Zafina combos (Tekken 7)

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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.

Launcher Type Examples Combo Purpose Notes
Easy for everything
  • d/f+2
  • d+4,3
  • d/b+4,2
  • d/f+1+2
  • CH f+2
  • CH 1+2
f+2,3 SCR 3+4 S! b1:1+2 Damage b1:1+2 may be hard to perform, look [Tight Input Window]
f+2,3 SCR 3+4 S! ff+3+4 Wall carry Lots of finishers work at this low hit count
Target
  • d/f+2
  • d+4,3
  • d/b+4,2
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
  • f+3b
  • CH ff+2
  • CH b+2
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
Abbreviations

Used on this page to make the routes more clear, they are not used by the community

θ - f+2,3 route
f+2,3 SCR 3+4 S! dash into ender

f+2,3 route is currently the main route for Zafina with its great carry, adaptability, ease of use, and not being terribly outmatched damage. After screw most of the time used enders are b1:1+2 for damage, d/f+1,4 for carry, f,f+3+4 for more risky carry but with more damage, and b+3 for floor breaks, more on that in a later section

ð - f,f+2 route
f,f+2 S! dash u/f+1, f+2,3b, b1:1+2
f,f+2 S! dash u/f+1, d/f+1, f+2,3,4

f,f+2 route is the best accessible damage, outmatching f+2,3 by 1 point. It also gains much more damage in the beginning of the combo, making it preferable in conversion to wall or break situations. Example, Forgotten Realm stage, default spawn, d/f+2 into f+2,3 route into max damage floor break + wall combo - 75 damage, f,f+2 route - 81 damage.

The downsides are that it's not flexible, if you go for f,f+2, you pretty much have to finish the rest of the combo the described way. It's not that easy, it's actually pretty hard from some launchers. And finally the carry while not too bad, it's not comparable to the f+2,3 route.


d/f+2
(d/b+4),2
(ws1),2
u/f+1, d/f+1, θ
ð
(d+4),3
TRT 2
u/f+1, u/f+1, θ
u/f+4
d/f+2, d/f+1, θ
[Very Hard] ð
d/b+1+2
MNT d+3,1, MNT d+1,4 S! dash u/f+1, b1:1+2
MNT d+3,1, MNT d+1,4 S! dash d/f+4,2
(d/b+1+2), 1+2
df+1, df+1, θ
[Very Hard] iws4, df+1, θ
(1+2),(4),4
d/b+3b, d/f+1, θ
d/f+1+2
**RD** (f+2+3)
df+1+2, df+1, θ
(d+2),(4),3
TRT (4),3
3b, df+1, θ
    • Low parry**
u/f+1, d/f+1, θ
f+3b S! u/f+1, f+2,3b, b1:1+2
f+3b S! u/f+1, f+2,3,4
ws1,2
u/f+1, θ
ws2
3 SCR d+3,3b S! dash u/f+1, b1:1+2
3 SCR d+3,3b S! dash d/f+4,2
d/f+2, d/f+1, θ
[Max damage] tap u or d, 3b, d/f+1, θ
Slide Punish
ws1,2, θ
CH 1+2
iws4, d/f+1, θ
θ S! dash u/f+1, b1:1+2
df+1, df+1, θ
(1+2),4 df+1, θ
(1+2),4,4 S! f+2,3b, b1:1+2
CH 1,4
TRT 1+2 S! dash u/f+1, b1:1+2
TRT 1+2 S! dash u/f+1, f+2,3,4
[Near Wall] TRT 4,3
CH f+2
d/f+1+2, d/f+1, θ
θ S! dash u/f+1, b1:1+2
df+2, df+1, θ
(f+2),3 SCR d+3,3b S! dash u/f+1, b1:1+2
(f+2),3 SCR d+3,3b S! dash f+2,3,4
(f+2),3b, df+1, θ
CH (d+1),1
3b, d/f+1, θ
θ S! dash u/f+1, b1:1+2
df+1, df+1, θ
CH f,f+3
hold b, 3b, d/f+1, θ
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/f+3),4
u/f+1, d/f+1, θ
SCR 4
hold b, 3 SCR d+3,3b S! dash u/f+1, b1:1+2
hold b, 3 SCR d+3,3b S! dash d/f+4,2
SCR 3 SCR d+3,3b S! dash u/f+1, b1:1+2
SCR d+3,3b S! dash u/f+1, f+2,3,4


SCR (d/f+3),3
ws3 SCR d+3,3b S! dash u/f+1, b1:1+2
ws3 SCR d+3,3b S! dash d/f+4,2
ws4, d/f+1, θ
hold d MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
hold d MNT d+3,1 MNT d+1,4 S! dash d/f+4,2
SCR (3),(3),4
hold d MNT d+3,1 MNT d+1,4 S! u/f+1, b1:1+2
hold d MNT d+1,4 S! dash u/f+1, f+2,3,4
b+3
CH SCR 1+2
uf+1, uf+1, θ
hold d TRT 2, d/f+1, θ
hold d delay TRT 1+2 S! dash f+2,3b, b1:1+2
hold d delay TRT 1+2 S! dash u/f+1, f+2,3 SCR 3+4
CH SCR 2
SCR d+3,3b S! dash f+2,3b, b1:1+2
SCR d+3,3b S! dash u/f+1, f+2,3,4


MNT (d+3),1
MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
MNT d+1,4 S! u/f+1, f+2,3,4
MNT df+2
[Hard] ð (use f+4 for easy mode)
d/f+1,4 S! u/f+1, 1, b1:1+2
d/f+1,4 S! u/f+1, f+2,3,4
MNT (4),3
MNT 2,1,4b S! dash u/f+1, b1:1+2
MNT 2,1,4b S! dash f+2,3,4
MNT d/f+2, d/f+1, θ
CH MNT 2
MNT d/f+2, d/f+1, θ
[Inconsistent] MNT 2,1,4b S! dash u/f+1, b1:1+2
[Inconsistent] MNT 2,1,4b S! dash f+2,3,4
(MNT 2),1,4b S! dash f+2,3b, b1:1+2
(MNT 2),1,4 S! MNT dash MNT 2,1,4
(MNT 2),1,4 S! MNT dash MNT 1, b1:1+2
CH MNT 3
MNT ssl MNT d+3,1 MNT d+1,4 S! dash u/f+1, b1:1+2
MNT d+1,4 S! ssl f+2,3b, b1:1+2
MNT d+1,4 S! u/f+1, f+2,3,4


CH SCR d/f+4
hold d MNT d/f+2, d/f+1,4 S! f+2,3,4
b+3
CH d+3
hold d MNT d+1,4d S! delay MNT d/f+2, 2,1,3
hold d MNT d+1,4 S! u/f+1, f+2,3,4
hold d MNT d+3,1 MNT d+1,4 S! d/f+4,1 (or df+4,2)


f+3b
CH ff+2
CH b+2
CH ws3
SCR (d+3),3b
S! ff+2, df+1, f+2,3b, b1:1+2
S! ff+2, df+1, f+2,3 SCR 3+4


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
hold d S! MNT dash MNT 2,1,4
f+3 (No cancel)
CH ws+3 (No cancel)
SCR (d+3),3 (No cancel)
S! SCR step forward SCR d+3,3

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.
f+2,3 SCR 4 Also a Low Splat Combo, deals slightly less damage, but gives a very good oki
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

  1. 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.