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{{Miguel}} | {{Miguel}} | ||
== Key moves == | |||
{{KeyMoves| | |||
{{KeyMove|1|poke=core}} | |||
}} | |||
; 1 | |||
: Jab is good okay. | |||
{{BlueOrange | |||
|left={{Dotlist| | |||
* df+1 | |||
}} | |||
|orange={{Dotlist| | |||
* d+4 | |||
* SAV db+3 (must delay) | |||
* SAV 2 (must delay) | |||
}} | |||
|right={{Dotlist| | |||
}} | |||
}} | |||
== Neutral == | |||
=== Whiff punishers === | |||
Use Miguel's superior movement and annoying 50/50s to bait out a whiff. | Use Miguel's superior movement and annoying 50/50s to bait out a whiff. | ||
'' | {{BlueRed | ||
|blueLabel=Up close | |||
|blue=: | |||
* uf+4: i15 launcher, aka hop kick, -13 on block | |||
* df+2, 1: i16 launcher, but ''risky'' at -15 on block | |||
* f+1+2: i14 KND with free manual SAV 2, safe on block with pushback (be aware that this move is a high, so it can be ducked) | |||
|redLabel=Farther away | |||
|red= | |||
* d/f+2, 1 | |||
* df+3, 2: i16. Low damage, very safe and +5 on hit. | |||
* | |||
* f+4, 2: i17. KND and wall splat. Most recommended option. | |||
* f+4,2: KND and wall splat | |||
** Miguel's main whiff punish from back dash | ** Miguel's main whiff punish from back dash | ||
== Approach == | * d+2: i18. -7 on block and has decent range. Sadly not used by a lot of Miguel players; feel free to use it more. | ||
Mix up your approach tools and timing | |||
* 1+2, 1+2: i19. Not recommended due to its stubby hitbox, but it's there if you wanna use it. -14 on block, but NC and does 40 damage if both hits connect. It also wall splats. | |||
* f, F+3: i20. Everyone sleeps on this move 😔. Screws on normal hit and is safe on block, though it is a high. | |||
* Manual SAV 2: i24. Despite being slow and somewhat tricky to pull off, it is definitely worth doing. KND and wall splats. Chunky damage and safe on block at -9. | |||
}} | |||
=== Approach === | |||
Mix up your approach tools and timing. | |||
* d/f+1[~f SAV] -2 on block, +5 on hit | * d/f+1[~f SAV] -2 on block, +5 on hit | ||
** Weak to SSL | ** Weak to SSL | ||
** Combines interrupting their keep outs and | ** Combines interrupting their keep outs and approach | ||
** Can lead into a 50/50 out of nothing | |||
* d/b+3[~f SAV] +4 on hit. | * d/b+3[~f SAV] +4 on hit. | ||
** Weak to SSR | ** Weak to SSR | ||
Line 35: | Line 72: | ||
** Important tool for tracking, both up close, and far away | ** Important tool for tracking, both up close, and far away | ||
* d+4: Long range low, +0 on hit | * d+4: Long range low, +0 on hit | ||
* d/f+3,2 Safe mid,mid string | |||
=== Example of approach and 50/50s === | === Example of approach and 50/50s === | ||
d/f+1 can suddenly lead to two big lows in a 50/50 and 25+% of their HP is suddenly gone. | |||
However, there are risks, such as getting counter hit launched by a magic 4, or if they guess correctly. | |||
Example you can do with d/f+1 | Example you can do with d/f+1 | ||
* Approach opponent with d/f+1. Usually it's blocked, sometimes it hits | * Approach opponent with d/f+1. Usually it's blocked, sometimes it hits | ||
* E.g. d/f+1 blocked is -2 | * E.g. d/f+1 blocked is -2 | ||
** If you tried to do d/f+1~f SAV mixup, you'd lose to jabs or counter hit attacks | ** If you tried to do d/f+1~f SAV mixup, you'd lose to jabs or counter hit attacks such as d/f+2, hopkick, and magic 4 | ||
** Use your superior side step and back dash to make mashers and dick jabbers pay, by making them whiff | ** Use your superior side step and back dash to make mashers and dick jabbers pay, by making them whiff | ||
** d/f+1,2: If they mash after d/f+1, then the 2nd hit will CH and KND into free manual SAV 2 | ** d/f+1,2: If they mash after d/f+1, then the 2nd hit will CH and KND into free manual SAV 2 | ||
Line 46: | Line 88: | ||
* Once they stop mashing, you can add a SAV mixup 50/50. Here's some examples: | * Once they stop mashing, you can add a SAV mixup 50/50. Here's some examples: | ||
** Low and a safe mid, d/f+1~f SAV d/b+3~f SAV b+1 -> run around | ** Low and a safe mid, d/f+1~f SAV d/b+3~f SAV b+1 -> run around | ||
** SAV b+1 is a homing mid, very good for safety. But it has a shorter range and they can backdash in many situations. | |||
** d/f+1~f SAV 2 high damage, safe mid | ** d/f+1~f SAV 2 high damage, safe mid | ||
** d/f+1~f delay to see if they guess, or side step, or try to attack | ** d/f+1~f delay to see if they guess, or side step, or try to attack | ||
** d/f+1 into d/f+1 or u/f+1. Don't have to enter SAV | ** d/f+1 into d/f+1 or u/f+1. Don't have to enter SAV | ||
** d/f+1~f SAV d+4,3: In case they are timing their ducks for the slower SAV d/b+3 | ** d/f+1 into side step, see if you can bait a whiff or an opening for another d/f+1 poke | ||
** d/f+1~f SAV d+4,3 (i15): In case they are timing their ducks for the slower SAV d/b+3 (i19) | |||
=== Approach/Keepout Combined === | === Approach/Keepout Combined === | ||
How to approach some who is trying to keep you out | How to approach some who is trying to keep you out | ||
* Back dash or side step if they are being predictable to try to bait a whiff | * Back dash or side step if they are being predictable, to try to bait a whiff | ||
* Jab: 1 and 1,2 are important to interrupt the opponent timing. | * Jab: 1 and 1,2 are important to interrupt the opponent timing. | ||
** 1,2: Tracking isn't very good, but | ** 1,2: Tracking isn't very good, but the 2nd hit tracks some characters and/or situations well. | ||
** Sometimes do 1,2,4 to interrupt opponent, but risky since they can duck and launch 3rd hit | ** Sometimes do 1,2,4 to interrupt opponent, but risky since they can duck and launch 3rd hit | ||
* d/f+1 | * d/f+1 | ||
Line 63: | Line 107: | ||
** 2nd hit CH KND into free manual SAV 2 | ** 2nd hit CH KND into free manual SAV 2 | ||
** Helps stop mashers after d/f+1 | ** Helps stop mashers after d/f+1 | ||
* d/f+3,2 safe mid,mid string. | |||
** Lower hitbox than f+4 and also relatively long range, compared to some of Miguel's tools | |||
* f+4 homing | |||
** Has a high hitbox for a mid and is evaded by things | |||
** But has long range and can mess up their timing if they're used to dealing with short range attacks | |||
=== Keepout === | |||
* Jabs: 1 or 1,2 | * Jabs: 1 or 1,2 | ||
* d/f+1 | * d/f+1 | ||
Line 82: | Line 132: | ||
** At long range, can manually enter SAV with 3+4 and can use SAV attacks | ** At long range, can manually enter SAV with 3+4 and can use SAV attacks | ||
** E.g. SAV 2 or SAV 4 or SAV 1 as keep out | ** E.g. SAV 2 or SAV 4 or SAV 1 as keep out | ||
== Mashers == | |||
Dealing with mashers is annoying | |||
You can gain frames by slipping in a well timed d/f+1 (+5 on hit), which gives you all the frames you need | |||
If they are mashers after d/f+1 hits: | |||
* d/f+1 -> b+1 or 4 | |||
** Counter hit launch them. CH b+1 combo does almost as much as delayed hopkick u/f,N+4 | |||
** They can high crush or side step these | |||
* d/f+1 -> d/f+1: | |||
** Maybe they try to high crush or mash jabs. This will most likely shut them down. | |||
* d/f+1,1 | |||
** If you aren't afraid of the opponent ducking the 2nd hit of d/f+1,1, then maybe mash that two or three times in a row until they stop attacking | |||
If they are mashers after d/f+1 blocked: | |||
* (d/f+1),2: 2nd hit will KND for free 3+4 SAV 2 | |||
* d/f+1 -> side step: may evade most jab strings, dick jabs, and a lot of other stuff | |||
* d/f+1 -> back dash: may evade shorter range attacks | |||
* d/f+1 -> block: | |||
** Maybe they do something like hopkick (-13): Block and punish it | |||
** or maybe something that is safe, but -9 on block: Block and apply a mixup with your frames | |||
* d/f+1 -> jab or b+1: If they try to apply a slow attack, e.g. 15 or more frames, you can slap them out of it. | |||
=== If they Stop Mashing === | |||
If they stop mashing, you can approach with: | |||
* u/f+1 +4 on block | |||
* d/b+3 +4 on hit | |||
* f+4 +6 on hit, if they try to side step the above two | |||
Then at +4 or +5, you can use a SAV mixup, e.g. | |||
* If they won't mash: another 50/50 | |||
** Lows: SAV d/b+3 or SAV d+4,3 or regular d/b+3 | |||
** Mids: SAV 2 or u/f+1 | |||
* If they mash: CH b+1 or 4 | |||
* Not sure: d/f+1 and try to get into the same situation we are familiar with | |||
* Not sure/safer: SAV b+1 homing mid | |||
** Optional delay 2nd hit SAV b+1<4, as 2nd hit is a CH launcher | |||
** If they are sufficiently scared of 2nd hit of SAV b+1,4, you can do SAV b+1~f SAV 50/50 | |||
== Elbow/Knee == | == Elbow/Knee == | ||
Line 100: | Line 190: | ||
* d+4: long range low | * d+4: long range low | ||
* d/b+3+4: generic fast low | * d/b+3+4: generic fast low | ||
* d/f+1: Hits regular AOP, but whiffs on AOP duck | |||
NOTE: d/f+1 has a high hitbox, and whiffs on many special stances | NOTE: d/f+1 has a high hitbox, and whiffs on many special stances | ||
Leroy parry: | |||
* SAV 1<1 will CH launch Leroy's parry into parry attack, if they mash | |||
** SAV 1<1 means delay 2nd hit, although SAV 1,1 is effective, it may not CH launch |
Latest revision as of 04:49, 13 June 2023
Miguel |
---|
Key moves
Function | |
---|---|
Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
---|---|---|---|---|---|---|---|
1 |
- 1
- Jab is good okay.
- df+1
- d+4
- SAV db+3 (must delay)
- SAV 2 (must delay)
Neutral
Whiff punishers
Use Miguel's superior movement and annoying 50/50s to bait out a whiff.
- uf+4: i15 launcher, aka hop kick, -13 on block
- df+2, 1: i16 launcher, but risky at -15 on block
- f+1+2: i14 KND with free manual SAV 2, safe on block with pushback (be aware that this move is a high, so it can be ducked)
- d/f+2, 1
- df+3, 2: i16. Low damage, very safe and +5 on hit.
- f+4, 2: i17. KND and wall splat. Most recommended option.
- Miguel's main whiff punish from back dash
- d+2: i18. -7 on block and has decent range. Sadly not used by a lot of Miguel players; feel free to use it more.
- 1+2, 1+2: i19. Not recommended due to its stubby hitbox, but it's there if you wanna use it. -14 on block, but NC and does 40 damage if both hits connect. It also wall splats.
- f, F+3: i20. Everyone sleeps on this move 😔. Screws on normal hit and is safe on block, though it is a high.
- Manual SAV 2: i24. Despite being slow and somewhat tricky to pull off, it is definitely worth doing. KND and wall splats. Chunky damage and safe on block at -9.
Approach
Mix up your approach tools and timing.
- d/f+1[~f SAV] -2 on block, +5 on hit
- Weak to SSL
- Combines interrupting their keep outs and approach
- Can lead into a 50/50 out of nothing
- d/b+3[~f SAV] +4 on hit.
- Weak to SSR
- If they don't duck
- u/f+1[~f SAV] +4 on block
- For if they may duck
- u/f+1[~f SAV] d/f+2 guaranteed on everyone but Dragunov, Fahkumram, Marduk, and Miguel (tall characters)
- f+4[~f SAV]: homing, +6 on hit, longer range
- Important tool for tracking, both up close, and far away
- d+4: Long range low, +0 on hit
- d/f+3,2 Safe mid,mid string
Example of approach and 50/50s
d/f+1 can suddenly lead to two big lows in a 50/50 and 25+% of their HP is suddenly gone.
However, there are risks, such as getting counter hit launched by a magic 4, or if they guess correctly.
Example you can do with d/f+1
- Approach opponent with d/f+1. Usually it's blocked, sometimes it hits
- E.g. d/f+1 blocked is -2
- If you tried to do d/f+1~f SAV mixup, you'd lose to jabs or counter hit attacks such as d/f+2, hopkick, and magic 4
- Use your superior side step and back dash to make mashers and dick jabbers pay, by making them whiff
- d/f+1,2: If they mash after d/f+1, then the 2nd hit will CH and KND into free manual SAV 2
- CH (d/f+1),2 3+4 SAV 2
- Once they stop mashing, you can add a SAV mixup 50/50. Here's some examples:
- Low and a safe mid, d/f+1~f SAV d/b+3~f SAV b+1 -> run around
- SAV b+1 is a homing mid, very good for safety. But it has a shorter range and they can backdash in many situations.
- d/f+1~f SAV 2 high damage, safe mid
- d/f+1~f delay to see if they guess, or side step, or try to attack
- d/f+1 into d/f+1 or u/f+1. Don't have to enter SAV
- d/f+1 into side step, see if you can bait a whiff or an opening for another d/f+1 poke
- d/f+1~f SAV d+4,3 (i15): In case they are timing their ducks for the slower SAV d/b+3 (i19)
Approach/Keepout Combined
How to approach some who is trying to keep you out
- Back dash or side step if they are being predictable, to try to bait a whiff
- Jab: 1 and 1,2 are important to interrupt the opponent timing.
- 1,2: Tracking isn't very good, but the 2nd hit tracks some characters and/or situations well.
- Sometimes do 1,2,4 to interrupt opponent, but risky since they can duck and launch 3rd hit
- d/f+1
- d/b+3+4: i12 generic low kick with superior range
- d+3: i20 low, high crush, +1 on hit
- (d/f+1),2:
- 2nd hit CH KND into free manual SAV 2
- Helps stop mashers after d/f+1
- d/f+3,2 safe mid,mid string.
- Lower hitbox than f+4 and also relatively long range, compared to some of Miguel's tools
- f+4 homing
- Has a high hitbox for a mid and is evaded by things
- But has long range and can mess up their timing if they're used to dealing with short range attacks
Keepout
- Jabs: 1 or 1,2
- d/f+1
- d/b+3+4: i12, quick low to crush highs or beat slower attacks and interrupt your opponent
- 4: Magic 4 counter hit launcher. High, longer range hit box
- b+1: high, small hit box
- Starts a high damage juggle on counter hit
- Very short range and doesn't track anywhere
- Can be used to interrupt strings or flow charts
- d+3: high crush low
- +1 on hit and long range
- However is slow at i20
- d+1+2: mid, high crush, long range
- -12 on block
- Wall splat and wall break
- Manual SAV:
- At long range, can manually enter SAV with 3+4 and can use SAV attacks
- E.g. SAV 2 or SAV 4 or SAV 1 as keep out
Mashers
Dealing with mashers is annoying
You can gain frames by slipping in a well timed d/f+1 (+5 on hit), which gives you all the frames you need
If they are mashers after d/f+1 hits:
- d/f+1 -> b+1 or 4
- Counter hit launch them. CH b+1 combo does almost as much as delayed hopkick u/f,N+4
- They can high crush or side step these
- d/f+1 -> d/f+1:
- Maybe they try to high crush or mash jabs. This will most likely shut them down.
- d/f+1,1
- If you aren't afraid of the opponent ducking the 2nd hit of d/f+1,1, then maybe mash that two or three times in a row until they stop attacking
If they are mashers after d/f+1 blocked:
- (d/f+1),2: 2nd hit will KND for free 3+4 SAV 2
- d/f+1 -> side step: may evade most jab strings, dick jabs, and a lot of other stuff
- d/f+1 -> back dash: may evade shorter range attacks
- d/f+1 -> block:
- Maybe they do something like hopkick (-13): Block and punish it
- or maybe something that is safe, but -9 on block: Block and apply a mixup with your frames
- d/f+1 -> jab or b+1: If they try to apply a slow attack, e.g. 15 or more frames, you can slap them out of it.
If they Stop Mashing
If they stop mashing, you can approach with:
- u/f+1 +4 on block
- d/b+3 +4 on hit
- f+4 +6 on hit, if they try to side step the above two
Then at +4 or +5, you can use a SAV mixup, e.g.
- If they won't mash: another 50/50
- Lows: SAV d/b+3 or SAV d+4,3 or regular d/b+3
- Mids: SAV 2 or u/f+1
- If they mash: CH b+1 or 4
- Not sure: d/f+1 and try to get into the same situation we are familiar with
- Not sure/safer: SAV b+1 homing mid
- Optional delay 2nd hit SAV b+1<4, as 2nd hit is a CH launcher
- If they are sufficiently scared of 2nd hit of SAV b+1,4, you can do SAV b+1~f SAV 50/50
Elbow/Knee
Sometimes you need to counter with a knee or elbow to stop certain types of reversals or parries
All mids:
- d+2: Elbow
- d/f+4: Knee
- SAV 3: Knee
- SAV u/f+3: Knee
NOTE: You can also bait them out to whiff and whiff punish their parry/reversal
Anti Special Stances
E.g. Zafina or Xiaoyu or Eddy
- d+2: Mid
- d/b+2: Mid
- d+4: long range low
- d/b+3+4: generic fast low
- d/f+1: Hits regular AOP, but whiffs on AOP duck
NOTE: d/f+1 has a high hitbox, and whiffs on many special stances
Leroy parry:
- SAV 1<1 will CH launch Leroy's parry into parry attack, if they mash
- SAV 1<1 means delay 2nd hit, although SAV 1,1 is effective, it may not CH launch