Tekken 8: The Combo System Explained

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hello today we're going to learn how combos work in Tekken 8 right and this isn't going to be anything character specific this isn't a combo guide this is to understand the system so you can find your own Combos and really get how the game works so you can be more creative yourself right first up let's get things out of the way when I mean combo I don't just mean the combo kind of going up like strings or whatever I mean actual like real juggles you know like something like this for example combos in teeken 8 I've got a certain structure to them that you need to understand this structure has been very similar since Tekken 6 but it's just kind of like the middle bit that they keep changing the mechanic but it essentially works the same so step one when you want to do a jugle is you need your launcher right so it can be something it need it's usually something that launches them in the air that's why we call them a launcher can something like a generic down for 2 a hop kick you might have heard that that something that sends them really high up like this for example which you can follow up from but it can be anything that lets you pick them up even if it's really low to the ground for example Lee has this move they go really far into the side yet with the rest of my move list I have stuff to pick them up right so anything that lets you juggle them is considered a launcher that's step one then I'm going to move on straight to step two there's like a step 1.5 coming but I'll let's get to step two it's called the tornado spin in this game it's very similar to Tekken six bound or Tekken 7 Tail Spin if you play prior entries in your move list you can see them as these moves with the little red symbol of the guy spinning around right these are the all moves that cause a tail spin I'm I'm going to keep calling it Tail Spin but it's tornado spin in this game so you get a big camera zoom and they get sent are really high up in the air and they fall to the to the ground like that right the thing about them falling to the ground I don't know why that side switched is that even though they're on the ground they stay with their legs up for a little bit and you can follow up very easily after that so that's your tail spin that's that's usually what you consider the middle of your combo time to move on to step three once again there's a step 2.5 we'll get to that when we get to that but step three the Ender now as the name implies it's going to be the end of your combo now there's different ways to end your combo you can either go for a very damaging move like um I'll show you a quick uh sample combo like this for example something that is going to do a lot of damage but it's going to send them away so you can use that big damage move before in your combo because it will send them too far for you to continue so either you go for big damage like that or you can go for something that is called an oky Ender it will do slightly less damage but it will allow you either a guaranteed followup for some characters or just the ability to dash up and keep mixing up your opponent for example there after ff3 I could do much after running 3 four it's very easy for me to dash up and be ready for how my opponent gets up and continue the pressure again this isn't a character specific guide so you have to find your own launchers Tail Spin and Enders with your characters but that's basically the gist of a basic combo in this game now very quickly when I said there's a 1.5 and a 2.5 these are called pill right cuz they are not They don't serve a specific spot they are not necessarily necessary to the combo but basically after your launcher and before your tail spin you can do a bunch of Moves Like there I did four up free and then I did my tail spin right to add more damage because I can do the tail spin later and now I'll do my tail spin I can do a few moves before I do my Ender so that my combo has more wo carry for example and also more hits usually more damage right so that's 1.5 and 2.5 they're just called filler so to recap the basic form of a combo in this game it goes launcher filler Tail Spin filler again Ender now let's put all of these together understanding more mechanics of the game so the more hits you put in a combo the more the scaling go down you see how it says damage on the bottom left the launcher does 100% the first hit 70 50 for the third one two three four and it goes down to 30 the whole time right so what you ideally want to do is do more damaging moves at the beginning right if you have to do your filler you want to do a filler with a big move for example with Lee usually your combo start with four up free cuz the back flip on its own does like 23 it goes to 50% which is want to calculate it it goes to 11 cuz it rounds down right so let's let me show you a normal combo with Lee right something that's not too difficult but you you would use in a real match right so you can see there was an awful lot of filler there then there's a tail spin and there's like one move for filler and one big Ender at the end right so that is specific to Lee because his tail spins on not the the moves that do the most damage so if your character does a lot of damage with his tail spin at least if there's no walls you're going to want to do that early so experiment like like I said this is about understanding the system so you can be creative and you're not just looking up combo guides and you can find what's good of your character and un and when you see those combos understand why they're good all right now that we talked about Open Stage combo where the wall does not come into play so you can just do whatever does the most damage right we have to start by understanding how the wall works right so first we have to understand the difference between a w Splat and a war carry right something that many players still don't understand right so a war Splat is a move where your opponent will fall forward at you this means that if you side step away you can put them back on the wall for example and with some characters or I can do it with me right you can send them completely off the wall but that's not what I'm what I'm going to start by talking about I'm going to start talking about wall carry because that's what you're going to be implementing most of the time when you do a combo and then you bring them to the wall and you can do it by just doing a move that launches them up you see how he didn't fall forward he fell down he kind of slid along the wall right that is a wall carry right so when you bring them to the wall carry state you see how they slide down there is a soft limit of hits you can do before they start sliding down way faster not really allowing you to follow up anymore there's some characters that have like some very quick strings that just keep them up on the wall till the string ends again character specific so the limit is free hits see how fast they are sliding down if I do three hits they slide down a lot quicker right so I'll show you an example right if I do this I can hit the free hits no problem cuz I did two hits into a grounded hit we'll get into the grounded hit in a second if I do this of course I drop it doesn't work cuz they slide too quick for me to do it right now then needs to be a quick uh difference between the high Splat and the war carry state right so if I send them high enough the first hit will not count as a wall carry it only counts when they're the same height as you if they're higher than that you can get some free hits in again going to be character specific some combos that you're going to do are going to send them really high up so you'll be able to dash to the wall do a hit before you do your whole War combo which is some pretty cool stuff but then if I do this see I can still get my combo and I added an extra kick because that was a high Splat and again how how did I messed up doesn't work but I did get that extra kick in and I still got the free uh I still got those free kicks to work cuz they was the free hits from the limit so that's what you want to work towards now earlier in the Open Stage combo I was talking about scaling as in the more moves you do in a combo less damage it does so there's a very important thing at the wall where you can get that grounded hit as I did with uh this combo the grounded hit does 50% scaling even though you did like 12 million hits before and they were all like 30% if you do that last hit it will do 50% so you want to save your big move ideally for that grounded State it's just a question of timing and something that hits low enough right nothing too complicated right of course I mess it up again and I can do like that move and it hits for 50% instead of if I do it normally on the wall it was on 40% there right so if you can get it at the right timing and again you have to work within that limit of them sliding down a bit too quickly it's that last hit that does the most damage the really important thing about having that quote unquote unscaled Ender means that when you do your combos you should if you can see that the wall is close is right when you do your combo from far away you want to always get to the wall because you'll always get more damage first off they can't fly away cuz there's a wall stopping them so you get more hits and you get an unscaled Ender so you can always get more damage if you reach the wall so that's why when you do an o Open Stage combo you have to be aware that there might be a wall there further down the line so you want to save your Ender for that and you might want to even modify your combo to do more hits but nothing that would stop you from getting to that wall or even less hits but as long as you get to that wall even if you do less hits you'll do more damage once you're on that wall here's an example so you can see I took away like 50% Health even though I didn't do the full combo I could have done in the Open Stage I got quite a bit less hits in but my priority was to get the wall because I can get more damage cuz I have an unscaled Ender and with Lee specifically I get an unscaled Ender into an unscaled followup so I can do way more damage now this is where it gets interesting you might have seen me do in this example a spin at the wall so the major difference between for those of you whove played Tekken 7 you could not tell spin at the wall cuz tell spin send andeken 7 sent them away to the front but if there's a wall you obviously can't send them further than the wall but in Tekken 8 it sends them up right as you can see and the really important thing about that is that now you have to be more creative in your combos because you can say if you can save your tail spin for the wall you're probably going to get more damage cuz the tail spin helps you get further but if you can save it for the wall you can do even I already told you you get more damage for the wall but if you can save your tail spin for the wall that's even more extra damage once you get to the wall so you really want to be aware of where you are on the stage are you going to need your tail spin to get to the wall or can you save it for once you're on the wall the really interesting thing about tail spin at the war is it doesn't even count as a war hit see I can do my tail spin and still do that combo that I did earlier and I but I'll still hit the the obvious limit from earlier but I hit it at the same moment it does not count as a war hit your tail spin and if you do a two hit Tail Spin it's obviously only the hit the tail spin the first hit will count right and it can even give you a high Splat see I did that extra kick in there and I didn't even reach the Dage I did those threee hits and he didn't start falling quickly boom boom boom easily right where that that is more hits than it than should have happened I did like two I did one high spat one tail spin at the regular uh size and then I do three hits without him falling to the ground as if I wait and I do this boom boom boom it hits grounded because the first hit was war carry distance the tail spin did not count and then added three hits but since he starts falling quicker there are some strings in the game which benefit from that and the last hit since he's falling faster will be the unscaled Ender again experiment of your character see if there's strings of a big Ender that perhaps you can do after a tail spin so that you can manage to get that last hit without having to delay it sometimes it's just a question of delaying again this is not a character specific guide but now you understand the basics of War combos all right we've moved on to another stage the reason for that is to show you when you do stage hazards like this right there's that's called a wall blast there's also the balcony break uh wall break hard wall break floor breaks and whatever it is very important to note that even if you change walls the number of wall hits you have done is stored you can't do like two hits on one wall and then another two hits on the other wall and not hit that free hit limit so there you go I'm going to try and get from one wall to the next of course I fail miserably in my first attempt there you go so I had to use my tail spin to get there so I couldn't do the tail spin at the wall but obviously that was way more damage and as you saw I could do my free hit limit but if I use a combo like this it doesn't work he it starts sliding down so remember when you do a stage Hazard especially one that involves the wall and that is true of a floor break if you do floor break and then you find the wall later on it will store the number of War hits I could have also showed you a maybe a few wall hits into another normal wall but it's the same rule that free hit limit is stored I realized then I should have gone straight to character select to show you so this is is the wall bound right if you just scroll through the stages you will see uh wall bound wall blast right the difference between the two is very simple and I'll just go into the stage and show you now that we are in front of the wall blast I realize I called the wall bound the wall blast but yeah wall bound sends them away and you get a full combo the difference is what blast sends them up but you're still kind of near near the wall so it sends them off the wall but you still get a war combo situation you don't have to play Lee and do like a billion hits to get to the other wall like you did with the wall bound that's the big difference between War blast W bound but they work essentially the same okay back to character select then you can see floor break hard floor Break um wall break hard wall break and floor blast right I think that will be all of them yes so the difference between a floor break and a hard floor break or a wall break and a hard wall break is you will need to do a move that would break the wall or the floor twice to break it right or a heat smash a heat smash will just work all right so for the hard W break like I said it's two times now see one time you can see the wall is very damaged a few Stones went out of it and if I do it again it'll break and I will get my whole combo and then on this stage is nice because I can actually get the wall and do a full combo but you can you can break the wall in One goal right if you just do two moves that um the would break the wall you can break the wall uh the last thing is a heat smash will break the wall regardless it doesn't need two hits if you do the heat smash you got it but the thing I really want to point out is uh it will remember the number of hits you did within the combo and that is even before the war so and that is for every stage [Music] Hazard as you can see even after the wall break they start going quite far away they start getting pushed away more and more okay back to yakushima now let's talk about the heat mechanics you know this is Tekken 8 we have new combo mechanics to explore now we have the heat burst and once you're in heat you can use your heat engages for heat dashes which make moves the armorally launchers into launchers now I'm going to teach you how they work mid combo so firstly let's do heat burst heat burst will Spike the opponent down like such which allows for you to continue in some awkward spots for example if I do too many hits like this it's hard for me to continue right one two one two one two and I do um if I don't mess up I do this I can't do my tail spin right but if I do this oh my God I'm bad do one two one two back two and I do heat burst then I can get a tail spin in a spot where I couldn't right and it allows you to extend in that way and it'll even make some moves that are not launchers into launchers again character specific Leah has a very very important one which is this move normally you only get this kick G guarantee nothing else right unless there's a wall nearby right I can't tell spin like nothing connects right he's too far that's the only move I can do but if I do this he burst he's in this very awkward spot but I can still continue I just do my tail spin especially since Tail Spin uh puts them back in a normal State and I get a full combo again character specific I know Brian has one of these situations right so he Bur can be used as an extender right turn things that AR normally combos into combos uh allows you for an extra spot in order to get that wall like I was talking about earlier it's so important to get the wall sometimes you just want to pop the burst in order to to be able to close the distance get more hits in and get that wall now we talk about heat burst let's talk about heat Dash so you have to already be in heat and you do one of the moves that does heat Dash you see there's a combo now not all of the heat Dash moves give you a combo like if I do this one you see that they fall like kind of backwards and awkward does not give you a combo like you get a free followup right like I can do this does a lot of damage still pretty good it is a combo but again not a Juggle which is what we're talking about so you want to test which move does work now in the air I think they all allow you to continue right like that move that sent them on the floor earlier now just send them kind of up and there's two types of moves the ones that send up and the ones that send forward right like this one they both allow you to continue now the very uh specific thing about using those mid combo is that as you see the opponent goes further and further with with each hit and it sets back the combo counter by three hits is what they say now very simple explanation is it won't send them as far after you do the Heat the heat Dash right so if you do this you can get way more hits in even hits it wouldn't normally connect right and earlier I struggled to get uh even 10 hits and there I did 13 and I'm pretty sure I could have done more right so remember this when you do a heat Dash cuz I I still see even two weeks into the game and after all the betas and the demos and I even see people who crack the game I even seen that people doing the wrong combos after a heat Dash you can get more hits in you don't have to tell spin straight away don't do your normal combo you have to learn the new combos now said you could you can use it as a straight launcher you can use it in the air and even even if you done many hits it will set back the counter by three hits wherever you are if you done like eight hits they start going really far if you if you can somehow do a heat Dash you will go from eight back to five right so you can get way way way more hits in all right the thing about doing a heat Dash right is the skating we saw earlier it was like uh 100 then 50 then 40 then 30 and then just kept on to 30 if you do a heat Dash you see it's 100 49 35 28 21 21 and uh it just it stays a 21 right so you'll get more aggressive scaling so your move each move you do will end up doing less damage so you want to be you want to keep that in mind when you go for your heat Dash mid combo so if you can do your big moves right but for your heat Dash you can enjoy how how strong these moves are more you'll get more damage out of each move because they'll do more damage before you've done your heat Dash so your your heat Dash is your extender more for wall carry when you use it like that it's more useful in that regard you can get more hits or more damage but War carry is really where heat Dash mid combo shines also that scaling I talked about is applied on heat burst as well so I almost forgot to say that now you might be thinking well this is all really overwhelming can't you just use uh hell spin plus heat burst plus heat Dash plus all this and you'll get the war even on this stage yakushima is like 128 miles away the wall right the thing is you can't do a heat Dash that allows for a combo a real combo extension after a heat burst now let me show you right as you saw if I do heat Dash here I can pick up with whatever I want right but if I do heat burst and then heat Dash my opponent is on the floor and I get an unscaled hit kind of like at the wall right so as I I'll show you I cannot pick up right like the back two won't work even this string which is just two hits it will count as a grounded hit you get a free grounded hit which is a good way to end rounds right if you see your combo is not quite going to kill like you just do a basic combo like that and you go oh damn that's not going to kill just do this does a lot of does a lot of damage and you do your Ender fairly easy right it again going to be character specific and you just get that one war hit now quick asri uh asterisk some characters can pick up from that state but they can only pick up from certain moves right it's not character specific that oh this guy has a better heat Dash no like for example PA has two kicks that hits in quick succession and very low to the ground so the first it will hit grounded and the second will pick him up right allowing for some extra extension you might have seen some kazuya combos where he hits the guy and then he hits the ground and it explodes under him so so the explosion uh works and picks them up right character specific I don't have one with Lee just trust me on that but in theory you get a grounded hit all right now that you've got the gist of how to combo how to war combo and how to do heat this is the end of the video I'm going to show a few Niche things that I did that I might have glossed over forgot to mention earlier or whatever but these are things that don't come up as often of first of all I'm going to show you that um heat Dash into uh into a pickup Kazu is a good character to do it with it's pretty easy so that's why I picked that up do this and you boom boom and you see it picks up so if there was a wall a bit further you could have got the wall all right there's a few extra wall States I didn't talk about I'm putting them at the end of the video cuz they're really not as important they don't they don't show up quite as often but there's first off the back turn wall Splat so they got their stomach against the wall like that and you just can't follow up with as many hits you see 1 12 4 doesn't work now for 323 doesn't work you can still tell spin from that state right if you do one of those tail spins ascends far they're going to hit the wall but uh I know Lee has a good option you can do up back free and then I can do whatever a quick followup but you don't get as much what you you want to do in these situations if you can is s step into the wall so you can get them off and get a proper combo that's usually what you want to do not every character is very good at it not every back turn W Splat is going to allow for that but that's kind of what you want to do if there's a back turn wall Splat there's also a sight Splat right they just kind of a they're just kind of awkwardly on the wall with these usually it's a lot easier to side side step and do something with most characters I think you can side step either direction and get something and both side Splats are the same and it's kind of like a back turn Splat where you're not going to get as many hits but it's a lot easy to follow up so I wanted to mention those quick extra funny thing if you can war spad with a heat engager it doesn't really matter what position they're in because of the heat engager animation you will be able to get a normal wlat see I'm back turn I do the heating gager version and I get my regular War combo so that is worth noting if if they're in a weird position we spout of a heating aent all right this is the actual end of the video so if you enjoyed the content if you found this guide informative you know subscribe hit like do all that good stuff if you have any questions if there's anything you think I didn't mention please make sure to tell me in the comments and uh yeah I will be trying to make more guides like this I will also try to make some like straightforward combo guides where I just give you inputs and you can do it whatever but now that you have this you shouldn't need them as much so on that note guys take care of yourselves I'll be back in the next video
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Channel: Super Akouma
Views: 37,696
Rating: undefined out of 5
Keywords: Tekken 8, Lee, Lee Chaolan, Combo, Staple, Heat, Burst, Dash, Heat dash, Heat burst, Training, Practice, Juggle, Cooking, Tech, Gaming, Tekken, Akouma, Super Akouma, Blazing Kick, Tailspin, Tornado, Just Frame, Cancel, Cancels, b2 loops, Meta, Slide, Destruction, Brilliant, EWGF, Electric, Hellsweep, FGC, Fighting games, VS fighting, combo, Comeback, Guide, Tutorial, Explaining, Basics, Educational
Id: fT49KdOjfbI
Channel Id: undefined
Length: 30min 45sec (1845 seconds)
Published: Thu Feb 08 2024
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