Jack-7 combos

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Revision as of 10:08, 8 January 2022 by RogerDodger (talk | contribs) (→‎Wall: fix dmg values on regular carry)

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. d/f+2)
f+4 b+1 d/f+1,1 f+1,2,1
Crouching recovery (e.g. CH FUFT.3)
ws4 b+3,2 d/f+1,1 f+1,2,1
Instant screw (e.g. R.f,F+2+3)
d/f+1,1 f+4 b+3,2,2

Mini-combos

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
[25] f,f+1
[30] CH u/f+2
[34] b+1,2
[+20] hcb,d/f+1
[+21] d/f+1+2 [m 1]
[20] SS2
[24] CH f+2
[+20] f,f+1
[+20] hcb,d/f+1
[+28] f,f+4
[30] b,d/b,d,d/f+1 [m 2]
[+24] ws4, d/f+3+4
[+29] ws4, d/f+3+4
  1. Only guaranteed with opponent's back at the wall.
  2. Only guaranteed with opponent's back at the wall

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
[13] d/f+2
[14] ws1
[+48] f+4 b+1 d/f+1,1 f+1,2,1
[+56] f+4 f+1,2 d/f+1,1 f+1,2,2 [s 1]
[+46] 2 u+1+2 f+4 d/f+1,1 f+3,2 [s 2]
[+49] f+4 b+1 SSR b+1 d/f+1,1 f+3,2
[+54] f+4 b+1 SSR b+1 d/f+1,1 f+1,2,2
[20] f,f+1+2
[34] d/b+1+2
[+40] b+3,2 b+1 d/f+1,1 f+3,2
[+42] d/f+1,1 f+4 f+1,2,2
[+45] iws4 b+3,2 d/f+1,1 f+3,2 [s 3]
[32] SS+1
[+43] u+1+2 f+4 b+1 d/f+1,1 f+3,2 [s 4]
[+46] u+1+2 f+4 b+1 d/f+1,1 b+3,2,2 [s 5]
[+58] u+1+2 f+4 b+1 d/f+1,1 f+1,2,2
[+39] f+4 b+1 d/f+1,1 f+1,2,1
[+40] f+4 b+1 d/f+1,1 f+1,2,2
[21] f,f+2
[25] hcb,d/f+1
[+56] u+1+2 u+1+2 u+1+2 1,2 f+3,2 [s 6]
[+61] u+1+2 u+1+2 u+1+2 1,2 f+1,2,2
[+51] u+1+2 u/f+4 d/f+1,1 f+1,2,1 [s 7]
[+52] u+1+2 u/f+4 d/f+1,1 f+1,2,2
[33] d+1+2
[+44] u+1+2 f+4 b+1 d/f+1,1 f+3,2
[+57] u+1+2 f+4 b+1 d/f+1,1 f+1,2,2
[15] d/f+2+4
[18] BT u/f+4
[+39] b+1 d/f+1,1 f+1,2,1
[+40] b+1 d/f+1,1 f+1,2,2
[+31] b+1 d/f+1,1 SS1
[+31] b+3,2 d/f+1,1 SS1
[+35] b+3,2 d/f+1,1 f+3,2 [s 8]
[+40] b+3,2 d/f+1,1 f+1,2,2
[20] d/f,d/f+2+4
[+48] f+4 b+1 d/f+1,1 f+1,2,1 [s 9]
[+56] f+4 f+1,2 d/f+1,1 f+1,2,2
[26] CH d/f+1,2,1
[14] CH (d/f+1),2,1
[+28] d/f+1,1 d/f+1,2,1,1,2
[+30] d/f+1 d/f+1,1 f+1,2,1
[+31] d/f+1 d/f+1,1 f+1,2,2
[22] 1+2
[+26] f+4 d/f+1,2,1,1,2
[+30] f+4 b+1 b+3,2,2
[+32] f+4 b+1 f+1,2,2
[20] CH (ws2),1
[20] CH (b+1),2
[+48] f+4 b+1 d/f+1,1 f+1,2,1
[+56] f+4 f+1,2 d/f+1,1 f+1,2,2
[+49] f+4 b+1 SSR b+1 d/f+1,1 f+3,2
[+54] f+4 b+1 SSR b+1 d/f+1,1 f+1,2,2
[26] CH (f+3),1+2
[80] f+4~1
[+39] b+1, d/f+1,1 f+1,2,1
[+40] b+1, d/f+1,1 f+1,2,2
[+40] b+3,2 b+1 d/f+1,1 f+3,2
[+45] b+3,2 b+1 d/f+1,1 f+1,2,2
[34] CH FC d/f+2,1,2
[+51] u+1+2 f+4 d/f+1,1 f+1,2,1 [s 10]
[+52] u+1+2 f+4 d/f+1,1 f+1,2,2
[+52] u+1+2 f+4 b+1 d/f+1,1 f+3,2
[+57] u+1+2 f+4 b+1 d/f+1,1 f+1,2,2
[+38] ws2 b+3,2 d/f+1,1 f+3,2 [s 11]
[+43] ws2 b+3,2 d/f+1,1 f+1,2,2
  1. The last hit of f+1,2,2 can be charged up for a pseudo tech/ get up kick/ late spring kick catch, it is mostly considered cheese or a knowledge check, but can be very damaging (extra 23 damage) and can catch people off guard for round enders, but should be avoided using regularly.
  2. Replace f+4 with 4 when using this combo on small characters, e.g. Ling, Alisa, Leroy, etc.
  3. Extremely tight input for the iws4.
  4. u+1+2 will whiff if the move hits too far away, or the SSL is too deep, instead use the combo without u+1+2.
  5. Only works from a SSR, but it is the max wall carry combo from SS+1.
  6. Note if you hit the first u+1+2 too late, the third u+1+2 will drop, you can substitute the third u+1+2 with f+4, if you barely scrape by with the third u+1+2 substitute the 1,2 with d/f+1,1.
  7. The triple u+1+2 is not consistent on Jack's Blue Upper, this combo route while less damaging is 100% guaranteed.
  8. The b+3,2 combo routes are much more consistent, neither are 100% consistent though.
  9. You have enough time to run under your opponent to hit this combo on them. You can tell if you got this throw over the regular throw if you hear Jack scream.
  10. This combo route does not work on Leroy and other small characters like Ling and Kunimitsu, the route also doesn't work on Marduk, Jack, Panda/ Kuma, Dragunov, Yoshimitsu, Akuma, and Lei. It works fine on every other character.
  11. If the u+1+2 route does not work on your opponent's character, instead default to this route.

Wall

Regular carry (30% scaling)
[+25] FC.db+1,1,1,2
[+24] 2+4
[+23] b+3,2 d/f+3+4
[+16] b+3,2 d/b+1,1
Low wallsplat
[+15] d/b+1,1,1
[+21] d/f+3+4
f+1,1
f+3,2
[+22] b+3,2 d/b+1,1
[+27] b+3,2 d/f+3+4
[+33] 2+4
[+39] FC d/b+1,1 FC d/b+1,1,1,2
CH d/f+1,1
CH (d/f+1),1
d/f+3+4
d/f+3,2
SS2
f+3+4
f,f+4
u/b+1+2
[+15] d/b+1,1,1
[+21] d/f+3+4
[+22] b+3,2 d/b+1,1
[+27] b+3,2 d/f+3+4
[+33] 2+4
[+33] FC d/b1,1,1,2

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