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TEKKEN COMBOS |
Sage
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Simply put, I am trying to figure out as many combos as possible for all TEKKEN characters.
When you post combos, I will convert them into the many posts for the different characters. You will receive credit for your input, unless the combo you want to post has been posted already(in that case sorry). Every character will have a picture in the first spoiler and combos in the second spoilers. Also, please tell for which character the combo is for and from which TEKKEN(1, 2, 3, 4, 5, 5DR, or 6). All characters are not listed throughout this topic, but if you do have combos for the unlisted names, write them anyways, and I will add that persons name in with your input. As you look through the combos within the spoilers, you will notice bold words. Those are the combo starters for every combo, with the dmg it does by itself. EDDY/CHRISTIE have different reach, meaning it should be possible to do combos the other can not do, so they will be in different sections. KUMA/PANDA will be placed together, but if you happen to do a combo the other cant do, notify me please. As for MOKUJIN who has no movelist, please tell which character you were using when playing as MOKUJIN. MOKUJIN can do certain combos the character it mimics can not do, and vice versa, because of its own reach. Lastly, I know there is another topic made prior to this one, which is basically the same thing. However, I prefer to make my own and organize the data input by our members. Also, please give combos that you actually use or figured out on your own(if you got some help, that is also okay.). I just want the combos to be doable, and not something you haven't tried to use yourself. If you can contribute here, THANK YOU! COMMAND NOTATION: ** Spoiler Alert!!! click to hide or show** DIRECTIONS > f = forward----------d = down----------b = backward----------u = upward BUTTONS > 1 = SQUARE----------2 = TRIANGLE----------3 = X----------4 = CIRCLE ?/? = hit the directions simultaneously (EX.: d/b = down + back) ?+? = hit the buttons simultaneously (EX.: 1+3 = SQUARE + X) ?~? = hit the buttons quickly in succession (EX.: 1~2 = press 2 immediately after pressin 1) ?.? = the period seperates the different parts of one whole move (EX.: b+1.3+4 = back + 1 then 3 + 4) ?,? = the comma seperates the moves within the combo string (EX.: b+1.3+4, d/f+3~4 = back + 1.3 + 4 then down/forward + 3~4 CH = Counter Hit----------SS = Side-step----------WS = While Standing----------WC = While Crouching |
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Sage
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ANNA WILLIAMS CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 5 DR Input by NIGHTOFTHESUN. B+3.1 [14 DMG] b+3.1, f+2, d/f+3.2, d/f+3.1.4 [55 dmg] D/F+2 [16 DMG] d/f+2, d/f+1.2, u/f+1.3.3+4 [53 dmg] *all hits must connect* d/f+2, d/f+2, d+4.1, d/f+3.1.4 [56 dmg] d/f+2, f+2, d/f+3.2, d/f+3.1.4 [57 dmg] d/f+2, d/f+1, d/f+1, d/f+1, d/f+3.1.4 [58 dmg] d/f+2, d/f+1, d/f+3.2, d/f+3.1.4 [58 dmg] d/f+2, d.d/f.f+1_(tap)u/f+4, d+4.1, d/f+3.1.4 [59 dmg] *let opponent fall as close to ground as possible when doing d+4.1* FF+3 [16 DMG] ff+3, d/f+1.2, f+1, ff+3.4.3 or ff+3.4.b+3 [52 dmg] *not that hard, just get time straight* ff+3, f+2, d/f+3.2, d/f+3.1.4 [57 dmg] FF+4 [20 DMG] ff+4, d/f+4 [29 dmg] ff+4, WC+1, WC+3.4 [39 dmg] ff+4, WC+1, WS+1.2.3 [44 dmg] ff+4, WC+1, WS+1.2.4 [45 dmg] ff+4, WC+1, WS+1, ff+3.4.3 or ff+3.4.b+3 [49 dmg] *it is possible to sub WS+1 for WS+1.2 but the last string will be harder to perform because of this* WC+D/F+2 [21 DMG] WC+d/f+2, WC+d+3.4 [39 dmg] B/D+3 [21 DMG] b/d+3, 4, f+1+2 [42 dmg] b/d+3, d+4.1, d/f+3.1.4 [54 dmg] b/d+3, d+4.1, f+1, dash, ff+3.4.3 [55 dmg] b/d+3, d+4.1, f+1, d/f+3.1.4 [56 dmg] U/F+4 [21 DMG] u/f+4, d/f+2, d+4.1, d/f+3.1.4 [61 dmg] *sometimes misses... so perfect the timing to perfect the combo* u/f+4, WS+1, d/f+1.2, d/f+3.1.4 [61 dmg] u/f+4, WS+1, d/f+3.2, d/f+3.1.4 [62 dmg] u/f+4, f+2, d/f+3.2, d/f+3.1.4 [62 dmg] u/f+4, d/f+1, d/f+1, d/f+1, d/f+3.1.4 [63 dmg] *does not work on Panda/Kuma* u/f+4, d/f+1, d/f+3.2, d/f+3.1.4 [63 dmg] u/f+4,d.d/f.f+1_ (tap)u/f+4, d+4.1, d/f+3.1.4 [64 dmg] D+3.2 or WC+D+3.2 [22 DMG] d+3.2, d/f+1.2, d/f+1.2.3 [57 dmg] WC+d+3.2, d/f+1.2, d/f+1.2.4 [58 dmg] *works best after you do SS+2 to Anna's left* WC+d+3.2, f+2, d/f+3.2, d/f+3.1.4 [63 dmg] *works best after you do SS+2 to Anna's left* WS+2 [22 DMG] WS+2, d/f+2, d+4.1, d/f+3.1.4 [62 dmg] WS+2, d/f+2_d/f+1, d/f+3.2, d/f+3.1.4 [64 dmg] WS+2, d/f+1, d/f+1, d/f+1, d/f+3.1.4 [64 dmg] SS+1+2 [22 DMG] SSR+1+2, d/f+3.1.4 [43 dmg] SS+1+2, f+1, d/f+3.1.4 [45 dmg] SSL+1+2, u/f+1.3.3+4 [45 dmg] SSL+1+2, f+2, u/f+1.3.3+4 [46 dmg] SSL+1+2, d/f+1, u/f+1.3.3+4 [46 dmg] SSL+1+2, d/f+1, d/f+3.1.4 [49 dmg] SS'do not know which way'+1+2, f+2, dash, f+1, d/f+3.1.4 [51 dmg] *hard to do* WS+F+2 [25 DMG] WS+f+2, u/f+3+4 [29 dmg] WS+f+2, d/f+4 [34 dmg] WS+f+2, d+3+4 [36 dmg] WS+F+1 [27 DMG] WS+f+1, d+4.1, f+1, d/f+3.1.4 [59 dmg] WS+f+1, d+4.1, f+2, dash, ff+3.4.3 [62 dmg] WS+f+1, d+4.1, f+2, d/f+3.1.4 [63 dmg] B/D+1.4 [31 DMG] b/d+1.4, 1.2.1.2.4 [53 dmg] *finish whole 10-hit if you think opponent will get up* b/d+1.4, 1.2.1.2.3.3.2.1 [54 dmg] *the above combo does more dmg if you use the whole 10-hit combo* b/d+1.4, 1, f+2, dash, ff+3.4.3 [59 dmg] b/d+1.4, 1, f+2, d/f+3.1.4 [60 dmg] b/d+1.4, 1, dash, d+4.1, d/f+3.1.4 [62 dmg] b/d+1.4, d+4.1, dash, f+1, d/f+3.1.4 [63 dmg] b/d+1.4, 1, d/f+3.2, d/f+3.1.4 [66 dmg] B/D+4.3 [32 DMG] b/d+4.3, (press)u/f+4 [46 dmg] b/d+4.3, b/d+3 [46 dmg] b/d+4.3, 4, d/f+4 [49 dmg] b/d+4.3, WS+4, d/f+4 [50 dmg] b/d+4.3, b/d+4.3 [51 dmg] b/d+4.3, b+1.2, d+4.1 [52 dmg] b/d+4.3, 4, f+1+2 [52 dmg] b/d+4.3, WS+4, f+1+2 [53 dmg] b/d+4.3, 4, d/f+1, d/f+1 [54 dmg] b/d+4.3, b+1, d+4.1, dash, d+4.1 [55 dmg] b/d+4.3, 4, d/f+1, d/f+4 [55 dmg] b/d+4.3, 4, d/f+1, d/f+3.2 b/d+4.3, f+3.3.4 [61 dmg] b/d+4.3, 4, d/f+1.2.3 [63 dmg] b/d+4.3, 4, d/f+1.2.(delay)4 [64 dmg] b/d+4.3, d+4.1, f+2, dash, ff.+3.4.3 [67 dmg] b/d+4.3, d+4.1, d/f+1, d/f+3.1.4 [68 dmg] b/d+4.3, 4, d/f+1, d/f+3.1.4 [69 dmg] *finish the last string with .2.4 or 2.1+2 if you think you can hit oppo. as they are still on ground or getting up* F+3.3.2 [38 DMG] f+3.3.2, f+2, d/f+3.2, d/f+3.1.4 [81 dmg] f+3.3.2, d.d/f.f+1_(tap)u/f+4, d+4.1, dash, ff+3.4.3 [82 dmg] f+3.3.2, d.d/f.f+1_(tap)u/f+4, d+4.1, d/f+3.1.4 [83 dmg] F+2.1.4 [39 DMG] *F+3.3.2 [40 DMG] can replace the starter with 1 plus dmg & F+1.2.1.4 [42 DMG] can replace the starter with plus 3 dmg* f+2.1.4, f+3.3.4 [68 dmg] *hard to connect the second 3 of the last string making this combo complete* f+2.1.4, d/f+1, d/f+1, d/f+3.4 [67 dmg] *tad bit tough to land last hit, also on F+1.2.1.4 starter* *not as hard on F+3.3.2 starter* f+2.1.4, f+1.2, d/f+1.2.3 [68 dmg] f+2.1.4, d/f+1, d/f+1.2.3 [69 dmg] f+2.1.4, d/f+1, d/f+1.2.4 [70 dmg] f+2.1.4, f+1.2, f+1.2.1.2.4 [66 dmg] *on the last string, the second 2 must hit, while the second 1 will miss* f+2.1.4, f+2.1, f+1.2.4 [68 dmg] f+2.1.4, f+2.1, f+1.2.1.2.4 [69 dmg] *on the last string, the second 2 must hit, while the second 1 will miss* f+2.1.4, f+2.1, d/f+1.2.3 [71 dmg] f+2.1.4, f+1.2, f+1.2.1.2.4 [72 dmg] *on the last string, the second 2 must not hit, while the second 1 will miss* f+2.1.4, d/f+1.2, d/f+1.2.3 [74 dmg] f+2.1.4, f+1.2.1, f+1.2.1.2.4 [75 dmg] *hard to do* f+2.1.4, f+2.1, f+1.2.1.2.4 [75 dmg] *on the last string, the second 2 must not hit, while the second 1 will miss* f+2.1.4, d/f+1, d/f+1, d/f+1.2.3 [75 dmg] *can not do with F+3.3.2 starter* *a little hard to do with F+1.2.1.4 starter, just be quick on execution* D/F+3.3.3.1 [41 DMG] d/f+3.3.3.1, d/f+1.2, d/f+1, d/f+3.1.4 [82 dmg] D/F+3.2.1.4 [52 DMG] d/f+3.2.1.4, d.d/f.f+1, d/f+3 [73 dmg] *hard to do... timing* d/f+3.2.1.4, d/f+3.1 or d/f+1.2, d/f+3.1.4 [87 dmg] d/f+3.2.1.4, d/f+3.2, d/f+3.1.4 [88 dmg] d/f+3.2.1.4, f+2, d/f+3.2, d/f+3.1.4 [93 dmg] d/f+3.2.1.4, d/f+1, d/f+3.2, d/f+3.1.4 [94 dmg] d/f+3.2.1.4, d.d/f.f+1, d+4.1, d/f+3.1.4 [95 dmg] *hard to do... practice d.d/f.f+1 for fast execution... it's the best way to do this combo* (D/F+3.1.4.2).4 [21 DMG] *that is the total DMG of the last hit since that's is all you need, the rest does [56 DMG]* (d/f+3.1.4.2).4, d+3+4 [32 dmg] (d/f+3.1.4.2).4, d/f+1, d/f+3.1.4 [51 dmg] *with parenthese added on, total DMG is [107 dmg] (d/f+3.1.4.2).4, d+4.1, d/f+3.1.4 [51 dmg] *with parenthese added on, total DMG is [107 dmg] (d/f+3.1.4.2).4, d+4.1, f+1, dash, ff+3.4.3 [52 dmg] D+1+2 [80 DMG] d+1+2, d+4.1, d/f+3.1.4 [110 dmg] d+1+2, d+4.1, f+1, dash, ff+3.4.3 [111 dmg] 1.2.1.2.4.1.2.2.3+4.3 [97 dmg] 1.2.1.2.4.1.2.2.3+4.3, d+4.1, f+1, d/f+3.1.4 [132 dmg] COUNTER HITS SS+2 [14 dmg] SS+2, d+4.1, d/f+3.1.4 [47 dmg] SS+2, d+4.1, d/f+1, d/f+3.1.4 [53 dmg] SS+2, WS+2, d+4.1, d/f+3.1.4 [58 dmg] D.D/F.F+1 [24 DMG] d.d/f.f+1, dash, jump high.4, d+4.1, d/f+3.1.4 [70 dmg] *the difficulty of this depends on how hard it is for you to dash and jump* d.d/f.f+1, u/f+3, d+4.1, d/f+3.1.4 [70 dmg] *semi-hard* d.d/f.f+1, d.d/f.f+1, 2, f+2, d/f+3.1.4 [70 dmg] *hard* d.d/f.f+1, d.d/f.f+1, f+2, f+2, d/f+3.1.4 [71 dmg] *super hard* d.d/f.f+1, d.d/f.f+1, d/f+3.2, d/f+3.1.4 [71 dmg] *be quick on the execution of last two strings* d.d/f.f+1, u/f+4, d/f+1, d/f+1, d/f+3.1.4 [71 dmg] *easier than above if you get timing on uf+4(not flip) right* D.D/F.F+2 [28 DMG] *can be subbed with SSL+3 [28 DMG]* *must have distance to get falling stun* d.d/f.f+2, d.d/f.f+2 [44 dmg] d.d/f.f+2, d+4.1, d/f+3.1.4 [58 dmg] d.d/f.f+2, d/f+3.1, d/f+3.1.4 [63 dmg] d.d/f.f+2, d/f+2, d+4.1, d/f+3.1.4 [68 dmg] d.d/f.f+2, d/f+1, d/f+3.2, d/f+3.1.4 [70 dmg] d.d/f.f+2, (tap)u/f+4, d+4.1, d/f+3.1.4 [71 dmg] *semi-hard to do* d.d/f.f+2, WS+2, d+4.1, d/f+3.1.4 [72 dmg] d.d/f.f+2, u/f+3, d+4.1, d/f+3.1.4 [74 dmg] *easier than above combo* TEKKEN 6 Input by ANNTOTS1. d/f+2_WS+2_UF+4_f,f+3 - d/f+1 d/f+3,2 d+2 B! - d/f+3,2 u/f+1,3 3+4 - d/f+1, d/f+3,2 d+2 B! - d/f+3,2 [B!] u/f+1,3 3+4 - 2, d/f+3,2, d/b+1 B! - f+1 d/f+3,2 d/b+1 B! - df+1, d+2 B! - 2,d/f+3,2, d/b+1 B! - qcf+1, d+4,1, d/b+1 B! - qcf+1, d+2 B! - d/f+3,2, d+2 B! - qcf+1, d+4,1, d/b+1 B! - d/f+3,2~d/f,1, d/b+1 B! - d/b+1_d+2 B! , wall ff+3,4,3 CJM 2+3 CH QCF+1 - u/f+3, d/f+1,2, d/b+1 B! - u/f+3, 2, d/f+1, d/b+1 B! - U/F N 4, 1, 1, d+2 B! - uf+3,d+4,1,d+2 B! dash df+1,f,f+3,4,3 W! - QCF+1, d/f+1, d+2 B! - qcf+1, 1, d+2 B! *unsure* - qcf+1, d/f+1, d/b+1 B! FC d/f+2 - FC~d/f+4,1 d+2 B! - uf+3+4 - d+3,4 CH FC f+2 - d/f+3,2 d+2 B! CAT~u/f+4 - d/f+1 d/f+3,2 d+2 B! - d/f+3,2 u/f+1,3 3+4 d/b+3 - d+4,1 dash 1 d/b+1 B! - ws+2,d+2 B! - ws+1, d/f+3,2, d+2 B! d/b+4,3(CH 3) - d+4,1 d/b+1 B! CH QCF+2 - u/f+3, d+4,1, d+2 B! Bound Combos (B!) - B! ff+3,4,3 (applicable to all) - B! (u/f+1),3,3+4 (applicable to all) - d/f+1,2,3_4 (applicable to all) - B! d/f+3,1,4 (semi-applicable to all) - B! dash d/f+1 d/f+3,1,4 - B! dash FC~d/f+4,1 d/f+3,1,4 - B! dash df+1,f,f+3,4,3 - B! d/f3,2,d/f+1, f+2+3 - B! d/f+3,2, d/f+1, d/f+3,1,4 (unsure) - B! ff+3, f+2+3 - B! d/f+3,2~f,f+2+3 (difficult) - f,f, d/f+3,2~d/f,1, f,f, f+2+3 - f,f, d/f+1, d/f+3,2~d/f,1, f+2+3 Wall Combos - d+2, f,f+3,4,3~b, f+2+3 - d/b+1, f,f+3,4,3~b, f+2+3 - d+2, d/f+1,2,3_4 - d/b+1, d/f+1,2,3_4 |
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Sage
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ARMOR KING CURRENTLY HAS FEW COMBOS.
** Spoiler Alert!!! click to hide or show** ** Spoiler Alert!!! click to hide or show** TEKKEN 5 DR Input by NIGHTOFTHESUN. NORMAL HITS U/F+4 [13 DMG] u/f+4, b+1, 2, 1+2,2, f+1+4 [61 dmg] F.D.D/F+2 [21 DMG] f.d.d/f+2, f.d.d/f+2, f+1, 1+2.2, d+3+4 [64 dmg] f.d.d/f+2, b+1, f+1, 1+2.2, f+1+4 [66 dmg] F.D.D/F+1+2 [25 DMG f.d.d/f+1+2, f.d.d/f+2, b+1, 1, 1+2.2, d+3+4 [85 dmg] COUNTER HITS CH B+1 [18 DMG] CH b+1, b+1, d/f+1, f+1+4 [49 dmg] CH b+1, b+1, f+1, f+1,2, f+1+4 [53 dmg] CH b+1, 1+2,2, f+1+4 [54 dmg] CH D/F+3 [26 DMG] CH d/f+3, 21, 12, f+1+4 [61 dmg] TEKKEN 6 Input by ANNTOTS1. u/f+4 or DU -DU, d+2[B!]: Easy. -1+2,2, d+2[B!]: Not sure if this does more damage than above or not. -f+1+2[B!]: Alternate bind combo. Good damage and easier bind pickups. d/b+3 CH b+1 -SSL, df+1, 1+2,2, d+2[B!] - take out the df+1 for more reliability. CH d/f+3 -df+1 1+2,2, d+2[B!] - you can ssr to increase reliability, but it's not 100% neccessary. CH f,f,N+2 -u+2: Are there better options now? Snap: not asaik CH ws+2 -1+2,2, d+2[B!] CH FC,d/f+2 -ssl, 1+2,2, d+2[B!] CH d/f+2 -d+3+4,3: Best damage AFAIK. -d/b+4: Solid dmg. -f+4: Slams down if they try to move. -dash, d+4 Low Parry -d/f+1, 1+2,2, d+2[B!] Misc. -CD+1, f+4_d+4 -u/f+1+2_u/f+1+2~d: Goes directly into bind. Bind Followups -d/f+1, GS_f+2,1_f+1+4_d+3+4,3: Staple finishers. A jab is possible after d/f+1 with shorter bind juggle -d/f+1, 1, iSW: Only possible after short bind juggle -d/f+1, 1+2,2, f+1+4: Must bind directly after launch for f+1+4 to hit. -3+4,1_2: Style points. -Dash 1+2,2_4 -Dash d+2_f+4: If possible, would do minimal damage, but slamdown FUFT for oki. -u/f+1+2: Inconsistent. May be consistent with dash? [TEST] Wall combo -f+1+4 -u/f+1+2 -d+4,4,4 -d+2 -f+2,1 |
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Sage
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ASUKA KAZAMA CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 6 Input by ANNTOTS1. Bounding Moves - d+2 - b+4,2 - 2,1,1+2 Basic Combos - f+2, u+3, d/f+1, 2,1,1+2, b! - d/f+2, b+2,1,3, d+2, b! - ws+3, 2,1,1+2, b! post b! combo – b+2,1+2,4 - 1+2, 1+4, 2,1,1+2, b! - b+3,4,3, dash 1+4, d+2, b! - u/f+4, b+2,1,3, d+2, b! - u/f+4 2,1, b+2,1+2,4 (wall carry) - d/b+4,3, dash 1,1,3, d+2, b! - FR, u+3, d/f+1, 2,1,1+2, b! - ch ws+1, d/f+1, 2,1, 2,1,1+2, b! - ch b+4, d/f+1, 2,1, 2,1,1+2, b! - low parry, d/f+1, 2,1, 2,1,1+2, b! - punch parry with back to wall, w!, b+4,2, b!, b+4,2 - punch parry with back to wall, w!, b+4,2, b!, b+2,1,4 Post Bound Combos - 1+4,(2),d+4 - b+4,2 - d/b+4,3 Post Bound Combos Against The Wall - b+4,2 - b+2,1,4 New Wall Combo - 1+4,2,d+4 - b+2,1,d+4 |
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Sage
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BAEK DOO SAN CURRENTLY HAS INFORMATION AND COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 6 Input by ANNTOTS1. Special Notes: -u/f~ buffer glitch is removed, making u/f~3+4 same as 3+4. -T6 has 2-frame window for commend buffers, thus making juggles a bit easier to perform. -The current juggles listed are from the youtube T6 match vids. -Post 3+4 FLA timing was made easy in T6 -db2 in juggles have a float property similar to bryan's db2. B! moves: - Fla B+3 - u/f+3,4,3 - b+1_FLA b+1 W! juggles - 1,2,3,3,3,d+4 - 1,2,3,3,(4),4,4_d+2 - (BT) 4,4 d+2 - d/f+3+4 NEW! - 4,3,3~f FLA b+3 B! NEW! Natural Combo (NC) 1,1 1,2 2,2 f+2,1 1+2,4 d+3,3 d/b+3,3 u/f+3,4,3 ws+3,4,4 cd_ws+4,4 Natural Combo on Counter (NCC) (f+2),1,2 d+4,3,3 d/f+4,4 4>4 (should never use it but juggle instead.) Juggles d/b+2: NEW! -d/b+3,3~f FLA 2,3 FLA 2,3 FLA 2,3 FLA b+3 B! -d/b+3,3~f FLA 2,3 FLA 2,3 FLA 2,3 FLA 2,3 FLA d/b+3 -db+3,3~f FLA 4,3,3~f FLA 2,3 FLA 2,3 FLA b+3 B!, f~f db+3,3~f FLA 1+2,4 (Toothy) -db+3,3~f FLA 4,3,3~f FLA db+3,3~f FLA 2,3 FLA b+3 B! CD~WS+4,4,4 [Bigs] (Toothy) FLA u/f+3: NEW! -2,3 FLA 2,3 FLA 2,3 FLA b+3 B! d/b+3,3~f FLA 1+2,4 -2,3 FLA 2,3 FLA 2,3 FLA b+3 B! d/b+3,3~f FLA 1,2,(W!)3,3,(4),4,4 -4,3,3~f FLA db+3,3~f FLA 2,3 FLA 2,3 FLA 2,3 FLA b+3 B! f~f db+3,3~f FLA 1+2,4 (Toothy) -4,3,3~f FLA 4,3,3~f FLA 3+4~f FLA 1+2,4 (Toothy) -4,3,3~f FLA b+3 B! db+3,3~f FLA 1,2,3~f FLA db+2 (Toothy) -2,3 FLA 3+4~f FLA 1,2,3~f FLA 2,3 FLA b+3 B! f~f db+3,3~f FLA 1+2,4 (Toothy) -1,2,3~f FLA 1,2,3~f FLA 1,2,3~f FLA b+3, B! CD~WS+4,4,4 (Toothy) -4, 3+4~f FLA 2,3 FLA 2,3 FLA b+3 B! f,f~db+3,3~f FLA 1+2,4 (Toothy) ss+3+4: NEW! -1,2,3~f FLA 1,2,3~f FLA b+3 B! -4,3,3~f FLA db+3,3~f FLA 2,3 FLA 2,3 FLA 2,3 FLA b+3 B! f,f~d/b+3,3~f FLA 1+2,4 (Toothy) -4,3,3~f FLA 4,3,3~f FLA 3+4~f FLA 1+2,4 (Toothy) -4,3,3~f FLA b+3 B! db+3,3~f FLA 1,2,3~f FLA db+2 (Toothy) -2,3 FLA 3+4~f FLA 1,2,3~f FLA 2,3 FLA b+3 B! f,f~d/b+3,3~f FLA 1+2,4 (Toothy) -1,2,3~f FLA 1,2,3~f FLA 1,2,3~f FLA b+3, B! CD~WS+4,4,4 (Toothy) -4, 3+4~f FLA 2,3 FLA 2,3 FLA b+3 B! f,f~d/b+3,3~f FLA 1+2,4 (Toothy) CH b+1 NEW! (escapable stun) -d/f+1 T5/DR juggles -d/b+3,3~f FLA 2,3 FLA 2,3 FLA b+3 B! d/b+3,3~f FLA 1+2,4 CH f,f+3 -db+3,3~f FLA 4,3,3~f FLA 2,3 FLA 2,3 FLA b+3 B!, f~f db+3,3~f FLA 1+2,4 (Toothy) -db+3,3~f FLA 4,3,3~f FLA db+3,3~f FLA 2,3 FLA b+3 B! CD~WS+4,4,4 [Bigs] (Toothy) d/f+2 (d/f+2 does not launch crouchers) -3+4~f FLA b+1 B! d/b+3,3~f 2,3 -4 3+4~f FLA 2,3 FLA b+3 B! d/b+3,3 -1,2,3~f FLA 1,2,3~f FLA b+3 B! -4,3,3~f FLA db+3,3~f FLA 2,3 FLA 2,3 FLA 2,3 FLA b+3 B! f,f~d/b+3,3~f FLA 1+2,4 (Toothy) -4,3,3~f FLA 4,3,3~f FLA 3+4~f FLA 1+2,4 (Toothy) -4,3,3~f FLA b+3 B! db+3,3~f FLA 1,2,3~f FLA db+2 (Toothy) -2,3 FLA 3+4~f FLA 1,2,3~f FLA 2,3 FLA b+3 B! f,f~d/b+3,3~f FLA 1+2,4 (Toothy) -1,2,3~f FLA 1,2,3~f FLA 1,2,3~f FLA b+3, B! CD~WS+4,4,4 (Toothy) -4, 3+4~f FLA 2,3 FLA 2,3 FLA b+3 B! f,f~d/b+3,3~f FLA 1+2,4 (Toothy) u/f+4 -1,2,3~f FLA 1,2,3~f FLA d/b+2 -3+4~f FLA b+1 B! d/b+3,3~f 2,3 -4 3+4~f FLA 2,3 FLA b+3 B! d/b+3,3 -4,3,3~f FLA db+3,3~f FLA 2,3 FLA 2,3 FLA 2,3 FLA b+3 B! f,f~d/b+3,3~f FLA 1+2,4 (Toothy) -4,3,3~f FLA 4,3,3~f FLA 3+4~f FLA 1+2,4 (Toothy) -4,3,3~f FLA b+3 B! db+3,3~f FLA 1,2,3~f FLA db+2 (Toothy) -2,3 FLA 3+4~f FLA 1,2,3~f FLA 2,3 FLA b+3 B! f,f~d/b+3,3~f FLA 1+2,4 (Toothy) -1,2,3~f FLA 1,2,3~f FLA 1,2,3~f FLA b+3, B! CD~WS+4,4,4 (Toothy) -4, 3+4~f FLA 2,3 FLA 2,3 FLA b+3 B! f,f~d/b+3,3~f FLA 1+2,4 (Toothy) CD+3: -u/f+3,4,3 B! f,f~d/b+3,3~f 2,3 FLA 1+2,4 -u/f+3,4,3 B! f,f~d/b+3,3~f 1,2,3~f FLA 1+2,4_d/f+3+4 -u/f+2 B! d/b+3,3~f FLA 4,3,3~f FLA 2,3 FLA b+3 B! FLA 1+2,4_d/f+3+4 (Toothy) b+4: -all DR juggles. -2,3 FLA 2,3 FLA 2,3 FLA b+3 B! CD~WS+4,4,3~f FLA -1,2,3~f FLA 1,2,3~f FLA b+3 B! d/f+3,4 (Toothy) Low parry to d/f+1: -2,3 FLA 2,3 FLA b+3 B! d/b+3,3~f FLA 1+2,4 CH d/f+3 -all DR juggles -d/f+1 2,3 FLA 2,3 FLA b+3 B! d/b+3,3~f FLA 1+2,4 CH 4 -all DR juggles -3+4~f, 3+4~f, 2,3, FLA b+3. d+2: -all DR juggles d/b+4: -all DR juggles. (d+3,3),3 -2,3 FLA 2,3 FLA 2,3 FLA b+3 B! d/b+3,3~f FLA 1+2,4 |
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Sage
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BOB CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ** Spoiler Alert!!! click to hide or show** TEKKEN 6 Input by ANNTOTS1. 1. df+2_uf+3 - d+2,3, 2, uf+1+2,1 B! - b+2,2, 2, u/f+1+2,1, B! - 2,1, 2, dash, 2, u/f+1+2,1, B! - d/f+3,1, 2, u/f+1+2,1, B! - df1, df1, df1, b41 B! - d/b+2, d/f+1, 2, u/f+1+2, 1 B! 2. (u/f+4), 4 - b+4,1 B!, dash, d/f+1, d+2,3, b+1+2 - b+4,1 B!, dash, d/f+1, d+2,3, b+1+2 3. WS+2,1 - cd+3 B!, dash, d/f+1, d+2,3, b+1+2 - ws+2,1 d/f+3,1, 2, u/f+1+2,1 B! - 1, u/f+1+2,1, B! - d+4,3,4 - 2,1, u/f+1+2,1, B!, dash, b+4,1 - u/f+1+2,1, B!, dash, d+2,3, b+1+2 - d+2,3,2,u/f+1+2,1 B! 4. WS+2,2, B! - d+4,3,4 - d/f+3,1, d+2,4, b+1+2 5. WS+1+2 - d/f+1, 2, u/f+1+2,1, B!, dash, f+3, b+3 6. CD+4 - uf+3+4,4 - cc d+4,3,4 - b+3 - cc, d/b+4,4,3,3 (near wall) 7. CD+3 B! - d/f+3,1, d+2,3, b+1+2 - d/f+1, d+2,3, b+1+2 8. CD+2 - f+3+4,3+4 - dash, b+4, 1+2~f (mix-up) - CD+3, B!, d+2,4 9. CD+1 - CD+3, B! - dash, d+2,3, 2, u/f+1+2,1, B!, d/f+1, b+1+2 - CD into WS+2,2, B!, d/f+3,1, d+2,3, b+1+2 (?) 10.u/f+1+2,1, B! - d/f+1, d+2,3, b+1+2 11.CH 4 - u/f+1+2,1, B!, d/f+1, d+2,3, b+1+2 - 2, 2, uf+1+2,1 B! 12. f+3+4,4 - WS+2,1, - WS+2,2, B! - cc df+1, 1, uf+1+2,1 B! f+3, b+3? - ws+2,1, u/f+1+2+1 B!, f+3, b+3? 13. ff+1+2 - u/f+1+2,1, B! - d/f+2, 2, u/f+1+2,1, B!, ff+3 - iWS+2,1, u/f+1+2,1, B! 14. BT d+2 CH? - dash, 1+2, B!, d/f+3,1, d+2,3, b+1+2 - d/f+1, 2, u/f+1+2,1, B!, d/f+1, d+2,3 15.d/f+3+4,4 B! - d/f+1,d/f+1, d+2,3, b+1+2 16. (df+3+4), 4 - 4, b+4,1 B! d/f+1, d+2,3, b+1+2 17. Low Parry - d+2,3, 2, uf+1+2,1 B! - d/f+1,d/f+1,2,u/f+1+2,1 B! - d/f+1, 2, 2, 2, u/f+1+2, 1 B! 18.db+1+2 - WS+2,2, B!, d+4,3,4 - WS+2,2, B!, d+2,1,2 - WS+2,2, B!, d/f+1, d+2,3, b+1+2 - WS+2,1, b+3 19. W! - bb, db+2, b+4,1 B! - bb, iws+1+2, b+4,1 B! - cd+3 B! 20.b,f+1 CH? - CD+3, B!, - dash, d+2,3, 2, u/f+1+2,1, B!, d/b+4(W!),4,3,4 |
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Sage
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BRUCE IRVIN CURRENTLY HAS INFORMATION AND COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 6 Input by ANNTOTS1. !B = means bound. There are certain moves that causes this property. If this connects, there are various moves or combos that can be followed. See bound enders list. Unless specified through notes all bound enders are assumed to connect. !B = means wallsplat. Opponent is stunned against the wall. The player gets a chance to do a wall combo including bound if it has not already been used in carrying to the wall. !WB = means bounding your opponent after wall splat. MTS = Muay thai stance. Moves that go into MTS. 1,2,4 2,4 f+4,3,4 d/f+4 CD=f,n,d,d/f 3CD1= 3,2~f1 Launchers d/f+2 u/f+4 b,f+4 f+3+4 d/f+1,4~4 b+(4),(3)d+4~4 bb+1 4~f f,f+1+2 CH b+2 CH 4 CH bb+4 CH f+3,1 CH d/b+4 CH (b+3),4 CH (3),2 (!B) Bound Moves d/f+1,2 d+2 MTS f+1 (!B) Bound Enders 3CD1 3,3 f+3 situational b+2 (2) d+4,3 Wall combos without Bound (!B) 12 d4,3 1212 124MTSf+1_MTS3_MTS4 2, d4,3 2,4MTSf+1_MTS3_MTS4 143 3+4 f+3,1 f+2,4 ff+3 d/f+3+4,3,3,3,3 d/f+3,1 d/f+1,4~4 d/f+4MTSf+1_MTS3_MTS4 b+1,2,1 CD+3+4,3+4 situational Wall combos after Wall Bound (!WB) SSR 2,4MTSf+1_MTS3_MTS4 (f+1 Seems to be the most damaging overall) 2, d4,3 d/f+1,4~4 d/f+3,1 d/f+4 MTSf+1_MTS3_MTS4 d/f+3+4,3,3,3,3 3+4 f+4,3,4 MTS 4 (Only on Kuma) After low parry f+4,3,4 MTS f+1 !B 3CD1, f+2,4 f+3,1 d/f+4 MTS f+1 !B 3CD1, f+2,4 3CD1 d/f+4 MTS f+1 !B 3CD1, f+2,4 3,3 3CD1, 3CD1, f+2,4 d/f+4 MTS f+1 !B f+3,1 3CD1, f+2,4 f+3, d/f+4 MTS f+1 !B, f+3, 3CD1, b+2 |
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Sage
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BRYAN FURY CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 6 Input by ANNTOTS1. qcb+4_uf4_b+1 CH ----------------------- - db2, db2, f+1, b+1 B! - db2, 1, b+3~f~412 - u/f+4,1+2 B! u/f+3,1,b+3~f+4,1,2 - b+1 B! uf3, 1, b+3~f, 3,4 fb+2 ------ - f+1+2, 1 1 b+1 B! - ff b+3~f~3, 1, b+3~f~412 - b+1 B! uf3, 1, b+3~f, 3,4 ws+1 ------ - b+3~f~3, 1, b+3~f~412 - b+3~f~3, 1 1 1 b+1 B! - b+1 B! uf3, 1, b+3~f, 3,4 3+4 CH ---------- - dash db2 pickup to combo ender of your choice f+3 CH --------- - SSR, db2 to ender of your choice CH qcb+2,4 (2nd hit is the ff+4 kick) CH ss+2,3 B! MOVES ********* - b+1 - 2nd hit of b+3,1+2 - 1+2 POST B! COMBOS *************** - uf3, f+1,4 - uf3, d+3,2 - uf3, 1 ff+2 - 3212 (inconsistent) - qcf412 ??? WALL COMBOS ************* - f+214 - d+3,2 - d+1+2,3 - 121 (3+4 after is not gaurenteed) - taunt~b+4 wall juice if opponent lies there |
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Sage
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CHRISTIE MONTEIRO CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 6 Input by ANNTOTS1. d/f+2: f+3+4 d/f+2CH: d/f+1~1, u/f+1+2 B! d/f+1~1, u/f+1+2 B! u/f1+2 B! b3,3 2, f+3 d/f+1, d/f+1~1, u/f+1+2 B! 1+2~3_d/f+3+4_RLX 3~4: d/f+1~1, u/f+1+2 B! d/f+1~1, u/f+1+2 B! 1,2,4,3 RLX f+3+4 d+2 (d+2 spikes, leaving you with oki chances. RLX f+3+4 can whiff if off axis.) d/f+1, d/f+1~1, u/f+1+2 B! d/b+1+2: d/f+1~1, u/f+1+2 B! d/f+1~1, u/f+1+2 B! f,f+4~3, f+3+4, 1,2,4~4 d/f+1, d/f+1~1, u/f+1+2 B! qcf+3_U/F,N+4: d/f+1~1, u/f+1+2 B! d/f+1~1, u/f+1+2 B! uf+1+2 B! b+3,3 RLX 2,f+3 d/f+1, d/f+1~1, u/f+1+2 B! 3~4: 3+4, d/f+1, 1,2,44 WS+1,3: RLX 2,f+3 RLX 2, d/b+2,3 RLX 4~3: HSP 2, WS+1,3,RLX 2,f+3 f+1, df+1,1, uf+1+2 B! B! follow-ups d/f+1,1 (for wall carry. Note that you cannot rebound at the wall) ss+4,3 b+4,4 f+3+4 b+3+4 b+3,3 qcf+3,b+3,3 Wall splats: f+2,1,4 d/b+4,4 u/f+3+4 u/f+1+2 B! u/f+3+4 u/f+1+2 B! b+3,3 in RLX wall pressure |
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Sage
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CRAIG MARDUK CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 5 DR Input by SESE666. NORMAL HITS WS+3 [18 DMG] WS+3, 1, 1+3 [39 dmg] WS+3, 1.2.3+4.3+4, 1.2.3+4.3+4, b/d+4 [48 dmg] D+1+2 [24 DMG] d+1+2, 2, d/f+3.1, ff+1+2 [62 dmg] d+1+2, 2, d/f+3.1, f+2.1 [62] d+1+2, 2, d/f+3.1, 1+3 [57 dmg] d+1+2, 2, 1.2.3+4.3+4, 1, ff+1+2 [65 dmg] d+1+2, 2, 1.2.3+4.3+4, 1, f+2.1 [65 dmg] d+1+2, 2, 1.2.3+4.3+4, 1, 1+3 [60 dmg] B/D+1+2 [28 DMG] b/d+1+2, high jump.4, 1+3 [62 dmg] b/d+1+2, high jump.4, ff+1+2 [67 dmg] b/d+1+2, d/f+3.1, d/f+3.1, 1+3 [66 dmg] b/d+1+2, u/f+4, 1.2.3+4.3+4, 1, 1+3 [69 dmg] b/d+1+2, high jump.4, f+2.1 [67 dmg] b/d+1+2, 1.2.3+4.3+4, 1.2.3+4, WS+1.2 [63 dmg] SS+1+2 [25 DMG] SS+1+2, b/d+3 SS+1+2, b/d+1+3(or 2+4), d/f+3.1, d/f+3.1, 1+3 [25 dmg for very first string, 38 dmg for the rest] FF+1+2 [30 DMG] ff+1+2, ff+1.2 [56 dmg] ff+1+2, u/f+3+4 [47 dmg] F+2.1 [45 DMG] *first hit does not have to connect* f+2.1, b/d+1+3(or 2+4), 1.2.3+4.3+4, 1, ff+1+2[80 dmg] f+2.1, b/d+1+3(or 2+4), d/f+3.1, d/f+3.1, 1+3[83 dmg] f+2.1, b/d+1+3(or 2+4), d/f+3.1, 1, f+2.1 [82 dmg] f+2.1, b/d+1+3(or 2+4), d/f+3.1, 1, ff+1+2 [82 dmg] FF+1 [21 DMG] ff+1, d/f+3.1, d/f+3.1.2, 1.2.3(last string is on wall) [74 dmg] FF+3 [32 DMG] ff+3, 1.2.3+4.3+4, 1.2.3+4.3+4, 1, 1+3 [71 dmg] ff+3, 1.2.3+4.3+4, 1.2.3+4.3+4, 1.2.3+4.3+4, 1.2.3(last string is on wall) [87 dmg] ff+3, d/f+3.1.2.3+4.3+4, 1.2.3+4.3+4, 1.2.3+4.3+4, 1.2.3(last string is on wall) [94] COUNTER HITS CH B+2 [28 DMG] CH b+2, u/f+3+4 [45 dmg] CH B+2+3 [96 DMG] CH b+2+3(with opponent back to wall), d/f+3.1.2.3 [131 dmg] |
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Sage
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DEVIL JIN CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 6 Input by ANNTOTS1. EWGF_ws2 ------------- - EWGf, 1 1 1 1 df1+2 B! combo 1 - EWGF, dash 1+4, df12 B! combo 1 - bf21d+2, dash 1+4, df1+2 B! combo 1 - EWGF, df1+2 B! [B! combos 1,2,3 all work] - EWGF, ff3,1~ff, ff1+4, df1+2, B! combo 1 [MUST have a ff1+4 for the df1+2 to be consistent] HS,4 ------ - dash 1+4, bf212_bf21d+2_bf214 (HS, HS 4, deep dash 1+4, bf212_bf21d+2 ???) CLEAN HIT HS ---------------- ff3,1, 1,2, df1+2, B! combo 1 SS+2 ------- - 3+4,3 special B! bf212 (special B! since opponent will be VERY low to the ground but still counts as a B!) B! MOVES ********* - df1+2 - df1,2 - b+3? POST B! COMBOS *************** 1- ff df324 2- ff+3,1~ff~1+4, DEWGF 3- ff+3,1, b+1,2 (wall carry goodness) - ff TGF~u_TGF,3 WALL COMBOS ************* - bf212 - bf214 - df324 - 1+4,2,4 |
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Sage
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EDDY GORDO CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 6 Input by ANNTOTS1. d/f+2: f+3+4 d/f+2CH: d/f+1~1, u/f+1+2 B! d/f+1~1, u/f+1+2 B! u/f1+2 B! b3,3 2, f+3 d/f+1, d/f+1~1, u/f+1+2 B! 1+2~3_d/f+3+4_RLX 3~4: d/f+1~1, u/f+1+2 B! d/f+1~1, u/f+1+2 B! 1,2,4,3 RLX f+3+4 d+2 (d+2 spikes, leaving you with oki chances. RLX f+3+4 can whiff if off axis.) d/f+1, d/f+1~1, u/f+1+2 B! d/b+1+2: d/f+1~1, u/f+1+2 B! d/f+1~1, u/f+1+2 B! f,f+4~3, f+3+4, 1,2,4~4 d/f+1, d/f+1~1, u/f+1+2 B! qcf+3_U/F,N+4: d/f+1~1, u/f+1+2 B! d/f+1~1, u/f+1+2 B! uf+1+2 B! b+3,3 RLX 2,f+3 d/f+1, d/f+1~1, u/f+1+2 B! 3~4: 3+4, d/f+1, 1,2,44 WS+1,3: RLX 2,f+3 RLX 2, d/b+2,3 RLX 4~3: HSP 2, WS+1,3,RLX 2,f+3 f+1, df+1,1, uf+1+2 B! B! follow-ups d/f+1,1 (for wall carry. Note that you cannot rebound at the wall) ss+4,3 b+4,4 f+3+4 b+3+4 b+3,3 qcf+3,b+3,3 Wall splats: f+2,1,4 d/b+4,4 u/f+3+4 u/f+1+2 B! u/f+3+4 u/f+1+2 B! b+3,3 in RLX wall pressure |
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Sage
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FENG WEI currently has no combos.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** FENG WEI currently has no combos. |
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Sage
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GANRYU CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ![]() ** Spoiler Alert!!! click to hide or show** TEKKEN 5 DR Input from NIGHTOFTHESUN. NORMAL HITS B/D+1+2.2 [12 DMG] or 1+2.B+1+2.2 [12 DMG] *first hit must not connect...* b/d+1+2.2, d/f+4.1, d/f+4.1, f+2 [46 dmg] b/d+1+2.2, d/f+4.1, d/f+4.1, d/f+3 [47 dmg] b/d+1+2.2, d/f+1+2, 2.1.2.1, f+1+2 [48 dmg] b/d+1+2.2, d/f+4.1, d/f+4.1, d/f+2+3 [48 dmg] b/d+1+2.2, d/f+4.1, d/f+4.1, d+1+2 [50 dmg] b/d+1+2.2, d/f+1+2, d/f+2.1.(2).1, f+1+2 [51 dmg] b/d+1+2.2, f, 2, 2.1, 2.1, f+1+2 [56 dmg] *i just think if you hit f after b/d+1+2.2, you have a better chance to do rest of combo* b/d+1+2.2, d/f+2.1.(2).1, 2.1.(2).1, f+1+2 [58 dmg] *hard to get last hit... but you should be able to with wall... take off ending 2.1 of 2.1.2.1, and you will get 56 dmg* FF+2 [12 DMG] ff+2, 1+2, ff, d+1+2 [49 dmg] ff+2, 1+2, f+1+2 [53 dmg] ff+2, 1+2, ff, d/f+1+2.1 [53 dmg], plus [9](if delayed)/[18](if done quickly) for d/f+2+3 ff+2, 1+2, ff, WC+1.1.1.1.2 [55 dmg] *if you feeling lucky, go for full 10 hit combo* ff+2, 1+2, u/f+3+4, 2 [56 dmg] ff+2, 1+2, ff, d/f+1+2.2, f+2 [60 dmg] ff+2, 1+2, ff, d/f+1+2.2, d/f+3 [61 dmg] ff+2, 1+2, ff, d/f+1.4.1, d/f+4.1 [63 dmg] ff+2, 1+2, ff, WC+1.1.1.2.1 [63 dmg] ff+2, 1+2, ff, d/f+1+2, 2.1.(2).1, 1+2 [66 dmg] ff+2, 1+2, ff, d/f+1+2, 2.1.(2).1, d+1+2 [67 dmg] ff+2, 1+2, ff, d/f+1+2, 2.1, f+1+2 [68 dmg] WS+2 [15 DMG] WS+2, 2, d/f+1+2.1, f+2 [48 dmg] *hard to do first 3 strings* WS+2, d/f+4.1, d/f+4.1, f+2 [49 dmg] WS+2, d/f+4.1, d/f+4.1, d/f+3 [50 dmg] WS+2, d/f+1+2, 2.1.(2).1, f+1+2 [51 dmg] WS+2, d/f+4.1, d/f+4.1, d/f+2+3 [51 dmg] WS+2, 2.1.(2).1, 2.1.(2).1, d+1+2 [53 dmg] WS+2, d/f+4.1, d/f+4.1, d+1+2 [53 dmg] WS+2, d/f+1, d/f+4.1, 2.1.2.1, f+2 [54 dmg] WS+2, 1, 2.1, 2.1.(2).1, 1+2 [54 dmg] WS+2, 1, d/f+1+2, 2.1.(2).1, f+1+2 [55 dmg] WS+2, d/f+1, d/f+4.1, 2.1, 1+2 [55 dmg] WS+2, d/f+1, d/f+4.1, 2.1, d+1+2 [56 dmg] WS+2, 2.1.(2).1, 2.1.(2).1, f+1+2 [57 dmg] WS+2, 1, 2.1, 2.1.(2).1, f+1+2 [58 dmg] WS+2, f+1, d/f+4.1, 2.1.(2).1, f+1+2 [59 dmg] WS+2, d/f+1, d/f+4.1, 2.1, f+1+2 [59 dmg] WS+2, d/f+1, 2.1.(2).1, 2.1, f+1+2 [60 dmg] WS+2, d/f+1, 2.1, 2.1.(2).1, f+1+2 [60 dmg] WS+2, d/f+1, d/f+4.1, 2.1.2.1, f+1+2 [61 dmg] *a bit tough to do, bit not much* WS+2, d/f+4.1, 2.1.2.1, f+1+2 [61 dmg] *thx to sese666, for being able to pull this combo off* *if you miss the second 2 of 2.1.2.1, the whole combo will still do [57 dmg]* B/D+2 [16 DMG] b/d+2, d/f+1+2, d/f+1.4.1 [40 dmg] *pause before you do the second 1 of d/f+1.4.1 to get all hits* b/d+2, d/f+1, d/f+4.1, 1+2 [45 dmg] b/d+2, d/f+1, d/f+4.1, d+1+2 [46 dmg] b/d+2, d/f+1.4.1, 2.1, 1+2 [54 dmg] *note on d/f+1.4.1, pause before you hit the .1 after the d/f+1.4, in order to get all 3 hits* b/d+2, d/f+4.1, d/f+4,1, d+1+2 [54 dmg] b/d+2, d/f+1.4.1, 2.1, d+1+2 [55 dmg] *note on d/f+1.4.1, pause before you hit the .1 after the d/f+1.4, in order to get all 3 hits* b/d+2, d/f+1.4.1, 2.1, f+1+2 [58 dmg] *note on d/f+1.4.1, pause before you hit the .1 after the d/f+1.4, in order to get all 3 hits* b/d+2, 2.1.2.1, 2.1.2.1, f+1+2 [58 dmg] b/d+2, d/f+1.4.1, 2.1.(2).1, f+1+2 [60 dmg] *thx to sese666, for being able to pull this combo off* *i think this works better near a wall, only because i cannot pull of the f+1+2 as much, so with a wall to push opponent on, this will commit [67 dmg]* b/d+2, 2.1.2.1, 2.1.2.1*lands opponent on wall*, 4.4 [72 dmg] FF+1+2 [17 DMG] ff+1+2, d/f+1.4.1, d/f+4.1, f+2 [53 dmg] *kind of hard to pull of* ff+1+2, d/f+1.4.1, 2.1.(2).1, f+1+2 [61 dmg] WS+1+2.1+2 [17 DMG] *first hit must not connect, huge chance you won't pull these off, since it can be blocked* WS+1+2.1+2, 2.1.2.1.2.1.2.1 [72 dmg] WS+1+2.1+2, WS+2, d/f+1, d/f+4.1, 2.1.2.1, f+1+2 [78 dmg] *be extremely fast when doing WS+2 after WS+1+2.1+2* *other than that, its a bit hard and long to do* WS+1+2.1+2, ff+1+2, d/f+1.4.1, 2.1.(2).1, f+1+2 [78 dmg] WS+1+2.1+2, ff+2, 1+2, ff, d/f+1+2, 2.1.(2).1, d+1+2 [84 dmg] WS+1+2.1+2, ff+2, 1+2, ff, d/f+1+2, 2.1, f+1+2 [85 dmg] *oppo. may block ff+2 or counter the 1+2 thats come after. if not, good* 3+4.2 [18 DMG] 3+4.2, WS+2, d/f+3 [36 dmg] 3+4.2, crouching+1.1.1.1.4 [39 dmg] *do ten hit if you expect oppo. to rise quickly from fall* 3+4.2, WS+4, f+2 [39 dmg] 3+4.2, crouching+1.1.1.4.d+1 [45 dmg] 3+4.2, crouching+1.1.1.4.1 [47 dmg] 3+4.2, crouching+1.1.1.4.d/f+1 [48 dmg] D/F+2 [15 DMG] d/f+2, d/f+1+2, f+1, f+1+2 [42 dmg] d/f+2, d/f+1+2, 2.1, f+1+2 [49 dmg] d/f+2, ff, 1, 2.1, 2.1.2.1, f+1+2 [58 dmg] D/F+2.1 [22 DMG] *second hit won't hit WANG* d/f+2.1, 1.2, f+1+2 [45 dmg] d/f+2.1, d/f+1.4.1, d/f+3 [45 dmg] d/f+2.1, d/f+4.1, d/f+4.1 [46 dmg] *good for getting opponent near or on wall for dmg* d/f+2.1, d/f+1.4.1, d+1+2 [48 dmg] d/f+2.1, d/f+4.1, d/f+4.1, f+2 [53 dmg] *a little hard to do on certain chars because of size differences* d/f+2.1, d/f+4.1, 2, f+1+2 [54 dmg] d/f+2.1, 2.1, 2.1.2.1, f+1+2 [60 dmg] d/f+2.1, 2.1.2.1, 2.1*lands opponent on wall*, 4.4 [74 dmg] B+2 [22 DMG] b+2, d/f+1+2, d/f+3.1, f+2 [50 dmg] b+2, ff+3+4 [50 dmg] b+2, d+4 [50 dmg] b+2, 1, d/f+1.4.1, d+1+2 [53 dmg] b+2, 1, 2.1, 2.1, 1+2 [59 dmg] b+2, 1, 2.1, 2.1, d+1+2 [60 dmg] b+2, b.b, d/f+1+2, 2.1.2.1, f+1+2 [62 dmg] b+2, WS+1, 2.1, 2.1, d+1+2 [63 dmg] b+2, WS+2, 2.1, 2.1, d+1+2 [65 dmg] 1+2.1+2 [22 DMG] *second hit only to start juggle combo* (1+2).1+2, 1, 2.1, 2.1.2.1, f+1+2 [65 dmg] JUMP HIGH.3 [25 DMG] jump high.3, d/f+1+2, d/f+4.1, 1+2 [56 dmg] jump high.3, d/f+1+2, d/f+4.1, d+1+2 [57 dmg] jump high.3, d/f+1.4.1, d/f+4.1, f+2 [61 dmg] jump high.3, d/f+2.1.2.1, d/f+4.1, f+2 [63 dmg] jump high.3, d/f+1.4.1, 2.1.2.1, d+1+2 [64 dmg] jump high.3, d/f+1.4.1, 2.1.2.1, 1+2 [65 dmg] jump high.3, d/f+1.4.1, 2.1.2.1, f+1+2 [69 dmg] WS+3 [28 DMG] WS+3, 1+2 [42 dmg] *go for 1+2.1+2 instead if you think oppo. will roll back or forward* WS+3, d+1 [43 dmg] WS+3, f+1+2 [47 dmg] *thx to sese666, for being able to pull this combo off* *hard to pull off second hit, but it works great at wall* B.B/D.D.D/F+1 [30 DMG] b.b/d.d.d/f+1, u/f+1+2 [49 dmg] *time it right and you can get oppo. to fall behind you... if lucky, do 1+2 with your back turned and get another hit in as oppo. rushes you* b.b/d.d.d/f+1, d/f+1, d/f+3.1, f+1 [53 dmg] b.b/d.d.d/f+1, d/f+1+2.1, d/f+3 [57 dmg] b.b/d.d.d/f+1, b.b/d.d.d/f+2 [58 dmg] b.b/d.d.d/f+1, crouching+1.1.1.4.1 [59 dmg] *do ten hit if you expect oppo. to rise quickly from fall* b.b/d.d.d/f+1, d/f+1, d/f+1, f+1, f+1+2 [60 dmg] b.b/d.d.d/f+1, d/f+1, 1.2, f+1+2 [60 dmg] b.b/d.d.d/f+1, d/f+1, 1, 2, f+1+2 [61 dmg] b.b/d.d.d/f+1, d/f+1+2, d/f+4.1, d+1+2 [62 dmg] b.b/d.d.d/f+1, f+2~1, d/f+4.1, d+1+2 [62 dmg] b.b/d.d.d/f+1, d/f+1, 2.1, f+1+2 [62 dmg] b.b/d.d.d/f+1, u/f+1+2~hold d to go into crouch, WS+3 [63 dmg] b.b/d.d.d/f+1, WS+1, d/f+1+2, d/f+4.1, f+2 [65 dmg] b.b/d.d.d/f+1, u/f+1, d/f+1.4.1, 1+2 [65 dmg] b.b/d.d.d/f+1, u/f+1, d/f+1.4.1, d+1+2 [66 dmg] b.b/d.d.d/f+1, d/f+1, d/f+4.1, f+1, f+1+2 [67 dmg] b.b/d.d.d/f+1, d/f+4.1, d/f+4.1, d+1+2 [68 dmg] b.b/d.d.d/f+1, d/f+1, 2, 2.1.2.1, f+1+2 [69 dmg] b.b/d.d.d/f+1, 2, d/f+4.1, 2.1.2, 1+2 [70 dmg] b.b/d.d.d/f+1, SSR, 2.1.2.1, 2.1.2.1, f+1+2 [72 dmg] *SSR just makes sure you get combo fully correct* b.b/d.d.d/f+1, u/f+1, d/f+1.4.1, 1, f+1+2 [73 dmg] b.b/d.d.d/f+1, 2, d/f+4.1, 2.1.2, f+1+2 [74 dmg] b.b/d.d.d/f+1, d/f+1.(delay)4.1, 2.1.2.1, f+1+2 [74 dmg] b.b/d.d.d/f+1, u/f+1+2, d/f+1.4.1, d+1+2 [75 dmg] b.b/d.d.d/f+1, d/f+1, d/f+4.1, 2.1.2.1, f+1+2 [76 dmg] b.b/d.d.d/f+1, u/f+1+2~hold d to go into crouch, WS+1, d/f+4.1, 1+2 [77 dmg] b.b/d.d.d/f+1, u/f+1+2~hold d to go into crouch, WS+1, 2.1.2.1, d/f+2+3 [77 dmg] b.b/d.d.d/f+1, u/f+1+2~hold d to go into crouch, WS+1, 2.1.2.1, 1+2 [78 dmg] b.b/d.d.d/f+1, u/f+1+2~hold d to go into crouch, WS+1, 2.1.2.1, d+1+2 [79 dmg] b.b/d.d.d/f+1, u/f+1+2~hold d to go into crouch, WS+1, 2.1.2.1, f+1+2 [82 dmg] b.b/d.d.d/f+1, u/f+1+2~hold d to go into crouch, WS+1, 2.1.2.1*lands opponent on wall*, 1+2 [83 dmg] *do command 1+2.b+1+2 if you want to try and gain [31 dmg] extra b.b/d.d.d/f+1, 1, 2.1.2.1, 2.1*lands opponent on wall*, 4.4 [87 dmg] b.b/d.d.d/f+1, u/f+1+2~hold d to go into crouch, WS+1, 2.1.2.1*lands opponent on wall*, 4.4 [96 dmg] U/F+3 [35 DMG] u/f+3, f+2 [44 dmg] u/f+3, d/f+3 [46 dmg] *sometimes you can hit f+2 after this for about 7 dmg* u/f+3, 1+2 [49 dmg] D/F+1+2.1 [37 DMG] opponent back towards you, then d/f+1+2.1, 1, 2.1, 2.1, d+1+2 [75 dmg] COUNTER HITS CH B+1+2 [18 DMG] CH b+1+2, 1+2 [39 dmg] CH b+1+2, d+1+2 [40 dmg] CH WS+2 [18 DMG] CH WS+2, u/f+1+2~hold d to go into crouch, WS+4, f+1+2 [61 dmg] CH WS+2, u/f+1+2~hold d to go into crouch, WS+1, 2.1.2.1, f+1+2 [70 dmg] CH 4 [24 DMG] CH 4, f+2 [33 dmg] WALL ENDERS WS+1+2.1+2 [26 DMG] 4.4 [28 DMG] 2.1.2.1.2.1 [36 DMG] *only will get this much dmg when oppo. is launched high on wall* SURE HIT FOLLOWERS d/f+2+3, WC+1+2 SS+1, b/d+2 TEKKEN 6 Courtesy of ANNTOTS1. 1) d/f+2, d/f+4,1 ,2,1,2 ,B!, dash ,b,b/d,d,D/F+2 2) ws1+2,1+2 ,B! , dash ,d/f+1,4,1 ,f+1+2 3) b+1 counter ,d/f+1,4,1 ,d/f+4,1 4) low parry ,d/f+1,4,1 ,2,1,2 ,B! ,dash ,b,b/d,d,D/F+2 5) d/f+1+2,1 ,wall ,2,1,2 , B! ,100handslap 6) d/f+2 ,b+4,1 ,B! ,dash ,d/f+1,4,1 ,f+1+2 7) b,b/d,d,D/F+1 ,u/f+1+2,D ,ss up ,2,1,2 ,B!, dash ,b,b/d,d,D/F+2 |
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Sage
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HEIHACHI MISHIMA CURRENTLY HAS COMBOS.
** Spoiler Alert!!! click to hide or show** ** Spoiler Alert!!! click to hide or show** TEKKEN 5 DR Input by NIGHTOFTHESUN. NORMAL HITS F+1+2 [15 DMG] f+1+2, b+1 [37 dmg] D/F+1.2 [23 DMG] d/f+1.2, f+1.b+2.1 [49 dmg] F.D.D/F+2 [23 DMG] f.d.d/f+2, 2, f+1.b+2.1 [55 dmg] f.d.d/f+2, f.d.d/f+2, f+1.b+2.1 [64 dmg] FF+2 [30 dmg] ff+2, d.d/f.f+2 [51 dmg] ff+2, f+1.2, b+1+2.1+2 [59 dmg] ff+2, 2, f+1.b+2.1 [62 dmg] ff+2, d/f+2, f+1.b+2.1 [64 dmg] D+3+4.2 [50 DMG]/when charged [70 DMG] *unblockable* d+3+4.2, f+1.b+2.4 [79 dmg]/ when charged [99 dmg] d+3+4.2, f.d.d/f+4.4.1, b/d+4 [80 dmg]/when charged [100 dmg] d+3+4.2, f+1, f+1, f+1.b+2.1 [82 dmg]/when charged [102 dmg] d+3+4.2, f.d.d/f+4.4.1, b/d+3 [83 dmg]/when charged [103 dmg] d+3+4.2, 2, f+1.b+2.4 [85 dmg] *little harder to hit*/when charged [105 dmg] COUNTER HITS CH B.F+2.2 [30 DMG] *first hit misses, second hit is CH* CH b.f+2.2, f.d.d/f+4.4.1, b/d+4 [60 dmg] CH b.f+2.2, f.d.d/f+4.4.1, b/d+3 [63 dmg] CH SS+2 [30 DMG] CH SS+2, f.d.d/f+4.4.4.1, b/d+4 [66 dmg] CH SS+2, f.d.d/f+4.4.4.1, b/d+3 [69 dmg] CH 4 [36 DMG] CH 4, f.d.d/f+4.4.1, b/d+3 [69 dmg] CH 4, SS, f.d.d/f+4.4.4.1, b/d+3 [75 dmg] *SS down when facing left and vice versa* *let head get close to ground before you start spinning kicks to get all 3 as hits* |
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