Hwoarang |
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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)
- combo here
Mini-combos
- [35] RFF.3~4
- [+19] f,F+3
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
{{Combolist|columns=1|1=
- [13] df+2
- [+67] f+4~RFS.b+3, dash f+2, m.dash 3, dash 3,4f, uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3 (super hard, presumably works only on King, Feng, Paul, Victor)
- [+63] f+4~RFS.b+3, dash f+2, m.dash 3, uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3 (does not work on small characters)
- [+62] f+4~RFS.b+3, dash f+2, m.dash 3, uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.f+3~LFS.4~3 (does not work on small characters)
- [+62] f+4~RFS.b+3, dash df+1,3~LFS.uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3
- [+62] u+3 LFS.2~RFF.3,4,u+4,4 T! dash f+3+4~RFF.3~4 ub+3
- [+61] f+4~RFS.b+3, dash 4,4,4,4 T! f+3+4~RFF.f+3~LFS.4~3
- [+61] f+4~RFS.b+3, dash df+1,3~LFS.uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.f+3~LFS.4~3
- [+60] f+4 RFS.3~4 uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3 [+57 without JFFE] (easy)
- [+59] f+4~RFS.b+3, dash (uf+3+4~F)x2~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3 (easy)
- [+59] f+4 RFS.3~4 uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.f+3~LFS.4~3 [+56 without JFFE]
- [+59] u+3 LFS.1 u+3 LFS.uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3 (easy)
- [+47] f+4 RFS.3~4 d+4,4 T! uf+3,4,3
- [17] b+3
- [+67] f+4~RFS.3~4 u+3 uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3 [+64 without JFFE]
- [+63] f+4~RFS.b+3, dash f+2, m.dash 3, uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3 (may not work on small characters)
- [+62] f+4~RFS.b+3, dash f+2, m.dash 3, uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.f+3~LFS.4~3
- [+57] f+4~RFS.3~4 uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3
- [+53] f+4~RFS.b+3 2,4~RFS.2,3 T! 3+4~RFF.f+3~LFS.4~3
- [25] u+3
- [+61] 3+4~RFS.b+3, db+4~F~RFS.3~4, uf+3+4~F~LFS.uf+4, dash RFF.3~4, dash ub+3
- [+59] f+2~RFF.f+3~LFS.2~RFS dash 3, uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3
- [+50] LFS.2~RFF.f+3 uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3
- [20] u+3+4
- [+59] f+2~RFF.f+3~LFS.2~RFS dash 3, uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3 (does not work off-axis)
- [+58] f+2~RFF.f+3~LFS.2~RFS dash 3, uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.f+3~LFS.4~3
- [+56] f+2~RFF.f+3~LFS.2 uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.3~4 ub+3
- [+55] f+2~RFF.f+3~LFS.2 uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.f+3~LFS.4~3
- [18] WS.2,3 T!
- [+37] (LFS.1) u+3, LFS.1, u+3, (uf+3+4~F)x2~LFS.f+3
- [+36] (LFS.1) f+4~RFS.3~4 (uf+3+4~Fx2)~LFS.f+3
- [20] RFS.uf+4
- [+62] f+3~LFS.2, RFF.f+3~LFS.2, uf+3+4~F~LFS.uf+4 T! 3+4~RFF.f+3~LFS.4~3
- [+58] f+3~LFS.2, RFF.f+3, uf+3+4~F~LFS.uf+4 T! 3+4~RFF.f+3~LFS.4~3
- [20] BT.3
- [65] f+4~RFS.b+3, dash f+2~RFF.f+3~LFS.uf+3+4~F~LFS.uf+4 T! f+3+4~RFF.f+3~LFS.4~3
Wall
- Regular carry (30% scaling)
- combo here
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
- f+4, RFS 3~4, uf+3+4f, uf+4, dash uf+2, b+3
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.
External Links
- Combo List by Frontier
- Hwoarang Combo Guide | TEKKEN 8 by RyzingSol