Zafina 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.

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

Best consistent damage for a lot of launchers, not great wall carry, not too easy, but technically best in S4 by 1 point.

d/f+2
(db+4),2
uf+4 (Very Hard)
CH SCR 1+2 (Not Best Damage)
TRT 2 (Not Best Damage)
MNT df+2 (Hard, can use f+4 instead)
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
CH ws3
SCR (d+3),3b
CH MNT (d+1),4
S! ff+2, df+1, f+2,3b, b1:1+2
S! ff+2, df+1, f+2,3 SCR 3+4
Low Parry
f+3 S! dash uf+1, f+2,3b, b1:1+2
f+2,3 Route

Great Wall Carry, good damage, extremely easy, simplifyable

d/f+2
(db+4),2
(d+4),3
Low Parry
ws(1),2 (Second hit only [link to launchers like that])
(d+4),3 (Not Max)
(d+4),3
CH (df+3),4
TRT 2
uf+1, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
uf+1, df+1, f+2,3 SCR 3+4 S! ff+3+4
uf+1, df+1, f+2,3 SCR 3+4 S! dash df+1,4
uf+4
ws2
CH f+2
f+2,3 SCR 3+4 S! dash uf+1, b1:1+2
df+2, df+1, f+2,3 SCR 3+4 S! ff+3+4
df+2, df+1, f+2,3 SCR 3+4 S! dash df+1,4
(db+1+2), 1+2 (Can use other enders)
df+1, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
df+1, 3 SCR 3+4 S! dash uf+1, b1:1+2
[Very Hard] iws4, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
(1+2),(4),4
db+3b, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
db+3b, df+1, f+2,3 SCR 3+4 S! ff+3+4
df+1+2
CH f+2
RD (f+2+3)
df+1+2, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
df+1+2, df+1, f+2,3 SCR 3+4 S! ff+3+4
df+1+2, df+1, f+2,3 SCR 3+4 S! dash df+1,4
(d+2),(4),3
ws2
CH (d+1),1
CH ff+3b
TRT (4),3
3b, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
3b, df+1, f+2,3 SCR 3+4 S! ff+3+4
3b, df+1, f+2,3 SCR 3+4 S! dash df+1,4
ws1,2
uf+1, f+2,3 SCR 3+4 S! dash b1:1+2
uf+1, f+2,3 SCR 3+4 S! ff+3+4
Slide Punish
ws1,2, f+2,3 SCR 3+4 S! b1:1+2
ws1,2, f+2,3 SCR 3+4 S! ff+3+4
ws1,2, f+2,3 SCR 3+4 S! dash df+1,4
CH 1+2 (Can use other enders)
iws4, df1, f+2,3 SCR 3+4 S! dash b1:1+2
f+2,3 SCR 3+4 S! dash uf+1 b1:1+2
df+1, df+1, f+2,3 SCR 3+4 S! dash df+1,4
(1+2),4 df+1, f+2,3 SCR 3+4 S! dash b1:1+2
(1+2),4,4 S! f+2,3b, b1:1+2
CH f+2,3
SCR d+3,3b S! dash uf+1, b1:1+2
SCR d+3,3b S! dash f+2,3,4
hold b df+1, f+2,3 SCR 3+4 S! dash b1:1+2
hold b df+1, f+2,3 SCR 3+4 S! ff+3+4
(d+4),3 (requires good timing)
CH SCR 1+2
TRT 2 (requires good timing)
uf+1, uf+1, f+2,3 SCR 3+4 S! dash b1:1+2
uf+1, uf+1, f+2,3 SCR 3+4 S! ff+3+4
uf+1, uf+1, f+2,3 SCR 3+4 S! dash df+1,4
MNT df+2 (Not best damage)
CH MNT 2 (Optimal)
MNT df+2, df+1, f+2,3 SCR 3+4 S! b1:1+2
MNT df+2, df+1, f+2,3 SCR 3+4 S! ff+3+4
Single Use Combos
db+1+2
MNT d+3,1, MNT d+1,4 S! dash uf+1, b1:1+2
MNT d+3,1, MNT d+1,4 S! dash df+4,2
MNT d+1,4 S! f+2,3b, b1:1+2
MNT d+1,4 S! uf+1 f+2,3,4
f+3 (No cancel)
CH ws+3 (No cancel)
SCR (d+3),3 (No cancel)
S! SCR step forward SCR d+3,3
CH 1,4
TRT 1+2 S! dash uf+1, b1:1+2
TRT 1+2 S! dash uf+1, df+1, f+2,3,4
TRT 1+2 S! dash uf+1, f+2,3,4
[Near Wall] TRT 4,3
CH ff+3 (No cancel)
SCR 3 SCR d+3,3b S! dash uf+1, b1:1+2
SCR d+3,3b S! dash uf+1, f+2,3,4
CH d+3
hold d MNT d+1,4d S! delay MNT df+2, 2,1,3
hold d MNT d+1,4 S! uf+1, f+2,3,4
hold d MNT d+3,1 MNT d+1,4 S! df+4,1 (or df+4,2)
SCR 4 (No Cancel)
hold b 3 SCR d+3,3b S! dash uf+1, b1:1+2
hold b 3 SCR d+3,3b S! dash df+4,2
SCR 3 SCR d+3,3b S! dash uf+1, b1:1+2
SCR d+3,3b S! dash uf+1, f+2,3,4
SCR (df+3),3
ws3 SCR d+3,3b S! dash uf+1, b1:1+2
ws3 SCR d+3,3b S! dash df+4,2
ws4, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
ws4, df+1, f+2,3 SCR 3+4 S! ff+3+4
hold d MNT d+3,1 MNT d+1,4 S! dash uf+1, b1:1+2
hold d MNT d+3,1 MNT d+1,4 S! dash df+4,2
SCR (3),(3),4
hold d MNT d+3,1 MNT d+1,4 S! uf+1, b1:1+2
hold d MNT d+1,4 S! dash uf+1, f+2,3,4
b+3
CH SCR 1+2d
hold d TRT 2, df+1, f+2,3 SCR 3+4 S! dash b1:1+2
hold d TRT 2, df+1, f+2,3 SCR 3+4 S! dash df+1,4
hold d TRT 1+2 S! dash f+2,3b, b1:1+2
hold d TRT 1+2 S! dash uf+1, f+2,3,4
[Better damage] hold d delay TRT 1+2 S! dash f+2,3b, b1:1+2
[Better damage] hold d delay TRT 1+2 S! dash uf+1, f+2,3 SCR 3+4
CH SCR 2
SCR d3,3b S! dash f+2,3b, b1:1+2
SCR d3,3b S! dash uf+1, f+2,3,4
CH SCR df+4
hold d MNT df+2, df+1,4 S! f+2,3,4
b+3


MNT (d+3),1
MNT d+3,1 MNT d+1,4 S! dash uf+1, b1:1+2
MNT d+1,4 S! uf+1, f+2,3,4
MNT df+2 (ff+2 is better)
df+1,4 S! uf+1, 1, b1:1+2
df+1,4 S! uf+1, f+2,3,4
MNT (4),3
MNT 2,1,4b S! dash uf1, b1:1+2
MNT 2,1,4b S! dash f+2,3,4
CH MNT 2
[Inconsistent] MNT 2,1,4 S! dash uf+1, b1:1+2
[Inconsistent] MNT 2,1,4 S! dash f+2,3,4
(MNT 2),1,4 S! MNT dash MNT 2,1,4
(MNT 2),1,4 S! MNT dash MNT 1, b1:1+2
(MNT 2),1,4b S! dash f+2,3b, b1:1+2
CH MNT (d+1),4d (ff+2 is better)
S! MNT dash MNT 2,1,4
CH MNT 3
MNT d+1,4 S! sidestep left uf+1, 1, b1:1+2
MNT d+1,4 S! uf+1, f+2,3,4
[Close Range]MNT df+2, 3 SCR 3+4 S! dash uf+1, b1:1+2
[Close Range]MNT df+2, 3 SCR 3+4 S! dash df+4,2


Wall

Damage values are with max juggle scaling, without rage, and no breaks.
}
W! Combo Purpose
uf+1, uf+1, df+1,2<1 Very High Splat combo, maximum damage you can get from a wall ever. Wall/Balcony Breaks if last hit is not delayed. [1]
uf+1, df+1,2<1 Normal Splat Combo, can be used almost every time you get a wall. Wall/Balcony Breaks if last hit is not delayed.
df+1,2<1 Low Splat Combo, will work every time you connect to the wall (except if it's a really low splat, which happens very rarely under specific circumstances). Wall/Balcony Breaks if last hit is not delayed.
b+3 Floor Break on Normal Splat, the best floor break option on wall, you can't Floor Break on Low Splat
SCR
SCR 3,f+3 SCR 4 A little less damage than Normal Splat combo from neutral, but very reliable. SCR 3,f+3 will Wall/Balcony Break.
SCR 3,f+3 SCR 3, SCR 1+2 A little less damage than the route above, but SCR 1+2 is inescapable
SCR 1 SCR 4 Less damage than the one above, but it doesn't break wall or balcony
SCR 1+2 This option floor breaks
SCR 4 W! SCR 3, SCR 3,f+3 SCR 4 Specific combo if you hit SCR 4 near wall
MNT
MNT 3,4,4 Combo if you wall carried with ff+3+4d, also a specific combo if you hit MNT 4,3 near wall.
MNT uf+3 This option floor breaks. MNT 1+2 also does, might be preferrable, but it's less damage.
MNT d+3,1 MNT d+1,4 Specifically if you hit MNT d+3,1 near wall
TRT
TRT 4,3 Last hit will hit guaranteed. Will also Floor Break.
TRT 1+2 Wall breaks
(CH uf+1+2) TRT 3 Floor breaks, TRT 4 doesn't work for this launcher. otherwise TRT d+1+2 is best followup
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External Links

Wb! Combo Purpose
ff+2 S! dash ff+2, df+1, f+2,3,4 For angled bounce
uf+1, df+1, f+2,3 SCR 3+4 S! finisher
short ssl df+3,4 S! improvise
uf+1, df+1,2<1 For straight bounce
  1. ↑ Only works after (d+4),3, TRT 2, CH SCR 1+2 (without actual wall splat, meaning not all very high splat combos work), (db+4),2 (only when hit at a specific range) and for df+2, uf+4 and (ws1),2 (last hit only) at very specific distances.