Reina |
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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 |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ 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)
- f,F+2,F SEN.3 df+2 df+1 f+2,3,F SEN.2 T! uf+3+4,1+2
- Instant Tornado (e.g., low parry)
- T! f,F+2,F SEN.3 df+2 df+1 f+2,3,F SEN.1,qcf+2
Mini-combos
- [22] H.SEN.3,F
- [+30] OTG.d+4:1
- [+21] f,n,d,df#3
- [+20] dash 1+2
- [22] wr3
- [22] 2~1
- [+30] OTG.d+4:1[1]
- [+21] f,n,d,df#3
- [+20] dash 1+2
- [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
- [28] H.df+1,2,F
- [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
- [+19] df+1,2[2]
- [+17] 1+2
- [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
- [+51] F SEN.1+2 WRA.2
- [+46] F SEN.1+2 WRA.4,2,2,qcf+1+2
- [+42] F SEN.1,qcf+2
- [+28] df+1,2[2]
- [+24] f+2,3
- [+23] PEWGF[1]
- [+22] F SEN.3[2][3]
- [0] f+3+4* (on block)
- [+27] 1,2,2
- [+23] 1,1,2
- [16] CH ws3+4
- [14] ws3+4
- [+24] f,F+2,F SEN.3[1]
- [+16] f+2,3
- [+14] 4
- [0] P.f,n
- [+32] cc 2,2,1[1]
- [+27] cc 1,2,2
- [+23] cc 1,1,2
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
- [23] EWGF (f,n,d,df#2)
- [+78] EWGF ws3 df+1,1 f+2,3,F df+1,F~2 T! H.2+3 d+3 H.UNS.4,F OTG.d+4:1
- [+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4[1]
- [+55] f,F+3+4 ws3 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4[2][3]
- [+55] EWGF ws3 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[3]
- [+54] EWGF f+2,3,F df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
- [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[4]
- [13] df+2
- [+55] EWGF ws3 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[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[5][4]
- [+51] b+4 T! f,f+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[2]
- [20] FC.df+4
- [+56] (f+2),3,F~3 df+2 df+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[4]
- [25] FC.df+3
- [+55] (f+2),3,F~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[4]
- [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
- [24] CH (df+4,2),3
- [24] CH b+4
- [15] uf+4
- [+49] T! b,B[6] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
- [+48] T! b,B[6] (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
- [25] CH 3,2
- [+38] f+3~3 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 T! WRA.3,4
- [+51] f+3~2 T! f,F+3+4 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
- [+47] ws3 df+1 SSL df+2 df+1 f+2,3,F df+1,F~1+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 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 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[4]
- ↑ Might not work from a sidewalk
- ↑ 2.0 2.1 Good for off-axis
- ↑ 3.0 3.1 3.2 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
- ↑ 4.0 4.1 4.2 4.3 4.4 Good for wall carry
- ↑ For SWL, drop last df+1 (64 dmg). For SWR, replace df+2, df+1 with df+1,1 (65 dmg)
- ↑ 6.0 6.1 only needed for uf+4
Wall
- Tornado available
- [42] W![1] 1+2 b+4 WT! df+1,1 1+2
- [39] W! b+4 WT! uf+1 WRA.4,2,2,qcf+1+2 [2]
- [38] W! 3,2 WT! 1 OTG.d+4:1[3]
- [36] W! f+3,1+2 WT! WRA.4,2,2,qcf+1+2
- [32] W! b+4 WT! df+1,1 1+2
- [28] W! df+4,2,3 WT! OTG.d+4:1[3]
- No tornado available
- [31] W! b+1,<1,3,F~1+2[4][5]
- [25] W! 1 OTG.d+4:1[6][3]
- [25] W! WRA.4,2,2,qcf+1+2[7]
- [22] W! 1,1 df+3+4,4[8]
- [22] W! df+1,1 1+2
- ↑ high wall splat (e.g., EWGF, df+2)
- ↑ uf+1 must be done fast. Does not work with these W!: b+1+2, WRA.2
- ↑ 3.0 3.1 3.2 Can get punished with a toe kick from the opponent
- ↑ 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.
- ↑ tricky timing
- ↑ Can also be done from WRA by cancelling it (quickly) with df,b
- ↑ When already in WRA, such as with a splat from SEN.1+2
- ↑ Better oki than df+1,1 1+2 since the opponent is left in FDFT when the combo connects on-axis
Back-turned opponent
- [23] EWGF
- [+48] b+1,1,3 f+2,3,F SEN.1+2 T! WRA.DF WGS.1,4
- [13] df+2
- [+37] df+1 uf+1 WRA.1,F SEN.1+2 T! WRA.DF WGS.1,4
- [+33] df+1 f+2,3,F SEN.2 T! dash uf+3+4,1+2
Stage Hazard
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.
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.DF WGS.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
- CH WRA.1
- 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 Wall
- [48]W! EWGF 3,2 WT! 1 OTG.d+4:1
Combo Theory
Tornado
- SEN.1+2
- can be inconsistent on long combos, higher damage, gives access to WRA enders, can access standing enders by quickly cancelling WRA
- SEN.2
- consistent, doesn't give access to WRA enders
- b+4
- fast, can be used to quickly T! when close to the wall, or to keep things simple
Enders
Heat available
- dash HB! H.f+2,D~4,F OTG.d+4:1
- done after a df+1 from instant T! combos
- HB! H.d+3~4,F OTG.d+4:1
- done for regular combos
Heat active
- T! H.WRA.2,F OTG.d+4
- 1
- requires being in WRA after T!
Rage available
- T! RA
- consistent after any number of hits in the combo
- T! df+1 RA
- T! 1 RA
- only works if the combo has fewer hits
Wall carry
- WRA.1,4
- highest wall carry, highest damage, doesn't wall splay, available only from SEN.1+2, easy, but can be tricky on longer combos
- WRA.3,4
- high wall carry, high damage, wall splats, available only from SEN.1+2, easy and consistent
- uf+3+4,1+2
- available from any tornado tool, high damage, consistent
- ws3,4
- requires a CD after a T! to access, gives a higher wall splat
Short wall carry
- df+1,1
- uf+1
- gives access to WRA.4,2,2,qcf+1+2 wall combo
- f+3~3
- uf+3+4
- SEN.1+2
Floor break/blast
- f,F+3
- f+4
- OTG.d+4
- ws4,4
Wall/Balcony break/blast
- WRA.3,4,D~2
- uf+3+4,1+2