Zafina combos (Tekken 7): Difference between revisions

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{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
=====ff+2 Route=====
{{Combolist|columns=20em|
; d/f+2
; (db+4),2
; uf+4 (Very Hard)
: ff+2 S! dash uf+1, f+2,3b, b1:1+2
: ff+2 S! dash uf+1, df+1, f+2,3,4
; (d+4),3 (Not Best Damage)
: uf+1, ff+2 S! dash f+2,3b b1:1+2
: uf+1, ff+2 S! dash uf+1, f2,3,4
; f+3b
; CH ff+2
; CH b+2
; SCR d+3,3b
: S! ff+2, df+1, f+2,3b, b1:1+2
: S! ff+2, df+1, f+2,3 SCR 3+4
}}


== Wall ==
== Wall ==

Revision as of 20:14, 17 January 2021

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 Ā§ Staples.

Launcher Type Examples Combo Purpose Notes
Easy for everything
  • d/f+2
  • d+3,4
  • d/b+4,2
  • d/f+1+2
  • CH f+2
  • CH 1+2
f+2,3 SCR 3+4 S! b1:1+2 Damage b1:1+2 may be hard to perform, look Tips and Techs
f+2,3 SCR 3+4 S! ff+3+4 Wall carry Lots of finishers work at this low hit count
Target
  • d/f+2
  • d+3,4
  • d/b+4,2
u/f+1 d/f+1 f+2,3 SCR 3+4 S! b1:1+2 Damage Look External Links for every single combo
u/f+1 d/f+1 f+2,3 SCR 3+4 S! ff+3+4 Wall carry
Instant Screw
  • f+3b
  • CH ff+2
  • CH b+2
ff+2, df+1, f+2,3b, b1:1+2 Damage Can be pretty hard
ff+2, df+1, f+2,3 SCR 3+4 Wall carry

Mini-combos

Moves Follow up Damage Notes
(d/f+3),4 b+3 50
b+2 40
f+4 31
fc d/f+3 33
CH d+2 38
CH ss1+2 42
CH (d/f+1),(2),1 42 Can follow up with f+1+2 after a short hold f for 43 damage, but it's harder
SCR (3),(3),4 33
SCR 1+2 46 There also is a follow up for SCR 1+2d
CH SCR d/f+4 38 There also is a follow up to floor break
MNT 1+2 39
TRT 1+2 45
u/f+3 38 Near Wall only
CH d/b+2 43 Not guaranteed, but very good
(df+3),4 db+4,2 49 Can wall splat for possibly enourmous damage
b+2 39
f+4 30
fc df+3d MNT d+4 30
TRT d+1+2 35 There is an option for MNT d+3 for CH baiting
CH MNT d+4 37
TRT 3d 35
(2),(1),3 MNT d+3 26 (35) (43)
uf+3 db+4 or d+3 36
CH d+3 ws2 30
ws4 or fc df3 28
CH db+2 d+2 33
CH uf+1+2 TRT d1+2 38 Can also combo on the last frame (Styling only)
TRT 3 35 Floor Breaks
CH SCR df+4 d+2 26 Floor Breaks
SCR 1+2d TRT d+1+2 44 Forces Mantis
TRT 1 28 Keeps Tarantula
CH SCR (2),2 d+2 33
TRT 3 TRT d+1+2 32 Forces Mantis
TRT 1 24 Keeps Tarantula
TRT d+1+2 MNT d+4 35
MNT d+3 29 Can counter hit for full combo
CH TRT 1 TRT 1+2 33 Leaves stances
TRT d1+2 33 Forces Mantis
TRT 1 21 Keeps Tarantula

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
ff+2 Route
d/f+2
(db+4),2
uf+4 (Very Hard)
ff+2 S! dash uf+1, f+2,3b, b1:1+2
ff+2 S! dash uf+1, df+1, f+2,3,4
(d+4),3 (Not Best Damage)
uf+1, ff+2 S! dash f+2,3b b1:1+2
uf+1, ff+2 S! dash uf+1, f2,3,4
f+3b
CH ff+2
CH b+2
SCR d+3,3b
S! ff+2, df+1, f+2,3b, b1:1+2
S! ff+2, df+1, f+2,3 SCR 3+4

Wall

Damage values are with max juggle scaling, without rage, and no breaks.

External Links