Paul combos (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.

Regular launch (e.g. df+2)
3,2,B~4 S! d+4,2:1+2
Crouching recovery (e.g. CH FUFT.3)
ws3 3,2,B~4 S! d+4,2:1+2

Mini-combos

[22] (df+1,1),2
[22] b,f+2
[21] f+2+3
[21] SS.1
[+28] qcf+2
[+24] f,f d+1+2
[+20] f+1+4
[22] b,f+2
[21] SS.1
[+43] f,f qcf+2
qcf+3+4
[55] qcf+2
[51] f,F+2:1
[44] f+2+3
CH (f+2,3),1
[62/80][1] qcf+2
[26] CH (f+2,3),1
[20] CH SS.3
[+33] b+1,2
[+30] d+1+2
[24] qcb+1
[+19] f,f qcb+1[2]
[+16] f,f db+2
[+13] SS.3
[22] (qcb+3,2),3
[+16] db+2
[16] CH qcb+3
[+16] cc db+2
  1. ↑ Won't clean hit unless at the wall.
  2. ↑ Without the dash, can whiff vs staying down. With the dash, need tight timing to still hit side rolls and standing up.

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

Instant while standing 3 is done with d~df~n+3. This isn't faster than the universal method, but has some forwards movement that's needed for some combos. It can be input in 4 frames with d~df~b~3, but this isn't practical and no staples require this speed.

Active frame
Crouch dash iWS
Frame
Input
State
1
d
2
d/f
3
4
5
6
7
3
⋯
19
Universal iWS (fastest)
Frame
Input
State
1
d/b
2
d/b
3
d/b
4
d/b
5
d/b
6
d/b
7
3
⋯
19
Crouch dash iWS (fastest)
Frame
Input
State
1
d
2
d/f
3
b
4
3
⋯
16

Be sure to avoid d~df~f+3, as this gets qcf+3 instead. On keyboard/hitbox, this is most easily avoided with SOCD, i.e. d~df~f+b+3.

[28] CH qcb+1
[27] CH qcb+4
[26] CH ub+2
[26] CH (b+2),1
[22] qcb+1+2
[21] qcf+1
[13] df+2
[13] uf+4
low parry
[+56] qcf+1 iws3 3,2,B~4 S! d+4,2:1+2
[+53] qcf+1 2 f,f 3,2,B~4 S! d+4,2:1+2
[+51] qcf+1 3,2,B~4 S! d+4,2:1+2
[+51] 3,2 3,2,B~4 S! d+4,2:1+2
[+48] b+3 3,2,B~4 S! d+4,2:1+2
[28] uf+3,4
[27] f,F+3,4
[+42] iws3 3,2,B~4 S! d+4,2:1+2
[+37] 3,2,B~4 S! d+4,2:1+2
[20] CH 4
[+37] 3,2,B~4 S! d+4,2:1+2
[+34] f,f b+1,2 S! qcf+1 f,f d+4,2:1+2
[26] CH (qcb+3,2),3
[21] (f,F+2),2
[16] b+3
[+51] 3,2 3,2,B~4 S! d+4,2:1+2
[+49] 3,2,B~4 S! qcf+1 f,f d+4,2:1+2
[+48] iws3 3,2,B~4 S! d+4,2:1+2
[+46] 3 3,2,B~4 S! d+4,2:1+2
[20] ws2
[+44] 3,2,B~4 S! d+4,2:1+2
[+44] df+1,B~4 S! qcf+1 qcf+2
[+34] df+1,B~4 S! qcf+1 b+2[1]
[20] f,F+4
[12] CH FUFA.3
[12] CH FUFT.3
[10] CL FDFT.3
[12] CH FDFA.3
[+48] ws3 3,2,B~4 S! d+4,2:1+2
CH qcf+3
[65] iws3,2 S! qcf+1 qcf+2
[61] iws3,2 S! d+4,2:1+2
[52] d+4,2:1+2
CH db+2
[70] b+1,2 S! qcf+1 1 f,f d+4,2:1+2
[64] b+1,2 S! qcf+1 1 f,F+2:1
[20] CH (3),2
[20] FC.df+1+2
[+56] f,F+4 ws3 3,2,B~4 S! d+4,2:1+2
[25] CH (ws3),2
[25] CH (2),3
[+51] qcf+1 3,2,B~4 S! d+4,2:1+2
  1. ↑ If the opponent holds back for a tech recovery, (b+1),2 hits them in the back for 22 damage. If they stay down, (b+1),2* hits them for 28 damage.

Rage

[15] R.1+2,B
[+59] UF,4 iws3 3,2,B~4 S! d+4,2:1+2
[+58] qcf+3+4 3,2,B~4 S! d+4,2:1+2
[+54] UF,4 3,2,B~4 S! d+4,2:1+2
[24] qcb+1+2
[23] qcf+1
[14] df+2
[14] uf+4
[+73] R.1+2,B qcf+3+4 3,2,B~4 S! d+4,2:1+2
[+71] R.1+2,B UF,4 2 f,f 3,2,B~4 S! d+4,2:1+2
[30] uf+3,4
[+56] R.1+2,B qcf+3+4 3,2,B~4 S! d+4,2:1+2
[+49] R.1+2,B iws3 3,2,B~4 S! d+4,2:1+2
[+48] R.1+2,B UF,4 df+1,B~4 S! d+4,2:1+2

Wall

Regular carry (30% scaling)
[+36] 3,2,B~u qcf+2[1]
[+32] df+1 1 qcf+2[1]
[+24] 3,2,B~2
[+16] d+4,2:1+2
R.qcf+1+2 W! ender[2]
[+40] qcf+1 W! 3,2,B~u qcf+2[1]
[+36] qcf+1 W! df+1 1 qcf+2[1]
[+28] qcf+1 W! 3,2,B~2
Regular splat
[+69] R.1+2,B <uf+3,4 W! 3,2,B~u qcf+2[1]
[+66] R.1+2,B <uf+3,4 W! df+1 1 qcf+2[1]
[+57] R.1+2,B <uf+3,4 W! 3,2,B~2
[+42] df+1 1 qcf+2[1]
[+38] df+1 1 qcf+2[1]
[+30] 3,2,B~2
[+30] qcf+2
uf+2
[104] qcf+2 W! 3,2,B~u qcf+2[1]
[100] qcf+2 W! df+1 1 qcf+2[1]
[92] qcf+2 W! 3,2,B~2
[79] 4 W! df+1 1 qcf+2[1]
[71] 4 W! 3,2,B~2
[23] qcb+1+2
[14] df+2
[14] uf+4
[+55] f+3 3,2,B~u qcf+2[1]
[+51] f+3 df+1 1 qcf+2[1]
[+43] f+3 3,2,B~2
  1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Only works vs Gigas, Jack-7, Kuma/Panda, and Marduk.
  2. ↑ After wall carry this is a better use of rage than R.d+1+2,B for damage, even if you're too close to get the qcf+1 filler.

Float

[4] 1
[+42] ws3 3,2,B~4 S! d+4,2:1+2
[+39] qcf+1 df+1,B~4 S! d+4,2:1+2
[4] 1
[9] df+2
[+37] 1 f,f 3,2,B~4 S! d+4,2:1+2
[+37] 3,2,B~4 S! d+4,2:1+2
[11] ws3
[+37] 3,2,B~4 S! d+4,2:1+2
[21] ws3,2
[+25] qcf+1 f,f d+4,2:1+2
[+24] qcf+1 qcf+2
[+20] d+4,2:1+2
[18] f,F+3,4
[+33] 3,2,B~4 S! d+4,2:1+2

Back-turned opponent

[22] qcb+1+2
[13] df+2
[+51] qcf+1 3,2,B~4 S! d+4,2:1+2
[+44] 3,2,B~4 S! d+4,2:1+2
[+44] df+1,B~4 S! qcf+1 qcf+2

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.
df+2
[+60] qcf+1(x3)[1] iws3,2 S! d+4,2:1+2
[+53] 2,3 f,f 3,2,B~4 S! d+4,2:1+2
[+49] 3,2,B~4 S! qcf+1 f,f d+4,2:1+2
qcf+3+4
[73] f,f b+1,2[2] S! qcf+1 d+4,2:1+2
  1. ↑ qcf+1 loops are frame perfect links. The input must be timed perfectly and performed in exactly 3 frames.
  2. ↑ Borderline impossible. Need a frame perfect dash and frame perfect b+1. Doesn't work vs Kuma or Marduk.

External links