Miguel counterplay: Difference between revisions

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{{Miguel}}
{{Miguel}}
If a Miguel player manually enters Savage Stance, they will be unable to move for '''8 frames''' before they can do any attack. This means that any attack from Savage Stance will come out 8 frames slower than intended if manually entered. For example, SAV 2, which is i16, will become i24 if done manually. The same applies for any other move in Savage Stance.
== Be aware of these moves ==
* '''SAV 2''': i16 (manual SAV = i24). Very strong mid and Miguel players tend to do this manually so don't press too much buttons.
 
* '''SAV d/b+3''': i19 (manual SAV = i27). An intimidating low that can quickly chip off your health if you're not paying attention. Miguel players tend to do this after d/f+1, d/f+1 1, f+2 1 or any move that transitions into SAV. Miguel players are less likely to do this move manually as it is quite risky at -13 on block and quite slow.
 
* '''1, 2, 1+2''': i10. The last hit, 1+2, will offer a combo on counter hit, so beware. This string does not jail. Miguel players will often mix between this string or 1, 2, 4 which is the high variant. If you duck but notice they're doing the mid variant, you can get back up just in time to block it, though you need really sharp eyes lol.


== Be aware of these moves ==
* '''d+1+2''': i21. KND on hit. Miguel players tend to use this mid as a whiff punisher as it does have some decent range. Despite being somewhat slow, it is easy to get hit by this move if you're not being weary of your spacing.
* SAV 2: i16 (manual SAV = i24). Very strong mid and Miguel players tend to do this manually so don't press too much buttons.


* SAB d/b+3: i19 (manual SAV = i27). An intimidating low that can quickly chip off your health if you're not paying attention. Miguel players tend to do this after d/f+1, d/f+1 1, f+2 1 or any move that transitions into SAV. Miguel players are less likely to do this move manually as it is quite risky at -13 on block and quite slow.
* '''d/f+1, 1''': i13. Though it may appear as a generic 13 frame jab, Miguel players can transition into SAV from this string. The second hit is a high so feel free to duck it, though Miguel does have d/f+1, 2 to deal with this.


* 1, 2, 1+2: i10. The last hit, 1+2, will offer a combo on counter hit, so beware. This string does not jail. Miguel players will often mix between this string or 1, 2, 4 which is the high variant. If you duck but notice they're doing the mid variant, you can get back up just in time to block it, though you need really sharp eyes lol.
*'''f+2+3''': i24 - 33. A move where Miguel bull rushes into the opponent. Often used from far distances and has a lot of active frames so beware, but it is quite linear so feel free to step and punish.


* d+1+2: i21. KND on hit. Miguel players tend to use this mid as a whiff punisher as it does have some decent range. Despite being somewhat slow, it is easy to get hit by this move if you're not being weary of your spacing.
If your character has good pokes with decent range (Kazumi, Bob etc.) you already have a great advantage over Miguel as his jabs seem to lack range. Characters with good long-range moves will also perform well against Miguel due to his lack of tools that allow him to get in from a far distance.


* d/f+1, 1: i13. Though it may appear as a generic 13 frame jab, Miguel players can transition into SAV from this string. The second hit is a high so feel free to duck it, though Miguel does have d/f+1, 2 to deal with this.
Zafina and Xiaoyu are the main match-ups that frustrate a lot of Miguel players due to their evasive playstyle.

Latest revision as of 00:32, 14 June 2023

Be aware of these moves

  • SAV 2: i16 (manual SAV = i24). Very strong mid and Miguel players tend to do this manually so don't press too much buttons.
  • SAV d/b+3: i19 (manual SAV = i27). An intimidating low that can quickly chip off your health if you're not paying attention. Miguel players tend to do this after d/f+1, d/f+1 1, f+2 1 or any move that transitions into SAV. Miguel players are less likely to do this move manually as it is quite risky at -13 on block and quite slow.
  • 1, 2, 1+2: i10. The last hit, 1+2, will offer a combo on counter hit, so beware. This string does not jail. Miguel players will often mix between this string or 1, 2, 4 which is the high variant. If you duck but notice they're doing the mid variant, you can get back up just in time to block it, though you need really sharp eyes lol.
  • d+1+2: i21. KND on hit. Miguel players tend to use this mid as a whiff punisher as it does have some decent range. Despite being somewhat slow, it is easy to get hit by this move if you're not being weary of your spacing.
  • d/f+1, 1: i13. Though it may appear as a generic 13 frame jab, Miguel players can transition into SAV from this string. The second hit is a high so feel free to duck it, though Miguel does have d/f+1, 2 to deal with this.
  • f+2+3: i24 - 33. A move where Miguel bull rushes into the opponent. Often used from far distances and has a lot of active frames so beware, but it is quite linear so feel free to step and punish.

If your character has good pokes with decent range (Kazumi, Bob etc.) you already have a great advantage over Miguel as his jabs seem to lack range. Characters with good long-range moves will also perform well against Miguel due to his lack of tools that allow him to get in from a far distance.

Zafina and Xiaoyu are the main match-ups that frustrate a lot of Miguel players due to their evasive playstyle.