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Tekken8连段指南 / Combos

连段指南 / Combo Guide

连段是铁拳8中输出伤害的核心手段。本章节将系统性地讲解连段理论、各类连段结构以及各角色的基础连段示例。

Combos are the primary means of dealing damage in Tekken 8. This chapter systematically covers combo theory, various combo structures, and staple combo examples for each character.

连段基础理论 / Combo Theory Basics

铁拳的连段系统建立在几个核心概念之上。理解这些概念是构建和优化连段的前提。

Tekken’s combo system is built on several core concepts. Understanding these concepts is the prerequisite for building and optimizing combos.

浮空连段结构 / Juggle Combo Structure

一个标准的浮空连段由以下几个阶段组成:

A standard juggle combo consists of the following phases:

启动 / Launcher:使用浮空技将对手打飞到空中。启动方式包括直接浮空、反击浮空(Counter Hit)、下段浮空等。

搬运 / Carry:在对手浮空后,使用特定招式将对手向墙壁或方向搬运,同时保持连段。

延伸 / Extension:使用Tornado或Spike技延伸连段时间。连段中只能使用一次Tornado/Spike延伸。

收尾 / Ender:在对手即将落地前使用强力招式收尾。如果搬运到墙壁则使用墙壁连段。

Launcher: Use a launcher to send the opponent airborne. Methods include direct launchers, counter-hit launchers, and low launchers.

Carry: After the launch, use specific moves to carry the opponent toward the wall or in a desired direction while maintaining the combo.

Extension: Use a Tornado or Spike move to extend the combo duration. Only one Tornado/Spike extension is allowed per combo.

Ender: Use a powerful move as the opponent is about to land. If you reach the wall, use a wall combo as the ender.

连段缩放 / Combo Scaling

铁拳的连段系统带有伤害缩放机制(Combo Scaling)。连段中的每一下攻击都会使后续攻击的伤害按一定比例减少。第一次攻击伤害为100%,后续攻击逐渐衰减。因此,将高伤害招式放在连段前段可以获得更高的总伤害输出。

Tekken’s combo system has a damage scaling mechanic. Each consecutive hit in a combo reduces the damage of subsequent hits by a certain percentage. The first hit deals 100% damage, with each subsequent hit dealing progressively less. Therefore, placing higher-damage moves earlier in the combo yields higher total damage output.

命中次数 / Hit Count伤害比例 / Damage Ratio
1100%
2100%
390%
480%
575%
670%
765%
8+每击减5% / -5% per hit

Screw / Tornado / Spike / Tailspin 系统

在铁拳8中,原有的Screw系统被重新设计为Tornado系统。当Tornado技命中浮空中的对手时,对手会进入龙卷旋转状态,缓慢下降。这个状态允许你使用更多招式继续追击。每套连段只能使用一次Tornado。

In Tekken 8, the previous Screw system has been redesigned into the Tornado system. When a Tornado move hits an airborne opponent, the opponent enters a spinning tornado state, descending slowly. This state allows you to continue the combo with additional moves. Only one Tornado can be used per combo.

Spike技则将对手垂直砸向地面,对手弹起后可以继续追击。Tailspin让对手在空中旋转后落地。这三种效果在连段中只能触发一种。

Spike moves smash the opponent vertically into the ground, bouncing them up for continued combos. Tailspin causes the opponent to spin in the air before landing. Only one of these three effects (Tornado, Spike, or Tailspin) can be triggered per combo.

浮空启动方式 / Launch Methods

直接浮空技 / Direct Launchers

每个角色都有直接将对手打飞的招式。例如:

Every character has moves that directly launch the opponent. For example:

角色 / Character浮空技 / Launcher输入 / Input
PaulDeathfist (毁灭者拳)qcf+2
KazuyaElectric Wind God Fist (电风)f, n, d, df+2
JinZEN 1+2f, n, d, df+1+2
KingGiant Swing (巨人摇摆)f, n, d, df+1+2
LawDragon Taild+4, 3

反击浮空 / Counter Hit Launchers

在对手攻击动作中命中特定招式,会触发反击浮空效果。反击浮空通常比普通浮空伤害更高。

Hitting specific moves during the opponent’s attack animation triggers a counter-hit launcher. Counter-hit launchers typically deal higher damage than normal launchers.

角色 / Character反击技 / CH Move描述 / Description
BryanMach Punch (铁拳)qcf+1,反击浮空确认
SteveB+1 (反击刺拳)b+1,快速反击浮空
Ninaf+1+2特殊架式反击浮空
HwoarangRight Flaming Stance 3右架式3反击浮空

下段浮空 / Low Launchers

下段浮空技通常难以触发但回报极高。一旦命中,可以接续完整连段。

Low launchers are usually difficult to land but offer high rewards. Once connected, they allow a full combo follow-up.

角色 / Character下段浮空 / Low Launcher输入 / Input
KazuyaHell Sweep (奈落)f, n, d, df+4, 4
Kingf, n, d, df+3下段滑铲后接投
LawDSS f+3Dragon Stance下段踢
Jind+4下段扫腿反击浮空

墙壁搬运 / Wall Carry

墙壁搬运是连段中最重要的技巧之一。成功将对手搬运到墙壁可以大幅增加总伤害输出。

Wall carry is one of the most important skills in combos. Successfully carrying the opponent to the wall significantly increases total damage output.

搬运技巧 / Carry Techniques

最大化搬运距离:选择能让对手向前弹射的招式。一般而言,Tornado技具有最强的向前搬运能力。

调整角度:浮空后的第一个攻击决定了后续的搬运方向。你需要根据自己与墙壁的相对位置选择正确的起手攻击。

搬运与伤害的平衡:长距离搬运通常意味着较低的伤害效率。你需要根据距离墙壁的远近选择合适的搬运路线。

Maximizing carry distance: Choose moves that propel the opponent forward. Generally, Tornado moves have the strongest forward carry ability.

Angle adjustment: The first attack after the launcher determines the subsequent carry direction. You need to choose the correct opener based on your position relative to the wall.

Balance between carry and damage: Long-distance carry usually means lower damage efficiency. You need to choose the appropriate carry route based on distance from the wall.

墙壁连段 / Wall Combos

当对手撞击墙壁后,你可以发动墙壁连段造成额外伤害。墙壁连段的标准结构如下:

When the opponent hits the wall, you can perform a wall combo for additional damage. The standard wall combo structure is as follows:

墙壁撞击确认 / Wall Splat Confirm:确认对手确实撞击到墙壁并进入墙壁状态。

墙壁连段主体 / Wall Combo Body:使用特定的墙壁连段招式进行追击。常见的选择包括:

  • 1, 2, 3(快速三连击后接终结技)
  • f+4(中段踢击后接后续)
  • 特定角色的墙壁派生技

墙壁终结技 / Wall Ender:在对手滑落到低位置时使用高伤害终结技。可以选择使用Rage Art作为终结技。

Wall Splat Confirm: Confirm that the opponent has hit the wall and entered the wall状态。

Wall Combo Body: Use specific wall combo moves for follow-up. Common choices include:

  • 1, 2, 3 (quick three-hit string into ender)
  • f+4 (mid kick into follow-up)
  • Character-specific wall派生moves

Wall Ender: Use a high-damage finisher when the opponent slides to a low position. Rage Art can be used as the ender.

各角色基础连段 / Character Staple Combos

Paul Phoenix / 保罗·菲尼克斯

基础连段 1 / Basic Combo 1:

  • 启动: qcf+2 (Deathfist)
  • 拾起: df+1, b+4
  • Tornado: b+2, 4
  • 收尾: f+1+2

伤害估算: 68 ~ 72

基础连段 2 (带墙壁) / Basic Combo 2 (with wall):

  • 启动: qcf+2
  • 墙壁搬运: df+1, b+4, df+1
  • Tornado: b+2, 4
  • 墙壁连段: 1, 2, 3, f+1+2

伤害估算: 85 ~ 95 (含墙壁)

Kazuya Mishima / 三岛一八

基础连段 1 / Basic Combo 1:

  • 启动: f, n, d, df+2 (EWGF)
  • 拾起: df+1, 4
  • Tornado: f+2, 4
  • 收尾: b+2, 4, 1

伤害估算: 65 ~ 70

进阶连段 (双电风) / Advanced Combo (Double EWGF):

  • 启动: EWGF
  • 第二个EWGF: f, n, d, df+2
  • 拾起: df+1, 4
  • Tornado: f+2, 4
  • 收尾: b+2, 4, 1

伤害估算: 75 ~ 82

Jin Kazama / 风间仁

基础连段 1 / Basic Combo 1:

  • 启动: f, n, d, df+2
  • 拾起: b+3, f
  • Tornado: f+4
  • 收尾: ZEN 1+2

伤害估算: 62 ~ 68

基础连段 2 / Basic Combo 2:

  • 启动: f, n, d, df+2
  • 搬运: b+3, f, b+3, f
  • Tornado: f+4
  • 收尾: ZEN 2 (D+1)

伤害估算: 68 ~ 73

Law / 洛

基础连段 / Basic Combo:

  • 启动: f+2, 3
  • 搬运: 4, 3, DSS f+1
  • Tornado: b+2, 3
  • 收尾: DSS f+2
  • 墙壁: 4, 3, DSS f+2

伤害估算: 70 ~ 78

King / 金

基础连段 / Basic Combo:

  • 启动: f, n, d, df+2 or uf+4
  • 搬运: f+2, 1, b+2
  • Tornado: 2, 1+2
  • 收尾: f, n, d, df+1+2 (Giant Swing)

伤害估算: 65 ~ 72

Nina Williams / 妮娜·威廉姆斯

基础连段 / Basic Combo:

  • 启动: uf+4 or df+2
  • 搬运: f+1+2, f+4, 3
  • Tornado: qcf+1
  • 收尾: 1, 2, 1+2

伤害估算: 60 ~ 68

Bryan Fury / 布莱恩·弗瑞

基础连段 / Basic Combo:

  • 启动: qcf+1 (CH)(反击铁拳)
  • 搬运: 3+4, 3+4
  • Tornado: b+2, f+1
  • 收尾: f+2, 1, b+4

伤害估算: 72 ~ 80 (反击启动)

Hwoarang / 花朗

基础连段 / Basic Combo:

  • 启动: uf+4 or RFS 3
  • 搬运: b+3, f+4, 3
  • Tornado: RFS f+4
  • 收尾: RFS 3

伤害估算: 63 ~ 70

Heat系统与连段 / Heat System and Combos

Heat系统为连段带来了全新的可能性。掌握Heat下的连段变化可以大幅提升伤害输出。

The Heat system brings全新的possibilities to combos. Mastering heat-enhanced combos can significantly increase damage output.

Heat Engager启动 / Heat Engager Launch

使用Heat Engager命中后接Heat Dash,可以延长连段时间并获得更高的伤害。标准结构如下:

After landing a Heat Engager, follow with Heat Dash to extend the combo for higher damage. The standard structure is:

Heat Engager命中 -> Heat Dash -> 拾起 -> Tornado -> 墙壁搬运 -> 墙壁连段

Heat Engager lands -> Heat Dash -> Pickup -> Tornado -> Wall Carry -> Wall Combo

Heat状态下连段变化 / Combo Changes in Heat

在Heat状态下,部分招式的性能发生变化。以下是一些常见的变化:

In Heat状态,some moves have altered properties. Here are some common changes:

新增连段路线:某些在普通状态下无法接续的招式在Heat状态下可以形成连段。

强化Tornado:部分角色的Tornado技在Heat下获得更强的搬运能力或更长的浮空时间。

Heat Smash连段:Heat Smash可以作为连段中的强力中继或收尾。

New combo routes: Some moves that cannot combo in normal state become valid in Heat状态。

Enhanced Tornado: Some characters’ Tornado moves gain better carry or longer juggle time in Heat.

Heat Smash combos: Heat Smash can serve as a powerful mid-combo link or ender.

Rage Art连段收尾 / Rage Art Combo Ender

在连段末尾使用Rage Art作为终结技可以显著提升伤害。但由于Rage Art使用后Rage状态消失,你需要在伤害和后续压制之间做出权衡。

Using Rage Art as a combo ender significantly boosts damage. However, since using Rage Art consumes the Rage状态,you must weigh the damage against losing the ability to apply subsequent pressure.

Rage Art连段示例 / Rage Art Combo Examples

Paul: qcf+2, df+1, b+4, b+2, 4, f+1+2 (RA) -> 总伤害约 95 ~ 105

Kazuya: EWGF, df+1, 4, f+2, 4, b+2, 4, 1 (RA) -> 总伤害约 90 ~ 100

Jin: f, n, d, df+2, b+3, f, f+4, ZEN 2 (RA) -> 总伤害约 85 ~ 95

练习连段的建议 / Combo Practice Tips

分阶段练习:将连段分解为启动、搬运、Tornado、收尾四个阶段,逐个攻克。

使用练习模式:开启练习模式中的”Combo”辅助功能,游戏会用慢动作示范输入。

注重稳定性:不要追求最高伤害的极限连段,先学会稳定连段确保每次都能打出。

理解而不是记忆:理解连段中每个招式的作用(为什么这个招式能让对手浮空/搬运),而不是死记硬背输入顺序。

Practice in phases: Break the combo into launcher, carry, Tornado, and ender phases, mastering each one.

Use practice mode: Enable the Combo assist feature; the game will demonstrate inputs in slow motion.

Prioritize consistency: Do not pursue maximum-damage optimal combos. First learn consistent combos that work every time.

Understand, don’t just memorize: Understand why each move works in the combo rather than memorizing input sequences.


Tags: 铁拳8, Tekken 8, 连段, combo, 浮空, juggle, Tornado, 墙壁连段, wall combo, 连段指南, combo guide

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