As someone who has finally settled on Queen Reina as his main I have to say once I understand the complete basics of Tekken this guide should really help me understand the combo system of Tekken to build my own combos and understand why combos work the way they do if I eventually decide to look up combo guides or whatever
Thank you for letting new players understand the foundation of the combo side of tekken it allows a basic understanding that can be applied to all characters 👍🏽
This is so good to know , especially this early in T8’s life. Thank you 🎉 I’ll get into the mechanics of the game this time around because i got stuck playing braindead Tekken 7 without learning even the most essential basics, and i played it for 2000 hours like that
this is one of those guides that you queue up when you think "alright, I'm getting quite good at this whole tekken thingy, lemme watch something interesting" Then after you watch it, you are like "...aight, duck that..." and do not launch tekken for a week Amazing content, stuff to watch multiple time to digest everything. Thank you, dude.
Great guide Very well explained on a fundamental and universal level I was shocked when moved from Street Figher 6 to Tekken 8 how many character specific guides there were, but how few Universal guides existed You have fixed this
Thanks for making such a great guide. In the first 10 minutes you answered a couple of my burning questions and there’s still lots left for me to explore here
You sir have the best and most helpful tutorial for us NETNEW Tekken players. So many channels don't break down anything for us noobies. This was super vital and explains why I get mauled by certain players with combos that never end. Thanks for explaining with the Tekken terms are. ex Tornado
Franchement super anglais. Mais surtout super video : j'ai vu pas mal de videos "tuto" autour de la sortie de Tekken 8 et la tienne est la meilleure : super didactique et claire. Continue le contenu pédagogique car tu as un don.
Salut Vincent ! 😊 Merci beaucoup pour ce guide, probablement le plus complet et le mieux expliqué sur la mécanique des combos de Tekken. Le scaling du wall notamment qui n'est pas si évident ! C'est toujours beaucoup plus gratifiant de saisir le concept par soi même et du coup de devenir actif dans la compréhension plutôt que de simplement copier des recettes de combos livrées "toutes cuites". Un grand merci à toi en tout cas ! 👍
Neat explanation that any new player would want.clean and crisp info.Shows your IQ in providing sensible and quality info rather than some random show of gameplay video.True example of how a helpful video should be made. Great job and Thank you.
Nice overview. As I don't see it mentioned. A little bit of niche info: I noticed that wall, floor and balcony breaks remove a good chunk of recoverable health, if not all of it. But Blasts and Bounces does not. Rage arts also remove recoverable health. And when using heat moves to extend combos not only affect the damage scaling, but also the scaling on the recoverable health.
@Super Akouma thanks man, this really helps, as I find myself as a new fighting game player let alone new Tekken player always just looking up BNB combos that are character specific for instance as Azucena who is who I am using as my main right now to learn the game, I know I can see people calling me a toxic player right now, I don’t give a crap as I find her hot as hell and really cool as far as her fighting style goes, and I want to understand the context behind creating combos for any character in the future I decide to pick up and not just Azucena.
Adjusting combos for wall carry seems to be way more important in T8 than T7. On most stages i cant do the full combo unless its end to end. And if you end too close to the wall they fall right away and you can't dash up and get a wall combo. I like how it forces you to know 3 or 4 routes and work with the stage.
its cool that you took the time to actually explain the mechanics, makes me want to cook my own recipes^^ you mentioned you would do more guides, fyi these are two subjects id like to improve as a real new player that started tekken 2 weeks ago (yellow rank) and i couldnt find a good video on: - movement / strategy (approach, neutral, backdash, sidestep, stage awareness etc.); i dont mean teach me how to kbd but rather more general stuff - what to do when grounded (offense and defense, what is oki?) la bise
What simplified stuff for me a lot with hitting stage hazards mid combo to just use a single hit to active the hazard. Makes combos much more consistent no matter how many previous hits your combo had before the stage hazard.
Is there a certain number you can reach in the combo counter before all attacks deal more knockback in a juggle? Or is it just each attack progressively deals more knockback? The same ender after tailspin seems to always whiff after somewhat longer combos vs shorter ones. Insanely useful knowledge in this video, big thanks!
I'm not sure but I think there is no limit it's just impossible to attempt to reach it. In Tekken tag 2 there was a way to get the opponent stuck between the two characters to reach over 20 hits with no walls but even those combos broke eventually
@SuperAkouma as someone who decided to pick up the beautiful Jun Kazama since Reina was a bit too overtly complex, with all of her various stances, sure Jun has stances but, the are only 3 main stances to switch in and out of instead of the 5 or 6 maybe even more that it felt like Reina had
Dude i play yoshimitsu only now since 2 Weeks. The more i play him the more i realise yoshi just works a bit differen. Some Charakters have 1-2 optimal filler with almost every opener. Yoshimitsu just needs variations in every freaking opener. Its ridicilous What You need to know to play efficient with him. But now i'm at a point where i am able to Do 80 damage without wall or rage in some Combos. Things changed once i realised i can put my sword to Back while Pressing the combo
Very helpful guide thank you for this. Can u explain what is happening or the limit to multiple wall splats? For example with Jin's multiple b+2,1 or Kazuya's multiple d/f+1,4 or just generic 1,2 jabs.
They don't send farther away normally but the opponent's hurtbox is smaller due to having to hit their head and not their legs. It's character specific but you can sometimes get some great oki and garanteed ground hits
@@SuperAkouma oh okay thanks for the reply. you're video was really helpful and helped me understand a lot I really appreciate you taking the time to make this video for people like me.
This was cool to see, especially stuff regarding the wall, but something I was hoping to see explained was how knockback scaling works in combos. Obviously you can't just hit them with launchers or filler over and over again, but why exactly does that happen, and are there ways to work around that? Is whatever knockback scaling you get maintained after you do a tornado? Is there any way to reset that knockback scaling, or the tornado state so that you can do another tornado? Additionally, how do wall breaks work with that knockback scaling and tornado status? I've seen some people pull off extensions with wall breaks that don't seem like they'd normally be possible, but it also doesn't seem like you get to just restart the combo as if it was fresh after a wall break?
As a general rule knockback scaling is linear (unless heat is used) and does get maintained after tornado and stage hazards. There are some moves that knock up rather than away (Lee's bb4 that you see in the video before ff3 for example) and those moves do add 1 counter to the knockback. In a standard combo you can't tornado more than once. However in some extremely niche situations you can get a garanteed reset which resets everything (knockback and tornado). The last I saw the combo counter still went up with no interruptions (which isn't always the case).
@@SuperAkouma Ah ok gotcha, thanks! There's a handful of random little things I'm still vaguely curious about but I think you answered all of my actually-useful questions. Just knowing that knockback scaling gets maintained through various stages of combos actually helps explain a lot of routes I've seen.
So I shouldn’t be tryna to do the combos challenge for each character in game just follow these step of starting a combo then I should be good from there?
is it wrong i like SA more as a Lee main over Akuma lol. BTW, i think you should be referring the new screw as "tornados" because that is the actual term, but in the video you're calling them tailspins, but oddly enough, there is another move called strong aerial tailspin so lol....it might be creating confusion, hence better to make sure tornado moves are one thing and tailspin is another
I did mention that in the video, I just put a disclaimer because I was just gonna mess up the whole video otherwise lol I'm trying to slowly adapt to the new terms though
So damage scaling means the more hits are in your combo the more each move scales down (does less damage). But there are ways to do moves that are unaffected by that scaling so that the move always does fixed damage which, in a long combo will usually do more damage. Usually these moves are ones that hit grounded either at the wall after they slip down or after a spike
hey nice explanation, what do you call the new spinning state that happens airborne? not tailspin/tornado. i see some chars especially newer like victor using it for big tornado less combos but some chars can’t seem to use it at all unless they activate heat. still a bit lost with this and my main.
I don't think we have an agreed upon name for that yet, maybe high spin can work ? If your main can't make use of it don't worry too much it's cool to see and use but really not necessary
Steve Fox has that Non-Tornado, and Non-Heat Spin and can make use of it very well. I guess it's something they gave to specific members of the Cast to separate who is allowed more Wall Carry/Damage?
Bro I'm too annoyed. My younger brother uses Claudio with air combos and finishes the match within seconds. I'm too annoyed as I can't defend air combos. Anyone?
I cannot understand why tekken adopted this technique to bounce the opponent in the air multiple times without any way to react or block , make no sense to me , maybe is just me because I love the pure fighting skills
If you got launched you already messed up on the skill part in the fighting, then its up to the opponent to capitalize max damage by adapting a combo. The juggle system probably has stayed because the developers like the creativity it allows players in juggles.
The cursor of "skill" in Tekken is not the same as a 2D game. Sure, you don't have some combo breakers mecanics, however there is another layer of skill based on other things. Side stepping/walking, ducking, KBD, frame traps, of course anything related to movement and positionning, etc... The fact that Tekken is also a legacy with a lot of knowledge check game makes also experience a full part of the skill that requiered years of practicing and anyone can deny that.
Nah Tekken 7 was good but one of the more stale entries. It just coincided with the rise of Streaming, post-launch Seasons and the esports scenes getting more global attention
@@HolySok stale entries? tekken 7 is the best selling tekken of all time. tekken 8 is better. but tekken 7 was not stale people played that for 8 years
@zephune9506 I'd contribute a lot of that to "right time right place" and the environment it was released in. Other games weren't ever played for 8 years because Namco were quick to get a sequel out. A lot of those older games are much more feature rich than T7 was and T7 was kind of just T6/TTT2 again. T7 was the first Tekken game with all this modern Post-Launch support and DLC Seasons. The rise of streaming putting a bigger focus on Tournament Players and the rise of Content Creators, too.
You explained to me how combos should be better than most of the guides I found on YT
As someone who has finally settled on Queen Reina as his main I have to say once I understand the complete basics of Tekken this guide should really help me understand the combo system of Tekken to build my own combos and understand why combos work the way they do if I eventually decide to look up combo guides or whatever
Thank you for letting new players understand the foundation of the combo side of tekken it allows a basic understanding that can be applied to all characters 👍🏽
Ive been looking for this video for so long. Nobody seems to want to explain it besides you. Thank you!
Fantastic video, I've been playing tekken for nearly 30 years now and I still learned new stuff! Thanks, gonna put it into practice!
really useful information.
there aren't too many technical overviews of the mechanics out there right now so thank you.
This is so good to know , especially this early in T8’s life. Thank you 🎉
I’ll get into the mechanics of the game this time around because i got stuck playing braindead Tekken 7 without learning even the most essential basics, and i played it for 2000 hours like that
this is one of those guides that you queue up when you think "alright, I'm getting quite good at this whole tekken thingy, lemme watch something interesting"
Then after you watch it, you are like "...aight, duck that..." and do not launch tekken for a week
Amazing content, stuff to watch multiple time to digest everything. Thank you, dude.
As a casual this is exactly how I feel. Very informative and interesting stuff to learn about
This is the best video I’ve seen about the combo system and heat!
Great guide
Very well explained on a fundamental and universal level
I was shocked when moved from Street Figher 6 to Tekken 8 how many character specific guides there were, but how few Universal guides existed
You have fixed this
I've been looking for an in-depth breakdown of the new combo system, and this is just what I needed.
Good video dude
Absolutely fantastic guide. I'm new to Tekken and this video has been by far the most helpful resource in understanding the whole combo structure.
Thanks for making such a great guide. In the first 10 minutes you answered a couple of my burning questions and there’s still lots left for me to explore here
This was incredibly informative. Thanks Super Akouma!
This is the exact video I've been waiting for. I still needed a firm grasp on when and why to use the new heat mechanics in combo.
Thanks, man 👊🏼😎
THANK YOU, been trying to understand/figure this out since launch, a Feng combo guide would be greatly appreciated!
Thanks for this guide really trying to get into this game and give at chance
You sir have the best and most helpful tutorial for us NETNEW Tekken players. So many channels don't break down anything for us noobies. This was super vital and explains why I get mauled by certain players with combos that never end. Thanks for explaining with the Tekken terms are. ex Tornado
I couldn't have said this any better. Thx for us Netnewibes
Franchement super anglais. Mais surtout super video : j'ai vu pas mal de videos "tuto" autour de la sortie de Tekken 8 et la tienne est la meilleure : super didactique et claire.
Continue le contenu pédagogique car tu as un don.
Merci beaucoup j'ai d'autre idée qui sont en préparation mais jsuis débordé en ce moment 😅
It kinda sucks that they added options to extend combos even further... But a great guide as always, one of the best Telken teachers definitely
Yoo. This is my first tekken and i decided to pick up leo. Im starting to understand the mechanics of why leo goes so crazy at the wall lol. Nice vid!
Salut Vincent ! 😊 Merci beaucoup pour ce guide, probablement le plus complet et le mieux expliqué sur la mécanique des combos de Tekken. Le scaling du wall notamment qui n'est pas si évident ! C'est toujours beaucoup plus gratifiant de saisir le concept par soi même et du coup de devenir actif dans la compréhension plutôt que de simplement copier des recettes de combos livrées "toutes cuites". Un grand merci à toi en tout cas ! 👍
Always appreciate a good teacher, no matter what the subject matter is. This is a skill and you are good at it 👍🏽
Excellent breakdown
Hey , it's out
Neat explanation that any new player would want.clean and crisp info.Shows your IQ in providing sensible and quality info rather than some random show of gameplay video.True example of how a helpful video should be made. Great job and Thank you.
wow really good explaining guid combo.
very neat and complete to create your own combo thanks man.
This vid deserves way more views. Thank you bro! 👍
Nice overview. As I don't see it mentioned. A little bit of niche info: I noticed that wall, floor and balcony breaks remove a good chunk of recoverable health, if not all of it. But Blasts and Bounces does not. Rage arts also remove recoverable health.
And when using heat moves to extend combos not only affect the damage scaling, but also the scaling on the recoverable health.
@Super Akouma thanks man, this really helps, as I find myself as a new fighting game player let alone new Tekken player always just looking up BNB combos that are character specific for instance as Azucena who is who I am using as my main right now to learn the game, I know I can see people calling me a toxic player right now, I don’t give a crap as I find her hot as hell and really cool as far as her fighting style goes, and I want to understand the context behind creating combos for any character in the future I decide to pick up and not just Azucena.
this is very informative! good stuff
Great video akouma , I know you from the infamous akuma tournament death combo
Dude you’re amazing, thanks
Thanks bro. I've been waiting for something like this. I've been so confused with all these new combo routes.
This is such a helpful video omg lol how isn’t this viral!
Super underrated video! Needs more views because u are talking about things that no one does! Even for veterans this video is super helpful!
very good explained how the combo system actually work.. thanks for sharing ur knowledge :)
thank you so much for this bro it really opens up my mind on how to do combo properly
Great video, super useful information for all the newcomers.
Adjusting combos for wall carry seems to be way more important in T8 than T7. On most stages i cant do the full combo unless its end to end. And if you end too close to the wall they fall right away and you can't dash up and get a wall combo. I like how it forces you to know 3 or 4 routes and work with the stage.
Finally some good video explaining wall and combo structure!!! Thank you so much
Great effort from the scientist :) this one has huge value for the ones who wants to go mechanical and dig into the details
Great Video ! Thanks for making it
Very interesting video, hope you'll make new one specific about the bnbs you made in each situation to show us more about it
Actually really good and informative video
Fantastic explanation
Extremely useful infos! Cheers
Really good explanation bro ❤ very clear experiment ❤ you are proving that you are a pro player ❤ God bless you brother ❤🙏
Wow this is extremely helpful
Thank you so much! Such a clear and well structured video.
This is great! I have no idea how to route combos to maximize damage, especially since I switched to Lee in T8. I was hoping for a video like this.
Awesome guide! Liked
its cool that you took the time to actually explain the mechanics, makes me want to cook my own recipes^^
you mentioned you would do more guides, fyi these are two subjects id like to improve as a real new player that started tekken 2 weeks ago (yellow rank) and i couldnt find a good video on:
- movement / strategy (approach, neutral, backdash, sidestep, stage awareness etc.); i dont mean teach me how to kbd but rather more general stuff
- what to do when grounded (offense and defense, what is oki?)
la bise
Fantastic video dude!
Je suis content d’apprendre qu’un de mes joueurs préférer de tekken main le même perso :)
This was an excellent video! Thank you!
Awesome. Much appreciated for sharing 🙏🏿
I'm sporting the 2D tag as well. Let's get them back 😎
very informative vid, thanks man!
What simplified stuff for me a lot with hitting stage hazards mid combo to just use a single hit to active the hazard. Makes combos much more consistent no matter how many previous hits your combo had before the stage hazard.
That's gonna be character specific
@@SuperAkouma ah okay. With azucena I found out it works like that. Any more than 1 hit after they hit the wall it fucks up your combo.
Learned a lot. Thanks bro 👍🏾
Awesome video , thanks mate
Merci pour le knowledge Akouma !
Took me a while to learn to wait for them to bounce lol
Great video 🎉
Is there a certain number you can reach in the combo counter before all attacks deal more knockback in a juggle? Or is it just each attack progressively deals more knockback?
The same ender after tailspin seems to always whiff after somewhat longer combos vs shorter ones.
Insanely useful knowledge in this video, big thanks!
I'm not sure but I think there is no limit it's just impossible to attempt to reach it. In Tekken tag 2 there was a way to get the opponent stuck between the two characters to reach over 20 hits with no walls but even those combos broke eventually
@SuperAkouma as someone who decided to pick up the beautiful Jun Kazama since Reina was a bit too overtly complex, with all of her various stances, sure Jun has stances but, the are only 3 main stances to switch in and out of instead of the 5 or 6 maybe even more that it felt like Reina had
Me just nodding like i will make use of this in my 2nd dan ranked match
GREAT video. Can you do a video or clip on teching in this game? Not your options but what causes you to tech or be grounded/not able to tech.
That's a good idea
Dude i play yoshimitsu only now since 2 Weeks. The more i play him the more i realise yoshi just works a bit differen.
Some Charakters have 1-2 optimal filler with almost every opener. Yoshimitsu just needs variations in every freaking opener. Its ridicilous What You need to know to play efficient with him.
But now i'm at a point where i am able to Do 80 damage without wall or rage in some Combos.
Things changed once i realised i can put my sword to Back while Pressing the combo
Very helpful guide thank you for this. Can u explain what is happening or the limit to multiple wall splats? For example with Jin's multiple b+2,1 or Kazuya's multiple d/f+1,4 or just generic 1,2 jabs.
There's no defined limit to that but the pushback will make it impossible after a while
@@SuperAkouma thank you and good luck on your future tourneys.
can someone explain to me how back turn juggles work? they always seem to be sent too far away for my normal juggle to work.
They don't send farther away normally but the opponent's hurtbox is smaller due to having to hit their head and not their legs. It's character specific but you can sometimes get some great oki and garanteed ground hits
@@SuperAkouma oh okay thanks for the reply. you're video was really helpful and helped me understand a lot I really appreciate you taking the time to make this video for people like me.
This was cool to see, especially stuff regarding the wall, but something I was hoping to see explained was how knockback scaling works in combos. Obviously you can't just hit them with launchers or filler over and over again, but why exactly does that happen, and are there ways to work around that? Is whatever knockback scaling you get maintained after you do a tornado? Is there any way to reset that knockback scaling, or the tornado state so that you can do another tornado?
Additionally, how do wall breaks work with that knockback scaling and tornado status? I've seen some people pull off extensions with wall breaks that don't seem like they'd normally be possible, but it also doesn't seem like you get to just restart the combo as if it was fresh after a wall break?
As a general rule knockback scaling is linear (unless heat is used) and does get maintained after tornado and stage hazards. There are some moves that knock up rather than away (Lee's bb4 that you see in the video before ff3 for example) and those moves do add 1 counter to the knockback. In a standard combo you can't tornado more than once.
However in some extremely niche situations you can get a garanteed reset which resets everything (knockback and tornado). The last I saw the combo counter still went up with no interruptions (which isn't always the case).
@@SuperAkouma Ah ok gotcha, thanks! There's a handful of random little things I'm still vaguely curious about but I think you answered all of my actually-useful questions. Just knowing that knockback scaling gets maintained through various stages of combos actually helps explain a lot of routes I've seen.
so cool that you are paying Lee))
So I shouldn’t be tryna to do the combos challenge for each character in game just follow these step of starting a combo then I should be good from there?
The combo challenges can give you an idea of what's possible but you definitely have to dig deeper
@@SuperAkouma Bro I don’t know where to start to improve In tekken 8 feel like I wasted my money on the game 🤦🏾♂️.
But... a wallcarry is a move or combo that carries you to the wall. Or its the process of getting someone to the wall. Im confused
Wall carry just means carrying to the wall but it's easier to define that wall state by that name because it's what happens when you carry to the wall
is wall splat no loner possible if you hit them out of the tornado at the wall?
I'm not sure what you mean
I think your game audio is doubled in this video. Super informative otherwise!
waaaaaaaaaaaaaaaaa gg top
Robbing your outfit, minus the ears 😂
is it wrong i like SA more as a Lee main over Akuma lol. BTW, i think you should be referring the new screw as "tornados" because that is the actual term, but in the video you're calling them tailspins, but oddly enough, there is another move called strong aerial tailspin so lol....it might be creating confusion, hence better to make sure tornado moves are one thing and tailspin is another
I did mention that in the video, I just put a disclaimer because I was just gonna mess up the whole video otherwise lol I'm trying to slowly adapt to the new terms though
@@SuperAkouma yea haha no biggie. Makes sense because some people still called screw as Bound all throughout T7 lol
I didn’t quite understand what an unscaled ender actually means
So damage scaling means the more hits are in your combo the more each move scales down (does less damage). But there are ways to do moves that are unaffected by that scaling so that the move always does fixed damage which, in a long combo will usually do more damage. Usually these moves are ones that hit grounded either at the wall after they slip down or after a spike
@@SuperAkouma oh thank you! I appreciate the xtra explanation and sorry if I missed it in the video. This description is clear to me now in any case!
@@treehann It's no problem 😁
hey nice explanation, what do you call the new spinning state that happens airborne? not tailspin/tornado. i see some chars especially newer like victor using it for big tornado less combos but some chars can’t seem to use it at all unless they activate heat. still a bit lost with this and my main.
I don't think we have an agreed upon name for that yet, maybe high spin can work ? If your main can't make use of it don't worry too much it's cool to see and use but really not necessary
Steve Fox has that Non-Tornado, and Non-Heat Spin and can make use of it very well. I guess it's something they gave to specific members of the Cast to separate who is allowed more Wall Carry/Damage?
Bro I'm too annoyed. My younger brother uses Claudio with air combos and finishes the match within seconds. I'm too annoyed as I can't defend air combos.
Anyone?
Second but to none lol
Post T6 juggles have ruined Tekken. Just hacky sack now.
I cannot understand why tekken adopted this technique to bounce the opponent in the air multiple times without any way to react or block , make no sense to me , maybe is just me because I love the pure fighting skills
If you got launched you already messed up on the skill part in the fighting, then its up to the opponent to capitalize max damage by adapting a combo. The juggle system probably has stayed because the developers like the creativity it allows players in juggles.
The cursor of "skill" in Tekken is not the same as a 2D game. Sure, you don't have some combo breakers mecanics, however there is another layer of skill based on other things. Side stepping/walking, ducking, KBD, frame traps, of course anything related to movement and positionning, etc... The fact that Tekken is also a legacy with a lot of knowledge check game makes also experience a full part of the skill that requiered years of practicing and anyone can deny that.
Tekken 7>Tekken 8
Not for combos that's for sure
Nah Tekken 7 was good but one of the more stale entries. It just coincided with the rise of Streaming, post-launch Seasons and the esports scenes getting more global attention
@@SuperAkouma My man. You made me fall in love with Akuma and i find it very hard to let go.. My heart, cant go on. XD
@@HolySok stale entries? tekken 7 is the best selling tekken of all time. tekken 8 is better. but tekken 7 was not stale people played that for 8 years
@zephune9506 I'd contribute a lot of that to "right time right place" and the environment it was released in. Other games weren't ever played for 8 years because Namco were quick to get a sequel out. A lot of those older games are much more feature rich than T7 was and T7 was kind of just T6/TTT2 again.
T7 was the first Tekken game with all this modern Post-Launch support and DLC Seasons. The rise of streaming putting a bigger focus on Tournament Players and the rise of Content Creators, too.
Glad i watched. Detailed some things i couldn't put my finger on