Lidia |
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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.
This page is for Tekken 8. For Tekken 7, see Lidia combos (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.
- Regular launch (e.g. df+2)
- Instant Tornado (e.g., low parry)
- T!
Mini-combos
- [24] CH f,F+2
- [22] H.f,F+2
- [+19] HRS.2[1]
- [+15] HRS.1
- [31] CH CAT.1
- [??] ?
- [14] CH d+2
- [+15] FC.df+2[1]
- [20] CH.df+2
- [+20] CAT.3[1]
- [20] FC.df+3 (clean)
- [+16] f,F+3
- [27] qcf+4
- [+15] 1,2,2
- [32] df+4,2
- [+19] OTG.d+2
- [38] H.f+1+2,3,1+2,F
- [20] ws3
- [20] f,F+1+2
- [+19] OTG.d+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
- [34] WLF.1*
- [30] 1+2**
- [24] df+4~3
- [??] 3:2
- [19] 3,2
- b+3+4,F WLF.2 b+2,3 qcf+1+2,2,B T! b+3,4,qcf+1+2
- [26] uf+4
- (uf+4,B) f,F+2 HOR.2 qcf+2,2,1+2
- [20] CH HRS.1+2
- [21] f,F+3
- [24] H.b+1,F
- [20] H.CAT.3,F
- [18] H.HRS.2,F
- [20] uf,n,4
- b+3+4,F WLF.2 b+2,3 qcf+1+2,2,B T! b+3,4,qcf+1+2
- [15] ws2
- db+2 b+2:3 qcf+1+2,2,B T! b+3,4,qcf+1+2
- [21] HAE.1
Wall
Note: Damage values assume that the scaling on the first wall hit begins at 56%.
- Tornado available
- No tornado available
Off-Axis
Stage Hazard
Wall Blast
Wall Hazard
Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)
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.