Josie combos: Difference between revisions

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Line 197: Line 197:
; R.f,n,d,df+3+4
; R.f,n,d,df+3+4
: [51] <3+4 S! f+3 1,2,4~F~3
: [51] <3+4 S! f+3 1,2,4~F~3
: [49] <f+3 3,2,F~1,3 S! df+1,2,F~1,3
: [48] f,f 2,4~F~1,3 S! df+1,2,F~1,3
: [48] f,f 2,4~F~1,3 S! df+1,2,F~1,3
: [43] <3,3 S! f+2,3,3
: [43] <3,3 S! f+2,3,3

Revision as of 01:23, 15 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)
f+3 d+3,4~f~1,3 S! f+2,3,3
Stun launch (e.g. CH f+3+4)
f+2,3,4 S! f+2,3,3
Instant screw (e.g. CH 3+4)
df+4~f~4 f+4,3 uf+3+4

Mini-combos

[23] CH (1,2),3
[21] CH (3),2
[20] f+1+2
[+29] f,f df+1,4,2
[+27] f,f db+4,2,3
CH ws1
[63] f+1+2 f,f df+1,4,2
[61] f+1+2 f,f db+4,2,3
CH CD.3
[46] <d+3+4
[46] uf+3+4
[45] f,n,d,df+3
CH FC.df+4
[50] FC.df+4
[49] f,f d+3+4
[18] CH df+4
[7] (1)+4
[+20] SWS.1

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] uf+4
[10] df+2
[+52] f+1+2 4 1,2,4~F <CD.1,3 S! df+1,2,F~1,3[s 1]
[+50] 4 f+1+2 4 3,2,F~1,3 S! df+1,2,F~1,3
[+50] f+1+2 4 1,2,4~F <CD.1,3 S! uf+3+4[s 1]
[+49] f+1+2 4 f+2,3,4 S! f+2,3,3
CH 4
[63] f+1+2 f+2,3,4 S! f+2,3,3
[63] b+4,3 f+3 3,2,F~1,3 S! 1,2,4~F
[63] b+4,3 f+3 3,2,F~1,3 S! uf+3+4
[27] CH f+3+4
[24] CH ws3
[+42] f+2,3,4 S! f+3 1,2,4~F~3
[+37] f+2,3,4 S! f+3 3,2,F~1,3
[+35] f+2,3,4 S! f+2,3,3
[25] CH (df+1,4),2
[24] CH SWS.1
[21] b+1+2
[20] CH SWS.2
[20] CH SWS.3
[+52] ws3 4 1,2,4~F <CD.1,3 S! df+1,2,F~1,3[s 1]
[+50] ws3 4 1,2,4~F <CD.1,3 S! uf+3+4[s 1]
[+49] ws3 2 f+1+2 3,2,F~1,3 S! df+1,2,F~1,3
[+49] ws3 2 f+1+2 3,3 S! f+2,3,3
[+47] f+3 4 f+2,3,4 S! f+2,3,3
[+45] f+3 d+3,4~F~1,3 S! f+2,3,3
[+45] df+1,2 1,2,4~F <CD.1,3 S! df+1,2,F~1,3[s 1]
[+44] f,F+4 S! df+4~F~4 f+4,3 uf+3+4
[+43] df+1,2 df+4~F~1,3 S! f+2,3,3
ws2,1
[59] f,f d+3,4~F~1,3 S! f,f ssr f+2,3,3
[57] f,f d+3,4~F~1,3 S! db+4,2,3
[57] f,f d+3,4~F~1,3 S! df+1,2,F~1,3
[55] f,f d+3,4~F~1,3 S! uf+3+4
CD.2
[71] f+3(x3) 3,3 S! f+2,3,3
[24] CH d+2
[20] uf+3
[+50] f+3[s 2] 4 1,2,4~F <CD.1,3 S! df+1,2,F~1,3
[+48] f+3[s 2] 4 1,2,4~F <CD.1,3 S! uf+3+4
[+47] f+3[s 2] 4 f+2,3,4 S! f+2,3,3
[+41] df+4~F~1 1,2,4~F <CD.1,3 S! f+2,4
[+40] df+4~F~1 df+4~F~1,3 S! df+1,2,F~1,3
[+30] f+3+4 uf+3+4
CH d+2,D
[76] ws3 4 1,2,4~F <CD.1,3 S! df+1,2,F~1,3
[74] ws3 4 1,2,4~F <CD.1,3 S! uf+3+4
[73] ws3 4 f+2,3,4 S! f+2,3,3
CH 3+4
[73] 4 df+4~F~4 f+4,3 uf+3+4
[65] df+1,2 1,2,4~F <CD.1,3
CH f,F+4
[68] ws3 3,3 f+1+3 3,f+3
[64] ws3 4 1,2,4~F <CD.1,3
CH SWB.2
[63] ws3 3,3 S! 3,f+3
[59] d+3,4~F~1,3 S! 3,f+3
  1. 1.0 1.1 1.2 1.3 1.4 Jab as 3rd aerial hit can whiff if Josie is off axis to the left.
  2. 2.0 2.1 2.2 vs Kunimitsu, CH d+2 f+3 doesn't work.

Rage

Wall

Regular carry (30% scaling)
[22] 1 db+4,2<3
[20] b+4,3,4
[18] d+3,4~4
[15] d+3,4~2
[15] d+3,4~3
[14] 1,2 uf+3+4

Float

One hit BNB
[+33] d+3,4~F~1,3 S! f+2,3,3
Two hit BNB
[+26] 3,2,F~1,3 S! f+2,3,3
[4] 1
[5] 2
[5] (1),2
[12] f+3
[+38] f+3 2,4~F~1,3 S! df+1,2,F~1,3
[+37] f+1+2 f+2,3,4 S! f+2,3,3
[+35] f+3 3,2,F~1,3 S! f+2,3,3
[+29] 1 3,2,F~1,3 S! f+2,3,3
[+28] 1 1 3,3 S! f+2,3,3
[8] 1,2
[16] b+4,3
[+30] f+3 3,3 S! f+2,3,3
3,3
[42] ws3 f+4,3 uf+3+4[f 1]
[41] ws3 1,2,4~4
[41] ws3 2,4~F <CD.1,3
[40] f+3 2,4~F~1,3
[35] 1,2,4~F~1,3
3,2,F
[40] CD.1 4 3,2,F~1,3 S! df+1,2,F~1,3
[38] CD.1 f+2,3,4 S! f+2,3,3
[14] f+1+2
[7] 3
[7] df+2
[+33] d+3,4~F~1,3 S! f+2,3,3
[+33] df+4~F~1 3,2,F~1,3 S! df+1,2,F~1,3[f 2]
[+31] df+4~F~1 3,2,F~1,3 S! uf+3+4
[+30] df+4~F~1 3,2,F~1,3 S! f+2,4
ws3
[50] f+1+2 3,2,F~1,3 S! f+2,3,3
[49] 2 f+1+2 3,2,F~1,3 S! df+1,2,F~1,3[f 2]
[47] 2 f+1+2 3,2,F~1,3 S! uf+3+4
[46] 2 f+1+2 3,2,F~1,3 S! f+2,4
[15] (2),4
[10] df+4
[+34] SWS.F~4 3[f 1],2,F~1,3 S! f+2,3,3
[+30] SWS.F~1 3,2,F~1,3 S! f+2,3,3
[+30] SWS.F~1 4 3,2,F~1,3 S! df+1,2,F~1,3
[+27] SWS.F~4 f+4,3 uf+3+4
2,4
[42] SWS.F~1 3,2,F~1,3 S! df+1,2,F~1,3
[42] SWS.F~1 3,3 S! f+2,3,3
R.f,n,d,df+3+4
[51] <3+4 S! f+3 1,2,4~F~3
[49] <f+3 3,2,F~1,3 S! df+1,2,F~1,3
[48] f,f 2,4~F~1,3 S! df+1,2,F~1,3
[43] <3,3 S! f+2,3,3
[43] <3+4 S! f+2,3,3
  1. 1.0 1.1 Can whiff easily, especially vs smalls.
  2. 2.0 2.1 Doesn't work if you're even slightly off-axis to the right, which can happen easily. Best to try when you start slightly off-axis to the left.

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
Vermilion Gates
Twilight Conflict
[79] CH f,n,d,df+3 uf+3+4 BB! f+1+2 3,3 S! f+2,3,3 W! db+4,2,3
Jungle Outpost
[76] CH f,n,d,df+3 uf+3+4 BB! 3+4 S! f+2,3,3 W! db+4,2,3
G Corp. Helipad
[79] CH f,n,d,df+3 uf+3+4 WB! 3+4 S! <1,2,4 W! SWS.4 db+4,2,3
[76] CH f,n,d,df+3 uf+3+4 WB! 3+4 S! f+2,3,3 W! db+4,2,3
Duomo di Sirio
[63] CH f,n,d,df+3 uf+3+4 BB! f+1+2 3,3 S! f+2,3,3
[63] CH f,n,d,df+3 uf+3+4 BB! f+1+2 3,2,F~1,3 S! df+1,2,F~1,3


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