TL;DR
Resources for Learning Combos
For players looking to master combos for rushdown characters, online resources can be invaluable. A YouTube channel named "cupui" is recommended for its detailed breakdowns of character combos from the beta version of Tekken 8 [1]. Additionally, a website with a combo database allows users to submit and rank combos based on popularity, which can help identify optimal strategies
[5:1].
Character Recommendations
Several characters are noted for their rushdown capabilities. Miguel is highlighted for his close-range pressure using plus frames and fast strings, although he requires getting up close due to limited range [2:2]. Nina is described as one of the most aggressive fighters who excels at staying in her opponent's face
[2:3]. Hwoarang is known for continuous pressure, making him a strong choice for players who enjoy relentless offense
[2:5]. Steve Fox offers excellent pressure and counter-punching abilities but requires a more patient approach compared to other rushdown characters
[2:3].
General Tips Against Rushdown Characters
Understanding how to defend against rushdown characters can also enhance your offensive gameplay. Key strategies include blocking and waiting for opponents to overextend, especially against characters like Devil Jin and Steve [3:1]. It's important to learn which moves are punishable and to use defensive techniques like crouching jabs and power crushes to disrupt aggressive opponents
[3:3]
[3:4].
Combo Execution and Practice
To effectively execute combos, players should experiment with different hits to find sequences where opponents fail to recover, thus forming a combo [4:1]. Utilizing combo tutorials within the game can provide foundational knowledge and introduce basic bread-and-butter (BnB) combos that are essential for understanding character mechanics
[4:2]. As you become more comfortable, you can explore advanced techniques and refine your execution through practice and community resources.
I see a lot of posts about what the character combos are. I know the beta is about to end but I just want to let people know there's a YouTube channel named cupui that has combo breakdowns of the beta characters. Hope that helps. Cheers!
Ive watched a few of them. Definitely on my radar since they're putting notations.
i picked up tekken 7 recently and for context i train alot of martial arts. I think learning a character that fights like i do will make things easier so, i prefer a close up high power counter punching style and have tried bryan but my instincts dont help with him at all😂 tldr/ which character can slip past the opponent and deliver close range damage best? (long combos are fine)
Miguel is a close range rushdown, he pressures with plus frames, fast strings that usually end on ch launcher and crazy damage. But he needs to get up close and personal cause, despite having good movement, his range is shit.
oh dude thats perfect im short as hell range is my biggests weakness😂, we even look kinda similair fancy that thanks man preciate the response
np man he also is easy to pick and has a lot of moves so it makes the learning process fun. His combos are insand too hehe
Nina is easily the most aggressive fighter who wants to be in their face as much as possible.
Feng Wei is a little less aggressive and a little more counter-punchy.
Steve Fox has probably the best pressure game and is extremely counter-punchy, but he's best played a little more patient than the other two.
Hwoarang easilyjust non stop pressure
definetly Guv and Hei
Nina
Any general tips against characters who apply alot of pressure?
Had an issue with Devil Jin and Steve. Knowing when to take my turn.
Armor move can be an option, but wanted to know how you deal with it.
Jesus Christ😅
If you're almost dead, would you really be able to use most of these tips to make a comeback? The answer is obviously No.
1st You need to be aware of what type of Rushdown character are you facing: -Single hit(Dragunov) -String heavy(Hwoarang)
The proper way to do it is to block and observe...but what are you looking for?
-How they start their pressure(Ex->WR2:Drag/d3,4:Hwoa) -Highs/Lows -Chaining strings
-Pressure starters: You won't be able to always stop the move they use to start pressure(you should actively try tho...think of ways to beat the move, like sidestepping WR2 or backdash d3,4). You should pay close attention to the follow up move, that's the move that you'll have an easier time beating, simply because you know which move it's coming and the timing is always the same...for example: After WR2, if the Drag player uses d2, you know that next time you block WR2, you should low parry(most people won't change their timing, that's upper rank stuff).
-High/Low: Figuring out when a high/low is coming means that you can "safely" duck and punish them(low parry, launch, WS4, etc...) Again just stand block and pay attention
-Chaining Strings This depends on the type of Rushdown character you're facing. Single hit is easier to spot, they use a powerful lockdown (very plus on block moves that prevent sidestepping) move before going for jabs or safer pokes...You need to figure out if they constantly go for these pressure tools or if they go for the safer route
You can actually mash vs people abusing the pressure tools, these moves are very slow and risky, so use a CH move.
Otherwise block the safer move, use your movement or take your turn, they will probably continue pressing moves.
The string heavy types are much easier to beat but this require more from the defensive player 😅
Usually they get to continue their pressure due to a +on block high or a low move...both options go into stance(Hwoa goes into Flamingo) or movement option.(Nina sidesteps)
This is your chance...DON'T MASH, MOVE
All you have to do here is figure out when they go into stance/movement and you sidewalk(you will probably get clipped if you sidestep)...Btw remember Sidewalk strings, Sidestep single hits
Practice your backturn combos...you'll get plenty of those against this type.
Dick Jab, powercrush, evasive moves (like paul's shoulder)
I second this suggestion.
When in doubt throw the crouching jab. You can stuff anything that's not an overhead crush. 10-hit combos, standing throws...you name it.
Then when your opponent catches on, start doing your own power crushes and overheads. So you don't get low parried.
I'd like to add patience to the list. Players get aggro when HEAT gets activated. They wanna poke and chip you til you open up and get launched. They expose themselves if you play your defense right.
Learn what moves are punishable and block a lot.
Guard crush eats attacks and steals turns learn and use it against greedy players
Block, and take advantage of their greed. No characters I face are thirstier than devil Jin, dragunov, Reina, and Steve. They can't help themselves and get desperate to get their rush down combos going. Bait them in.
Im like ever single character here is fast phase I used to play Tekken and it's totally different from here can someone tell how to combo in this game?
Go to combo tutorial?? It will give you some simple bnb's which help get the gist of how the character plays until you want to learn the advance mechanics of them (I.e. flight movement) and it teaches you how how to play. You can then look up better bnb's of whatever character you like on YouTube that go over basic and advanced stuff. If you like carpal tunnel characters, they are going to be from easiest to hardest Magento, Zero, Morrigan, and C.Viper. so I wouldnt play the last 2 until you are comfortable first.
L M H S
Super jump
air M M H S
Play Dante, zero and x-23 and just slam your face on the controller
Said no one ever
Experiment with each hit and if the enemy fails to recover on any of them then it's a combo.
Hello, I’m a developer who plays Tekken!
I created a small website because I wanted Tekken-related information, like combos and patterns, to be better organized and easily shared among players.
Right now, the site only has features for frame data and a combo database. The combo database allows users to submit combos, and it ranks them based on how many times they’ve been shared. This way, you can see the most optimal combos ranked by popularity. The system is fully developed, but the data itself needs to be filled in by the community. 😊
Since not all character data has been added yet, the features are currently available for only some characters. If you have a moment, I’d really appreciate it if you could help by submitting some combo data!
https://tekkendb.po-rong.com/en/combo
Hope you have a great time playing Tekken today! 🎮✨
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I added a few combos. If you haven’t already could you put in an option to replace a move?
Dealing 50% off a grounded CH 5K with zero meter from midscreen is crazy.
I don't care which character you provide combos for. I just want damaging combos with small starters. Anti-air CH 5P and CH 5K aren't what I'm really looking for but still feel free to share.
sol 2k CH > cS def works wonders
I'm especially fond of his CH 5p while the opponent is airborne.
I usually follow it up with Run Up 5k > 214S > 2k > 623H
Speaking of 5p, I remember doing ch j.p into j.d near wall into full combo to be really satisfying. Was nice for stopping people from jumping out of the corner
idk about gio combos but what's the name of that cool ass mod that gives you the cyan particles
It’s a mod that turns the color of chave from red to cyan. If you search cyan chave on gamebanana you should find it.
aight ty
Sol (Anywhere from Midscreen to Corner) CH 2K > 2D > 236KK > 66FRC j.K, land c.S > d.l CL 41236H WB, c.S/2K > CL HVV WS, land 632146H/j.D/2H WB
Sol (Anywhere from Roundstart to Corner) CH 2K > 2D > 236KK >22FRC land CL 43216H, c.S/2K CL HVV WS, land 632146H/j.D/2H
edit: notation
OP said "with zero meter"
Someone else did mention CH 2k > c.s though
POV: the punish for trying to press against Gio in neutral
Slayer CH AA 5.p > pilebunker loops in the corner
Heya, green rank Bryan scrub here. After complaining about the rush down cheese of half the cast I have learned how to crouch. My green rank life is much better and less tilting now as after seeing Aska throw her strings at me over and over again I learned to crouch and even sometimes low parry them. I am now seeking other avenues to improve.
​
Now, Bryan combo damage is considered very high. However, I get around 70 damage on most combos. I think it's because I don't use the optimal combos. Like I do CH f,f4 into B3F. For some combos, I throw the less optimized option even though I know the high damage combo because I drop it half the time (like I do WS1 into 1+2,1 instead of jet upper). Is the optimal combo that much different that I should drill it or should I concentrate on some other aspect?
​
TLDR
On Bryan how big of a difference are unoptimized vs optimized combos?
If you want a quick general recommendation: you should at least do whatever is considered the "staple" combo for a launcher. Optimizing beyond that will be up to you and will probably work on a case-by-case basis.
Also, one big aspect of combo optimization is adjusting your combos for stage position and axis, but that's too much to get into and really just comes with experience and experimentation.
If you want a more in-depth answer, read on.
It depends on the specific combo. You gotta weigh the difference in damage and wall carry versus the executional difference. If a combo does 15% more damage but you only land it 50% of the time, you're gonna be getting less total damage over a long period than you would be doing the "worse" combo that you don't drop. But if there's a higher damage combo you know you could get consistent on with practice, than it would of course be better to do that combo. If you feel like spending the time practicing it, that is.
If the case is that there's a better combo than isn't even difficult but you just don't have the muscle memory for, I would recommend getting it down. You'll have to spend some practice sessions doing it and some matches dropping it at first, but it'll be better in the long run and will eventually feel just as natural as whatever you're doing now.
I'd also say that, in general, optimal wall carry makes more of a difference than optimal damage. Being able to get a wallsplat versus not getting it is big. For Bryan that usually means doing b+2,1,4 instead of b+4 as your screw move (e.g. u/f+4 > d/b+2 > 2 > b+2,1,4 > S! > b+3~f,2,1).
As for damage, for some specific launchers it's gonna be a notable difference and for some it's not. And how much that extra damage matters is gonna be up to you. Everyone's gonna have a different number where the damage becomes worth the effort for them. Is 7 damage worth it? What about 9? There's also the scenario to consider where one combo will kill and another will not. In that case, any damage difference could be a game changer.
Let's look at CH ff+4, for example. You say you do b+3 right away. I'm assuming that means you just do
> CH ff+4 > S! >b+3~f,4,1,2
If so, that's 63 damage and very little wall carry. If you do a little more with that immediate b+3, something like
> CH ff+4 > S! > b+3fCC > f+1 > b+3fCC > f+1 > b+3~f,2,1
, then that's 70 damage and much better wall carry. Is wall carry and one jab worth of damage much difference for a bit more practice and execution?
What about if we do a decent staple:
> CH ff+4 > S! > 1+2,1 > 2 > b+3~f,4,1,2
That's easy, does 77 damage (a 22% increase from your original), and has good wall carry. That is worth it, in my opinion. Add in one extra jab
> CH ff+4 > S! > 1+2,1 > 2 > dash > 1 > b+3~f,2,1
and you get only one more damage (78), but more wall carry for a slight increase in difficulty (the dash isn't that strict here). So you've got some versatility in this route.
If we up the difficulty to what used to be the staple
> CH ff+4 > S! > qcf+3,4 > dash > 1 > b+3~f,4,1,2
you get 80 damage. That's more than 77 or 78, but just barely. And you don't have the option of throwing in an extra jab for more wall carry. With it also being harder, that's damage optimization that I would generally say is not worth it.
What about going for max damage? Against males only, you can do
> CH ff+4 > S! > qcf+2,1 > b+3~f,(delay)3 > d/b+2 > ff+2
That does 84 damage, but with no wall carry potential. It's something you'd only want to use in open-ground scenarios where the wall won't come into play. That's 6 or 7 more damage (one jab) than the staple. Again, whether that's worth it or not depends on you. You gotta decide how much you value that bit of damage and weight it against your execution ability. If you're on an infinite stage and don't drop it, then more damage is more damage. If they've got 83 health, then that's really gonna matter.
Damn man that’s useful. Also in QCF+2,1, I noticed it only connects when I’m slightly to the right, but if I’m centerline sidestepping right and QCF is kinda hard haha, does it connect consistently though?
Also do the same combos apply for Northern Cross?
> I noticed it only connects when I’m slightly to the right, but if I’m centerline sidestepping right and QCF is kinda hard haha, does it connect consistently though?
I think the combo drops if you're too far off-axis in either direction. If you're too far to the left the b+3 won't connect, and if you're too far to the right the d/b+2 won't. You gotta be decently off axis for it to drop though, it's got a decent enough range of angles where it does work that I'd definitely call it consistent.
> do the same combos apply for Northern Cross?
Yes! And CH (4,3),4.
There are MAX damage high execution combos that even pros don’t do all the time and then there are BnB combos that are good damage, and consistent. The BnB’s are what you need to be doing, not Max damage ones which require high execution and much easier to drop. Your combo after CH FF4 isn’t good at all, after CH44 you can either go for ws34 microdash jab to b3 which is not super difficult but it does take some execution or you can do the second best BnB which sacrifices couple points of damage but is easy execution is ch ff4 then 1+2, 1 route. There are even stronger combos than the ws34 route but like I said, even pros don’t use max damage combos because even they know they can drop them as well and every point of damage counts at high levels.
Doing some funky max damage combos isn't that important, having consistency over potential damage is better almost always. You can ofc keep practicing the harder combos in training mode and start using them in real games when you are feeling comfortable with them, but that probably shouldn't be a priority.
One important thing regarding combos though is learning how to adjust your combos in a way that you'll always get a clean wall splat if possible. That way you'll always get the bonus wall damage and wall oki positioning. If you do can that already then that's great, but if not I suggest working on that over execution heavy max damage routes.
fair pint.
Also I'm not sure if I'm doing Bryan wall pressure right. Like I know his B4 is 80 damage at least (b4+ju+ff4+df2,1+db1+2/df 1,1,1,2 for big bois), but apart from that, I'm not sure what to do. I could try to practice Taunt f2,1,3 (taunt b4 impossible on my internet). What else is there to do as bryan at the wall except too spam b4, lab strings and b1?
I'm not a bryan player so maybe someone else can give better advice, but I imagine ff2, hatchet kick and 1+2 can be good too. Jabstrings and small pokes like d4/d2/df2 are good too. If they try to move out of the wall situation with sidesteps, make sure to move with them and try to keep them there. If they try to escape with buttons like hopkicks, take notes what they are using and punish accordingly. But like I said, a Bryan main would probably be able to give more specialized advice.
His great wall game is based on his taunt. He has no lows or homing moves that wallsplat on normal hit, and none of his lows even knockdown either (besides Snake Edge). So without the taunt, it's pretty much watered down to Hatchet Kick versus safe-ish mids (b+4, u/f+3, d/f+1, etc.). Plus all the universal wall pressure stuff like pokes and movement.
You can also go for f+1+2 instead of b+1 for plus frames. It's slower and a high, but it's +8~+9 which is pretty crazy.
> b4+ju+ff4+df2,1+db1+2
A note on this combo: I'd recommend staying away from d/f+2,1 > d/b+1+2 as an ender. I don't really know why so many people use it (other than its ease); it seems like they just don't know that it's not a good ender. You normally end with d/b+1+2 for good taunt oki, but that's only if you do one hit before it. Not two. That hit would usually be a jab, b+3, or u/f+3.
So it doesn't give good oki, and it's less damage than b+3~f,3,(delay)4, which is also easy. It's not good for anything except wall breaks. It's his highest damage wall break combo, but even then I generally prefer 1,2 > d/b+1+2 because it's more consistent. d/f+2,1 > d/b+1+2 can whiff if you're slightly off-axis, especially against females (but not just females).
This is my take but I think Optimal Combos [or rather max damage since remember carry and oki are factors] are like the last thing you should focus on. A comfortable to do and universal as possible bnb that does okay damage will always be preferable.
It seems to be the case in tournaments as well. I play a bit of Claudio and even at TWT level people like Shadow20z still rock the launch f3 ff4 b3 f2 b42 combo, basically his day one bnb. The reason? It is nearly impossible to drop and does okay damage and you get starburst at the end. You could do b3 loops, you could do launch into an instant ff4, you could do a post screw 1,2 iWR2. But you don't because they are all finnicky and dropping a combo because you were being fancy is infinitely worse than doing simple combos to lock in the damage.
In saying that there are times people do the fancier ones, especially off a clean launch where they are ready for it and have a life lead. At that time the fancy combo is often more of a statement than anything. Yeah, the extra 5 or sometimes 10 damage might be the gamechanger but probably not. It's just that people really do react to eating a really fancy looking combo, it can definitely lower their spirits.
I'll try combos like 30 times and average the damage for staple vs max. Most of the time staple results in the highest average damage. And that's under ideal circumstances.
The thing is it's all well and good knowing what comps could and do work but it's irrelevant if you can't get them.
The best way to win is to use what you get given as effectively as possible
I know that we have weight classes, DI, current percentage, and whatever, and no combo is set in stone.
Yet, it's kind of annoying to switch to new characters and not know any bread and butter combos. There are a lot of youtube tutorials, but they explain each move individually in a very different way.
Let's say that I switch to a new character, I would just love to know that D Tilt + Fair is a reliable combo, or U thrown to U Strong. Dunno, anything like this.
I don't want to reinvent the wheel every time I pick up a character labing it myself. I just want to know some basic bread and butter combos, without watching a 40 min youtube video explaining every move.
It's really hard to nail down bread and butter combos for your character since combos are very freeform in this game based on weight, DI, percentage, and reads. Each move chains into other moves in different situations. Learning a new character in a competitive fighting game is always going to be an investment, especially a platform fighter where moves don't confirm as reliably into others.
Drag down wiki explains your character basic functions and advanced frame data, but if you want to learn combos and advanced tech, you must join you character's discord server, I don't have the links, but if you use the search bar on this subreddit you should be able to find it, good luck!
I was expecting the same old thing, but it actually has a lot of practical tips and even combos/follow-ups.
Thanks!
The wiki actually has some notes for this for a couple of the characters, but it's pretty incomplete -- looks like it's on the roadmap though, the rivals team is going to be expanding on that starting on June 1 https://dragdown.wiki/wiki/Dragdown:Roadmap/RoA2#Character_Project
That said for notes on BnB's and most reliable confirms I find that the character specific discords tend to be good resources
Thanks, I will keep an eye on it!
Your best bet for that is just going to be watching some tournament play for your character.
Combos are so variable in a game like this that I don't think anyone found it worth it to spend time making a written combo guide.
I've been playing for awhile, but suck stringing moves together, I've done loads of research but everyone seems to have a different opinion on what is the best for what character :/ my move collection is full of gold moves and I don't know what to sell or keep. Is there any place that has the most popular sets for each character?
When looking for moves to keep you should look for ones that have 2 or 3 substats that you want for that character.
You want to focus on a moveset that can be used by multiple variants of that character. So find as many variants that want the same moveset and substats.
Then level up the moves to level 12 or 15 before rerolling to better stats.
To figure out what moves you want to use. First you might want to look at the characteristics of the move: I use Cat Scratch Fever on Ms Fortune because it applies Death Mark on hit (including blocked hits). I don't really care about it's combo potential or it's damage in this instance, I just care about the Death Mark. So now that I've decided I want this move on my Ms Fortune, I will then go to the Training Room and try and find ways to use it in a combo and build my moveset from there.
Once I'm done theorizing my moveset and leveled it up enough, I'd then take it to a high streak prize fight and try it in practice to look for any flaws in my moveset and tweak it from there.
It's totally fine to listen to and copy other people's movesets but it has to feel fun for you. I play Squigly way different to how most people play her. I tend to play Squigly with a low combo count whereas she's normally a high combo count character because that's what's fun for me.
+1 on the what's fun for you, OP.
You can definitely try combos from sgm forums or youtube videos but if it doesn't feel right for you, then you may be better off making own combo.
It also depends on the purpose... I have a basic infinite MGR combo with Harlequin which I use against almost everyone. But when facing against painwheels, I remove the battlebutt component so it becomes "critless". And when facing against blue shift annie, I add normal moves after MGR so that my battlebutt will hit on the 5th-6th combo mark. And when fighting NTTD dahlias, I use Blitz and bring along an SAd harlequin just so I can inflict inverse polarity all while still doing infinite MGR. And for everyone else, just straight battlebutt after MGR as it gives more overall damage vs sneaking in extra normal hits.
But it all started when I watched a YouTube video, tried out a combo, liked the combo, tweaked the combo over time to see what feels good for me, and eventually established it as a main part of my arsenal.
--- stats would come after. I'd recommend experimenting with combos without being too strict on stats, then when you have your moves at say level 6 or so, and you like the feel, then you can look at the stats and see if the distribution is good, or if you need to replace some of them with same move but level 1so you can attempt another stat distribution.
Yeah, but some variants require specific stats to play certain moves. I play my beast king against anything that moves with 3 chairs and those require high damage (and some critic for my preference), except Painwheels, which I change them to wulf shots, not caring about stats in those cases
Would you use the same set on almost every variant, or is the effort not worth it for a potentially small difference? Also what variants stick out to you as ones that would be candidates for their own unique set?
Yes. Ideally I'd use the same set on every variant of that character unless they're a defender (because you don't want to constantly swap your defender's moves around).
It just cost way too much to try and build a set for each variant, it's about 20m for full level 15 moves + guest star and then you need to reroll it. So building a generic set is better management of resources.
An example of a variant that would want having their own set would be Purrminator (doesn't want ATK% at all, just Crit Rate, Crit Damage, Piercing and SPCD) where the playstyle is the same but the stat distribution is different.
Or variants with a totally different playstyle such as Umbrella; Candy Crusher and other variants benefit from being OVERSTUFFED while other Umbrella variants benefit from being RAVENOUS like Eager Deceiver.
Ideally you'd want to try and find a set that works for as many of the variants of that character as you will play even if it's not the most optimal set for one of the variants.
watch on YouTube, research on google and play alot, when i started this game for the first 4 months i was playing around 11-15hrs a day. grind is real. but don't forget to research and learn the game mechanics. that really helps. and last a fall ENJOY the game. Peace!
I watch YouTube to get combo videos per each character, it's pretty efficient instead of just trying random moves in the practice range
Also make sure you use the specific special moves/block buster with utility, some characters have very specific taunts/utility... for example black dahlia has easy access to deadeye if you don't have prestige, parasol and squiggly have an immunity taunt, etc
Best combos for rush down characters in Tekken 8
Key Considerations for Rush Down Combos in Tekken 8:
Character Selection: Choose characters known for their aggressive playstyle, such as Kazumi, Paul, or Kazuya. These characters often have strong tools for pressure and mix-ups.
Combo Execution: Focus on combos that maximize damage while being easy to execute under pressure. Look for strings that can be canceled into special moves or launchers.
Frame Data: Understand the frame advantage of your moves. Rush down characters thrive on maintaining pressure, so using moves that leave you at an advantage can keep your opponent on the defensive.
Mix-Up Potential: Incorporate high/low mix-ups and throws into your combos to keep your opponent guessing. This can lead to openings for more damage.
Wall Combos: Utilize wall carry and wall combos effectively, as they can significantly increase your damage output. Characters with strong wall game can capitalize on their rush down style.
Recommended Combos:
Kazumi:
Paul:
Kazuya:
Takeaway: Focus on mastering a few key combos for your chosen character, and practice them until you can execute them consistently under pressure. Understanding your character's strengths and how to apply them in rush down situations will enhance your gameplay significantly.
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