Took me a while to get this combo down, but this is the first 90 damage combo i had with Reina! Thanks so much! Glad you included the FC 4 too, cause we do gotta punish those lows!
Slight change in the combo for 1 extra damage (lol) and i've not tested on small characters or bears but the key tech here is getting Reina mains to cancel the crouch dash out of HW stance. EWGF, EWGF, UF1, (DF crouch dash cancel) WS3, DF1, F2,3,F 1+2 (screw) (DF crouch dash out of HW stance, tap UP to cancel the crouch dash) Manual HEAT (bound), unsoku kou 4, HEAT DASH 1,4 (just frame) (104 DMG no CH or rage)
yes I use the same one for wall combos since 1+2 connects a lot easier, but due to wall scaleing this route actually does 99 damage if you connect at a wall. However I haven't tested it with no wall (which is probably the damage you got 104).
About that first combo... At round start it's cool but I find it pretty hard to do mid match, because I normally only hit electric as a whiff punish after a successful side step/side walk and then I drop the rest of the combo because I'm off-axis. So I normally do just electric > df1 > f2,1 sentai 1+2 > cd 1,4 (or end it with HW 4,1,1 qcf 1+2 if at the wall). But that's way less damage.
these are just max damage combos, in reality it's pretty hard to get off combos like this in a real match. If you side step and hit them off axis yea this combo is not possible. The only reliable way of getting this would be back dash electric to punish them throwing out moves at mid range. But as you might figure that requires a lot of skill and execution.
For people struggling to connect the third move after the second EWGF, I felt consistent with it whenever I delayed my second EWGF by a couple moments. Not sure why as faster EWGF would keep the juggle higher.
Lower juggle might make the window smaller, but more intuitive? Like you have to think less about going from the EWGF recovery into the next move cause you don't have to time it, you can just do it?
I'd like to add a couple of notes to this if you allow me 1- I couldn't top the electric combo, 102 was my best, so good job with that one 2- DF2 Combo, after the sentai3 you can go df2,df1 f2,3 sentai cancel, df1 sentai 2 it goes up to 89 Df1 after sentai 3 can fail to pick small body types like Reina Cr f4 combo can get 3 more damage doing the same After sentai 3, df2,df1 then f2,3 sentai1+2 and you cancel the HW into wavedash to get really close for the HB, i got this one up to 98 I think the small difference is in the df2,df1 since df1,1 has low damage I do feel a bit awkward pointing out these things, but i believe that together we grow Update: I got a 104 with the electric, would you want me to send you my notes via twitter and you can remake the video?
The df2 thing you mentioned during the conbos is really useful, cause it adds damage and consistency. I'll update the combo guide some time in the future when we got a little bit more going on then 1 extra max damage, but feel free to send the tech ill definitely check it out.
For DF+2 combo it can go to 91 its DF+2>FF2~F>SEN 3>DF+2>DF+1>F+2,3~F>DF+1~F>SEN 1+2>HW DF>HEAT>D3>4~F>D=4:1 91 with JF and 88 without tested against reina
That is a tekken 8 combo maker site which i recently found on twitter. frostemanneogard.github.io/TekkenNotationMaker/ Basically you can recreate and save any combo that you do using this site, and after that it's just about editing it into the video.
Haven't played tekken in a while but it probably still works. From what I remember you can miss time it if you delay the d34 after heat burst. You can also try up 34 if you find it easier to time with that motion.
I'm having inconsistencies connecting the u1 into crouch cancel 3. In the double electric combo. Sometimes I get it and I can't seem to figure out a consistent way to connect the two. Any tips? Second electric too late or something? I'm used to using the crouch cancel 3 in other combos, so it shouldn't be an issue with being slow with that.
yea the electric timing is pretty tight mainly after the first one you have to do the second one really fast. If you do it a bit too late the WS 3 whiffs and you drop the combo. it's pretty hard especially in online matches.
@@king_lvr Thanks for your input. I think I got it down. For me though, after labbing it for a while I found out that if you delay the second one for a bit (kind of feels unnatural), I can connect it every time. So I'm guessing you either need to do the second one asap or delay it just a bit.
just practice I guess. You can also do a easier variant of the combo which is way more consistent and it only sacrifices 4 damage. Instead of 2xewgf into up 1 as the starter use ewgf into ff2 sen 3
I have a video about it th-cam.com/video/oUWRCRrH1ss/w-d-xo.htmlsi=2KMmACwRJmgSMFHS Also another one that talks about wall enders in case you get them at the wall.
There is a lot consider there but of course consider it situational. It's a lot of extra wall carry, would probably save it only if you got the enemy close to a wall or if it's round start. The extra damage definitely helps close out rounds as well.
@@king_lvr yeah true dat. Wweirdly enough sometimes they float to far away from me to do the sentai 2. OR the opposite they don't float away at all but the combo counter resets... Both are weird. Also it sacrifices a little bit of damage but if you skip the up forward 1 into HW and WR 3 i feel it's a lot more consistent and doesn't sacrifice ALOT of damage. (i get it to 99 which is acceptable imo)
Took me a while to get this combo down, but this is the first 90 damage combo i had with Reina! Thanks so much! Glad you included the FC 4 too, cause we do gotta punish those lows!
Slight change in the combo for 1 extra damage (lol) and i've not tested on small characters or bears but the key tech here is getting Reina mains to cancel the crouch dash out of HW stance.
EWGF, EWGF, UF1, (DF crouch dash cancel) WS3, DF1, F2,3,F 1+2 (screw) (DF crouch dash out of HW stance, tap UP to cancel the crouch dash) Manual HEAT (bound), unsoku kou 4, HEAT DASH 1,4 (just frame) (104 DMG no CH or rage)
yes I use the same one for wall combos since 1+2 connects a lot easier, but due to wall scaleing this route actually does 99 damage if you connect at a wall. However I haven't tested it with no wall (which is probably the damage you got 104).
thanks gonna lab this tonight!
Good looks bruv added it to the bag
About that first combo... At round start it's cool but I find it pretty hard to do mid match, because I normally only hit electric as a whiff punish after a successful side step/side walk and then I drop the rest of the combo because I'm off-axis. So I normally do just electric > df1 > f2,1 sentai 1+2 > cd 1,4 (or end it with HW 4,1,1 qcf 1+2 if at the wall). But that's way less damage.
these are just max damage combos, in reality it's pretty hard to get off combos like this in a real match. If you side step and hit them off axis yea this combo is not possible. The only reliable way of getting this would be back dash electric to punish them throwing out moves at mid range. But as you might figure that requires a lot of skill and execution.
Awesome video!
For people struggling to connect the third move after the second EWGF, I felt consistent with it whenever I delayed my second EWGF by a couple moments. Not sure why as faster EWGF would keep the juggle higher.
Lower juggle might make the window smaller, but more intuitive? Like you have to think less about going from the EWGF recovery into the next move cause you don't have to time it, you can just do it?
I'd like to add a couple of notes to this if you allow me
1- I couldn't top the electric combo, 102 was my best, so good job with that one
2- DF2 Combo, after the sentai3 you can go df2,df1 f2,3 sentai cancel, df1 sentai 2 it goes up to 89
Df1 after sentai 3 can fail to pick small body types like Reina
Cr f4 combo can get 3 more damage doing the same
After sentai 3, df2,df1 then f2,3 sentai1+2 and you cancel the HW into wavedash to get really close for the HB, i got this one up to 98
I think the small difference is in the df2,df1 since df1,1 has low damage
I do feel a bit awkward pointing out these things, but i believe that together we grow
Update: I got a 104 with the electric, would you want me to send you my notes via twitter and you can remake the video?
The df2 thing you mentioned during the conbos is really useful, cause it adds damage and consistency. I'll update the combo guide some time in the future when we got a little bit more going on then 1 extra max damage, but feel free to send the tech ill definitely check it out.
For DF+2 combo it can go to 91 its DF+2>FF2~F>SEN 3>DF+2>DF+1>F+2,3~F>DF+1~F>SEN 1+2>HW DF>HEAT>D3>4~F>D=4:1 91 with JF and 88 without tested against reina
Nice! thx! Please tell me how you record and then display combos on the screen? Tell me the name of the font and where to find it
That is a tekken 8 combo maker site which i recently found on twitter.
frostemanneogard.github.io/TekkenNotationMaker/
Basically you can recreate and save any combo that you do using this site, and after that it's just about editing it into the video.
does the combo still works? after the hb the down34 doesnt hit or am I just to slow?
Haven't played tekken in a while but it probably still works. From what I remember you can miss time it if you delay the d34 after heat burst. You can also try up 34 if you find it easier to time with that motion.
@@king_lvr thx brother👍
I'm having inconsistencies connecting the u1 into crouch cancel 3. In the double electric combo. Sometimes I get it and I can't seem to figure out a consistent way to connect the two. Any tips? Second electric too late or something? I'm used to using the crouch cancel 3 in other combos, so it shouldn't be an issue with being slow with that.
yea the electric timing is pretty tight mainly after the first one you have to do the second one really fast. If you do it a bit too late the WS 3 whiffs and you drop the combo. it's pretty hard especially in online matches.
@@king_lvr Thanks for your input. I think I got it down. For me though, after labbing it for a while I found out that if you delay the second one for a bit (kind of feels unnatural), I can connect it every time. So I'm guessing you either need to do the second one asap or delay it just a bit.
Do these work with regular electric or do they require perfect electric?
Generally there is no difference unless you do the 2nd one too late, which can make you drop it.
idk why but when i do the combo with the FC.3 starter I'm getting 105 damage on kazuya?
I mean there f hold 3+4 if you put that off
Still having hard time connecting the third move after the 2x ewgf. Target always a little bit too far off.... Any tips?
just practice I guess. You can also do a easier variant of the combo which is way more consistent and it only sacrifices 4 damage.
Instead of 2xewgf into up 1 as the starter use ewgf into ff2 sen 3
I can do U34 after heat burst. But it's not consistent at all. Is there any tips?
It actually is consistent, just got to execute it better/faster.
@@king_lvr yeah, I actually got it. Thanks!
can you make a combo that doesn't involve heat because what if I already used it?
I have a video about it
th-cam.com/video/oUWRCRrH1ss/w-d-xo.htmlsi=2KMmACwRJmgSMFHS
Also another one that talks about wall enders in case you get them at the wall.
How do you land up 1 after the double electric, its not working for me on any characters
do the 2nd electric faster, if you delay it for a bit after the first one it usually drops for that reason.
@@king_lvr Ahh I see
i try to get this combo without heat and labing what the highest damage outcome can be. I cant get more than 79 damage without heat
There is plenty of ways to get more damagw then that without heat, try the crouch dash 1 4 ender instead of heat. Besides, thats decent combo damage
it's good and all but i don't feel it's worth it to sacrifice your heat for 20 extra damage
There is a lot consider there but of course consider it situational. It's a lot of extra wall carry, would probably save it only if you got the enemy close to a wall or if it's round start. The extra damage definitely helps close out rounds as well.
@@king_lvr yeah true dat. Wweirdly enough sometimes they float to far away from me to do the sentai 2. OR the opposite they don't float away at all but the combo counter resets... Both are weird. Also it sacrifices a little bit of damage but if you skip the up forward 1 into HW and WR 3 i feel it's a lot more consistent and doesn't sacrifice ALOT of damage. (i get it to 99 which is acceptable imo)
@@dudemetslagroom8065 yea usually anything in 90s is enough damage, especially if it's more consistent.
My dfwd 1 1 after sentai 3 isn’t landing any tips?
@@w_sogeking it's a timing thing you just have to practice.
@@king_lvr got yah so find the sweet spot and don’t press dfwd 1 right away
Use optimal combos not max damage
I prefer max damage fk optimal
Wouldn’t max damage be optimal tho?
Or do you mean use bread and butter combos and not max damage?
@@aaron.biketrials optimal as in practical. I know a very good player would be able to bust this out on a whim but most of us can't.
@@dr.hasdan dont be jealous
@@baddunwell2306 ? Jealous what are you talking about lol. I clearly said I can't do these combos yet.
Okk
You can do more damage than this