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{{KeyMove|d+3|poke=core|mixup=secondary|counter=extra}} | {{KeyMove|d+3|poke=core|mixup=secondary|counter=extra}} | ||
{{KeyMove|db+2|counter=core}} | {{KeyMove|db+2|counter=core}} | ||
{{KeyMove|db+3|poke=core}} | |||
{{KeyMove|db+4|poke=core|mixup=secondary|counter=extra}} | {{KeyMove|db+4|poke=core|mixup=secondary|counter=extra}} | ||
{{KeyMove|f,F+3|counter=extra|mixup=core|oki=secondary}} | {{KeyMove|f,F+3|counter=extra|mixup=core|oki=secondary}} | ||
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}} | }} | ||
* '''1''' - Serviceable jab with good followups. It's a tall jab so moves with some high evasion, like Paul's df+2, have an easier time going under it. | * '''1''' - Serviceable jab with good followups. It's a tall jab so moves with some high evasion, like Paul's df+2, have an easier time going under it. | ||
:: '''1,3''' - Can transition to SCR at only -2 on block. SCR.4 | :: '''1,3''' - Can transition to SCR at only -2 on block. SCR.4 can stop the opponent from mashing, making 1,3 a good way to start pressure. | ||
:: '''1,4''' - Transitions to TRT. Mid followup. | :: '''1,4''' - Transitions to TRT. Mid followup. | ||
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* '''db+2''' - Safe mid counterhit tool that tracks fairly well. It only guarantees a b+3 or ws2. Use when you want a faster and safer option than 1+2. | * '''db+2''' - Safe mid counterhit tool that tracks fairly well. It only guarantees a b+3 or ws2. Use when you want a faster and safer option than 1+2. | ||
* '''db+3''' - quick low that isn't very punishable but it +3 on hit and transitions to SCR. You can opt to stay out of SCR but you forego the plus frames. | |||
* '''db+4''' - Another high-crushing low. One frame faster than d+3 but is -3 on hit and has an an extension that catches people trying to punish db+4. Can also transition to MNT. If you value safety over reward then it might be better than d+3. | * '''db+4''' - Another high-crushing low. One frame faster than d+3 but is -3 on hit and has an an extension that catches people trying to punish db+4. Can also transition to MNT. If you value safety over reward then it might be better than d+3. | ||
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* '''wr3''' - Big wr3 that deals chip damage on block and transitions to SCR at heavy plus frames. Great pressure tool use if you have the chance. | * '''wr3''' - Big wr3 that deals chip damage on block and transitions to SCR at heavy plus frames. Great pressure tool use if you have the chance. | ||
* '''ws1,2''' - An | * '''ws1,2''' - An i15 launcher with great range. Just might be her best move. | ||
---- | ---- | ||
=== SCR (Scarecrow) === | === SCR (Scarecrow) === | ||
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{{KeyMove|MNT.2|counter=core}} | {{KeyMove|MNT.2|counter=core}} | ||
{{KeyMove|MNT.3,1|poke=core|counter=extra|mixup=secondary}} | {{KeyMove|MNT.3,1|poke=core|counter=extra|mixup=secondary}} | ||
{{KeyMove|MNT. | |||
{{KeyMove|MNT.d+4|mixup=core|approach=secondary}} | |||
}} | }} | ||
* '''MNT.1,3''' - Fast and safe poke string that transitions to SCR. | * '''MNT.1,3''' - Fast and safe poke string that transitions to SCR. | ||
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* '''MNT.3,1''' - The first hit is a quick poking low that isn't too special by itself, but on counterhit it combos into the second which allows for a whole combo. Use in tandem with MNT.2 to mix up your opponent and dissuade them from mashing out of your pressure. | * '''MNT.3,1''' - The first hit is a quick poking low that isn't too special by itself, but on counterhit it combos into the second which allows for a whole combo. Use in tandem with MNT.2 to mix up your opponent and dissuade them from mashing out of your pressure. | ||
* '''MNT. | * '''MNT.d+4''' - An evasive sliding low that is plus on hit and launches on counterhit. It may be very punishable on block, but it's still fun to use that may even get you into [[Zafina_tech#MNT.d+4_vs_Rage_Arts|shenanigans]]. | ||
---- | ---- | ||
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* TRT.1 - Quick low to annoy your opponent. | * TRT.1 - Quick low to annoy your opponent. | ||
* TRT.2 - Very slow mid that's a safe launcher with a very odd animation. Good to mixup with | * TRT.2 - Very slow mid that's a safe launcher with a very odd animation. Good to mixup with TRT.d+1+2 due to their similar animations. | ||
* TRT.3 - | * TRT.3 - Safe mid that gives a knockdown and followup on hit. Great reward for almost no risk. | ||
* TRT.d+1+2 - Big low that looks slightly similar to | * TRT.d+1+2 - Big low that looks slightly similar to TRT.2 and transitions to MNT. Use if you want a power-low to really press the issue. | ||
---- | ---- | ||
== Links to Other Guides == | |||
* [https://www.youtube.com/watch?v=sJrVr79sQJ0&t=1286s Zafina Guide by Arslan Ash (via DashFight) ] | |||
* [https://docs.google.com/document/d/1nKU-1EoJKY-QwR8magmtVkHRS7y-mhUK4k5f6mx2fDk/mobilebasic#heading=h.czqflqb0pca1 Tekken 8 Zafina Basic Guide by GAThrawno] |
Latest revision as of 15:46, 22 March 2024
Zafina |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Zafina strategy (Tekken 7).
Key Moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
---|---|---|---|---|---|---|---|
1,3 | |||||||
1,4 | |||||||
1+2 | |||||||
df+1 | |||||||
d+3 | |||||||
db+2 | |||||||
db+3 | |||||||
db+4 | |||||||
f,F+3 | |||||||
f,F+4 | |||||||
wr3 | |||||||
ws1,2 | |||||||
b,B |
- 1 - Serviceable jab with good followups. It's a tall jab so moves with some high evasion, like Paul's df+2, have an easier time going under it.
- 1,3 - Can transition to SCR at only -2 on block. SCR.4 can stop the opponent from mashing, making 1,3 a good way to start pressure.
- 1,4 - Transitions to TRT. Mid followup.
- 1+2 - Counter hit launcher! The tool Zafina needs to make the opponent respect her pressure. If they are trying to punish 1+2 then its extensions (1+2,4,4) will CH launch them too, making punishing the move itself its own mixup.
- df+1 - Good lower hitbox but -5 on block. Its great followups make up for its frame data.
- df+1,4 - Your i13 punish; Wallsplats on hit and safe on block, but can be ducked and heavily punished. However, df+1,2 is a mid extension so you most likely won't get ducked and punished too often unless you're very predictable. df+1,4 is also the start of Zafina's 10-string if you're trying to be funny.
- df+1,2,1 - Mid extension. Punishable on block but threatening the last hit can make the opponent hesitate.
- d+3 - High-crushing low that's + on hit and launches for a combo on counterhit. It's -13 on block instead of -15 when you transition to MNT. Your main low outside of stances.
- db+2 - Safe mid counterhit tool that tracks fairly well. It only guarantees a b+3 or ws2. Use when you want a faster and safer option than 1+2.
- db+3 - quick low that isn't very punishable but it +3 on hit and transitions to SCR. You can opt to stay out of SCR but you forego the plus frames.
- db+4 - Another high-crushing low. One frame faster than d+3 but is -3 on hit and has an an extension that catches people trying to punish db+4. Can also transition to MNT. If you value safety over reward then it might be better than d+3.
- f,F+3 - Great plus frames and chip damage on block. +14 on counterhit guaranteeing a Heat Engager (SCR.2,1 or df+4,1.) Can transition to SCR allowing you to begin SCR pressure if you want. Amazing pressure tool and one of her best moves.
- f,F+4 - A huge and safe homing move that can make it hard to approach her. One of her best moves.
- wr3 - Big wr3 that deals chip damage on block and transitions to SCR at heavy plus frames. Great pressure tool use if you have the chance.
- ws1,2 - An i15 launcher with great range. Just might be her best move.
SCR (Scarecrow)
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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SCR.2,1 | |||||||
SCR.4 | |||||||
SCR.1+2 | |||||||
SCR.df+4 | |||||||
H.SCR.2+3 |
- SCR.2,1 - Heat Engager! Big safe mid string that also gets you out of SCR at the cost of some health. Good if you want a quick mid that isn't as risky as SCR.4
- SCR.4 - Armored launcher to catch people mashing or ducking, but -18 on block. Use with caution.
- SCR.1+2 - Chunky mid that's +6 on block and guarantees several followups due to its knockdown. Can transition to TRT. One of her best pressure tools.
- SCR.df+4 - High crushing low that's +7c on hit and launches on counterhit. Transitions to MNT, enabling MNT pressure at large frame advantage. One of her best lows.
- H.SCR.2+3 - Low Heat Smash from SCR that guarantees a b+3 on hit.
MNT (Mantis)
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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MNT.1,3 | |||||||
MNT.2 | |||||||
MNT.3,1 | |||||||
MNT.d+4 |
- MNT.1,3 - Fast and safe poke string that transitions to SCR.
- MNT.2 - Fast mid to check people mashing on your MNT pressure. Gives crumple stun on counterhit and keeps you in MNT on block or hit.
- MNT.3,1 - The first hit is a quick poking low that isn't too special by itself, but on counterhit it combos into the second which allows for a whole combo. Use in tandem with MNT.2 to mix up your opponent and dissuade them from mashing out of your pressure.
- MNT.d+4 - An evasive sliding low that is plus on hit and launches on counterhit. It may be very punishable on block, but it's still fun to use that may even get you into shenanigans.
TRT (Tarantula)
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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TRT.1 | |||||||
TRT.2 | |||||||
TRT.3 | |||||||
TRT.d+1+2 |
- TRT.1 - Quick low to annoy your opponent.
- TRT.2 - Very slow mid that's a safe launcher with a very odd animation. Good to mixup with TRT.d+1+2 due to their similar animations.
- TRT.3 - Safe mid that gives a knockdown and followup on hit. Great reward for almost no risk.
- TRT.d+1+2 - Big low that looks slightly similar to TRT.2 and transitions to MNT. Use if you want a power-low to really press the issue.