Miguel strategy: Difference between revisions

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Standard 33/33/33 playing Tekken:
{{Miguel}}
# Wait: Try to bait out a whiff with movement
 
# Approach: Approach an enemy and attack them
== Key moves ==
# Keep out: Attack to stop an enemy from approach and attacking you
 
{{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 ===


== Wait: Movement ==
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.


'''Whiff punishers'''
{{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.


Up close:
* f+4, 2: i17. KND and wall splat. Most recommended option.
* u/f+4: i15 launcher, aka hop kick, -13 on block
* d/f+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
Farther away:
* f+4,2: KND and wall splat
** Miguel's main whiff punish from back dash
** Miguel's main whiff punish from back dash
* Sometimes d/f+2,1 can work, however it is -15 on block


== 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.


* d/f+1[~f] SAV -2 on block, +5 on hit
* 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
** Weak to SSL
** Combines interrupting their keep outs and making a lowish risk 50/50 out of nothing
** Combines interrupting their keep outs and approach
* d/b+3[~f] SAV +4 on hit.  
** Can lead into a 50/50 out of nothing
* d/b+3[~f SAV] +4 on hit.  
** Weak to SSR
** Weak to SSR
** If they don't duck
** If they don't duck
* u/f+1[~f] SAV +4 on block
* u/f+1[~f SAV] +4 on block
** If they duck
** For if they may duck
** u/f+1~f SAV d/f+2 guaranteed on everyone but Dragunov, Fahkumram, Marduk, and Miguel (tall characters)
** u/f+1[~f SAV] d/f+2 guaranteed on everyone but Dragunov, Fahkumram, Marduk, and Miguel (tall characters)
* f+4[~f]: homing, +7 into SAV on hit, longer range
* f+4[~f SAV]: homing, +6 on hit, longer range
** 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 44: 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 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/f+1
** 1,2: Tracking isn't very good, but sometimes the 2nd hit track
** Sometimes do 1,2,4 to interrupt opponent, but risky since they can duck and launch 3rd hit
* d/b+3+4: i12 generic low kick with superior range
* d/b+3+4: i12 generic low kick with superior range
* d+3: i20 low, high crush, +1 on hit
* (d/f+1),2:  
* (d/f+1),2:  
** 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 ===


== Keepout ==
* Jabs: 1 or 1,2
* Jabs: 1 or 1,2
* d/f+1
* d/f+1
Line 79: 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 87: Line 180:
* d/f+4: Knee
* d/f+4: Knee
* SAV 3: Knee
* SAV 3: Knee
* SAV u/f+3: Knee


NOTE: You can also bait them out to whiff and whiff punish their parry/reversal
NOTE: You can also bait them out to whiff and whiff punish their parry/reversal
Line 96: 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

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1
Jab is good okay.
Tracks left
  • df+1
Tracks both
  • d+4
  • SAV db+3 (must delay)
  • SAV 2 (must delay)
Tracks right


Neutral

Whiff punishers

Use Miguel's superior movement and annoying 50/50s to bait out a whiff.

Up close
  • 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)
Farther away
  • 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