Extra tip: Doing a Heat Burst will give you an extra hit leniency in your wall combo in where it unlocks certain routes where most of the time it would drop if done without. Sorta a derivative mechanic from Heat Dash where you get about 3 extra hits in your air combo. Heihachi wall splat examples, (which are inspired by watching SinfulPants play): [Example 1] 1+2 (wall!) 4 (tornado!), Burst!, 1, df3,1+2,1 If you try this combo without Burst, the df3 becomes the wall slump ender instead and all other hits of the string will not hit. ------------------ [Example 2] 1+2 (wall!) 1, b1,4 (tornado!), Burst!, uf4,1 If you try this combo again but without Burst because you have already activated Heat (uf4,1 is only available in Heat), the combo does not work and the last hit will whiff as the slump speed is too fast for it to connect. Very interesting. Also the reason why you see especially Bryan players activate Heat so they can get that Neo Bloody War (uf2,2,2,2,2,3) ender.
@@ZandalfBunt Dude's literally a magician with him. I dunno how he keep popping up with new techs. He still found more despite T7 nearing it's lifespan, lmao.
Just wanted to mention that the reason heat burst does this is because it creates some little distance between the characters and the wall. Additionally, since they are low to the ground, it allows some moves to hit at their latest frames. Both of these factors combined allows more time for specific wall-combos to work
Plus in balcony break/wall bound stages he's better off breaking with d/f+4,3,4 to iSW for 23-24 (Balcony Break) or 28-29 (Wall Bound) with +4 on hit as opposed to doing iWR 3+4 which does 20, but he's grounded
Any combo from the back will deal absurd damage with the right string, taking on count you can't guard from the back, any string that ends on a launcher would be guaranteed. Examples: Lee's df3, 2, 3 Hwo's 3, 3, 4 (last hit can be ducked though) Nina's df3, 1, 3 Etc...
It also helps if you can let the opponent slump completely to the ground and somehow resplat. The grounded hit doesn't count as being on the wall, so you get both the extra grounded damage and an extra hit on the wall itself. Example: I've been labbing Zafina for whatever reason and wanted to see what I could find on my own for combos. With a standard wall splat, I found that if you do: Run up > 1 > (slight delay) > df1 (OTG), 2 (resplat), (longest delay) 1 that you get the best possible damage (so far that I've found- definitely for this string) because the jab causes a faster slump so that df1 OTGs consistently (and even though it's just a jab it still adds more damage), the 2 hit will always resplat, and since the df1 doesn't connect with the wall, you can max delay the final 1 to get the low slump damage bonus. If you don't get the df1 OTG you can't add the extra jab (the final 1 will always drop). Incidentally this is also a way to get a basic wall combo off of her Scarecrow Heat Smash on the wall. The df1 will always pick-up the same way and give you all 3 hits for the string.
that's more on zaf hitboxes being super weird in T8. The df1 will always combo if the opponent is in a state where a hit can combo at the wall. If you're off axis during a wall combo (i usually just make it easy with ssl hb), uf1 into f1+2 will connect, so you can heatdash out of it and do the usual df1,2,1 delay combo you're talking about
@Sylucre That one’s good too but with scenarios I’ve been labbing I don’t have enough time for uf1 to land so I haven’t been testing it. I don’t think it’s Zaf exclusive though. At least, I know Clive’s Heat wall Tornado (u1+2, 2, 1) will OTG into the Tornado with the final two hits.
@@AerolytI don't understand your comment, are you just talking about her basic wall ender uf1 --> df1,2,1 (delay)? And her low heat smash on the wall with the df1 pickup, im not trying to be rude but weve been doing this stuff since the game came out.
@@QU141. I don’t look up guides or anything when I’m starting out with a character since I prefer to explore things for myself. I don’t want to end up getting boxed into particular play styles just because everyone else does them. I’m not super invested in Zafina anyways, I was just curious about what tech she had so I started labbing some her to see what I could find. Regardless, my broader point was that the df1 interacts more favorably in a wall combo in certain circumstances. Not every character necessarily has a string like that, and for me it was something interesting when I figured it out at least.
@@RandomGuy-qz7py my opinion is not valid since im a newcomer, i straight up learning lee bcz he look cool but since i heard that jin is bs...i tried main him few months and yea hes kinda broken
I often tend to use rage art as an ender if their health is low even if I know it's not going to kill them. The difference between leaving someone at like 3 hp with a substantial amount of grey health, and 3 hp with no grey health, is really huge. In the latter, your generic d+4 will always kill them. In the former, if you block even just one or two moves from them, they will heal enough to survive your d+4 and can steal the round from you.
@@Shiratto Wouldn't doing rage art and then popping heat put you in the same situation without sacrificing damage? Edit: nvm, just read the "when they get up" part. Popping heat after the rage art would sacrifice potential oki
Law can even do uf3+4 for a guarantee 50/50 where he barely risk much 1+2 will hit everything aside from tapping up While db3 does less but is pretty much guaranteed since they'll stand block 1+2 when they know they can block it
I think Law benefits the most by far. You almost never want to tornado until you get the opponent to the wall. And he very easily gets opponents to the wall of the stage isn't the colosseum or Yakushima.
To all my Leo players out there you don’t really need to learn how to KNK cancel to wall carry far just learn how to cancel out of B13 to loop it or go into 324 from B13 cancel. KNK cancel you’ll get few extra damage but the execution is hard at times and you’ll miss input it to DF4. With that being said KNK is still used to adjust some combos near the wall so learning to do it isn’t bad just gotta learn the timing.
All these characters get 90+ damage when they get to reach the wall then bound from the center stage. Meanwhile Law, from a df+2 (not junkyard since it's situational), only gets 84 damage + has very little wall carry potential. Man Harada, give Law some love.
dates back all the way from tekken 6, you have to time the last hit that the opponent gets a hard knockdown when you do it and they just dont stay at the wall still hanging
@@itsaIIgoodman f+2, 4, dash, b+4,2, f+3, b+2,1,4 (W!), d+1+2 (T!), u/f+4,3, MIA 2 The recovery of b+2,1,4 is rather slow but d+1+2 can be replaced with d/f+4 Also MIA 2 needs slight delay to hit
not me watching the whole thing waiting for lili to appear 😓but i kinda already do wall bound combos so it is ok. just that using standing 4 or 1+2 is inconsistent sometimes
every Tekken Combo Maker / long time player knows this stuff bro what you wrote is no different from saying 'he copied alphabets from the dictionary' At least I have not seen anyone make a dedicated video before IAMOP's video
@@tekkenfan7922 you're literally defending a copy paste here. check Ryzing Sol video and compare it with IAMOP video. At least add something meaningful extra to add value to the content. Copy pasting content within 2,3 days is literally stealing the viewership. I said IAMOP copied the concept which is totally fine in my book but what Ryzing Sol did is definitely not fine.
cool tekken 6 bound system but its somewhat balanced? except for law lmao man i wish i could play this game im in a low end laptop, not even a cfg could save my ass
@@1lpanddbz the wall combos are designed to have 50% scaling in that position, a lot of wall strings have the delay built in so they work by default But Paul's case, it's a single hit so he has to time it
High wall splat, no. But Leroy's damage with wall bound is super good. It's unfortunate that if you keep the bound for the wall, you "pre wall" combo will barely gonna pass 50 dmg.
@@rhyanvalk7897 The best I got is df3,1; 1; df3,1; micro dash; heat; 1,2,3 for df2,1 launcher df4,3; 1; df3,1; micro dash; heat; 1,2,3 for orbital. It has around 40% less wall carry than normal combo, so do it only if you close to the wall
Oh look, except for Law, all are the characters are great examples of Carried and (hidden and known) OP characters. For Law, the opponent has to back turned otherwise, NADA.
Extra tip: Doing a Heat Burst will give you an extra hit leniency in your wall combo in where it unlocks certain routes where most of the time it would drop if done without. Sorta a derivative mechanic from Heat Dash where you get about 3 extra hits in your air combo.
Heihachi wall splat examples, (which are inspired by watching SinfulPants play):
[Example 1]
1+2 (wall!) 4 (tornado!), Burst!, 1, df3,1+2,1
If you try this combo without Burst, the df3 becomes the wall slump ender instead and all other hits of the string will not hit.
------------------
[Example 2]
1+2 (wall!) 1, b1,4 (tornado!), Burst!, uf4,1
If you try this combo again but without Burst because you have already activated Heat (uf4,1 is only available in Heat), the combo does not work and the last hit will whiff as the slump speed is too fast for it to connect.
Very interesting. Also the reason why you see especially Bryan players activate Heat so they can get that Neo Bloody War (uf2,2,2,2,2,3) ender.
sinfulpants heihachi is so interesting to watch
@@ZandalfBunt Dude's literally a magician with him. I dunno how he keep popping up with new techs. He still found more despite T7 nearing it's lifespan, lmao.
I love sinful pants and it's awesome to see his name around!
Just wanted to mention that the reason heat burst does this is because it creates some little distance between the characters and the wall.
Additionally, since they are low to the ground, it allows some moves to hit at their latest frames.
Both of these factors combined allows more time for specific wall-combos to work
for notation
W! = wall splat
T! = tornado
HB = heat burst (or you can write 2+3)
Meanwhile, King mains be like “What are these ‘wall carry’ and ‘wall combos’ you speak of?”
dw season 2 comes soon.
Well He can somewhat wall-carry with f.e. (uf+4 or most launchers) -> 4 -> df+4,3 -> 1 -> f+2,d+1,2 but his wall combos are very lackluster
Technically we use this tech all the time, is just that is sauceless and barely any dmg difference vs SW ender lol
Plus in balcony break/wall bound stages he's better off breaking with d/f+4,3,4 to iSW for 23-24 (Balcony Break) or 28-29 (Wall Bound) with +4 on hit as opposed to doing iWR 3+4 which does 20, but he's grounded
King mains are TRASHHH
Holy shit that law combo is absurdly high damaging
Law players will tell you its balanced and need super high skill and its more than spaming string under wall
@@stachujones2936 It is balanced since it's situational. If you get hit by this combo from behind, then that's on you amigo.
Any combo from the back will deal absurd damage with the right string, taking on count you can't guard from the back, any string that ends on a launcher would be guaranteed. Examples:
Lee's df3, 2, 3
Hwo's 3, 3, 4 (last hit can be ducked though)
Nina's df3, 1, 3
Etc...
True, this is because tekken devs didn't nerf Devil Jin enough
@@Ury3L lee one is nerfed in Tekken 8, df323 doesn't launch anymore
So basically just save ur bound for a wall, Tekken 6/tag2 all over again
It's cool, rewards you for trying to reach the wall without a bound.
Dunno why they didn't do the same in Tekken 7
Well, you can't really send them off flying when they're already at the wall
@@NaisanSama Because it did a shit load then. And it does now.
That max damage Law wall combo is so peak
"in heat" == receptive to mating.
Nice video bro, learning all of this without guides is crazy I find it so hard to explain to friends who are just getting into the game lmao
It's HARD to wall carry with Lili's hitbox, especially since I'm playing with one hand
1:01 bro that mod for lili is insane wtf 😂
is that a mod or just like the Kunoichi bottoms
It also helps if you can let the opponent slump completely to the ground and somehow resplat. The grounded hit doesn't count as being on the wall, so you get both the extra grounded damage and an extra hit on the wall itself.
Example: I've been labbing Zafina for whatever reason and wanted to see what I could find on my own for combos. With a standard wall splat, I found that if you do:
Run up > 1 > (slight delay) > df1 (OTG), 2 (resplat), (longest delay) 1
that you get the best possible damage (so far that I've found- definitely for this string) because the jab causes a faster slump so that df1 OTGs consistently (and even though it's just a jab it still adds more damage), the 2 hit will always resplat, and since the df1 doesn't connect with the wall, you can max delay the final 1 to get the low slump damage bonus. If you don't get the df1 OTG you can't add the extra jab (the final 1 will always drop).
Incidentally this is also a way to get a basic wall combo off of her Scarecrow Heat Smash on the wall. The df1 will always pick-up the same way and give you all 3 hits for the string.
that's more on zaf hitboxes being super weird in T8. The df1 will always combo if the opponent is in a state where a hit can combo at the wall.
If you're off axis during a wall combo (i usually just make it easy with ssl hb), uf1 into f1+2 will connect, so you can heatdash out of it and do the usual df1,2,1 delay combo you're talking about
@Sylucre That one’s good too but with scenarios I’ve been labbing I don’t have enough time for uf1 to land so I haven’t been testing it.
I don’t think it’s Zaf exclusive though. At least, I know Clive’s Heat wall Tornado (u1+2, 2, 1) will OTG into the Tornado with the final two hits.
@@AerolytI don't understand your comment, are you just talking about her basic wall ender uf1 --> df1,2,1 (delay)? And her low heat smash on the wall with the df1 pickup, im not trying to be rude but weve been doing this stuff since the game came out.
@@QU141. I don’t look up guides or anything when I’m starting out with a character since I prefer to explore things for myself. I don’t want to end up getting boxed into particular play styles just because everyone else does them. I’m not super invested in Zafina anyways, I was just curious about what tech she had so I started labbing some her to see what I could find.
Regardless, my broader point was that the df1 interacts more favorably in a wall combo in certain circumstances. Not every character necessarily has a string like that, and for me it was something interesting when I figured it out at least.
@Aerolyt Okay that's great, nice to see you like to do things that way, I wasn't trying to be disrespectful or anything i was just curious
Bound at wall with Clive into zantetsuken 5 is just chef kiss
ofc he held law until the end, that dark souls 3 music was the cherry on top
dude that blue mary is sooo goood!
This works with Devil Jin as well? Nerf this broken ass shit out immediately.....
LoL 😂
He's one of the worst ch already. Give him a break bruh😅
@@RandomGuy-qz7py nope needs more nerfing NOW
@@RandomGuy-qz7py my opinion is not valid since im a newcomer, i straight up learning lee bcz he look cool but since i heard that jin is bs...i tried main him few months and yea hes kinda broken
@@abdrex2139 jin isn't devil jin though
This was super useful. Thank you.
Note for myself:
Jin combo - d3+4,b3f1,bf23fu1(t),...(w),2,db223
Devil Jin - Electric, u1+2,(run),31,bf212,(w),bf21df2(t),bf1+22
Meanwhile, 1 year later people still doing heat burst before rage art
Sometimes, sacrificing damage for removing grey health and having to deal with heat boosted pressure when they get up is way more worth it.
I often tend to use rage art as an ender if their health is low even if I know it's not going to kill them. The difference between leaving someone at like 3 hp with a substantial amount of grey health, and 3 hp with no grey health, is really huge. In the latter, your generic d+4 will always kill them. In the former, if you block even just one or two moves from them, they will heal enough to survive your d+4 and can steal the round from you.
@inzanity490 I've had someone go from 10% early in the round all the way back up to 70% before he beat me and took the set.
Scarred me for life, dude.
@@Shiratto Wouldn't doing rage art and then popping heat put you in the same situation without sacrificing damage?
Edit: nvm, just read the "when they get up" part. Popping heat after the rage art would sacrifice potential oki
What’s crazy is you could have gotten more damage from that law combo with ss2 string at the end lol
There's no SS2 string, he did max damage staple
@@songoku6067 doesn't guarantee. It can be blocked
@@anirbano ss2 is string that law has. Go lab
@@Violate1k Ah SS1+2, that's like 2 point more damage, it's nothing
@@anirbano point still stands, have a good day
That law combo is so damn cool, they can take away his g cleft if they want but this combo needs to stay until the end of T8
2:56 why did they remove Lee's d/f+3,2,3 combo on BT opponent 😭
I will never forgive the Japanese!
Nice, good stuff! Thanks for the video OP 💪
Great video! Would love to see some Steve examples if that's possible
Nina as Blue Mary from KOF❤
Law can even do uf3+4 for a guarantee 50/50 where he barely risk much
1+2 will hit everything aside from tapping up
While db3 does less but is pretty much guaranteed since they'll stand block 1+2 when they know they can block it
Thanks for Clive examples
Mods in this game be wilding.
I think Law benefits the most by far. You almost never want to tornado until you get the opponent to the wall. And he very easily gets opponents to the wall of the stage isn't the colosseum or Yakushima.
To all my Leo players out there you don’t really need to learn how to KNK cancel to wall carry far just learn how to cancel out of B13 to loop it or go into 324 from B13 cancel. KNK cancel you’ll get few extra damage but the execution is hard at times and you’ll miss input it to DF4. With that being said KNK is still used to adjust some combos near the wall so learning to do it isn’t bad just gotta learn the timing.
2:32 Nyc
Nina with the Blue Mary outfit
90+ damage with no heat usage. Kinda crazy
What is the mod at 0:54
I think it’s Vanessa from Virtua Fighter
It's a combination of different parts from this modder
tekkenmods.com/user/332/finemod
@@IAMOP sorry, i meant the xiaoyu one not lili's
I just knew it would be law at the end
wait, what? law can turn you around if he combos from junkyard? thats insane LMAO
And then there's Nina who doesn't turn the opponent around but can do the exact same long ass combo on any axis anyway
The Azazel music just gives that extra aura of fear lol
@@NaisanSamaThat’s Vordt’s ost from Dark souls 3
Goat
Shaheen actually does less damage with tornado saved 😭
Those high wall splats deal high damage, especially for heihachi and paul
Law of the Boreal Valley
correct me if im wrong but i think heatbursts also butcher your dmg by scaling the dmg significantly on the next following juggles
It's generally fine at the wall , you can go for heat dash 50/50
But doing at the start of the combo or heat burst into rage art is awful
All these characters get 90+ damage when they get to reach the wall then bound from the center stage. Meanwhile Law, from a df+2 (not junkyard since it's situational), only gets 84 damage + has very little wall carry potential. Man Harada, give Law some love.
Let's wait and see, in season 2 Law will have a super tornado, I reckon it will improve his combo structure without wall
Any Jun examples?
I don't get the balance in this game, why only some characters have guardbreak? why is Law nunchuks a thing?
Hwoarangs optimal wall combo (ss33) does more damage than the wall bound one.
Is that blue mary costume on Nina a mod?
Color change from this tekkenmods.com/mod/4936/reina-techwear
How do you not have the blue heat screen when you activate? Is it a mod?
1:25 why am i only doing 70 dmg with that combo? my death fist ender only does 10 instead of 22 like yours
Timing for scaling, in right frane you get 50% scale as last wall hit
dates back all the way from tekken 6, you have to time the last hit that the opponent gets a hard knockdown when you do it and they just dont stay at the wall still hanging
Wait until the character almost touches the ground
what outfit is that for reina and Nina?
This is the mod, note that new patch is crashing the game if you have these
have to wait till modder updates
tekkenmods.com/mod/4936/reina-techwear
You can do an electric (the cd2) with jin to bound on the wall and then do the jin electric proceeding to do his wall combo
where did you get that ling outfit
@@RICKYMATTHEWJME parts from this mod
tekkenmods.com/mod/3968/hoodie-swimsuit2set-2hair
@IAMOP thanks mate
I was waiting for law XD
Got a wall carry combo for Jun that saves the bound for the wall?
@@itsaIIgoodman f+2, 4, dash, b+4,2, f+3, b+2,1,4 (W!), d+1+2 (T!), u/f+4,3, MIA 2
The recovery of b+2,1,4 is rather slow but d+1+2 can be replaced with d/f+4
Also MIA 2 needs slight delay to hit
Paul combos are opposite. They do more damage if you use your tail spin before the wall.
not me watching the whole thing waiting for lili to appear 😓but i kinda already do wall bound combos so it is ok. just that using standing 4 or 1+2 is inconsistent sometimes
Dude, this mod for Reina at 0:25. I need it
tekkenmods.com/mod/4936/reina-techwear
@@IAMOP Thank you!
Are Kazuya enjoyers cooked?
Reminds me of T6 Bryan😅
0:54 costume mod?
tekkenmods.com/mod/3968/hoodie-swimsuit2set-2hair
This one
@@IAMOP Thanks!
wish there was anotations for this video 😢
Muito interessante. Mas o Hwoarang tem rotas melhores de combo onde a versão normal do combo da mais dano do que a versão com parede.
We need some lili pls
0:41
I'm not gonna sugarcoat it... Reina with a ponytail is hot asf
What about asuka? Is she the only exception?
I do db2, uf2 wall combo
i cant take it anymore
So IAMOP copied this concept from TheFURY combo guides and now Ryzing Sol has copied the entire video from IAMOP. What is wrong with this community?
every Tekken Combo Maker / long time player knows this stuff bro
what you wrote is no different from saying 'he copied alphabets from the dictionary'
At least I have not seen anyone make a dedicated video before IAMOP's video
@@tekkenfan7922 you're literally defending a copy paste here. check Ryzing Sol video and compare it with IAMOP video. At least add something meaningful extra to add value to the content. Copy pasting content within 2,3 days is literally stealing the viewership. I said IAMOP copied the concept which is totally fine in my book but what Ryzing Sol did is definitely not fine.
cool tekken 6 bound system but its somewhat balanced? except for law lmao man i wish i could play this game im in a low end laptop, not even a cfg could save my ass
@@CoolyCools Better than T6 even because you can connect low slumps
I did the exact same Paul combo and got 70dmg lol
@@1lpanddbz wait till the opponent is almost hitting the ground
@ huh. Why does that do that?
@@1lpanddbz the wall combos are designed to have 50% scaling in that position, a lot of wall strings have the delay built in so they work by default
But Paul's case, it's a single hit so he has to time it
@ interesting, thanks a ton
You can’t be doing these combos on pad?
I play on ps5 controller
@ ohhh, nice!!!!
Some charachters really cant do this like azucena and leroy
High wall splat, no. But Leroy's damage with wall bound is super good. It's unfortunate that if you keep the bound for the wall, you "pre wall" combo will barely gonna pass 50 dmg.
@ametozukumazu6073 dont know how to wall carry with leroy without bound
@@rhyanvalk7897 The best I got is df3,1; 1; df3,1; micro dash; heat; 1,2,3 for df2,1 launcher
df4,3; 1; df3,1; micro dash; heat; 1,2,3 for orbital.
It has around 40% less wall carry than normal combo, so do it only if you close to the wall
I don't like that lee could do that 0:00
but why are you op?
Oh look, except for Law, all are the characters are great examples of Carried and (hidden and known) OP characters. For Law, the opponent has to back turned otherwise, NADA.
Jin's damage is really really low when compared to everyone else
Makes up for his absurd neutrals.
🧢🧢🧢
@@FahmiZFX his tools are just average at most, extremely linear. Heihachi's are way way better. I'm not saying Jin is bad, though, just flawed.
Jin has to do electric into ws4 after launch to squeeze more damage
But it's hard to do
@@hrleinad bro really said heihachi is better than jin💀
0:32