Tekken 7/Jin/Combos

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Contents

Note

Please contact Maxwell#3126 in Jin Kazama or Tekken Zaibatsu (#jin_kazama) Discords for whatever mistakes you may find.
Updated for Season 3.

Information

Please refer to the Legend and the Jargon pages to understand the notations.

Combo List

The combos have been divided into categories (C01, C02...). Under each category, a list of combos that work with the scenario of that category is provided. Character and size sensitive combos are not provided, unless the regular combos don't work on said character, or the character specific combo is easier to do.

Pre-S!

Note: the combos are ordered by number of hits first then the amount of damage they deal.

C01

Launchers: d+3+4_u/f+4_CH d/f+2

  • [launcher], 3, 4 S! (22 dmg)
  • [launcher], b,f+2,3~f ZEN 1, 4 S! (28 dmg)
  • [launcher], b+3, b+3~f ZEN 1, 4 S! (29 dmg)
  • [launcher], 3, b,f+2,3~f ZEN 3 S! (32 dmg) (inconsistent off-axis)
  • [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! (32 dmg)
  • [launcher], dash, 3,1, b,f+2,3~f ZEN 3 S! (32 dmg) (used when launching from afar)
  • [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (35 dmg)


C02

Launchers: eCD+1_WS+2_CDS 1+2_ZEN 1+2_CH d/f+4

  • [launcher], EWHF, 4 S! (26 dmg)
  • [launcher], U/F+4, b+3~f ZEN 1, 4 S! (35 dmg) (doesn't work from eCD+1)
  • [launcher], EWHF, dash, b+3~f ZEN 1, 4 S! (35 dmg)
  • [launcher], EWHF, b,f+2,3~f ZEN 3 S! (36 dmg)


  • [launcher], 3, 4 S! (22 dmg)
  • [launcher], b,f+2,3~f ZEN 1, 4 S! (28 dmg)
  • [launcher], b+3, b+3~f ZEN 1, 4 S! (29 dmg)
  • [launcher], 3, b,f+2,3~f ZEN 3 S! (32 dmg)
  • [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! (32 dmg)
  • [launcher], dash, 3,1, b,f+2,3~f ZEN 3 S! (32 dmg)
  • [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (35 dmg)


C03

Launchers: EWHF_CH WHF_CH (1,2),4 CH CD+3_CH WS+3_CH CDS 3_CH ZEN 3

  • [launcher] S! dash, 3,1, b,f+2, b+3~f ZEN 1,3 (36 dmg)
  • [launcher] S! dash, 3,1, b,f+2, b+3~f ZEN 1,2 (37 dmg)
  • [launcher] S! b+3, b+3~f ZEN 1, b+3~f ZEN 1,3 (38 dmg)
  • [launcher] S! dash, 3, b+3~f ZEN 1, b+3~f ZEN 1,3 (40 dmg)
  • [launcher] S! WHF, b+3~f ZEN 1, b+3~f ZEN 1,3 (41 dmg)
  • [launcher] S! ZEN 3+4, b+3~f ZEN 1, b+3~f ZEN 1,3 (44 dmg) (only off EWHF_CH WHF, delay 3+4 after ZEN, aka "1000$ combo")


C04

Launchers: HS_oBT launch

  • [launcher], b+2,1, 4 S! (20 dmg)
  • [launcher], b,f+2,3~f ZEN 3 S! (26 dmg) (this will whiff on Jack, Gigas and Bears from HS, so do not use this on them)
  • [launcher], b+2,1, b,f+2,3~f ZEN 3 S! f+4 (34 dmg) (Jack only, do f,f,f+4)


C05

Launchers: f,f+3_CH (3,1),4_CH (1,d+3),4
Note: combos starting with 3 or b+3 might miss on Jack, Gigas, Bears and King because of Jin's stumpy hitboxes on 3 and b+3.

  • [launcher], b,f+2,3~f ZEN 1, 4 S! (28 dmg)
  • [launcher], b,f+2, b+3~f ZEN 1, 4 S! (28 dmg)
  • [launcher], b+3, b+3~f ZEN 1, 4 S! (29 dmg)
  • [launcher], dash, 3, b+3~f ZEN 1, 4 S! (31 dmg)
  • [launcher], dash, 3,1, b,f+2,3~f ZEN 3 S! (33 dmg)
  • [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (35 dmg)


C06

Launchers: d/f+(1),4~4_CH 4_CH b,f+(2),3_CH u/f+3

  • [launcher], WS+4, 4 S! (20 dmg)
  • [launcher], WS+4, b+3~f ZEN 1, 4 S! (29 dmg)
  • [launcher], WS+4, b,f+2,3~f ZEN 3 S! (30 dmg)
  • [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (35 dmg)


C07

Launchers: CH (f+4_f+4~f)

  • CH f+4, dash, iWS+4, b+2,1, 1,(2),4 S! (32 dmg)


  • CH f+4~f ZEN 3 S! (14 dmg)
  • CH f+4~f ZEN d/f~WS+4, b+2,1, 1,(2),4 S! (32 dmg)


  • CH f+4~f ZEN d/f~b+3~f ZEN 1, 4 S! (25 dmg)
  • CH f+4~f ZEN d/f~b+3~f ZEN 1, 1,2,4 S! (27 dmg)
  • CH f+4~f ZEN d/f~b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (35 dmg)


C08

Launchers: CH (b+3_b+3~f)

  • CH b+3, 4 S! (12 dmg)
  • CH b+3~f ZEN 3 S! (14 dmg)


C09

Launchers: Clean Hit Getup 3_blocked slide

  • [launcher], WS+3 S! (14 dmg) (range dependent)
  • [launcher], WS+4, b+3~f ZEN 1, 4 S! (29 dmg)
  • [launcher], CC, b+3, b+3~f ZEN 1, 4 S! (29 dmg)
  • [launcher], WS+4, b,f+2,3~f ZEN 3 S! (30 dmg)
  • [launcher], CC, 3, b+3~f ZEN 1, 4 S! (31 dmg)
  • [launcher], CC, b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (35 dmg)


C10

Launchers: Low Parry (LP)

  • LP, b,f+2,3~f ZEN 1, 4 S! (28 dmg)
  • LP, b,f+2, b+3~f ZEN 1, 4 S! (28 dmg)
  • LP, b+3, b+3~f ZEN 1, 4 S! (29 dmg)
  • LP, 3, b+3~f ZEN 1, 4 S! (31 dmg)
  • LP, WHF, b+3~f ZEN 1, 4 S! (32 dmg)
  • LP, 3,1, b,f+2,3~f ZEN 3 S! (32 dmg)
  • LP, b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (35 dmg)


Enders

The most common enders are b+3~f ZEN 1,3 and b+2,1. ZEN 1,2 ender serves as an easy max damage ender in Season 3, but its wall combo potential is lower than ZEN 1,3's. To compare them: ZEN 1,2 W! d/b+2,2,3 loses 2 (3 if no low wall hit) dmg points compared to ZEN 1,3 W! 1, d/b+2,2,3. You're better off with ZEN 1,3, because it recovers fast and the opponent isn't as far as he is after ZEN 1,2 ender. b+2,1 is for close splats, where b+3~f ZEN 1,3 would carry further than the wall's distance.


Note: ordered by damage, then wall carry.

[1 hit] S!

Ex: [launcher], 4 S!

  • 3,1, dash, b+3~f ZEN 1,3 (25 dmg)
  • 3,1, dash, b+3~f ZEN 1,2 (26 dmg)
  • b+3~f ZEN 1, b,f+2,1,2 (26 dmg) '(off CH f+4, [1 hit] S!)
  • (CDS_ZEN) 3+4, b+3~f ZEN 1,3 (27 dmg)
  • b+3~f ZEN 1, b+3~f ZEN 1,3 (27 dmg)
  • (CDS_ZEN) 3+4, b+3~f ZEN 1,2 (28 dmg)
  • iWS+4, b,f+2,3~f ZEN 1,3 (28 dmg)
  • iWS+4, b,f+2,3~f ZEN 1,2 (29 dmg)
  • b+3~f ZEN 1, b,f+2,3~f ZEN 2 (30 dmg) (delay ZEN 2)


[2 hits] S!

Ex: [launcher], WS+4, 4 S!

  • 3,1, dash, b+3~f ZEN 1,3 (23 dmg)
  • (CDS_ZEN) 3+4, b+3~f ZEN 1,3 (24 dmg)
  • (CDS_ZEN) 3+4, b+3~f ZEN 1,2 (25 dmg)


[3 hits] S!

Ex: [launcher], b,f+2,3~f ZEN 3 S!

  • 3,1, dash, b+2,1 (13 dmg)
  • b,f+2,3~f ZEN 2 (17 dmg)
  • b,f+2,3~f ZEN 1,3 (18 dmg)
  • 3,1~f ZEN d/f~b ZEN 1,3 (18 dmg)


[4 hits] S!

Ex: [launcher], WS+4, b,f+2,3~f ZEN 3 S!

  • 3,1~f ZEN d/f~b+2,1 (13 dmg)
  • b+3~f ZEN 1,3 (14 dmg)
  • b+3~f ZEN 1,2 (15 dmg)


[5 hits] S!

Ex: [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S!

  • b+3~f ZEN 2 (13 dmg) (may whiff if b+3 hits deep)
  • b+3~f ZEN 1,3 (14 dmg) (b+3 has to hit deep)


[6 or more hits] S!

Ex: [combo] BB! 4 S!

  • EWHF (6 dmg)
  • f+4 (6 dmg)
  • b+2,1 (6 dmg) (may not be possible)
  • 4~3 (8 dmg) (may not be possible)
  • b+3~f ZEN 2 (13 dmg) (may not be possible)


oBT S!

Ex: [launcher], b,f+2,3~f ZEN 3 S!

  • d/b+2,3 (9 dmg)
  • d/b+2,2,3 (12 dmg)
  • 3,1~f ZEN 2 (17 dmg)


Ex: [launcher], EWHF, 1,2,4 S!

  • f+4 (6 dmg)
  • b+2,1 (6 dmg)
  • 4~3 (8 dmg)
  • d/b+2,3 (9 dmg)


Wall Combos

The combos have also been divided into categories grouped by situations. Under each category, a list of wall combos that work with the situation of that category is provided. Character and size sensitive notes are mentioned.
Note: these do not have damage values mentioned as the damage depends on scaling and how you get to the wall. But generally they've been arranged in descending order of damage/use.

C01

Wall carry into regular wall splat.
This situation covers a regular open stage combo with b+2,1_ZEN 1,3 leading into a wall splat.

  • W! d/f+1, d/b+2,2,3 (works on bigs: Gigas, Jack and Marduk, and talls: AK, Bob, Drag, Eddy, Feng, King, Miguel, Negan, Shaheen)
  • W! 3,1~f ZEN 1,2 (all males and most medium sized females)
  • W! 3,1~f ZEN 2
  • W! 2, d/b+2,2,3 (all males and most medium sized females except Bears)
  • W! 1, d/b+2,2,3 (everyone except Bears)
  • W! 3,1, 1+2 (everyone except Bears)
  • W! 3,1, d+3+4
  • W! 3,1, b+2,1
  • W! 3,1, d/f+1,4 (breaks walls, wastes S!)
  • W! b,f+2,1,2 (breaks walls if not delayed)
  • W! 3,1, 1,3,2,1,4 (Gigas, Jack and Bears only)


C02

ZEN 1,2 ender into wall splat.
This situation covers a full regular open stage combo ending with ZEN 1,2 leading to a low wall splat.

  • W! deep dash, d/b+2,2,3 (everyone except Bears, 1st hit should hit low (60%) for max damage)
  • W! f+4 (should hit low (60%))


C03

S! lands the opponent near the wall.

  • All the combos from Wall Combos C01 except 1, d/b+2,2,3


C04

Wall carry into side wall splat.

  • W! 1,2,4 (can pull the opponent off wall if Screw has not been used)
  • W! 2,1,4
  • W! 1,2,3
  • W! d/b+2,3 (might need to delay)
  • W! d/b+2,2,3


C05

Wall carry into high wall splat, launcher next to wall, close wall bounce into regular wall splat.
This category covers the usage of wall carry into a high wall splat (using b+2,1 or RD cancel), any pre-S! C01 or C02 launcher next to the wall, and Wall Bounce moves (f+1+2_d+1) used at a distance from the wall into heavy wall splat. The options listed below are the most commonly used options, however, improvisation is always possible.

  • W! EWHF, [C01 wall combo]
  • W! f,f+2, [C01 wall combo]
  • W! 2,4, [C01 wall combo] (can miss at certain heights)
  • W! 1,2,4, [C01 wall combo] (works after d+3+4)


C06

Backturned wall splat.
This category covers the situation that might arise from a HS combo into wall splat, or a wall splatting move into back turned heavy wall splat.

  • W! d/b+2<3 (delay 2nd hit to land as low hit)
  • W! d+2 (should hit low)
  • W! 4~3 (should hit low)


C07

Standing wall splat into refloat into regular wall splat.
This category covers the usage of wall splatting moves into heavy wall splat (ex: 2,4_1+2_d/f+1,4).
For this category, we'd want to refloat the opponent with a backdash, sidestep or sidewalk into a filler move, then put them back on the wall for a C01 wall combo. The options listed below are the most commonly used options, however improvisation is always possible. The amount of SS/SW/backdash you'll have to do depends on the situations. If you believe you cannot do these and don't want to risk dropping combos, it is best to go straight into C01 wall combos.
Note: Bears are almost impossible to refloat due to their size, excluding some specific positioning.

  • W! SS, 1+2 W! [C01 wall combo]
  • W! (b,b_SS) , d+3+4 W! [C01 wall combo]
  • W! SS, 3,1 W! [C01 wall combo]
  • W! SW, 3,1, 1,2 W! [C01 wall combo]
  • W! SW, 3,1, 1,2,4 W! [C01 wall combo]
  • W! SS, 3,1, 1,2,4 S! b+2,1 W! [C01 wall combo]
  • W! SS, 3,1, b,f+2,3~f ZEN 3 S! b+2,1 W! [C01 wall combo]


C08

Far Wall Bounce into regular wall splat.
This category covers the usage of wall bounce moves (f+1+2_d+1) used at a distance from the wall into heavy wall splat.
Like C06, we'd want to refloat the opponent with a backdash, sidestep or sidewalk into a filler move, then put them back on the wall for a C01 wall combo. The difference is the spacing that allows you to get a high wall splat, often allowing you to get another high hit in before a full wall combo. The options listed below are the most commonly used options, however improvisation is always possible.
Note: Wall Bounce has denoted as WB! in this section.

  • WB! (dash_b,b), b+2,1 W! EWHF, [C01 wall combo]
  • WB! 1,2,4 W! EWHF, [C01 wall combo]
  • WB! (CDS_ZEN) 1+2 W! EWHF, [C01 wall combo] (works at max range/off-axis Wall Bounce only)


C09

Standing side wall splat.
This category covers the same moves as Wall Combos C06, except it causes a heavy side wall splat, ex: landing a 2,4 or 1+2 with the wall to your right, or landing a d/f+1,4 with the wall to your left.
In most cases, the optimal strategy is to sidestep towards the direction of the wall, then going into one of the pre-S! C05 combos mentioned above.

Max Damage Combos

Most of, if not all, these combos are impractical and not worth going for, whether they have a high drop rate or need perfect execution, it is highly adviced not to use them.
Note: May get repetitive.

Neutral Hit

  • d/f+(1),4~4, EWHF, b+2,1, 1,(2),4 S! 3,1~f ZEN 2
  • d+3+4, EWHF, iWS+4, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 2
  • d/b+(2,2),3
  • d/b+3, 4~3
  • u/f+4, EWHF, iWS+4, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 2
  • u/f,n+4, EWHF, iWS+4, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 2
  • f,f+3, EWHF, b+2,1, 1,(2),4 S! 3,1~f ZEN 2
  • eCD+1, EWHF, iWS+4, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 2
  • EWHF S! ZEN 3+4, b+3~f ZEN 1, b,f+2,3~f ZEN 2
  • HS, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 1,3
  • WS+2, EWHF, iWS+4, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 2
  • (CDS_ZEN) 4, WS+4, iWS+4, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 2
  • (CDS_ZEN) 1+2, EWHF, iWS+4, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 2


Counter Hit

  • (1,2),4 S! WHF, b+3~f ZEN 1, b,f+2,3~f ZEN 2
  • (3,1),4, EWHF, b+2,1, 1,(2),4 S! 3,1~f ZEN 2
  • 4, EWHF, b+2,1, 1,(2),4 S! 3,1~f ZEN 2
  • f+4
  • f+4~f ZEN d/f~WHF, b+2,1, 1,(2),4 S! b+3~f ZEN 2
  • d/f+2, EWHF, iWS+4, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 2
  • d/f+4, EWHF, iWS+4, b,f+2,3~f ZEN 3 S! 3,1~f ZEN 2
  • d/b+4, 4~3
  • b+3, 4 S! ZEN 3+4, iWS+4, b+3~f ZEN 1,2
  • b+3~f ZEN 3 S! CDS 3+4, iWS+4, b+3~f ZEN 1,2
  • (u_u/f)+3, EWHF, b+2,1, 1,(2),4 S! 3,1~f ZEN 2
  • b,f+(2),3, EWHF, b+2,1, 1,(2),4 S! 3,1~f ZEN 2
  • b,f+(2),3~f ZEN d/f~WHF, b+2,1, 1,(2),4 S! 3,1~f ZEN 2
  • f,f+4, 4~3
  • WHF S! ZEN 3+4, b+3~f ZEN 1, b,f+2,3~f ZEN 2
  • (CD_WS)+3 S! WHF, b+3~f ZEN 1, b,f+2,3~f ZEN 2
  • (CDS_ZEN) 3 S! WHF, b+3~f ZEN 1, b,f+2,3~f ZEN 2


Hitboxes & Consistency

Some moves' hitboxes can be altered in specific scenarios. Here, you'll see they behave differently.

b,f+2 & b,f+2,3

b,f+2 has a better hitbox than b,f+2,3 does. You'll see this when trying to pick up Jack after f,f+3. You will notice that if you do the next combo it'll whiff:
f,f+3, b,f+2,3...
But, if you do b,f+2, it will pick up:
f,f+3, b,f+2, b+3~f...
When b,f+2,3 string is required, like after WS+4 pickup, you can use b,f+2<3 and continue:
CH 4, iWS+4, b,f+2<3...

b+3 & b+3~f

This is very noticeable. b+3 in Tekken 7 uses Tekken 6 b+3 hitbox and frame data (i16), so the hitbox isn't low enough to hit in this combo:
f,f+3, b+3, b+3...
Although that, b+3~f has retained its hitbox and frame data (i15) from Tekken Tag Tournament 2, which means it can work in this combo:
f,f+3, b+3, b+3~f...

EWHF & WHF


Combo Optimization

Here, you will learn how to optimize your combo potential, taking into account execution and situation practicality.

Season 3 staple

Pre-S!:

  • [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (35 dmg)

Enders:

  • b+2,1 (6 dmg) (for short wall carry)
  • b+3~f ZEN 1,3 (14 dmg) (staple ender; long wall carry)

EWHF juggles

Use of EWHF after a launcher isn't a must but it's highly recommended due to the damage increase.
Easy routes:

  • [launcher], EWHF, 4 S! (26 dmg)
  • [launcher], EWHF, b,f+2,3~f ZEN 3 S! (36 dmg)
  • [launcher], EWHF, d/f+1, b,f+2,3~f ZEN 3 S!

Harder routes:

  • [launcher], EWHF, dash, iWS+4, b,f+2,3~f ZEN 3 S!
  • [launcher], EWHF, b+2,1, 1,(2),4 S!
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