First of all you should familiarize yourself
with the Legend
we use throughout the site. We have provided a link in our
main navigation menu so you can access the Legend at any time
while browsing.
Because of various wall properties Tekken 4 has a near infinite
amount of combo variations and by no means do we aim to make
'complete' combo lists. But they should give you a good solid
base to explore different combos in the game.
The combos are organized in 4 columns. The first column is
the actual combo starting with the first move after the combo
launcher (unless indicated otherwise in the combo group header).
If the combo has recently been added the list it will be marked
with a new uppertext.
The second column is the combo damage point including the
combo starter on non counter hit unless the launcher requires
a counter hit. If the combo group has multiple starters the
damage will refer to the first starter in the group unless
otherwise indicated in the combo note. Special group combo
notes can be found at the bottom of each listed group if applicable.
The third column contains a difficulty star rating from 1
to 5 stars. This difficulty rating is assigned by the Combo
Editor who added the combo to the list and is merely a personal
opinion.
The forth and last column is used for specific combo notes
such as excluding a combo starter within the combo group or
giving some extra combo guidance if necessary.
All the combos are listed in various combo groups. Aside from
the combo group name you will also see the combo starter(s)
listed in the combo group header and the names of compatible
combo groups. While not every single combo from another combo
group might work with a different starter this cuts down dramatically
on listing the same combo multiple times under different groups.
It is important to pay attention to the spacing when reading
the combo lists. For example 1,4,2 would be a 3 hit string,
while 1,4, 2 is a 2 hit string followed by a right punch.
All the combos are guaranteed after the first hit, aside from
escapable stun move combo starters. We chose to list stun
combo starters so you know which options you have in case
your opponent neglects to escape the stun.
Only inescapable wall stun combos are listed. This can either
be a power move wall stun to start the combo or an inescapable
side wall stun in the middle of a combo. Side wall stuns essentially
reset the combo float properties and nearly act as a new combo
starter and the combo possibilities are endless. While some
nice wall stun combo examples will be included on the lists,
the main focus will be on combos you can attempt at any given
time during a fight.
Printer friendly versions of the combo lists can be found
at the bottom of each individual combo lists, just look for
the little printer icon. |