Zafina (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 |
|
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 |
|
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
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
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 |
Wall Bounce 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 |
Breaks
Wall Break
Best move by damage to cause a wall break is u+3, yet it's very hard to land outside of instant wall splat. The best thing to actually do in absolute most cases is to just do the normal wall combo with d/f+1,2,1.
Wall break by itself allows for free f,f+2 hit, which can be useful when no Screw was spent. If the combo was already very long, best follow up is 3+4 SCR 1+2, timed properly to get the wall slump damage
Balcony Break
The break itself allows for f,f+2 or 3+4 SCR 3+4 follow ups. If it was an instant break, u/f+1, u/f+1 will connect, but will not otherwise, S4 nerf. And for max damage after a long combo, d+1+2 TRT 4,3 gives the most damage.
Floor Break
In combos you can always hit b+3 after screw to floor break, but it isn't always the best option. In the open f,f+3 is much easier to land, and still gives the max damage if followed up with f+1+2, but it doesn't convert to wall as well.
1+2 is a decent floor break, but it doesn't allow for the max damage wall combo.
Max damage wall combo is 3b, u/f+1, d/f+1,2<1, and it's only possible after b+3 and d/f+4,1.
d/f+4,1 is a decent option if you are not far from wall, as it is very good damage, but it spends wall hits if it touches wall, which is not ideal.
Important to know, that these moves floor break, or allow much better combos with a floor break:
- (2),(2),1+2
- CH d+2,4
- CH SCR 2,2
- (d/f+3),4, d+2
- CH ss1+2, b+3
- CH u/f+1+2, TRT 3
- CH SCR d/f+4, d+2
- [Very reliable] CH d+3d MNT d+1,4d S! MNT u/f+3 FB! f+2,3,4
Dash 1 Route
A nigh frame perfect route was found that allows for 1 to 3 points more damage in combos. The route by itself is very not flexible, and doesn't carry well, but it exists, example:
- d/f+2, u/f+1, f,f+2, u/f+1, dash 1, dash 1, dash 1, dash b1:1+2
It's very hard, one dash 1 is less damage than current routes and it's pretty easy, two dash 1 are 1 point of damage more than the current route, and is already very hard, and three dash 1 is barely possible, and it's 3 damage above the current route.
It's yet to be used in a real match, it's not a staple and will most probably not ever become one.
External Links
- Fullest Extensive Zafina Combo List made and kept updated by Zafina Discord Server
- Zafina Combo Guide (Season 4) by Ryzing Sol
- ↑ 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.