Floor Breaks | |
CH SCR df+4 | d+2 | 26 | Floor Breaks |
SCR 1+2d | TRT d+1+2 | 44 | Forces Mantis |
TRT 1 | 28 | Keeps Tarantula | |
CH SCR (2),2 | d+2 | 33 | |
TRT 3 | TRT d+1+2 | 32 | Forces Mantis |
TRT 1 | 24 | Keeps Tarantula | |
TRT d+1+2 | MNT d+4 | 35 | |
MNT d+3 | 29 | Can counter hit for full combo | |
CH TRT 1 | TRT 1+2 | 33 | Leaves stances |
TRT d1+2 | 33 | Forces Mantis | |
TRT 1 | 21 | Keeps Tarantula |
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
ff+2 Route
Best consistent damage for a lot of launchers, not great wall carry, not too easy, but technically best in S4 by 1 point.
- d/f+2
- (db+4),2
- uf+4 (Very Hard)
- CH SCR 1+2 (Not Best Damage)
- TRT 2 (Not Best Damage)
- MNT df+2 (Hard, can use f+4 instead)
- ff+2 S! dash uf+1, f+2,3b, b1:1+2
- ff+2 S! dash uf+1, df+1, f+2,3,4
- (d+4),3 (Not Best Damage)
- uf+1, ff+2 S! dash f+2,3b b1:1+2
- uf+1, ff+2 S! dash uf+1, f2,3,4
- f+3b
- CH ff+2
- CH b+2
- CH ws3
- SCR (d+3),3b
- CH MNT (d+1),4
- S! ff+2, df+1, f+2,3b, b1:1+2
- S! ff+2, df+1, f+2,3 SCR 3+4
- Low Parry
- f+3 S! dash uf+1, f+2,3b, b1:1+2
f+2,3 Route
Great Wall Carry, good damage, extremely easy, simplifyable
- d/f+2
- (db+4),2
- (d+4),3
- Low Parry
- ws(1),2 (Second hit only [link to launchers like that])
- (d+4),3 (Not Max)
- (d+4),3
- CH (df+3),4
- TRT 2
- uf+1, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- uf+1, df+1, f+2,3 SCR 3+4 S! ff+3+4
- uf+1, df+1, f+2,3 SCR 3+4 S! dash df+1,4
- uf+4
- ws2
- CH f+2
- f+2,3 SCR 3+4 S! dash uf+1, b1:1+2
- df+2, df+1, f+2,3 SCR 3+4 S! ff+3+4
- df+2, df+1, f+2,3 SCR 3+4 S! dash df+1,4
- (db+1+2), 1+2 (Can use other enders)
- df+1, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- df+1, 3 SCR 3+4 S! dash uf+1, b1:1+2
- [Very Hard] iws4, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- (1+2),(4),4
- db+3b, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- db+3b, df+1, f+2,3 SCR 3+4 S! ff+3+4
- df+1+2
- CH f+2
- RD (f+2+3)
- df+1+2, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- df+1+2, df+1, f+2,3 SCR 3+4 S! ff+3+4
- df+1+2, df+1, f+2,3 SCR 3+4 S! dash df+1,4
- (d+2),(4),3
- ws2
- CH (d+1),1
- CH ff+3b
- TRT (4),3
- 3b, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- 3b, df+1, f+2,3 SCR 3+4 S! ff+3+4
- 3b, df+1, f+2,3 SCR 3+4 S! dash df+1,4
- ws1,2
- uf+1, f+2,3 SCR 3+4 S! dash b1:1+2
- uf+1, f+2,3 SCR 3+4 S! ff+3+4
- Slide Punish
- ws1,2, f+2,3 SCR 3+4 S! b1:1+2
- ws1,2, f+2,3 SCR 3+4 S! ff+3+4
- ws1,2, f+2,3 SCR 3+4 S! dash df+1,4
- CH 1+2 (Can use other enders)
- iws4, df1, f+2,3 SCR 3+4 S! dash b1:1+2
- f+2,3 SCR 3+4 S! dash uf+1 b1:1+2
- df+1, df+1, f+2,3 SCR 3+4 S! dash df+1,4
- (1+2),4 df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- (1+2),4,4 S! f+2,3b, b1:1+2
- CH f+2,3
- SCR d+3,3b S! dash uf+1, b1:1+2
- SCR d+3,3b S! dash f+2,3,4
- hold b df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- hold b df+1, f+2,3 SCR 3+4 S! ff+3+4
- (d+4),3 (requires good timing)
- CH SCR 1+2
- TRT 2 (requires good timing)
- uf+1, uf+1, f+2,3 SCR 3+4 S! dash b1:1+2
- uf+1, uf+1, f+2,3 SCR 3+4 S! ff+3+4
- uf+1, uf+1, f+2,3 SCR 3+4 S! dash df+1,4
- MNT df+2 (Not best damage)
- CH MNT 2 (Optimal)
- MNT df+2, df+1, f+2,3 SCR 3+4 S! b1:1+2
- MNT df+2, df+1, f+2,3 SCR 3+4 S! ff+3+4
Single Use Combos
- db+1+2
- MNT d+3,1, MNT d+1,4 S! dash uf+1, b1:1+2
- MNT d+3,1, MNT d+1,4 S! dash df+4,2
- MNT d+1,4 S! f+2,3b, b1:1+2
- MNT d+1,4 S! uf+1 f+2,3,4
- f+3 (No cancel)
- CH ws+3 (No cancel)
- SCR (d+3),3 (No cancel)
- S! SCR step forward SCR d+3,3
- CH 1,4
- TRT 1+2 S! dash uf+1, b1:1+2
- TRT 1+2 S! dash uf+1, df+1, f+2,3,4
- TRT 1+2 S! dash uf+1, f+2,3,4
- [Near Wall] TRT 4,3
- CH ff+3 (No cancel)
- SCR 3 SCR d+3,3b S! dash uf+1, b1:1+2
- SCR d+3,3b S! dash uf+1, f+2,3,4
- CH d+3
- hold d MNT d+1,4d S! delay MNT df+2, 2,1,3
- hold d MNT d+1,4 S! uf+1, f+2,3,4
- hold d MNT d+3,1 MNT d+1,4 S! df+4,1 (or df+4,2)
- SCR 4 (No Cancel)
- hold b 3 SCR d+3,3b S! dash uf+1, b1:1+2
- hold b 3 SCR d+3,3b S! dash df+4,2
- SCR 3 SCR d+3,3b S! dash uf+1, b1:1+2
- SCR d+3,3b S! dash uf+1, f+2,3,4
- SCR (df+3),3
- ws3 SCR d+3,3b S! dash uf+1, b1:1+2
- ws3 SCR d+3,3b S! dash df+4,2
- ws4, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- ws4, df+1, f+2,3 SCR 3+4 S! ff+3+4
- hold d MNT d+3,1 MNT d+1,4 S! dash uf+1, b1:1+2
- hold d MNT d+3,1 MNT d+1,4 S! dash df+4,2
- SCR (3),(3),4
- hold d MNT d+3,1 MNT d+1,4 S! uf+1, b1:1+2
- hold d MNT d+1,4 S! dash uf+1, f+2,3,4
- b+3
- CH SCR 1+2d
- hold d TRT 2, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
- hold d TRT 2, df+1, f+2,3 SCR 3+4 S! dash df+1,4
- hold d TRT 1+2 S! dash f+2,3b, b1:1+2
- hold d TRT 1+2 S! dash uf+1, f+2,3,4
- [Better damage] hold d delay TRT 1+2 S! dash f+2,3b, b1:1+2
- [Better damage] hold d delay TRT 1+2 S! dash uf+1, f+2,3 SCR 3+4
- CH SCR 2
- SCR d3,3b S! dash f+2,3b, b1:1+2
- SCR d3,3b S! dash uf+1, f+2,3,4
- CH SCR df+4
- hold d MNT df+2, df+1,4 S! f+2,3,4
- b+3
- MNT (d+3),1
- MNT d+3,1 MNT d+1,4 S! dash uf+1, b1:1+2
- MNT d+1,4 S! uf+1, f+2,3,4
- MNT df+2 (ff+2 is better)
- df+1,4 S! uf+1, 1, b1:1+2
- df+1,4 S! uf+1, f+2,3,4
- MNT (4),3
- MNT 2,1,4b S! dash uf1, b1:1+2
- MNT 2,1,4b S! dash f+2,3,4
- CH MNT 2
- [Inconsistent] MNT 2,1,4 S! dash uf+1, b1:1+2
- [Inconsistent] MNT 2,1,4 S! dash f+2,3,4
- (MNT 2),1,4 S! MNT dash MNT 2,1,4
- (MNT 2),1,4 S! MNT dash MNT 1, b1:1+2
- (MNT 2),1,4b S! dash f+2,3b, b1:1+2
- CH MNT (d+1),4d (ff+2 is better)
- S! MNT dash MNT 2,1,4
- CH MNT 3
- MNT d+1,4 S! sidestep left uf+1, 1, b1:1+2
- MNT d+1,4 S! uf+1, f+2,3,4
- [Close Range]MNT df+2, 3 SCR 3+4 S! dash uf+1, b1:1+2
- [Close Range]MNT df+2, 3 SCR 3+4 S! dash df+4,2
Wall
Damage values are with max juggle scaling, without rage, and no breaks.
W! Combo | Purpose |
---|---|
uf+1, uf+1, df+1,2<1 | Very High Splat combo, maximum damage you can get from a wall ever. Wall/Balcony Breaks if last hit is not delayed. [1] |
uf+1, df+1,2<1 | Normal Splat Combo, can be used almost every time you get a wall. Wall/Balcony Breaks if last hit is not delayed. |
df+1,2<1 | Low Splat Combo, will work every time you connect to the wall (except if it's a really low splat, which happens very rarely under specific circumstances). Wall/Balcony Breaks if last hit is not delayed. |
b+3 | Floor Break on Normal Splat, the best floor break option on wall, you can't Floor Break on Low Splat |
SCR | |
SCR 3,f+3 SCR 4 | A little less damage than Normal Splat combo from neutral, but very reliable. SCR 3,f+3 will Wall/Balcony Break. |
SCR 3,f+3 SCR 3, SCR 1+2 | A little less damage than the route above, but SCR 1+2 is inescapable |
SCR 1 SCR 4 | Less damage than the one above, but it doesn't break wall or balcony |
SCR 1+2 | This option floor breaks |
SCR 4 W! SCR 3, SCR 3,f+3 SCR 4 | Specific combo if you hit SCR 4 near wall |
MNT | |
MNT 3,4,4 | Combo if you wall carried with ff+3+4d, also a specific combo if you hit MNT 4,3 near wall. |
MNT uf+3 | This option floor breaks. MNT 1+2 also does, might be preferrable, but it's less damage. |
MNT d+3,1 MNT d+1,4 | Specifically if you hit MNT d+3,1 near wall |
TRT | |
TRT 4,3 | Last hit will hit guaranteed. Will also Floor Break. |
TRT 1+2 | Wall breaks |
(CH uf+1+2) TRT 3 | Floor breaks, TRT 4 doesn't work for this launcher. otherwise TRT d+1+2 is best followup |
Wb! Combo | Purpose |
---|---|
ff+2 S! dash ff+2, df+1, f+2,3,4 | For angled bounce |
uf+1, df+1, f+2,3 SCR 3+4 S! finisher | |
short ssl df+3,4 S! improvise | |
uf+1, df+1,2<1 | For straight bounce |
External Links
- â Only works after (d+4),3, TRT 2, CH SCR 1+2 (without actual wall splat, meaning not all very high splat combos work), (db+4),2 (only when hit at a specific range) and for df+2, uf+4 and (ws1),2 (last hit only) at very specific distances.