Tekken 7/Jin/Combos

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==Note==
+
='''Note'''=
 +
Please contact '''''Maxwell#3126''''' in [https://discord.gg/yMcYG4G Jin Kazama]
 +
or [https://discord.gg/C6EG5gA Tekken Zaibatsu] (#jin_kazama) Discords for whatever mistakes you may find.
 +
<br />
 +
This is a work in progress for Season 3.
 +
<br />
 +
='''Information'''=
 +
Please refer to the [http://tekkenzaibatsu.com/legend.php Legend] and the [[Tekken Jargon|Jargon]] pages to understand the notations.
 +
<br />
 +
='''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.
 +
<br />
 +
==Pre-S!==
 +
''Note: the combos are ordered by number of hits first then the amount of damage they deal.''
 +
<br />
 +
===C01===
 +
'''Launchers: d+3+4_u/f+4_CH d/f+2'''
 +
* [launcher], 3, 4 S! (? dmg)
 +
* [launcher], b,f+2,3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], b+3, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], 3, b,f+2,3~f ZEN 3 S! (? dmg) ''(inconsistent off-axis)''
 +
* [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
* [launcher], 3,1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
* [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
<br />
 +
===C02===
 +
'''Launchers: eCD+1_WS+2_CDS 1+2_ZEN 1+2_CH d/f+4'''
 +
* [launcher], EWHF, 4 S! (? dmg)
 +
* [launcher], U/F+4, b+3~f ZEN 1, 4 S! (? dmg) ''(doesn't work from eCD+1)''
 +
* [launcher], EWHF, dash, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], EWHF, b,f+2,3~f ZEN 3 S! (? dmg)
 +
<br />
 +
* [launcher], 3, 4 S! (? dmg)
 +
* [launcher], b,f+2,3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], b+3, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], 3, b,f+2,3~f ZEN 3 S! (? dmg) ''(inconsistent off-axis)''
 +
* [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
* [launcher], 3,1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
* [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
<br />
 +
===C03===
 +
'''Launchers: EWHF_CH WHF_CH (1,2),4 CH CD+3_CH WS+3_CH CDS 3_CH ZEN 3'''
 +
* [launcher] S! b+3, b+3~f ZEN 1, b+3~f ZEN 1,3 (? dmg)
 +
* [launcher] S! 3,1, b,f+2, b+3~f ZEN 1,3 (36 dmg)
 +
* [launcher] S! 3,1, b,f+2, b+3~f ZEN 1,2 (37 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, aka "1000$ combo")''
 +
<br />
  
This page will be heavily edited by Season 3. Please DM Maxwell#3126 in [https://discord.gg/yMcYG4G Jin Kazama]  
+
===C04===
or [https://discord.gg/C6EG5gA Tekken Zaibatsu] (scroll down to the #jin_kazama channel) Discords for whatever mistakes you may find.
+
'''Launchers: HS_oBT launch'''
 +
* [launcher], b+2,1, 4 S! (? dmg)
 +
* [launcher], b,f+2,3~f ZEN 3 S! (? 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 (? dmg) ''(Jack only, do f,f,f+4)''
 +
<br />
 +
===C05===
 +
'''Launchers: f,f+3_CH d/b+4'''
 +
<br />''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. You can substitute 3,1 for b+2<1 in the first two combos, or use the jack-specific combo mentioned below.''
 +
<br />
 +
* [launcher], b,f+2,3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], b,f+2, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], b+3, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], 3, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], 3,1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
* [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
<br />
 +
===C06===
 +
'''Launchers: d/f+(1),4~4_CH 4_CH b,f+(2),3_CH u/f+3'''
 +
* [launcher], WS+4, 4 S! (? dmg)
 +
* [launcher], WS+4, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], WS+4, b,f+2,3~f ZEN 3 S! (? dmg)
 +
<br />
 +
===C07===
 +
'''Launchers: CH (f+4_f+4~f)'''
 +
* CH f+4, dash, iWS+4, b+2,1, 1,(2),4 S! (? dmg)
 +
<br />
 +
* CH f+4~f ZEN d/f~WS+4, b+2,1, 1,(2),4 S! (? dmg)
 +
* CH f+4~f ZEN 3 S!
 +
<br />
 +
* CH f+4~f ZEN d/f~b+3~f ZEN 1, 4 S! (? dmg)
 +
* CH f+4~f ZEN d/f~b+3~f ZEN 1, 1,2,4 S! (? dmg)
 +
* CH f+4~f ZEN d/f~b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
* CH f+4~f ZEN d/f,f,n,f, 3, b+3~f ZEN 1, 1,2,4 S! (? dmg)
 +
<br />
 +
===C08===
 +
'''Launchers: CH (b+3_b+3~f)'''
 +
* CH b+3, 4 S! (? dmg)
 +
* CH b+3~f ZEN 3 S! (? dmg)
 +
<br />
 +
===C09===
 +
'''Launchers: Clean Hit Getup 3_blocked slide'''
 +
* [launcher], WS+3 S! (? dmg) ''(range dependent)''
 +
* [launcher], WS+4, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], WS+4, b,f+2,3~f ZEN 3 S! (? dmg)
 +
* [launcher], CC, b+3, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], CC, 3, b+3~f ZEN 1, 4 S! (? dmg)
 +
* [launcher], CC, b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
<br />
 +
===C10===
 +
'''Launchers: Low Parry (LP)'''
 +
* LP, b,f+2,3~f ZEN 1, 4 S! (? dmg)
 +
* LP, b,f+2, b+3~f ZEN 1, 4 S! (? dmg)
 +
* LP, b+3, b+3~f ZEN 1, 4 S! (? dmg)
 +
* LP, 3, b+3~f ZEN 1, 4 S! (? dmg)
 +
* LP, WHF, b+3~f ZEN 1, 4 S! (? dmg)
 +
* LP, 3,1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
* LP, b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)
 +
<br />
 +
==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.
  
==Information==
+
<br />''Note: ordered by damage, then wall carry.''
 
+
<br />
Please refer to the [http://tekkenzaibatsu.com/legend.php legend] and the [[Tekken Jargon|jargon page]] to understand the notations.
+
===[1 hit] S!===
 
+
'''Ex: [launcher], 4 S!'''
==Open Stage Combos==
+
* 3,1, dash, b+3~f ZEN 1,3 (25 dmg)
The combos have been divided into ''categories'' grouped by launcher. Under each category, a list of combos that work with the launchers of that category is provided. Character and size sensitive combos are not provided, unless the regular combos do not work on said character, or the character specific combo is easier to do.
+
* 3,1, dash, b+3~f ZEN 1,2 (26 dmg)
 
+
* (CDS_ZEN) 3+4, b+3~f ZEN 1,3 (27 dmg)
===Category O1 (d+3+4 _ uf+4 _ CH df+2)===
+
* b+3~f ZEN 1, b+3~f ZEN 1,3 (27 dmg)
* [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! dash db+2,3 (launcher + 41 damage)
+
* (CDS_ZEN) 3+4, b+3~f ZEN 1,2 (28 dmg)
* [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! dash 3+4 (launcher + 42 damage)
+
* iWS+4, b,f+2,3~f ZEN 1,3 (28 dmg)
* [launcher], b,f+2,3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 43 damage)
+
* iWS+4, b,f+2,3~f ZEN 1,2 (29 dmg)
* [launcher], b+3, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 44 damage)
+
* b+3~f ZEN 1, b,f+2,3~f ZEN 2 (30 dmg) ''(delay ZEN 2)''
* [launcher], b+3, 4 S! d+1+2 ZEN 3+4, b+3~f ZEN 1,2 (launcher + 45 damage)
+
<br />
+
===[2 hits] S!===
===Category O2 (eCD+1 _ ws+2 _ CDS 1+2 _ ZEN 1+2 _ CH df+4)===
+
'''Ex: [launcher], WS+4, 4 S!'''
* [launcher], uf,n,4, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 50 damage) (does not work off eCD+1)
+
* 3,1, dash, b+3~f ZEN 1,3 (23 dmg)
* [launcher], ewhf, dash b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 50 damage)
+
* (CDS_ZEN) 3+4, b+3~f ZEN 1,3 (24 dmg)
* [launcher], ewhf, b,f+2,3~f ZEN 3 S! dash b+3~f ZEN 1,2 (launcher + 51 damage)
+
* (CDS_ZEN) 3+4, b+3~f ZEN 1,2 (25 dmg)
* [launcher], ewhf, 4 S! d+1+2 ZEN 3+4, b+3~f ZEN 1,2 (launcher + 51 damage)
+
<br />
 
+
===[3 hits] S!===
* [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! dash db+2,3 (launcher + 41 damage)
+
'''Ex: [launcher], b,f+2,3~f ZEN 3 S!'''
* [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! dash 3+4 (launcher + 42 damage)
+
* 3,1, dash, b+2,1 (13 dmg)
* [launcher], b,f+2,3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 43 damage)
+
* b,f+2,3~f ZEN 2 (17 dmg)
* [launcher], b+3, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 44 damage)
+
* b,f+2,3~f ZEN 1,3 (18 dmg)
* [launcher], b+3, 4 S! d+1+2 ZEN 3+4, b+3~f ZEN 1,2 (launcher + 45 damage)
+
* 3,1~f ZEN d/f~b ZEN 1,3 (18 dmg)
 
+
<br />
===Category O3 (ewhf _ CH cd+3 _ CH ws+3 _ CH ZEN 3 _ CH CDS 3)===
+
===[4 hits] S!===
* [launcher] S! dash ewhf, b+2,1, db+2,2,3 (launcher + 39 damage) (If the b+2,1 after the ewhf misses, try doing the b+2,1 a bit later. Alternatively, you can use whf instead to sacrifice damage for consistency.)
+
'''Ex: [launcher], WS+4, b,f+2,3~f ZEN 3 S!'''
* [launcher] S! dash 3,1, b,f+2, b+3~f ZEN 1,2 (launcher + 37 damage)
+
* 3,1~f ZEN d/f~b+2,1 (13 dmg)
 
+
* b+3~f ZEN 1,3 (14 dmg)
====The $100 combo and variations====
+
* b+3~f ZEN 1,2 (15 dmg)
* ewhf S! d+1+2 ZEN 3+4, b+3~f ZEN 1, dash b+3~f ZEN 1,2 (70 damage)
+
<br />
* ewhf S! slight ssr dewhf, b+3~f ZEN 1, dash b+3~f ZEN 1,2 (70 damage)
+
===[5 hits] S!===
* ewhf S! dash whf, b+3~f ZEN 1, dash b+3~f ZEN 1,2 (67 damage)
+
'''Ex: [launcher], 3,1, b,f+2,3~f ZEN 3 S!'''
 
+
* b+3~f ZEN 2 (13 dmg) ''(may whiff if b+3 hits deep)''
These are the microdash combos, listed separately for its difficulty. The key is to perform the dash b+3~f as quick as humanly possible after ZEN 1's recovery (f~f~b+3~f). Make sure you do b+3~f and not b+3, otherwise the combo will never work.
+
* b+3~f ZEN 1,3 (14 dmg) ''(b+3 has to hit deep)''
 
+
* 3,1~f ZEN 2 (17 dmg) ''(max damage ender)''
===Category O4 (cd+4 _ oBT b,f+2,3~f ZEN 1+2)===
+
<br />
* [launcher], b+2,1, 4 S! dash db+2,2,3 (launcher + 32 damage)
+
===[6 or more hits] S!===
* [launcher], b,f+2,3~f ZEN 3 S! dash 3,1~f ZEN 2 (launcher + 41 damage) (this will whiff on Jack, Gigas and Bears off of cd+4, so do not use this on them)
+
'''Ex: [combo] BB! 4 S!'''
* [launcher], b+2,1, b,f+2,3~f ZEN 3 S! dash f+4 (??? damage) (Jack only, do f,f,f+4 to get dash f+4)
+
* EWHF (6 dmg)
 
+
* f+4 (6 dmg)
===Category O5 (f,f+3 _ CH db+4)===
+
* b+2,1 (6 dmg) ''(may not be possible)''
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. You can substitute 3,1 for b+2<1 in the first two combos, or use the jack-specific combo mentioned below.
+
* 4~3 (8 dmg) ''(may not be possible)''
 
+
* b+3~f ZEN 2 (13 dmg) ''(may not be possible)
* [launcher], 3,1, b,f+2,3~f ZEN 3 S! dash db+2,3 (launcher + 42 damage)
+
<br />
* [launcher], 3,1, b,f+2,3~f ZEN 3 S! dash 3+4 (launcher + 43 damage)
+
===oBT S!===
* [launcher], b,f+2,3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 43 damage)
+
'''Ex: [launcher], b,f+2,3~f ZEN 3 S!'''
* [launcher], b+3, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 44 damage)
+
* d/b+2,2,3 (12 dmg)
* [launcher], b,f+2, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (??? damage)
+
* 3,1~f ZEN 2 (17 dmg)
* [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! dash 3+4 (launcher + 45 damage)
+
* 3,1~f ZEN 1,3 (18 dmg) ''(max damage, inconsistent)''
* [launcher], 3, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 46 damage)
+
<br />
 
+
'''Ex: [launcher], EWHF, 1,2,4 S!'''
===Category O6 ([df+1],4~4 _ CH 4)===
+
* f+4 (6 dmg)
* [launcher], f~n,d,df~n~4, b+3~f ZEN 1, 4 S! b+3~f ZEN 1,2 (launcher + 44 damage)
+
* b+2,1 (6 dmg)
* [launcher], f~n,d,df~n~4, 4 S! d+1+2 ZEN 3+4, b+3~f ZEN 1,2 (launcher + 45 damage)
+
* 4~3 (8 dmg)
 
+
<br />
===Category O7 (f+4)===
+
* CH f+4, dash f~n,d,df~n~4, b+2,1, 1,(2),4 S! dash db+2,3 (66 damage)
+
 
+
* CH f+4~f~df,n,4, b+2,1, 1,(2),4 S! dash db+2,3 (66 damage)
+
* CH f+4~f~df,2, b+2,1, 1,(2),4 S! dash db+2,3 (69 damage)
+
 
+
* CH f+4~f~df~b, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (69 damage)
+
* CH f+4~f~df~b, b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! dash db+2,3 (69 damage)
+
* CH f+4~f~df~b, b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! dash 3+4 (70 damage)
+
 
+
===Category O8 (CH b+3)===
+
* CH b+3, 4 S! b+1 CDS 3+4, b+3~f ZEN 1,2 (60 damage)
+
* CH b+3~f ZEN 3 S! b+1 CDS 3+4, b+3~f ZEN 1,2 (62 damage)
+
 
+
===Category O9 (CH getup 3, blocked slide)===
+
* [launcher], ws+3 S! d+1+2 ZEN 3+4, b+3~f ZEN 1,2 (launcher + 42 damage) (range dependent)
+
* [launcher], ws+2, b,f+2,3~f ZEN 3 S! dash b+3~f ZEN 1,2 (launcher + 43 damage)
+
* [launcher], ws+4, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 44 damage)
+
* [launcher], ws+4, 4 S! d+1+2 ZEN 3+4, b+3~f ZEN 1,2 (launcher + 45 damage)
+
* [launcher], cc b+3, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 44 damage)
+
* [launcher], cc b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! dash 3+4 (launcher + 45 damage)
+
* [launcher], cc 3, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (launcher + 46 damage)
+
 
+
===Category O10 (low parry)===
+
* b,f+2,1, b,f+2,3~f ZEN 3 S! dash db+2,3 (41 damage)
+
* b,f+2,1, b,f+2,3~f ZEN 3 S! dash 3+4 (42 damage)
+
* b,f+2,3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (43 damage)
+
* b+3, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (44 damage)
+
* ws+4, 4 S! d+1+2 ZEN 3+4, b+3~f ZEN 1,2 (45 damage)
+
* 3, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (46 damage)
+
* whf, b+3~f ZEN 1, 4 S! dash b+3~f ZEN 1,2 (47 damage)
+
  
 
==Wall Combos==
 
==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.
 
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.
 +
<br />
 +
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.
 +
<br />
 +
===C01===
 +
'''Wall carry into regular wall splat.'''
 +
<br />This situation covers a regular open stage combo with b+2,1_ZEN 1,3 leading into a wall splat.
 +
<br />
 +
* W! d/f+1, d/b+2,2,3 ''(Gigas and Jack only)''
 +
* 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)''
 +
<br />
  
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.
+
===C02===
 +
'''ZEN 1,2 ender into wall splat.'''
 +
<br />This situation covers a full regular open stage combo ending with ZEN 1,2 leading to a low wall splat.
 +
<br />
 +
* 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%))''
 +
<br />
  
===Category W1 (wall carry into regular wall splat)===
+
===C03===
This situation covers a regular open stage combo with b+2,1 _ 1,2,4 _ b,f+2,1,2 leading into a wall splat.
+
'''Wall carry into side wall splat.'''
* W! df+1, db+2,2,3 (Gigas, Jack only)
+
<br />
* W! 3,1~f ZEN 1,2 (all males and most medium sized females)
+
* W! 1,2,4 ''(can pull the opponent off wall if Screw has not been used)''
* W! 3,1~f ZEN 2 (all characters)
+
* W! 2, db+2,2,3 (all males and most medium sized females except Bears)
+
* W! 1, db+2,2,3 (all characters except Bears)
+
* W! 3,1, 1+2 (all characters except Bears)
+
* W! 3,1, d+3+4 (all characters)
+
* W! 3,1, b+2,1 (all characters)
+
* W! 3,1, df+1,4 (all characters, breaks walls)
+
* W! b,f+2,1,2 (all characters, breaks walls)
+
* W! 3,1, 1,3,2,1,4 (Gigas, Jack, Bears only)
+
 
+
===Category W2 (ZEN 1,2 wall carry 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, db+2,2,3 (all characters except Bears, the first hit should be unscaled for max damage)
+
* W! f+4 (all characters, should hit as unscaled)
+
 
+
===Category W3 (wall carry into side wall splat)===
+
* W! 1,2,4 (can pull opponent off wall if screw has not been used)
+
 
* W! 2,1,4
 
* W! 2,1,4
 
* W! 1,2,3
 
* W! 1,2,3
* W! db+2,3 (might need to delay)
+
* W! d/b+2,3 ''(might need to delay)''
* W! db+2,2,3
+
* W! d/b+2,2,3
 
+
<br />
===Category W4 (wall carry into high wall splat, launcher next to wall, close wall bounce into regular wall splat)===
+
===C04===
This category covers the usage of wall carry into a high wall splat (using b+2,1 or rage drive cancel), any Category O1 or O2 launcher next to the wall, and wall bounce moves (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.
+
'''Wall carry into high wall splat, launcher next to wall, close wall bounce into regular wall splat.'''
 
+
<br />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, <Category W1 combo>
+
<br />
* W! f,f+2, <Category W1 combo>
+
* W! EWHF, [C01 wall combo]
* W! 2,1, <Category W1 combo>
+
* W! f,f+2, [C01 wall combo]
* W! 2,4, <Category W1 combo> (can miss at certain heights)
+
* W! 2,4, [C01 wall combo] ''(can miss at certain heights)''
 
+
* W! 1,2,4, [C01 wall combo] ''(works after d+3+4)''
 
+
<br />
===Category W5 (backturned wall splat)===
+
===C05===
This category covers the situation that might arise from a cd+4 combo into wall splat, or a wall splatting move into back turned heavy wall splat.
+
'''Backturned wall splat.'''
* W! db+2>3 (delay second hit to land as unscaled)
+
<br />
* W! d+2 (should hit as unscaled)
+
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! 4~3 (should hit as unscaled)
+
<br />
 
+
* W! d/b+2<3 (delay 2nd hit to land as low hit)
===Category W6 (wall splatting move into regular heavy wall splat)===
+
* W! d+2 (should hit low)
This category covers the usage of wall splatting moves into heavy wall splat (e.g. df+1,4, standing 4, 1+2, cd+3 etc).
+
* W! 4~3 (should hit low)
 
+
<br />
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 Category W1 combo. The options listed below are the most commonly used options, however improvisation is always possible. The amount of SS/SW/BD 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 Category W1 combos.
+
===C06===
 
+
'''Standing wall splat into refloat into regular wall splat.'''
Note: Bears are almost impossible to refloat due to their size, excluding some specific positioning.
+
<br />This category covers the usage of wall splatting moves into heavy wall splat (ex: 2,4_1+2_d/f+1,4).
 
+
<br />
* W! SS 1+2 W! <Category W1 combo>
+
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.
* W! SS d+3+4 W! <Category W1 combo>
+
<br />
* W! SS 3,1 W! <Category W1 combo>
+
''Note: Bears are almost impossible to refloat due to their size, excluding some specific positioning.''
* W! SW 3,1, 1,2 W! <Category W1 combo>
+
<br />
* W! SW 3,1, 1,2,4 W! <Category W1 combo>
+
* W! SS, 1+2 W! [C01 wall combo]
* W! SS 3,1, 1,2,4 S! b+2,1 W! <Category W1 combo>
+
* W! (b,b_SS) , d+3+4 W! [C01 wall combo]
* W! SS 3,1, b,f+2,3~f ZEN 3 S! b+2,1 W! <Category W1 combo>
+
* W! SS, 3,1 W! [C01 wall combo]
 
+
* W! SW, 3,1, 1,2 W! [C01 wall combo]
===Category W7 (far wall bounce into regular wall splat)===
+
* W! SW, 3,1, 1,2,4 W! [C01 wall combo]
This category covers the usage of wall bounce moves (d+1) used at a distance from the wall into heavy wall splat.
+
* 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]
Like category W6, 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 Category W1 combo. The difference is the spacing 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.
+
<br />
 
+
===C07===
Note: Wall bounce has denoted as BN! in this section.
+
'''Far Wall Bounce into regular wall splat.'''
 
+
<br />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.
* BN! dash or backdash b+2,1 W! ewhf, <Category W1 combo>
+
<br />
* BN! 1,2,4 W! ewhf, <Category W1 combo>
+
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.
* BN! b+1~1+2 W! ewhf, <Category W1 combo> (works at max range wall bounce/angled wall bounce only)
+
<br />
 +
''Note: Wall Bounce has denoted as WB! in this section.''
 +
<br />
 +
* 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)''
 +
<br />
  
===Category W8 (wall splatting move into side heavy wall splat)===
+
===C08===
This category covers the same moves as W5, except it causes a side wall splat, e.g. landing a 2,4 or 1+2 with the wall to your right, or landing a df+1,4 with the wall to your left.
+
'''Standing side wall splat.'''
 +
<br />This category covers the same moves as C05, 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.
 +
<br />
 +
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.
 +
<br />
 +
==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.'''
 +
<br />
 +
''Note: May get repetitive.''
 +
<br />
 +
===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! (SSR, EWHF_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
 +
<br />
 +
===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,f,n,f, 3, b+3~f ZEN 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! (SSR, EWHF_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
 +
<br />
  
In most cases, the optimal strategy is to sidestep towards the direction of the wall, then going into one of the Category O5 Open Stage combos mentioned above.
+
='''Hitboxes & Consistency'''=
 +
Some moves' hitboxes can be altered in specific scenarios. Here, you'll see they behave differently.
 +
<br />
 +
==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:
 +
<br />f,f+3, b,f+2,3...
 +
<br />
 +
But, if you do b,f+2, it will pick up:
 +
<br />f,f+3, b,f+2, b+3~f...
 +
<br />
 +
When b,f+2,3 string is required, like after WS+4 pickup, you can use b,f+2<3 and continue:
 +
<br />CH 4, iWS+4, b,f+2<3...
 +
<br />
 +
==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:
 +
<br />f,f+3, b+3, b+3...
 +
<br />
 +
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:
 +
<br />f,f+3, b+3, b+3~f...
 +
<br />
 +
==EWHF & WHF==
 +
<br />
 +
='''Combo Optimization'''=
 +
Here, you will learn how to optimize your combo potential, taking into account execution and situation practicality.

Latest revision as of 20:48, 13 September 2019

Contents

[edit] Note

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

[edit] Information

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

[edit] 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.

[edit] Pre-S!

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

[edit] C01

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

  • [launcher], 3, 4 S! (? dmg)
  • [launcher], b,f+2,3~f ZEN 1, 4 S! (? dmg)
  • [launcher], b+3, b+3~f ZEN 1, 4 S! (? dmg)
  • [launcher], 3, b,f+2,3~f ZEN 3 S! (? dmg) (inconsistent off-axis)
  • [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! (? dmg)
  • [launcher], 3,1, b,f+2,3~f ZEN 3 S! (? dmg)
  • [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)


[edit] C02

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

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


  • [launcher], 3, 4 S! (? dmg)
  • [launcher], b,f+2,3~f ZEN 1, 4 S! (? dmg)
  • [launcher], b+3, b+3~f ZEN 1, 4 S! (? dmg)
  • [launcher], 3, b,f+2,3~f ZEN 3 S! (? dmg) (inconsistent off-axis)
  • [launcher], b,f+2,1, b,f+2,3~f ZEN 3 S! (? dmg)
  • [launcher], 3,1, b,f+2,3~f ZEN 3 S! (? dmg)
  • [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)


[edit] C03

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

  • [launcher] S! b+3, b+3~f ZEN 1, b+3~f ZEN 1,3 (? dmg)
  • [launcher] S! 3,1, b,f+2, b+3~f ZEN 1,3 (36 dmg)
  • [launcher] S! 3,1, b,f+2, b+3~f ZEN 1,2 (37 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, aka "1000$ combo")


[edit] C04

Launchers: HS_oBT launch

  • [launcher], b+2,1, 4 S! (? dmg)
  • [launcher], b,f+2,3~f ZEN 3 S! (? 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 (? dmg) (Jack only, do f,f,f+4)


[edit] C05

Launchers: f,f+3_CH d/b+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. You can substitute 3,1 for b+2<1 in the first two combos, or use the jack-specific combo mentioned below.

  • [launcher], b,f+2,3~f ZEN 1, 4 S! (? dmg)
  • [launcher], b,f+2, b+3~f ZEN 1, 4 S! (? dmg)
  • [launcher], b+3, b+3~f ZEN 1, 4 S! (? dmg)
  • [launcher], 3, b+3~f ZEN 1, 4 S! (? dmg)
  • [launcher], 3,1, b,f+2,3~f ZEN 3 S! (? dmg)
  • [launcher], b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)


[edit] C06

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

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


[edit] C07

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

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


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


  • CH f+4~f ZEN d/f~b+3~f ZEN 1, 4 S! (? dmg)
  • CH f+4~f ZEN d/f~b+3~f ZEN 1, 1,2,4 S! (? dmg)
  • CH f+4~f ZEN d/f~b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)
  • CH f+4~f ZEN d/f,f,n,f, 3, b+3~f ZEN 1, 1,2,4 S! (? dmg)


[edit] C08

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

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


[edit] C09

Launchers: Clean Hit Getup 3_blocked slide

  • [launcher], WS+3 S! (? dmg) (range dependent)
  • [launcher], WS+4, b+3~f ZEN 1, 4 S! (? dmg)
  • [launcher], WS+4, b,f+2,3~f ZEN 3 S! (? dmg)
  • [launcher], CC, b+3, b+3~f ZEN 1, 4 S! (? dmg)
  • [launcher], CC, 3, b+3~f ZEN 1, 4 S! (? dmg)
  • [launcher], CC, b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)


[edit] C10

Launchers: Low Parry (LP)

  • LP, b,f+2,3~f ZEN 1, 4 S! (? dmg)
  • LP, b,f+2, b+3~f ZEN 1, 4 S! (? dmg)
  • LP, b+3, b+3~f ZEN 1, 4 S! (? dmg)
  • LP, 3, b+3~f ZEN 1, 4 S! (? dmg)
  • LP, WHF, b+3~f ZEN 1, 4 S! (? dmg)
  • LP, 3,1, b,f+2,3~f ZEN 3 S! (? dmg)
  • LP, b+3~f ZEN 1, b,f+2,3~f ZEN 3 S! (? dmg)


[edit] 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.

[edit] [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)
  • (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)


[edit] [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)


[edit] [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)


[edit] [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)


[edit] [5 hits] S!

Ex: [launcher], 3,1, 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)
  • 3,1~f ZEN 2 (17 dmg) (max damage ender)


[edit] [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)


[edit] oBT S!

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

  • d/b+2,2,3 (12 dmg)
  • 3,1~f ZEN 2 (17 dmg)
  • 3,1~f ZEN 1,3 (18 dmg) (max damage, inconsistent)


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

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


[edit] 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.

[edit] 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 (Gigas and Jack only)
  • 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)


[edit] 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%))


[edit] C03

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


[edit] C04

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)


[edit] C05

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)


[edit] C06

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]


[edit] C07

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)


[edit] C08

Standing side wall splat.
This category covers the same moves as C05, 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.

[edit] 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.

[edit] 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! (SSR, EWHF_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


[edit] 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,f,n,f, 3, b+3~f ZEN 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! (SSR, EWHF_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


[edit] Hitboxes & Consistency

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

[edit] 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...

[edit] 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...

[edit] EWHF & WHF


[edit] Combo Optimization

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

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