Alisa combos (Tekken 7): Difference between revisions

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Line 60: Line 60:
: [+45] f+2 df+1,1 d+4,1+2 S! d+3~1
: [+45] f+2 df+1,1 d+4,1+2 S! d+3~1
: [+43] b+1 ws1,2,3 4 S! wr3,4
: [+43] b+1 ws1,2,3 4 S! wr3,4
: [+42]<ref>Works when off-axis to the left.</ref> 4 S! f+3+4~1,2,1,3+4
: [+35]<ref>Most reliable off-axis combo.</ref> 4 S! f,F+3,4,4
: [+35]<ref>Most reliable off-axis combo.</ref> 4 S! f,F+3,4,4



Revision as of 09:38, 17 January 2022

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
Crouching recovery (e.g. CH FUFT.3)
combo here

Mini-combos

[20] ws1+2
[24] ws1+2*
[+13] cc d+3
db+4
[36] cc d+3[1]
CH (df+3),3
[33] d+3
CH (df+1),4
[40] OG.db+1+2[2]
[33] d+3[3]
[32] d+4
CH (1),1
[41] OG.db+1+2
f+3,2
[52] DES.f+3+4~2,1
b+4,4,3+4
[64] SBT.1,2,1,3+4
wr2
[50] f+1+2[4]
  1. Whiffs at tip range vs B getup.
  2. Beats everything except b,db and most chars can't punish it on block.
  3. Can side switch if they stay down.
  4. Whiffs at tip range unless you do a super tight micro dash with f,f,f+1+2.

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
[30] db+1~4
[22] SBT.4
[21] 1+2
[20] uf+4,4
[16] df+2
low parry
[+47] b+1 ws1,2,3 4 S! f,f d+3~1
[+45] f+2 df+1,1 d+4,1+2 S! d+3~1
[+43] b+1 ws1,2,3 4 S! wr3,4
[+42][1] 4 S! f+3+4~1,2,1,3+4
[+35][2] 4 S! f,F+3,4,4
[30] db+1~4
[23] f,F+1+2
[22] SBT.4
[22] (1,2),2*
[21] 1+2
[20] uf+4,4
[20] d+3+4
[20] db+1~2
[16] df+2
low parry
[+48] ws1[3],2,3 1 f,f b+2,4 S! f,f d+3~1
[+47] ws1[3],2,3 d+4,1+2 S! d+3~1
[+43] ws1[3],2,3 d+4,1+2 S! wr3,4
[+42] ws1[3],2,3 b+2,4 S! wr3,4
1+2
[70] ssr ws1,2,3 f,f df+1 b+2,4 S! f,f d+3~1
SBT.4
[69] ws1+2** ws1,2 1 4 s! f,f d+3~1
f,F+3,4,4
[71] df+2 df+1 1 uf+3,2
[70] f+3+4~1,2,1,3+4
[69] df+2 df+1 df+1 d+4,1+2
[69] ws1,2,3 1 b,f+2
[24] ws2,3+4
[37] R.f+2+3,3+4
[+48] SBT.3 ws1,2,3 4 S! f,f d+3~1
[30] db+1~3 f,F
[27] DES.uf+1+2,1+2
[+39] d+4,1+2 S! f+2 1 uf+3,2
DES.2,(During hit).1
[62] <f+2[4] df+1 b+2,4 S! f,f d+3~1
DES.f+1+2
[73] DES.df+1+2 S! DES.f+3+4~2,1
b+3+4
[+45] f+2 df+1,1 d+4,1+2 S! d+3~1
  1. Works when off-axis to the left.
  2. Most reliable off-axis combo.
  3. 3.0 3.1 3.2 3.3 Tight timing on instant while standing after df+2, d+3+4, and f,F+1+2. After db+1~2, need to do a small dash as well.
  4. Can whiff if not delayed vs smalls.

Rage

df+2
combo for df+2 with rage here

Wall

Regular carry (30% scaling)
[+21] 1 f,F+1+2,(During hit).2
[+19] f,F+1+2,(During hit).2
[+19] 1 2[1],3,3
[+17] ws1,2<3
[+17] 1,2 f+1+2
[+16] 1,2,2*
[+16] f+2,3,3
[+13] DES.b+2,1
[+12] f+1+2
[+12] df+1+2
[+12] DES.df+1+2
  1. «W! 1 2» only works vs large males.

Float

1
combo when you anti-air with jab here

Back-turned opponent

df+2
combo when you hit df+2 in the back

Stage break

Howard Estate
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.

Infinite Stage Combos

Bread and Butter combos - works on a majority of launchers

    (1) [Launch] < ws1.2.3 < d4.1+2 < d3~1      [+47 HP] reliable damage but w/exceptions
    (2) [Launch] < b1 < ws1.2.3 < 4 < d3~1      [+47 HP] reliable w/o any skew
    (3) [Launch] < f2 < df1.1 < d4.1+2 < d3~1   [+45 HP] old BnB, most reliable 
    (4) [Launch] < df1.1 < f2 < d4.1+2 < d3~1   [+45 HP] old BnB, most reliable

Launchers compatible w/all 4 Bread and Butter combos:

    (a) uf4.4     [20 HP]       (d) BKP 2    [23 HP]       (h) SBT 4    [27 HP]
    (b) df2       [16 HP]       (e) BKP 3    [30 HP]
    (c) 1+2       [21 HP]       (f) BKP 4    [30 HP]

Launchers w/compatibility issues:

    (i) CH b4      [20 HP, incompatible w/(2)]
    (j) ff1+2      [23 HP, only compatible w/(1)]
    (k) (1.2).2*   [22 HP, recovers FC, compatible w/(1) only]
    (l) CH (1.2).2 [20 HP, recovers FC, compatible w/(1) only]
    (m) CH SBT 3   [20 HP, recovers FC, compatible w/(1) only]
    (n) DES uf1+2  [27 HP, incompatible w/(2)]

Launcher w/unique fillers + enders:

    (o) f3.2 < DBT 2.1                         [52 HP]
    (p) f3.2 < DBT 3 < ws 4 < df1.1 < d3       [60 HP]
    (q) b4.4 < SBT 1.2.1.3+4                   [64 HP]
    (r) ws2 < DBT 3 < ws1.2.3 < 4 < d3~1       [72 HP]
    (s) ff3.4.4 < df2 < df1 < f1 < uf3.2       [71 HP]
    (t) CH d3 < BKP 1 < df2 < df1 < f1 < uf3.2 [68 HP]
    (u) ws1+2** < d4.1+2 < f2 < f1 < uf3.2
    (v) CH (b2).1 <  d4.1+2 < f2 < f1 < uf3.2
    (w) DES 2.1...
    (x) DES f1+2 < DES df1+2 < DBT 2.1         [73 HP]
    (y) BT 3+4
    (z) BT uf4

Single Hit Screw Launcher filler

    (5) [Launch] < ws1.2.3 < f1 < uf3.2        [+38 HP]

Single Hit Screw Launchers

    (aa) CH 4       [28 HP] 
    (ab) CH (2.3).3 [30 HP]
    (ac) CH (2).4   [25 HP]
    (ad) CH (b2).4  [24 HP]    
    (ae) CH (ws3)~3 [24 HP]
    (af) (ws3*).3   [22 HP]
    

Rage Combos

The General Rule of thumb is that Alisa is better off going for the Rage Art (for more damage) than the Rage Drive unless there's enough carry to add a wall ender.

Floor, Wall, Balcony breaks are simply not enough to justify the use of her Rage Drive, which has the primary function of adding travel.

Where possible, using the screw as early as possible will net with an average of +2 HP when compared to changing d4.1+2 for b2.4, for far easier connects w/her Art

    uf4.4 < b3 < ws1.2.3 < [Rage Art]     [82~93 HP]
    uf4.4 < ws1.2.3 < b2.4 < [Rage Art]   [81~92 HP]
Infinite Stage Combos w/Rage
    df2 < 4 < ws1.2.3 < [Rage Art]        [76~87 HP]
    CH 4 < b1 < ws1.2.3 < [Rage Art]      [83~94 HP]
    uf4.4 < b3 < ws1.2.3 < [Rage Art]     [82~93 HP]
    CH b4 < ws1.2.3 < b2.4 < [Rage Art]   [78~89 HP]

missing sections/combos (to be added later)

  • in rage f2+3
  • d3+4
  • (ws3*).d3
  • (b1).1+2
  • (ws1.2).3
  • CH (b4).3
  • b3+4
  • (b3+4).3+4
  • stronger + harder/weaker + easier combo routes
  • Rage (more detail)
  • Wall carry, Enders
  • Wall Combos
  • Floor Break Combos

[all information subject to change, just wrote this from memory- will double check all at a later date]

External links