TL;DR
Online Resources and Community Contributions
Several discussions highlight the importance of utilizing online resources and community contributions to find and optimize combos. Websites with combo databases allow players to submit and rank combos based on popularity, providing a useful tool for discovering effective strategies [1]. Spreadsheets shared by players can also be a valuable resource, offering organized data on combos and their effectiveness against specific moves
[2]. These resources are often updated by the community, ensuring that they remain relevant and comprehensive.
Video Guides and Advanced Techniques
Video guides are another excellent resource for learning about Tekken 7's combo system. Some players have created detailed videos explaining the intricacies of the combo mechanics, which can help players discover new techniques and improve their gameplay [3:1]
[3:2]. These videos often address common misconceptions and provide insights into improvising combos during matches
[3:3].
Character-Specific Guides
For those looking to master specific characters, character-specific guides can be invaluable. Updated guides for characters like Nina offer detailed information on moves, properties, and combos [5]. These guides often include optimized combo routes and suggestions for maximizing damage output
[5:1]
[5:2]. Additionally, upcoming guides for other characters such as Lee, Raven, and Yoshi are mentioned, indicating ongoing efforts to provide comprehensive resources for all characters in the game
[5].
Combo Tier Lists
Combo tier lists are a popular way to rank and compare combos across different characters. These lists often categorize combos based on damage output and situational effectiveness, helping players identify the most powerful options available [4]. The tier lists are typically organized by character, making it easy for players to find relevant information for their mains
[4:1].
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?
Hey again.
I'm posting a spreadsheet of combos for the upcoming combo tier list to see if it's a good idea to have have players here help optimize the combos and not just the character discords.
The Category is - 3 Drive Punish VS Ken's LK Jinrai low follow-up -
Link below.
I'm not too confident in the Guile combo
https://docs.google.com/spreadsheets/d/1jGbmJl76FTqqFm-O5EK-sef4IQ1a6UOaRnPXc3SI5ww/edit?usp=sharing
Let me know if anything's not optimal please or tips of how to make this easier to read for the full season 3 spreadsheets.
Come season 3 I'll keep a spreadsheet of every combo tier list so players have a source for every characters optimal combo in different scenarios in one place. I'll try to cover every category people want to see / know about.
For those that don't know what a combo tier list is here's an 2 drive stun combo tier list.
https://www.youtube.com/watch?v=NG5gZYo9AKI
Hahaha as a Marisa player the cr.lk optimal summarises the character perfectly. And afaik this isn't even guaranteed but spacing dependent.
You're right I should've pointed out this is against unspaced LK Jinrai.
I'm beginning to think Jinrai wasn't the best move to make a combo tier list of since it has different strengths and spacings. It's just a really common move so it felt right.
I think it is good move to cover, since it is very common and also quite frustrating, so people will likely be interested.
Now I'm wondering what other videos you could make. I think you've done most of the common universal ones, so if you take suggestions :
Doing the hero's work, one spreadsheet at a time.
Personally I'd secure the file and scrub it off your personal data. I made a mistake once of sharing the frame data file with colour formatting in Tekken discord and I have seen people taking it as theirs just a few weeks later =]
As for tips for improving, I'd say alphabetical order helps a lot, then you could colour format all the numerical data in e.g. a spreadsheet. It makes looking and comparing the values much easier and also could be nice for one's personal use to see how their combos stack up against the "optimal" stuff.
How do I secure the file and what do you mean by scrub it off your personal data? Sorry to hear what happened to you in the Tekken discord. This is exactly what I'm trying to avoid come season 3. I don't mind sticking to just using the character cords, but man I feel like I'd be doing a disservice by not creating a spreadsheet and keeping it up to date with info since people don't know about my videos yet.
I'll try out alphabetical order for when I start the full blown tier lists and what do you meant the numerical data? Just the damage, becauase I can do that no problem. Thanks for the reply.
Secure as in simply remove any metadata that the file has like owner and possibly device. Some editors retain it some do not. You'd need to discover/research the topic
As per numerical data I thought about damage rankings or maybe frame data if you were to add this. As well as frame advantage on Oki (e.g. you need a certain amount of frames for safe jump and possibly a jumping kick, so that the opponent cannot do much against it). Just mentioning this in case you'd expand the file with more goodies.
Im master rank, never knew jinrai was punishable 😅
It's -5, iirc. The problem is that a good Ken spaces it so nearly all 5 frame moves whiff, and he ends up punish countering the punish attempt a lot when that happens.
I main ken and it seems like Ed is definitely the best at punishing it in my experience, hes good at punishing half jinrais and full jinrais
3 drive? Pffft Gief only needs one good churn and thats it
Zangief ruins the balance of this tier list lmao. He and Lily are major outliers.
Zangief can also tundra storm the last follow up;both the over head and low one
Great video, finally someone made a video like this, there is so much confusion about the combo system of this game, a video like this is so important to have.
Indeed, i was really surprised during my researches to find that so much of this stuff wasn't documented anywhere or wrongly documented. Granted these informations aren't required in order to win tournaments, but i personally found they heavily helped my combo improvisation during matches and my combo labbing in general during practice.
Hopefully this video should help people discover new combo techs and use them more in matches to their advantage.
Same for me, most of the info on this video I learned over the course of a long time while actively trying to figure them out, and I noticed that the more I learned about combos, the more I could put together intelligent combos in the clutch lol.
This video still cleared small misconceptions that I had in my head up until now, so thank you!
Great video! Are you planning to do more of those in the future? ^Pls ^do
I do indeed! I already have a video in the work regarding EWGF/Crouchdashes and high crushing (it is a lot more complicated than what it seems), and i'm thinking about what else i could cover. Future videos will definitely be shorter though, the combo system is big enough to deserve 17 minutes (and more, i know i missed some important stuff) but there is no other system that is as big and i like shorter formats more anyway. Glad you liked it!
This is excellent, many thanks
Yooooooo this video is so well made good stuff dude.
Love the video and the visuals are very good.
Let me know what you think. I actually took someone's advice from a year ago and organized it so it's sorted by character and not combo damage..
Use the time stamps to find your character. The full tier list is at the very end.
Just a heads up. The two intro combos aren't optimals. They're just there to show how a combo tier list works. I'm going to stop including non optimals in the intros going forward since it causes confusion/ people immediately ending the vid.
Nice video!
I have a slight optimization for Cammy:
Combo | Notation | Damage |
---|---|---|
your first combo in the video | j.HK, b-HK, LK Drill, lvl1 | 3800 |
cammy discord user combo in the video | EX Hooligan x Overhead, b-HK, LK Drill, lvl1 | 3840 |
better combo | j-HK, b-HK, DR st.HP xx MK Drill, lvl1 | 3855 |
Hoooly that's sick and it's modern friendly. Thanks for the upgrade. I'll add it to the comments, and in the future when I redo this category late season 3, I'll credit you for the combo. That MK Drill hits *late*. Sheesh
Yeah it's a somewhat useful extender and it's auto-timed so it's very easy to do.
There's a harder st.HP xx MK Drill extension after double b-HK where you have to manually delay it, I'm not sure what the leniency is, feels like 2-3f to me:
cr.HP, cr.MP DRC b-HK, b-HK, [delay] DR st.HP xx MK Drill, HK DP
You can also just do a HK Drill instead of the MK Drill and you will get the 2nd hit of the HK Drill auto-timed, but it's worse damage than using the extender from my comment:
cr.HP, cr.MP DRC cr.HP, b-HK, DR st.HP xx MK Drill, HK DP
I love labbing Cammy combos so feel free to use me as a lab assistant if you are doing more tier lists.
this is dope, love the new format too. how long do these take to make?
I like to take 1-2 weeks doing 1 category. Just to make sure the combos are optimal. Some character cords aren't that active since it's the end of season 2 so it's hard to fact check the combos I come up with for some characters.
Good stuff.
Did you explore the option to cut df1, df3,2f for df1,2f and additional iWS1 in uf4 routes?
You gain 1 dmg iirc
I’ll give it a look and get back to you *updated
I've been waiting for this, thank you
NP
This is really good! Thanks
No problem!
For uf1 combo, try ws1, uf3, df1,2~f ws1,1+2 wr3,4.
Good one, I’ll give it a shot later
So here's the thing. I know I can go to any YT vid for demos of the combos themselves, that I should probably train them in practice tool. Problem is I'm overwhelmed. There's just too many, half of them require flash, so I don't get to see any moments in my game where I thing "Oh yes I should try this here".
So here's my plead for the sacred blind monkeys in here. I I had to start with just one combos to perfect and focus on every game. Maybe a few others after I master the first one?
just learn how to land your q after a kick, R+Flash and insec with a ward hop. The other fancy combos are really fun to pull off, but pretty impractical 99% of the time
It's really not that deep, the only genuinely complicated thing on lee is the "real" insec with the ward jump behind the enemy mid-q.
you only need the practical ones to start with, if you start with R on any opponent they are stunned during the kick so you can always ensure you hit Q while they are flying away. The other combo is just to Q to them and W hop behind them and then kick. all the other flashy ones are for clips most people just use the guaranteed ones.
im stuggling to get even 5 combo hits. i did the tutorial but still to dumb to make a combo. can someone explain it a bit better?
Light > Medium > (Down + Heavy)
Air Light > Air Medium > Air Heavy > Special (1 or 2, depending on character) > Super
This is universal amongst all characters
Slight correction, usually there's a standing heavy before the down heavy
Sometimes doing standing heavy makes your spacing miss the down heavy. So to new players i just recommend doing down heavy right away.
In my gameplay i know when i can incorporate standing and crouching moves in sequence depending on the situation but just in case, you know? Make it simpler, more consistent, since that's pretty much the point of that little combo structure i was sharing.
If you really wanna do good combos try to hit them with the most damaging attacks first, while also doing the least ammount of hits while doing so, this way you deal the most ammount of damage before you damage scale the combo, and you damage/hitstun scale the combo the least possible.
Once you did 2 strings you just do whatever move you can to go into your most finishing special and then super. Character specifics will of course change your combo structure. Blitzcrank for example has either one down special 1 > special 1 or one special 2 against airborne characters, this does a lot of damage and lets you extend your combos easily, since you have one you are incentivized to use it every combo for example. yada yada
So this game has something called gatling combos, these are common in anime fighters. What they allow you to do is cancel the recovery of a button into specific other buttons. These require no timing just press the buttons one after the other. One core gatling combo that I believe exists on every character is Light>Medium>Heavy. Also important is that I believe every character has a universal launcher in down heavy. This will launch your opponent into the air allowing you to jump after them. Combining these ideas together we can form some simple combos that should work on just about every character. Medium>Heavy>Launcher(Down + Heavy)>Jump>Medium>Heavy>Special Move. Most characters also have some kind of special move that knocks your opponent back down to the ground so we can finish with that and then cancel that into super. That pretty basic but it will get you started, there's a lot more you can do to keep the combo going longer with tagging in other characters to using wall bounces to hitting people off the ground but that will be more character specific. A core part of the combo structure of these games is gatling combos though so get a feel for what cancels into what
Literally look up a combo on twitter and then practice in training mode until you get it 9 out of 10 times on both sides. Then start playing against bots/people with your only goal being to land the combo. Eventually you'll just do it from muscle memory
Light > Medium > Heavy > Down + Heavy works for most characters, but what a lot of beginners may struggle with is the aerial attacks after. If you hold up + forward right after your launcher (Down+Heavy), it automatically jumps for you and it's much easier to land aerial attacks. You could experiment with a variety of moves in the air like L/M/H into either S1 or S2, but you should probably look at someone's character or combo guide for the good stuff.
If there is one thing I've learnt it's that I can spend hours in the lab, and find simpler, more optimal combos in about a minute online.
It's fun to still experiment. It just hits differently when it's one you discovered on your own. That being said, people are infinitely more creative than me. Some of the stuff I've learnt I'd have never found in 10,000 hours.
As others said though, if you really want to make your own then press buttons and experiment and use frame data. Before I look up combos I always play around to get a feeling for a character. Does heavy combo into heavy, no? How about heavy, down heavy etc etc. Just test everything you can think of.
This. And once you know the system you can learn a new character before the guides come out
Dude, you got me out of grey ranks with Bryan. I know blue isn't high and all, but for me being confidently in Blue ranks is a big step from trading with 1st Dans because I didn't know much. Now with this video I can actually finish out combos that would have closed out rounds. Keep doing literally everything.
Congrats bro! Don't down play your achievements. Any step up is a good step. Everyone has different goals and levels to achieve. Keep at it man :)
I'm continually amazed at how you never trip over your tongue actually saying the combo annotations aloud in your videos, thanks for taking the time to get the take you need because your videos are an absolute pleasure to watch.
Dude, that's such an awesome compliment man. Appreciate your love. Also... I trip up alot. I just edit most of it out. I did roughly 16 takes on the Lars combo section LOLOLOL. I was so tripped up on the dynamic entry to silent entry and the numbers. Hahaha. I just wanted to make sure the video was a long as it was necessary to get the point across (with examples), and as short as possible to not drag it out.
16 takes ain't that bad at all considering the script you're working with.
The video inspired me to load up Tekken and see if I could use any of this for some of Yoshi's tricky combo pickups but the squid doesn't have any dead inputs readily available far as I can tell. df2,f3,dash,f34 is still a bitch gateway to a df2,f3,wr3 under pressure x)
Also since I got a Tekken nerd /content guy on notify can I ask you a question/suggest a video?: There are hidden alternate inputs for a lot of moves sprinkled sparingly throughout the cast, as a Yoshi main I realize he is the char with the most of them but I still find it an interesting topic and have a question to ask regarding it. Yoshi has a weird input for a move the is identical to his wr3 that can be done with a button combination that I sometimes(like, super fucking rarely) manage to produce in matches, many tekken frame sites list an alternate input for this move but none of them suggest the same input for doing it, do you happen to know? I can't for the life of me recreate it offline.
God Bless you man. I think I've seen Aris do a video back in season 1 about this method but I somehow completely forgot about it.
Also it's nice when more people talk about a certain technique just in case that video doesn't reach any one. Thanks.
Oh for real? He did a video on it? Nice! Yeah, I figured it would be nice to show multiple examples in case people wanted to know it for different characters. Also, I think Aris tends to be a little quicker on his explanation while I try to be a little more in detail. I find that lots of people tend to still have more questions after Aris gives them tips. So I just wanted to "hopefully" answer those questions.
oh yeah I just looked it up. he talks about ki charge and button buffer as well.
https://www.youtube.com/watch?v=wBpSTK4Sjio
Also I really Love your video for specifically including multiple examples. Since with Bryan I always ditch b2,1,4 and do instead B2,4 because I dropped the b3 after screw.
I usually just triple press the same buttons until I see a hit animation
Uhhh what? This has nothing to do with the video or the tip that is given.
People, please subscribe to this channel. If you're a beginner or intermediate player especially he is one of the best on YouTube. He does a great job of explaining the mechanics of whatever he's talking about, which goes a long way toward fostering understanding. And he hits on a lot of little nuances that many others would miss.
Thank you so much deathsintent!
This is just a mini guide explaining when to do certain inputs etc. It doesn’t cover everything possible with mix ups. Might help understand when you can input certain actions though
Im assuming you made this for people who play offline?
It’s not for anyone specific
Oh okay, you should start a youtube channel if you haven’t already
It’s a good showcase I never thought of it that way. I did always use the first follow up a lot forgot the second option even existed and we can delay the attack inputs for them as well but these are good setups for supers. Good stuff
Thanks bro, glad you got something out of it 🤜🏼🤛🏼
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Ummm this is amazing and easy to read.
Guess what? You've been drafted to make one for each character when the game comes out.
HAHA thanks, it makes me really happy i can help! Funny thing is, I was planning to do that :) I really want to be able to play every character atleast a little bit so this also helps myself a lot when i need to remember what the combo’s were again. So just look out for more when it comes maybe at the end i’ll drop a lil booklet with all of them in it.
I’ll also make some changes with maybe more information like what all the armor moves and tornado moves are on the side
Sincerely thank you for this, graphic is insanely well made. I’d go crazy for this on other characters!
I made some of these for my characters to put on other screen while playing but its just combos and good moves haha looks nothing nice like this :D
These are unironically the best resource for teaching new people. When we lost Tekken Zaibatsu, we lost a lot of 1 page "here this is what you do to start with" resources. Yes there are wikis, and discord, and youtube, but I love having 1 page things to link to people at locals.
Why only one, need couple of guides for each characters
I made this for a friend of mine and i thought i'd share it here. It's more of a easier combo guide if you want to pickup Jin for fun or use the relatively easy combo's that you can repurpose for pretty much every launcher and still get quite respectable damage. I hope this can help anyone :)
PS : Im not a jin main, just picked him up after the demo. If anyone has feedback feel free to share them with me! (made with help from "RyzingSol" video on youtube, love his vids, check him out if you don't know him already!)
As someone who wants to learn how to play Jin better this is very appreciated.
As a Jin main this is such a great start for any new Jin players! I’d love to see what else you plan on making but I love it!
you are totally right hahaha! i heard it's more like 14/15 frames right? i just wrote the tekken notation because i wasn't sure
it works like a tiny pause in your inputs. If you are on a stick, let go of it so it returns to neutral. On a controller, simply don’t do an input for a microsecond before you do the next input
Thank you! Funny thing is, that it’s actually the tekken 8 official background but i made it white with xray on photoshop to make it more jin’s color hahaha
Tekken 7 combo guide
Key Considerations for a Tekken 7 Combo Guide:
Character Selection: Each character has unique moves and combos. Familiarize yourself with your chosen character's strengths and weaknesses.
Combo Types:
Input Timing: Practice the timing of your inputs. Tekken 7 requires precise timing for combos to connect successfully.
Practice Mode: Use practice mode to refine your combos. Focus on execution, timing, and understanding the character's move properties.
Advanced Techniques: Once comfortable with basic combos, explore advanced techniques like:
Recommendations:
Example Combo (for a character like Kazuya):
Practice this combo in training mode to get the timing right!
Get more comprehensive results summarized by our most cutting edge AI model. Plus deep Youtube search.