Josie (Tekken 7) |
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Situation | --------------- Combo ------------------------ | Notes |
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Run-up wallsplat after a combo | 1 db4,2,delayed3 | The combo scaling makes starting the wall combo with a 1 jab the same damage as starting with 2 jab. The jab is much easier to run up and connect at the wall so there's no reason to use 2 jab in that situation. |
Single Hit Float (jab, f1+2, f3 ect.) | f3 1,2,4f1,3 S! df1,2f3 | You can get more depending on what your first hit was, but this combo will not let you down. |
Two Hit Float | f3 3,3 S! f2,3,3 | |
Single Hit Float into SWS (df4, CH{2},4) | SWS~f1 f2,3,5 S! f2,3,3 | |
Two Hit float into SWS (2,4) | SWS~f1 3,3 S! f2,3,3 | |
CH CD3 near the wall | UF3+4 W! | UF3+4 is 1 less damage than fc df4, but in exchange it can wallsplat. If the uf3+4 hits as a wall combo you can't get anything guaranteed if they tech, but you're extremely plus. If they don't tech a second uf3+4 is guaranteed. |
CH CD3 near a wall break | uf3+4 WB! f1+2 3,2f1,3 S! df1,2f1,3 | Be aware of the wall. You can make it to the next wall on every stage but Duomo Di Sirio. You can still get the full 2 db4,2,3 wall combo, but don't delay the last hit. Just mash the whole thing out and you'll get your low wall hit. |
Rage Drive on an airborne opponent | Delayed 3+4 S! f3 1,2,4f3 | You have to wait a moment before hitting the 3+4 as the rage drive sends them extremely high. You have a ton of time recognize they were hit airborne and get ready for the 3+4, so don't panic. |