Shaheen: Difference between revisions

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|orbital={{Plainlist|
uf+3}}
|slashKick={{Plainlist|
wr+2}}
|parry={{Plainlist|
b+1+3 or b+2+4 (high & mid punches)}}
|remappedGenerics={{Plainlist|
d+4 --> d+3-4}}
|missingGenerics={{Plainlist|
d+2, u+1, d+3}}
|lore=[[fandom:Shaheen|Shaheen]]
|lore=[[fandom:Shaheen|Shaheen]]
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{{See other}}
{{See other}}


'''Shaheen''' is one of Tekken 8's fundamentalist options. His gameplan is somewhat simple, revolving almost entirely around his extremely potent full crouch (FC) mixup and controlling space with his abundance of great pokes. Reinforcing this point, his only stance, SNK, can be cancelled into full crouch by pressing db, allowing him to move into the state off any attack that cancels into the stance. Once in full crouch, the major threat is his slide (FC.df,d,DF+3), a difficult low option to deal with that grants big reward on hit. Being just barely reactable if done perfect, and knocking down into a mini combo, it will get opponents to start crouching themselves to block it. Once his opponent bites on the full crouch, Shaheen has multiple nasty mid while standing options. To stuff a retaliation, use ws1, a fast punch that does not give up your turn on block and grants a CH combo into his damaging i14 attacks like f:b+2 or db+2,1. To go for damage or avoid crouch jabs, use u+4, which will launch crouchers and jumps, but can be punished on block. ย 
'''Shaheen''' is a simple, fundamental, "back-to-basics" character. His gameplan revolves almost entirely around his extremely potent full crouch (FC) mix-up and in controlling space through an abundance of great pokes. He has a strong punishment kit and both a generic df+2 and a hopkick to whiff punish with. He has several strong counterhit tools to dissuade mashing, and decent plus frame mids to pressure a defensive opponent.


When in Heat, his new move, Al-Ghul (D*,u+2), which requires charge input, is a guard break that gives 13f of advantage ''on block'', which opens up the opponent to a f:b+2. This gives Shaheen an even more brutal full crouch mix-up in this state; he can either opt for a slide to stuff a jab check, use mids which now deal chip damage, or opt for D*,u+2 to beat stand blocking or jumping.
Shaheen takes great advantage of Tekken 8's grey health system. He has several good moves that deal chip damage on block, while also being blessed with moves that entirely remove grey health. With [[Heat]], Shaheen's FC mix and grey life manipulation become even more potent, as he is able to repeatedly chip the opponent down while threatening either a slide, launching mids like ws2 or uf+4, or his new move, Al-Ghul Master.


In addition to his potent full crouch, he also has plenty of solid standing options, with a fully-fleshed out punishment suite. His i10 and i12 punishes (2,3 and f+2,3) are strong. And he has one of the most damaging i13 punishes in the game with f:b+2, which is practical since it can be buffered but is an awkward input for a punish. His generic attacks like df+1 and 1,2 string are useful in many scenarios. Long pokes like df+3 or df+4,1, a couple of halfway decent plus on block moves in f,f,F+2 or b+3, and his two main standing launchers are both quite good, df+2 being a safe, somewhat high evading option, and his hopkick (uf+4) is a relatively good one. He also has several strong CH moves to dissuade mashing, including his 4,1 CH string - one of the only magic 4s in T8. uf+1 is also a nasty Heat Engager that's a tiny bit plus on block, which can also be cancelled by pressing down, giving him another avenue to start his full crouch mixup.
Al-Ghul Master (H.D*,u+2) is an i18 high that has the guard break property, but it must be charged for 39 frames, similar to a Flash Kick. On block, this gives Shaheen 13 frames of advantage, which not only guarantees a f+2,3, but f:b+2, a hit throw that does great damage and removes grey health. This move gives Shaheen an even more brutal mixup with in full crouch, and you can read more about it on his [[Shaheen_tech|Tech]] page.


He also has a potent suite of attacks that deal chip damage, such as f+4, f+3+4, uf+1, and SNK.1+2, which are complimented by special attacks that remove grey health: f,b+2, b+2, and b+1+3.
Shaheen doesn't have many big weaknesses in his gameplan. However, he also doesn't have many notable strengths. His pressure is not oppressive enough to force an opponent to interact. His wall game is powerful in Heat, but quite weak outside of it, having some of the lowest wall-combo damage in the game. Being so honest is a both a blessing and a curse, as taking advantage of his simple and ''mostly'' honest kit demands strong fundamentals and decision making.
All of these moves are practical outside of these respected properties, which means that this gameplan can be employed without taking big risks. In constrast, most characters can only remove grey health with unsafe Rage Arts that have a limited window of opportunity to use. This means their chip damage is not potent as Shaheen's since the opponent can offset it with Heat actions and attacking, whereas a strategic Shaheen player can lock down their opponent's life total with effective use of these tools.
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Being such a fundamental character, Shaheen doesn't have many notable weaknesses in his gameplan. His plus on block moves, while serviceable, carry some limitation to their use, which can make it hard for him to force his opponent to interact. His wall game is also mostly non-existent, being forced to mostly play the same mix-ups as he would elsewhere. Being so honest is a blessing and a curse.


{{BlueRed
{{BlueRed
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* Simple movelist with flexible attacks that cover multiple options
* '''FC Mixup''': Slide (FC.df,d,df+3) is arguably the best low in the entire game, and the [[Shaheen_strategy#Full_Crouch_Mixup|full crouch mixup]] is VERY difficult for beginner and intermediate (and even advanced) players to deal with if done correctly.
* Potent full crouch mixup with slide/FC.df+4/ws+1/FC.df+2/u+4, which is even scarier in Heat with Al-Ghul Master
* '''Consistency is Key''': Shaheen's gameplan is very simple, his moves are intuitive, he has great block and whiff punishment tools, and doesn't require high execution to play effectively.
* Useful chip damage attacks combined with ability to remove recoverable life easily
* '''Heat Wall Pressure''': Al-Ghul Master into f+2,3 along with f,f,F+2 and df+3 can turn Shaheen into a menace at the wall while he's in Heat.
* Near-complete whiff and block punishment
* '''Grey Health Deletion''': Has the rare ability to add to andย  erase opponents' grey health with easy setups.
* Plentiful, adaptable combo routes for wall carry, damage, or side-switches
* '''Combo Artist''': Has very lenient and varied combo routes that allow for good damage, wall carry, or decent [[okizeme]].
* Many side-switching tools, making it difficult to pin him down to walls
* '''Side Swapper''': Can easily switch sides with slide or with SNK.3/f,F+3 during combos, making it difficult to pin him down at the wall.
* Good movement (better than average backdash and sidestep, crouch dash, uf+1~d)
* '''Agile''': Sports a great backdash, good sidestep, a psuedo-crouch dash, and has decent tools to approach like df+4,1, f,f,F+2 and uf+1.
* Strong CH tools (1,2,2, 4,1, ws1, b+3, SNK 1, etc.)
* '''Solid Counter-hit Tools''': Has reliable CH tools in a game where CH tools tend to be weak and risky.
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* Does not overwhelm opponents with mental stack or crazy pressure
* '''Can't Open Turtles''': Struggles versus patient players since he lacks threatening lows from standing, and relies on a very unsafe slide to open defensive players.
* Struggles a bit versus patient opponents, doesn't have many strings or threatening mix-ups from standing
* '''Honest Defense''': Few defensive gimmicks without any standout evasive attacks or reversals. He has to rely on good reads, movement and precise Heat Burst/power crush placement to get out of jams.
* Few defensive gimmicks (only punch parry and armor really), no standout crushing attacks
* '''Weak Strings and Knowledge Checks''': The few strings Shaheen has aren't super strong, don't lead to any real mix, and almost all of them lose to simply standblocking.
* Can struggle to punish some moves with lots of pushback
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* Range on his generic Heat Smash (2+3) is shorter than average
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{{KeyTechs|
{{KeyTechs|
{{KeyTech|f:b+2|importance=4|value=4|dexterity=3|rhythm=2}}
{{KeyTech|f:b+2|importance=2|value=4|dexterity=3|rhythm=2}}
{{KeyTech|SNK Cancel|importance=5|value=4|dexterity=3|rhythm=4}}
{{KeyTech|SNK Cancel|importance=4|value=5|dexterity=3|rhythm=4}}
{{KeyTech|Instant Slide|importance=3|value=4|dexterity=3|rhythm=3}}
{{KeyTech|Instant Slide|importance=3|value=4|dexterity=3|rhythm=3}}
{{KeyTech|ws+3 loops|importance=1|value=3|dexterity=3|rhythm=5}}
}}
}}


== External links ==
== External links ==


* [https://www.youtube.com/watch?v=OvdAf3OQpxg Shaheen guide by Ghirlanda]
* [https://www.youtube.com/watch?v=u8gLOq750pA Shaheen Optimal Combo Guide | TEKKEN 8] by TheFURY
* [https://www.youtube.com/watch?v=OvdAf3OQpxg Shaheen Guide] by Ghirlanda
* [https://www.youtube.com/watch?v=3C9C5FczvXs Shaheen Combo Guide | TEKKEN 8] by RyzingSol


{{Navbox fighters}}
{{Navbox fighters}}
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Latest revision as of 16:12, 6 June 2024

Shaheen
Heat
  • Partially restores Heat time when performing certain knife-hand moves.
  • Al-Ghul Master can be used.
Heat Smash
  • 2+3, Mid, i16, +6 (SNK)
  • SNK.2+3, Low, i20, -14
Heat Engagers
  • db+2,1
  • b+1
  • b+3+4
  • uf+1
  • SNK.1+2
Stances
  • SNK (Stealth Step) - df+3+4
Fastest
Launch
i15 – uf+4
CH launch
i13 – 4,1
Wall splat
i14 – df+4,3
Archetypal moves
Parry
b+1+3 or b+2+4 (high & mid punches)
Mid check
df+1
Hopkick
uf+4
Orbital
uf+3
Slash kick
wr+2
Generic moves
Remapped
d+4 --> d+3-4
Missing
d+2, u+1, d+3
External links
Lore Shaheen
Twitter #T8_Shaheen
Discord Shaheen

This page is for Tekken 8. For Tekken 7, see Shaheen (Tekken 7).

Shaheen is a simple, fundamental, "back-to-basics" character. His gameplan revolves almost entirely around his extremely potent full crouch (FC) mix-up and in controlling space through an abundance of great pokes. He has a strong punishment kit and both a generic df+2 and a hopkick to whiff punish with. He has several strong counterhit tools to dissuade mashing, and decent plus frame mids to pressure a defensive opponent.

Shaheen takes great advantage of Tekken 8's grey health system. He has several good moves that deal chip damage on block, while also being blessed with moves that entirely remove grey health. With Heat, Shaheen's FC mix and grey life manipulation become even more potent, as he is able to repeatedly chip the opponent down while threatening either a slide, launching mids like ws2 or uf+4, or his new move, Al-Ghul Master.

Al-Ghul Master (H.D*,u+2) is an i18 high that has the guard break property, but it must be charged for 39 frames, similar to a Flash Kick. On block, this gives Shaheen 13 frames of advantage, which not only guarantees a f+2,3, but f:b+2, a hit throw that does great damage and removes grey health. This move gives Shaheen an even more brutal mixup with in full crouch, and you can read more about it on his Tech page.

Shaheen doesn't have many big weaknesses in his gameplan. However, he also doesn't have many notable strengths. His pressure is not oppressive enough to force an opponent to interact. His wall game is powerful in Heat, but quite weak outside of it, having some of the lowest wall-combo damage in the game. Being so honest is a both a blessing and a curse, as taking advantage of his simple and mostly honest kit demands strong fundamentals and decision making.

Strengths
  • FC Mixup: Slide (FC.df,d,df+3) is arguably the best low in the entire game, and the full crouch mixup is VERY difficult for beginner and intermediate (and even advanced) players to deal with if done correctly.
  • Consistency is Key: Shaheen's gameplan is very simple, his moves are intuitive, he has great block and whiff punishment tools, and doesn't require high execution to play effectively.
  • Heat Wall Pressure: Al-Ghul Master into f+2,3 along with f,f,F+2 and df+3 can turn Shaheen into a menace at the wall while he's in Heat.
  • Grey Health Deletion: Has the rare ability to add to and erase opponents' grey health with easy setups.
  • Combo Artist: Has very lenient and varied combo routes that allow for good damage, wall carry, or decent okizeme.
  • Side Swapper: Can easily switch sides with slide or with SNK.3/f,F+3 during combos, making it difficult to pin him down at the wall.
  • Agile: Sports a great backdash, good sidestep, a psuedo-crouch dash, and has decent tools to approach like df+4,1, f,f,F+2 and uf+1.
  • Solid Counter-hit Tools: Has reliable CH tools in a game where CH tools tend to be weak and risky.
Weaknesses
  • Can't Open Turtles: Struggles versus patient players since he lacks threatening lows from standing, and relies on a very unsafe slide to open defensive players.
  • Honest Defense: Few defensive gimmicks without any standout evasive attacks or reversals. He has to rely on good reads, movement and precise Heat Burst/power crush placement to get out of jams.
  • Weak Strings and Knowledge Checks: The few strings Shaheen has aren't super strong, don't lead to any real mix, and almost all of them lose to simply standblocking.
f:b+2
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
SNK Cancel
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
Instant Slide
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
ws+3 loops
importance
โ˜…โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…

External links