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Wednesday, December 27, 2017

Tekken 7 Lili De Rochefort Sample Combos


This was my first sample combo video so please bear with me. I am hoping to improve my combo videos in the long run. If you haven't read the definitive guide for combos you might want to check it out here.

Else, check out the Lili combos on this video. Complete list and details found below.

My thoughts on this character:
She is one of my favorite characters, thus, the first combo video. Although I wish I did the video just recently instead. A lot of people are hating on her as she is fairly easy to use and her moves are prone to spammed by new players. f+3+4, d/f+3+4 and their variants are quite annoying if you don't know to deal with them. The inputs and execution for her combos are not that difficult except for ff+3~f cancel into jabs which I opted not to include here. If you stick around with the moves below you'll probably do just fine. Again, they are fairly easy, just make sure to always dash after the Screw so your ff3~f 1,2 doesn't whiff.


Complete Video Combo List

1. df2 f2,3 df3+4,2 S! ff3~f1,2 (8-hits - 58 damage)
2. df2 f2,3 ff3~f3+4 S! ff3~f1,2 (9-hits - 61 damage)
3. df2 df2 4,1 d2,2,3 S! ff3~f1,2 (10-hits - 65 damage)
4. uf3 b2,1 1 d2,2,3 S! ff3~f1,2 (10-hits - 59 damage)
5. uf3 df2 4,1 d2,2,3 S! ff3~f1,2 (10-hits - 62 damage)
6. ff2 4 1 d2,2,3 S! ff3~f1,2 (9 hits - 64 damage)
7. df3+4 BT f4 1 d2,2,3 S! ff3~f1,2 (9 hits - 58 damage)
8. df3+4 BT db1 WS2 d1,2,4 S! ff3~f1,2 (9 hits - 56 damage)
9. db4 FCdf1 4,1 d2,2,3 S! ff3+4 (8 hits - 70 damage)
10. d3+4 UF4 f2,3 ff3~f3+4 S! ff3~f1,2 (10 hits - 79 damage)
11. BT 1+2 db1 WS2 1 d2,2,3 S! df3+4,3+4 (11 hits - 64 damage)
12. u3 4,1 d2,2,3 S! ff3~f1,2 (9 hits - 69 damage)
13. u3+4 f2,3 ff3~f3+4 S! ff3+4 (8 hits - 68 damage)
14. u3+4 iWS2 2 d2,2,3 S! ff3+4 (8 hits - 68 damage)
15. WS3 f2,3 df3+4,2 S! ff3~f1,2 (8 hits - 62 damage)
16. WS3 f2,3 df3+4,2 S! 3,2,3 (8 hits - 59 damage)
17. WS3 3,2 2 d2,2,3 S! ff3~f1,2 (10 hits - 63 damage)
18. WS2 df2 f2,3 ff3~f3+4 S! ff3~f1,2 (10hits - 67 damage)
19. CH BT2 S! df3+4 BT3 3,2 3,2,3 (8 hits - 58 damage)
20. CH FCdf3 d1,2,4 S! df2 3,2,3 (8 hits - 57 damage)
21. CH SS1+2 iWS2 2 d2,2,3 S! ff3+4 (7 hits - 65 damage)
22. CH db3 S! df3+4 BT3 3,2 3,2,3 (8 hits - 62 damage)
23. CH db3+4 iWS2 2 d2,2,3 S! df3+4,1+2 (9 hits - 66 damage)
23. CH df3 4,1 d2,2,3 S! ff3~f1,2 (9 hits - 71 damage)
24. During Rage df3+4,3 f2,3 ff3~f3+4 S! ff3~f1,2 (10 hits - 71 damage)
25. During Rage d3+4 UF4 1 df3+4,3 ff3~f3+4 S! ff3~f1,2 (10 hits - 79 damage)
26. During Rage db4 FCdf1 4,1 d2,2,3 S! 3+4 (12 hits - 88 damage)
27. During Rage d3+4 UF4 f2,3 ff3~f3+4 S! 3+4 (12 hits - 91 damage)
28. Low Parry df2 f2,3 ff3~f3+4 S! ff3~f1,2 (8 hits - 50 damage)
29. Low Parry FCdf1 4,1 d2,2,3 S! ff3+4 (7 hits - 50 damage)
30. df2 df2 4,1 d2,2,3 W! 2+4 (8 hits - 62 damage)
31. df2 df2 4,1 d2,2,3 W! 1,2 1+2 (10 hits - 64 damage)
32. df2 df2 4,1 d2,2,3 W! f3+4,3,4 (10 hits - 64 damage)
33. db4 FCdf1 1,2 d2,2,3 W! d2,2,4 (10 hits - 73 damage)



Other combos I wasn't able to include and Misc.

Guaranteed hits/Mini-combos:
CH 1+2, ff+4
f4 ff+4
SS3 f+3+4

Juggle Launchers:
df+2
uf+3
db+4
WS+2
ff+2
df+3+4
d+3+4
WS+3
u+3+4
u+3
BT 1+2
CH BT 2
CH db+3+4
CH db+3
CH ss+1+2
CH FCdf+3
CH df+3

Common Juggle Filler Strings:
f+2,3
4,1 - can be done as 4 then 1


Screw/Tailspin moves:
2,4
d+2,2,3
ff+3, 3+4 (timing is strict)
d+1,2,4
BT 2 (easiest if done with df3+4)
f+3

Juggle Enders:
ff+3+4 (easiest and most consistent)
ff+3~f 1,2 (most common and probably best ender)
df+3+4 BT3+4
df+3+4 BT1+2

Wall Moves:
1+3 or 2+4 (wall grab)
ws 1,2 1+2 or 1,2 1+2 or 4,1 1+2
f+3+4,3,4

There are other options but these are the simplest and easiest to do. I am having a hard time doing the ff+3 cancel to jab on combos. Although they may look cool and probably offer more variations and damage, I cannot really advise you to do them in actual battle as you may drop your combo midway, unless you are a pro or perfect with your timing and inputs. To all new Lili players, please don't use the same moves again and again, unless necessary. I think I finally realize why she is hated. There are a  lot of cartwheels and pokes that look almost exactly the same. So much hate has already been accumulated for our girl. Be creative and fight gracefully. Ha ha.

Tekken 7 Leo Kliesen Sample Combos

Welcome to my second combo video, wanted to make this one shorter and bring out only most of the efficient ones. If you haven't read the general guide for combos you might want to check it out here.

An important note here since I am no longer able to edit this video, WS+1+2 to f+1+2 is not guaranteed, but more of a setup or a trap. If opponent moves or tries something other than  holding back, they will be hit by f+1+2.



My thoughts on this character:
Leo is such an amazing character. She is a complete package. Awesome wall options, reversal, good lows, etc. You name it. She is believed to be the strongest character in Tekken 7. I wouldn't be surprised if she was played by the pros. I play her a lot lately and I must say she is a bit hard to control online because of the input lag or delays. If you are doing so, be mindful of the timing after b+1,4~d/f into WS3. This is where you might drop your combo as the next move f+4 to KNK 2 might not hit if the timing is incorrect. Wait a little into the dash motion before doing the WS3. Input and execution is average. It will be hard if you are not familiar with the stances and transitions. If you are having a hard time landing f+4~d/f WS+1+2, you can choose to use f+1+2 or f,f+2 for an easy ender. 
 

Complete Video Combo List

1. u/f+2,1 d+4,2 (4 hits - 38 damage)
2. CH d/f+2+3 FC,d/f+3 (2 hits - 43 damage) 

3. WS+1+2 f+1+2 (2 hits - 60 damage) *see note above
4. CH QCF+1 WS+4,1+2 (3 hits - 54 damage)
5. d/f+2 f+2 b+1,4~d/f WS+3 f+4 KNK 2 S! f4~d/f WS+1+2 (9 hits-59 damage)
6. u/f+4 4 b+1,4~d/f WS+3 f+4 KNK 2 S! f4~d/f WS+1+2 (9 hits-60 damage)
7. BOK 2 U/F+4 b+1,4~df WS+3 f+4 KNK 2 S! f+4~df WS+1+2 (9 hits-73 damage)
8. d/b+3 f+3 b+1,4~df WS+3 f+4 KNK 2 S! f+4~df WS+1+2 (9 hits-75 damage)
9. KNK 3,4 b+1,4~df WS+3 f+4 KNK 2 S! f+4~df WS+1+2 (9 hits-67 damage)
10. d/f+2 3,2,4~df~U~u/f+1,1 b,f+1+2,1+2,1+2 (9 hit 53 damage)
11. d/f+2 d/f+1 3,2,4~d/f~U~u/f+1,1 S! f+4 KNK~d/f WS+1+2 (9 hits-57 damage)
12. f,f+4,3 S! b+1,4~d/f WS+3 f+4~d/f ws1+2 (7 hits-55 damage)
13. f,f+4,3 S! 4 b+1,4~d/f WS+3,1,2 (8 hits-56 damage)
14. BOK 3 S! 4 b+1,4~d/f WS+3 f+4~d/f WS+4,1+2 (8 hits-72 damage)
15. CH b+1 f,f+4,3 S! 3,2,4~d/f WS+3,1,2 (9 hits-62 damage)
16. CH d+1 d/f+1 b+1,4~d/f WS+3 f+4 KNK 2 S! f4~d/f WS+1+2 (9 hits-66 damage)
17. CH KNK 2 f,f+4,3 S! b+1,4~d/f WS+3,1,2 (8 hits-60 damage)
18. u/f+3+4 2 b+1,4~d/f WS+3 f+4 KNK 2 S! f+4~d/f WS+1+2 (9 hits-73 damage)
19. Low Parry 4 b+1,4~d/f WS+3 f+4 KNK 2 S! f4~d/f WS+1+2 (8 hits-47 damage)
20. During Rage BOK 2 U/F+4 b+1,4~d/f~U~u/f+1 f,f+4,3 S! Rage Art or d/f+1+2 (11 hits - 90 damage)
21. u/f+4 d/f+3 S! b+1,4~d/f WS+3 f+4 KNK 2 W! b+1,4 KNK 3,4 (11 hits-73 damage)
22. u/f+4 d/f+3 S! b+1,4~d/f WS+3 f+4 KNK 2 W! 1,2,1,1 (11 hits-68 damage)
23. During Rage BOK 2 U/F+4 b+1,4~d/f WS+3 f+4 KNK 2 w! f,f+2 W! WS+1,4,1 (11 hits-89 damage)
24. During Rage d/b+3 W! u/f+3 f,f+2 W! b+1,4 KNK 3,4 (7 hits-77 damage)
25. During Rage d/b+3 W! U/F+4 f,f+2 W! b+1,4~d/f WS+1+2 (6 hits-84 damage)
26. During Rage u/f+4 d/f+3 S! b+1,4~d/f WS+3 f+4 KNK 2 W! f,f+2 W! f+4~d/f WS+1+2 (11 hits-91 damage) 


Juggle Launchers:
u/f+4
d/f+2
ws+2
BOK+2
d/b+3
CH b+1
CH u/f+3+4
CH d+1


Common Juggle Filler Strings:
df+1 or 2 or 4 or f+2 or f+3 then b+1,4~d/f WS+3
3,2,4~d/f WS+3
f+4~d/f WS+3

Screw/Tailspin moves:
f+4 KNK 2 (most common)
f,f+4,3
d/f+3
BOK 3
u/f+1,1

Juggle Enders:
f+1+2 (probably easiest and most consistent if you do not know what to end with)
WS+4, 1+2 (timing is strict and will not work all the time)
f+4~df WS+1+2 (most common and reliable)
f,f+2 (same as f+1+2)
u/f+1,2 (wall carry option)
WS+3,1,2 (useful for awkward axis juggles)

Wall Moves:
b+1,4 KNK 3,4 (best)
b+1,4~df WS+1+2 (only use when you have a lead or to finish off, the positioning is awful)
1,2,1,1
d/b+1 WS+1,4,1


Again, there are other options but these are the simplest and easiest to do. I have updated this post as there were some previous errors. Hopefully I wasn't able to bring about confusion. He he.

A Definitive Guide for Combos/Juggles/Damage Scaling in Tekken 7

Table of Contents

1.0...Introduction
2.0...Understanding the Universal Language to Tekken Combo Inputs
3.0...Real Men do Juggles, Not 10-Hit Combos!
4.0...What is a Juggle?
   4.1...Juggle Composition
   4.2...Damage Scaling
5.0...Sample Combos
   5.1...Lili De Rochefort Sample Combos
   5.2...Leo Kliesen Sample Combos
   5.3...Jin Kazama Sample Combos
   5.4...Asuka Sample Combos - Coming Soon
6.0...Outro

[1.0] Introduction


I've been playing Tekken since its early days and I've decided to share with you some knowledge on one of the best things about this game--combos! What good is a fighting game without them right? It is essentially one of the most important aspects of every fighting game and Tekken is one of the best in its genre. However, being good at combos does not mean you are good in the actual game. This mechanic is simply for optimizing your damage and making you look cool. If you're new to Tekken, then you are in luck as this guide is meant to help you improve. If you're an old fan then you probably know most of this stuff, but if you're reading this, hope you'd stick around to sift through the content as you still might find something new to you. I am by no means an expert but I am very passionate about the game since I get to have fun playing it with the people closest to me. We play in groups offline once in a while. I can barely play online due to network problems (current only available ISP in our area seems to affect my connection in Tekken more than my other games), my reflexes and familiarity with characters haven't improved so I am better off contributing to the Tekken community this way. In short, I suck. But hey, hopefully you'll find something interesting here. If so, please consider subscribing to my YouTube channel or you can probably share this to those who might find it helpful.


[2.0] The Universal Language of Tekken Command Inputs

 

Imagine a commentator saying "Wow, nice combo! Right punch, right punch, left punch, left kick!" on streams or on tournaments. It would be far easier to say 4,4,1,3. You can't also just simply say circle, circle, square, triangle as well since there are other platforms such as Xbox which uses X, Y, A and B. X will be left punch, Y will be right punch, A will be left kick and B will be right kick in this case. Thus, this command legend is the way to go and I believe that understanding this is a requirement for all Tekken players if they want to improve in the long run. Trust me, this is the easiest way to communicate and explain combos or even basic movement with other players. Here is a more detailed chart from TekkenZaibatsu.com but above is the most simple explanation for this. 

Basically, the directional buttons correspond to u, f, b, d which is up, forward, back, down respectively. If you see "N" or "n", it means neutral, meaning directional button is released or not pressed at that time.

If you see these in upper case on annotations it just means you have to hold that button, say for example "f,F+2"--this means you have to press forward twice, holding forward on second input while also pressing right punch at that given time.
If you see d/f or df, it means you have to press down and forward at the same time.
If you see 1+2 it means you press left punch and right punch at the same time.
If you see 1,2,3,4 you press left punch, right punch, left kick, and right kick in that order. 
If you see 4,1+2 it means you have to press right kick first followed by left punch and right punch at the same time.
If you see  f,N,d/f,F+2 it means you have to press forward, release forward, press down and forward at the same time, press and hold forward and right punch at the same time.

It's pretty simple but it will take time to get used to the more advance stuff later on such as "CD" which is crouch dash, "qcf" which is quarter circle forward, and other inputs. I won't be taking much time explaining this, just read and understand the info from Tekken Zaibatsu. I guarantee it will be worth it. Some use "/" on the directional inputs and others prefer not to. The same case as using "+" on the first button combined with the directional input. Simply, u/f is the same as uf, d/f+2 is the same as df2. You get the point.

[3.0] Real Men do Juggles, Not 10-Hit Combos!

You read that title right. I just had to bring this out as I see most newbies tend to focus on these. 10-hit combos are for p*****. If you are memorizing every 10-hit combo for every character then stop right now, I am saving you some precious time. They won't make you good, in fact you'll look even weaker when facing experienced players. I know they look cool and bad-ass but they aren't really natural combos (so let's stop calling them combos argh). They are basically a series of strings that your character can execute in one go but your opponent can actually block or duck most of them mid-way if they know what they are doing. You know the different move/attack types right? There are High, Mid and Low attacks. High-hitting moves can be avoided by crouching/ducking. That said your string can be easily interrupted with a crouch jab or a fast low-hitting move. Mid-hitting moves are probably safest of the three which can only be directly countered by reversals or special moves that some characters have. And then we have low-hitting moves which can be blocked by crouching or ducking. These 10-hit strings became even more useless when the "low parry" feature was introduced as all of these strings have a low move incorporated in them. Your opponent can wait for that low move, parry it, and punish you with their own combo. So... if you're up against someone doing 10-hit strings repeatedly, congratulations! You are already one level ahead as you now know how to counter them.
You can thank me later, bro. On to the next section...


[4.0] What is a Juggle?

A juggle is way for you to maximize your damage output. We call them juggles because as the name implies, it looks as if you are juggling when you try to deal as many hits as you can to keep the opponent airborne. Each hit will knock them further away so usually an average of 7 hits would be a pretty decent combo. Although some characters can do more a lot more than that. The opponent can't block while they are in the air and thus these are way better that 10-hit strings which are done on the ground. Juggles are started off with a "launcher", an attack that if successful, will initially bring your opponent in the air, then followed by "juggle fillers", usually 2-3 hit strings or a combination of light-hitting moves, and then finally completed with a "juggle ender" which is usually a heavy-hitting move that would push the opponent far away from you. Every character has a variety of launchers. Most characters have an uppercut with d/f+2 or a hopkick with u/f+4.

[4.1] Juggle Composition
A standard juggle would look like:
LAUNCHER - JUGGLE FILLERS - JUGGLE ENDER

Launcher - launches your opponent in the air (duh)
Juggle fillers - some light to medium hitting moves
Juggle enders - hard-hitting moves that can push or knock your opponent further away

In between the launcher and juggle ender, you have the option of inflicting what is called "tailspin" or "screw" state setting up for more damage. This is usually done before the juggle ender but can also be done earlier, sometimes right after the launcher. The moves that inflict this state have "S!" on the combo annotations beside them.

This is what makes combos so fun as there are a lot of possibilities and variations that your character can do. Additionally, a stage with walls, floors and balconies will open up to more damage and variations as you can further hit your opponent after they get pinned to the wall or bounce off the ground after a fall from floor or balcony breaks.

It's all up to you. It depends on personal preference or for a certain situation. More often than not, using the screw state is the way to go unless you want to set your opponent for clean wall combo. Be reminded however that you can't induce the screw state after a wall splat unlike in Tekken 6 and Tag 2 where "bound" moves/state are used.
 
A common juggle with "screw":
LAUNCHER - JUGGLE FILLERS - SCREW-INDUCING MOVE - JUGGLE ENDER
 
Take for example this Lili combo on this video:
u/f+3 d/f+2 4,1 d+2,2,3 S! f,f+3~f 1,2 (10-hits, 62 damage)

u/f+3 is your launcher
d/f+2 and 4,1 are your juggle fillers
d+2,2,3 is your screw-inducing move
f,f+3~f 1,2 is your juggle ender which knocks the opponent a good distance away from you.

Some prefer to end with a move that knocks the opponent on the ground, directly in front of them for what they call "okizeme" or "oki" for more advance techniques or setup. But yeah, generally people use heavy-hitting move(s) to end the combo to get as much distance as possible for other setups or wall carry.

[4.2] Damage Scaling

Question: Why isn't the total juggle damage adding up correctly with the moves I used?
Answer:  This is because of damage scaling. The launcher does 100% damage (not considering counter hit or rage). Then the first hit in mid-air (first hit after launch, or second hit overall) does 70% of its original damage. The third hit overall does only 50% of its original damage, the fourth hit does 40%, and finally 30% on all succeeding hits.
 
Launcher (100% damage), second hit (70% damage), third hit (50% damage), fourth hit (40% damage) and then all succeeding hits (30% damage). The system computes it in a way that the damage is always rounded down to the lowest value such that 2.8 or 2.3 will become 2. Knowing that, it is better to start with a high damaging move after the launcher that doesn't completely knock the opponent away. If you use normal jabs on the first few hits then you are drastically reducing your damage potential.

Taking the example above again:
u/f+3 d/f+2 4,1 d+2,2,3 S! f,f+3~f 1,2 (10-hits, 62 damage)

Damage Breakdown (stand-alone):
u/f+3 = 13 damage
d/f+2 = 16 damage
4,1 = 16, 7 damage
d+2,2,3 = 16, 10, 24 damage
f,f+3~f 1,2 = 15, 16, 20 damage

Damage Breakdown (combo):
u/f+3 = 13 damage
d/f+2 = 11 damage (16 x .70 = 11.2)
4,1 = 8, 2 damage (16 x .50 = 8 and 7 x .40 = 2.8)
d+2,2,3 = 4, 3, 7 damage (16 x .30 = 4.8, 10 x .30 = 3.3 and 24 x .30 = 7.2)
f,f+3~f 1,2 = 4, 4, 6 damage (15 x .30 = 4.5, 16 x .30 = 4.8 and 20 x .30 = 6)
Total Damage: 62

Play around with these to get the best combo for you. I have included a few sample videos below. Most of these are the ones I commonly use and are fairly easy.

[5.0] Sample Combos

CLICK ME! :D
5.1 Lili De Rochefort Sample Combos
5.2 Leo Kliesen Sample Combos 
5.3 Jin Kazama Sample Combos

[6.0] Outro

Again, being good with combos will not mean that you can with every game but rather help you optimize your offense. Personally, I think defense is the key to winning most games as this will allow you to punish your opponent upon blocking or dodging their moves regardless of what move you retaliate with. Combos or juggles will only help you deal the maximum damage possible on that situation but all that damage won't be possible if you can't even launch your opponent or if you aren't getting any opportunity to setup your own moves. There is no such thing as too much practice. The best way to improve is still through actual experience. In time you are going to be able to predict and understand your opponent's movements or utilize your own. Familiarize yourself with the mechanics of the game, character strings, wake-up options, poking, rage, etc. I haven't been able to write or focus on all of these yet but if you need a little info on some mechanics I've written a short review here.
You've read this much, I hope I was able to be of help in your Tekken journey. Now go and kick some ass!