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{{KeyMove|db+2|counter=core}} | {{KeyMove|db+2|counter=core}} | ||
{{KeyMove|db+4|poke=core|mixup=secondary|counter=extra}} | {{KeyMove|db+4|poke=core|mixup=secondary|counter=extra}} | ||
{{KeyMove|f,F+3|counter= | {{KeyMove|f,F+3|counter=extra|mixup=core|oki=secondary}} | ||
{{KeyMove|f,F+4|keepout=core|poke=secondary}} | {{KeyMove|f,F+4|keepout=core|poke=secondary}} | ||
{{KeyMove|wr3|approach=core|mixup=secondary}} | {{KeyMove|wr3|approach=core|mixup=secondary}} | ||
{{KeyMove| | {{KeyMove|ws1,2|keepout=core|mixup=secondary}} | ||
{{KeyMove|b,B|keepout=core}} | |||
}} | }} | ||
* '''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 will 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+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 safe homing move that knocks down on hit. 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 evasive i15 launcher with great range. The second hit is delayable and may even be hit-conformable. Just might be her best move. | |||
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=== SCR (Scarecrow) === | === SCR (Scarecrow) === | ||
{{KeyMoves| | {{KeyMoves| | ||
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{{KeyMove|SCR.df+4|poke=secondary|mixup=core|counter=extra}} | {{KeyMove|SCR.df+4|poke=secondary|mixup=core|counter=extra}} | ||
}} | }} | ||
---- | |||
=== MNT (Mantis) === | === MNT (Mantis) === | ||
{{KeyMoves| | {{KeyMoves| | ||
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{{KeyMove|MNT.df+2|mixup=core}} | {{KeyMove|MNT.df+2|mixup=core}} | ||
}} | }} | ||
---- | |||
=== TRT (Tarantula) === | === TRT (Tarantula) === | ||
{{KeyMoves| | {{KeyMoves| |
Revision as of 18:55, 3 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 | |
---|---|
Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
---|---|---|---|---|---|---|---|
1,3 | |||||||
1,4 | |||||||
1+2 | |||||||
df+1 | |||||||
d+3 | |||||||
db+2 | |||||||
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 will 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+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 safe homing move that knocks down on hit. 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 evasive i15 launcher with great range. The second hit is delayable and may even be hit-conformable. 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 |
MNT (Mantis)
Function | |
---|---|
Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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MNT.1,3 | |||||||
MNT.2 | |||||||
MNT.3,1 | |||||||
MNT.1+2 | |||||||
MNT.df+2 |
TRT (Tarantula)
Function | |
---|---|
Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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TRT.1 | |||||||
TRT.2 | |||||||
TRT.3 | |||||||
TRT.d+1+2 |