Learning Fundamentals Before Juggles
Before diving into juggle combos, it's crucial to understand the fundamentals of Tekken. This includes learning how high, mids, and lows work, as well as movement and punishments [1:1]. Practicing in the game's practice mode can help you learn basic combos and punishes
[1:2]. Understanding how to block effectively is also essential; holding back blocks highs and mids, while crouch guard blocks lows
[1:3].
Combo Setup Strategies
Some players prefer combo setups that incorporate guard breaks and charged moves for added damage and unpredictability [2]. A popular strategy involves using a multi-hit combo into a guard break, followed by charge moves to counter opponents who attempt to block
[2:1]. This setup can be particularly effective against players who rely heavily on defense.
Countering Juggles
While juggles can be frustrating, understanding the mechanics can help mitigate their impact. Combos don't end when you first hit the ground; they often include a screw move allowing for a combo ender. The choice of combo ender depends on desired outcomes like damage, wall carry, or okizeme [3:1]. Learning to techroll or dodge follow-up attacks can provide opportunities for counter-punishes
[3:2].
Character-Specific Combo Resources
For character-specific juggle combos, resources like YouTube tutorials can be invaluable. For instance, Law's combos are not explicitly listed in the movelist, but videos can provide detailed guides on effective air juggles [4:1]. It's important to look for moves that launch (indicated by a red tornado square) and moves that knockdown or wallsplat (indicated by a green square)
[4:2].
Community Guides and Support
Community-created guides can be incredibly helpful for mastering specific characters' juggle combos. For example, guides for Chun-Li's air juggle combos have been appreciated by many players struggling with her moves [5]. Engaging with community resources and discussions can enhance your understanding and execution of complex combos.
Im 1st dan and everyone i play against knows how to juggle or something , i always get combod for half of my health just to get 3-1/3-0 and just rage . Currently lost 6/7 mathes but the seventh guy disconected so tehnically still 0 wins. I play russian guy , but still any tips that arent related to movement . P.S. HOW DO YOU BLOCK IN THIS GAME???
My dude go into practice mode. There it will show you some basic combos and also teach you your punishes.
Hold back to block highs and mids. Crouch guard to block lows (use down+back crouch instead of just holding down button).
I got my first win :D
Nice, keep it on
Thank you
before learning juggles try to learn the fundamentals first like how high, mids, lows work, movement and punishments
Very thanked!
This is low tier bait
What does that mean?
how i unlock god/godly combo?
Love the multi-hit into guard break. My juggle build does the same thing. It's surprising how many times it catches enemies.
It doesn't always work on my end, but that's where the charge moves come as a clutch.
The trippe punch and godly chop right?
It's been a long time, iirc it was a two hit move into break into ankle sweep 🤔
How do you dash backwards like that?
Use a step back kick and cancel the kicking animation by using any right stick dodge
Mainly juggles since combos end when you fall to the ground but juggles just keep going and you can't stop it. If there isn't I think this is a major design flaw. Sometimes I get juggled from making one mistake of getting popped up and lose 80% of my health. I know juggles are part of the game but it's ridiculous and should get a counter or defense when you're getting juggled like a combo breaker, cop out or something. You're laying up in the air getting patted around and can't do anything. It's even worst if you're playing a character with a big hitbox like Jack, Gigas or Kuma you are pretty much done after you get juggled. Also aerial block like in Street Fighter would be kind of cool too.
It's one of those things that come to you with time.
First of all, a combo doesn't end the first time you hit the ground. That's the screw. A screw is what will allow you to get your combo ender. If you hit the wall, he might get a few extra hits on you.
Now, the combo ender your opponent choose will either.
A) Best Damage.
B) Best Wall Carry.
C) Best Okizeme.
D) Techtrap/backroll catch setup.
Now, you cannot move in option A, B or C. It's all part of the combo.
A Techtrap essentially sacrifices about 10-15 points of combo damage for a chance to rejuggle, if you choose the wrong option of the ground, and that's the only way to get juggled for 80% of your HP at once (although it's more like a 40%+40% since it's not a real combo, meaning you have a chance to interrupt it somewhere in between the hits). 80% to 100% damage real combos are extremely rare and only either happens with Akuma or in Howards state.
You have multiple options for getting off the ground, but it's even more important you know what your main options are. You actually have a fuckton of them, but these are the ones you should be using the most.
A) Backroll. Hold back on the ground.
B) Techroll. Press an attack button the moment you hit the ground.
C) Remain on the ground. Press nothing.
Backroll is usually your safest option. However, if you have your head towards your opponent on the ground, he can do something called a backroll catch. If he had enough frame advantage to use a mid launcher AND you backrolled, you will get caught and rejuggled.
Techroll is also safe. However, this leads up to a guaranteed mixup. During a techroll, you can't do anything else, meaning your opponent can throw out anything at you and you will simply have to guess wether to block mid or low. Against certain characters, Techrolling is death, such as a good Bryan against the wall. (But you won't face these Bryans today or for many years to come)
An additional note against a Techroll is that it cannot be used after a spike. What's a spike? Usually moves that have an "up to down" motion. These will break the Forgotten Realms floor, but they also don't allow your opponent to techroll.
Remaining on the ground is also usually safe. You will take an additional hit for 80% of the moves total damage (usually 8 to 15 damage) and be pushed away to safety. This obviously doesn't work against the wall because there's not enough space to be pushed away from.
Now, the good thing about practicing against these setups is that they can be very easily done in Practice mode. You don't need to do the whole combo, only a regular launcher into the mid-launch trap move.
Put the AI on Bryan and make them do a d/f+4 into f+4, 1. Try backrolling out of it and you will get launched every time. Do a techroll instead and you get a launch on him yourself.
Make the Bryan AI do f, n, b+2 into u/f+4 into d+4. d+4 isn't part of the actual combo, but it's guaranteed. You cannot techroll the u/f+4 because it spikes, and backroll won't be fast enough to avoid the d+4 either. This is Bryans main wallbreak ender as it deals very good damage and the orbital gives him amazing okizeme, even if you decide not to use the d+4 follow up.
I'm sorry that this is such a simple concept to be asking about, but I've been trying to do the d/f+4 into f+4, 1 setup and I feel like I'm doing something wrong and can't figure out what. I defintely can emulate and see that the backrolling option doesn't work. I've also been able to see that rolling at with the correct timing can lead to dodging the follow up and getting a punish of something like a jab.
However, I can't seem to techroll after the d/f+4 and get a launch. I turned on the blue recovery animation thing to help and maybe I just have bad vision, but I am still not seeing/finding an opportunity to pull it off.
If it's just a case of me sucking, is there some other way I could practice developing the right speed to land it? I play Paul if that helps in terms of saying what moves to use to practice.
Gilding this to have it permanently highlighted, in the hope that this will be read by newbies who're going to understand the value of this information
Thanks for doing that. That's literally how I saw it just now and I'm going to lab those Bryan setups for sure.
Thanks for the gold, buddy.
Lmao love this kind of comments
It is not op or unfair when every character has access to it. Also:
M A J O R
D E S I G N
F L A W
First step is to stop blaming the game because you don't know how to play.
Secondly it's hard to help if we don't know what you are doing. Upload a video and we can help you :)
And air blocks doesn't make sense in game with limited jumping.
Yes, don't get launched.
This post sucks
For example, I main Law.
Is there a set of moves I need to execute to effectively air juggle my opponent?
If there is, it's not easily deciphered from the Combo list.
The move list doesn’t sort them out cleanly but look out for strings that launch indicated by the red tornado square and moves that kd or wallsplat indicated by the green square. Then every character has unique things like using extra normals to juggle in a combo before they use tornado or unique combos thru stances.
You will find a lot more resource on yt or something.
If I was going to atart learning Law combos, this video is where I would start
https://youtu.be/hoWbpxCwMfc?si=tfAqVU7sc-c2hx-T
To the actual question though, combos are not something included as a property in the movelist. It would ultimately just be too much information to convey, as there is lots of different things you can want out of a combo (Damage, wall carry, wall splat, oki, off axis, etc etc).
Brother! This is what I was looking for! Thank you!
Thank you! This new Chun main here appreciates you!
Im not quite sure I understand what I saw. Hard to describe but it looks like juggles are gone, just some short few hit combos or they just look this way on these testing gameplay videos?
From what I understand combos will be longer because the new heat mechanic helps extend them but in contrast the stages are twice the size. From the looks of it to the new bound mechanic bounces characters much higher giving you more opportunity to combo as well.
Combos are actually longer than in T7. They just look this way in the showcase gameplay, because they were not played by good players.
For example: TMM said his BNB was EWGF EWGF 1 df3 df1,df2 B! 3,1~df3 W! wall hit.
Yeah, those clips were provided by Bamco as a showcase of mechanics. Also, that is why no one blocks Rage Arts
I have a problem with juggle combos
It is not problem with keeping the opponent in the air but it's that every time i try to do more than 5 hit juggle combo my opponent flies out of reach
you need to incorporate a screw attack to keep the flying out of reach tendency in check, even then additional hits will add to the pushback of each hit but it won't be as extreme. Try googling "Tekken 7 combo structure" to get a basic grasp on the system and after that look up some combos for whatever char you play so you won't have to waste your own time exploring all the combos routes available.
you need to know that the general move for juggles are: Launcher->feeler->screw->ender. All character have this move type so you gonna figure it out which one it is.
I went down a little memory lane watching older Tekken gameplay and man, the first thing you notice is how much grounded the combat was.
I dont even mind the insane combo damage inflation since T7 release but just the time itself. You can legit stretch your arms out and take a sip of your tea every time you get launched.
It also creates this massive vortex that beginners get lost in, practicing combos for hours when they cant even block a snake edge or break a throw.
Idk I feel like the game would be healthier/less frustrating if juggles were limited to 3-4 hits even wt the same health cost.
It’s not that funny considering that Tekken really only has 2 playstyles, that being poke play and juggles. Hybrid with grappling and that’s legit the only 3 ways you can possibly play Tekken
Never heard of a playstyle called "juggling"
Tekken 5 combos were so limited and usually incorporated a character’s key moves, making their combos iconic and badass
I think Tekken shines in the neutral where the 3D element can come into play with movement. Super long combos always felt more 2D fighter to me. The game should be interactive, but long juggles don’t really encourage that.
I also think there’s too many CH launchers in the game atm, which exacerbates the long juggle problem because you’re getting launched more frequently and punished for trying to react. It’s not very fun for new players, especially with the “throw them to the sharks” mentality with tekken and its lack of tutorials.
Learn how to just chill dude. If you're mad every time you get combo'd and when you're stunned and your thought is "I'm not playing the game! I can't DO anything!" Then what you should do is plan your next move. Sure your APM is 0, but you're not doing nothing.
When you think about it. The combo system has been the same, juggle has just been expanded upon.
And for all the people complaining about damage, have any of you played the first 3 games?????? The damage in the older games was completely absurd. What?
you can make only 2 mistakes in a round, take two juggles and the round is theirs
I might be in the minority but I like the juggling because it’s hype lol
Nah. Adjusting to side walls, unconventional juggles for better oki, getting optimal wall carry, doing a high execution variant instead of the staple, these are all fun.
Cause it's fun to do. If you force people to robotically only learn the fundmentals like movement, throw breaks, oki, setup, frames, etc. they would never stick around to get good lol.
Combos are fun to do in-between practicing all the important shit.
juggling and one bs move corner stomping is for pathetic poozies that cant play...
It’s fun to watch
It’s fun to land
It’s fun to learn new combos
Got 3-star and 4-star Leo the other day, and I'm loving his/her long juggle, anyone knows more?
Not seeing youtubes and posts here or at least hard to search,
Leo
It goes without saying that these are the wazas to buy given this current economy.
Please try suggesting as much as you can so this game would be more enjoyable for everyone.
You can insert 2 taps before the 3 taps. I'm currently trying this :
LRA-2T-3T-ER LANG DAN SHANG - 2T-3T - CHONG TIAN FU BO - WHATEVER YOU WANT TO FINISH.
Those two launcher can connect, with taps between them. With the 4 star version of the ER LANG DAN SHANG, there are theoretically 3 connecting launchers. But gathering those three in the same time in a real fight is difficult. Not to mention the timing needed.
Awesome! Will try, do you know few for Lee?
Mansher7 made a video about him on YouTube. I can't explain better. Just one thing : I like his spin kick somersault launcher. Because it's a fast launcher, but you can also use it as a finishing juggle, after a tap-double tap
Stealing some of these ideas even though I have nowhere near the level of execution to pull them off lol
What mod stage is that ?
Wait is that stage real?!?!
unfortunately not, its a mod.
This what i call EMOTIONAL DAMAGE
Ummmm, if opp is in the corner I can DI into an OD tatsu into Lvl 3, but the way my thumbs work all other steps here are just a free ticket to drop city.
They look great though!
Best juggle combos in Tekken 8
Key Considerations for Juggle Combos in Tekken 8:
Character Selection: Different characters have unique juggle capabilities. Familiarize yourself with your character's strengths and specific moves that launch opponents.
Launchers: Identify reliable launchers for your character. These are moves that can initiate a juggle combo. Common launchers include specific kicks, punches, or special moves.
Combo Length: Focus on juggle combos that maximize damage while being practical. Longer combos can be flashy but may require precise timing and execution.
Wall Combos: Consider how your juggle combos can transition into wall combos. Many characters have specific moves that deal extra damage when the opponent is near a wall.
Practice Timing: Juggle combos require precise timing. Spend time in practice mode to get the timing down for each move in your combo.
Popular Juggle Combos:
Kazuya:
Lili:
Jin:
Nina:
Recommendation: Focus on mastering a few key juggle combos for your main character. This will help you become more effective in matches and allow you to capitalize on openings. Regular practice in training mode will help you refine your execution and timing.
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