(backroll catches) |
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* CH SCR (3),3,4 - can't delay | * CH SCR (3),3,4 - can't delay | ||
* CH MNT 4,3 - can't delay | * CH MNT 4,3 - can't delay | ||
==Backroll catches== | |||
d/f+3,4 and b+2 put opponent into FUFA. According to [[Wake-up#Non-attacking_options|this page]], we have a gap between frames 12 and 15 frames after connecting the attack where we could guarantee a hit on them standing, if they wake up in any way. And if they stay on the ground or side roll, they wouldn't be able to block moves either. Delayed ws2 is the move that will catch them | |||
fc d/f+3 puts the opponent into FDFT. ws2 doesn't work this time due to range issues. Dash in b+1 works pretty reliably, but it doesn't hit staying on the ground, and can be punished. | |||
Near wall though fc d/f+3 allows for a different catch, fc d/f+3 into b+3 into d/f+1,4. It has the same downside as the Cursed Claw, but the reward for attempting is much much bigger | |||
==Power crush safety net== | ==Power crush safety net== | ||
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[[Category:Pages with move data tables]] | [[Category:Pages with move data tables]] |
Revision as of 14:23, 20 March 2021
Zafina (Tekken 7) |
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Setups and techs
Here most of the different techniques that Zafina community has come up with lies, from the most basic tips for getting b1:1+2, to the relaunch set ups.
b1:1+2
While the input window for the extension is quite big, one may struggle with it at the start. First thing to understand is that the timing mid-air is different than on the ground, so when practicing it, one should do it in combos.
Next bit of advice is that you can hold 1 and then press 2 at the correct moment, the game will recognize it as 1+2, thus performing a succesful Cursed Claw. Obviously it's not for everyone, but a lot of players find that helpful
Hit confirmable moves
- CH d+4,3 - confirm on sound+animation, pretty tight, but very much possible
- CH d+1,1 - confirm on animation - very easy
- CH (d/f+1),2,1 - twitch confirm without rage, hit spark confirm with rage
- b+4,4 - Not super useful due to the move overall being not good, and having it's gimmick be a stay at -8 on block/finish the string for -14 on block mix up
- CH SCR d+3 - while you can't confirm into extensions, you can confirm by animation the +9 that the move has on CH compared to its normal -3
Not confirmable
- CH (2),1,3 - delaying last hit will make it blockable
- CH (2),1,1+2 - delaying last hit will make it blockable
- CH (1+2),4,4 - can't delay at all
- CH (f+2),3,4 - can't delay at all
- d/f+4,1_2 - can't delay at all
- CH (d+2_TRT) 4,3 - can't delay long enough
- CH d/b+4,2 - can't delay at all
- d/b+1+2,1+2 - can't delay for block confirm
- ws1,2 - feels like it should be confirmable, it isn't
- CH SCR (3),3,4 - can't delay
- CH MNT 4,3 - can't delay
Backroll catches
d/f+3,4 and b+2 put opponent into FUFA. According to this page, we have a gap between frames 12 and 15 frames after connecting the attack where we could guarantee a hit on them standing, if they wake up in any way. And if they stay on the ground or side roll, they wouldn't be able to block moves either. Delayed ws2 is the move that will catch them
fc d/f+3 puts the opponent into FDFT. ws2 doesn't work this time due to range issues. Dash in b+1 works pretty reliably, but it doesn't hit staying on the ground, and can be punished.
Near wall though fc d/f+3 allows for a different catch, fc d/f+3 into b+3 into d/f+1,4. It has the same downside as the Cursed Claw, but the reward for attempting is much much bigger
Power crush safety net
1,4 and SCR 1+2d can evade a lot of power crushes and Rage Arts
Character move | 1,4 | SCR 1+2d |
---|---|---|
Alisa d/f+1+2 | Yes | No |
Alisa b,f+2 | No | No |
Asuka f+1+2 | Rarely | Yes |
Bob f+1+2 | Rarely | Yes |
Bryan f,f+2 | Yes | Very Yes |
Claudio b+1+2 | Very Yes | No |
Devil Jin d+1 | Yes | No |
Devil Jin parry | Sometimes | No |
Dragunov 1+2 | Rarely | Very Yes |
Eddy u/b+3 | No | No |
Eddy Handstand 1 | No | No |
Feng f,f+1+2 | Very Yes | No |
Gigas d+1+2 | Very Yes | No |
Gigas d+3+4 | Mostly | No |
Heihachi d/f+1+2 | No | No |
Hwo d/f+3 | Very Yes | Yes |
Hwo RFF 3~4 | Very Yes | Very Yes |
Hwo LFS d/f+3 | Very Yes | Yes |
Hwo LFS b+3 | Very Yes | No |
Hwo RFS b+4 | Very Yes | No |
Jack u/b+1+2 | Very Yes | Very Yes |
Jack f,f+4 | Yes | No |
Jin 3+4 | Sometimes | No |
Josie ?3+4 | No | No |
Katarina ?3+4 | Mostly | No |
Kazumi f+2 | Very Yes | Very Yes |
Kazumi f,f+2 | No | No |
Kazuya f+2 | Very Yes | No |
King f+2+3 | Yes | No |
Bears HBS 3+4 | No | No |
Bears b1 | No | No |
Lars SEN 4 | Very Yes | Very Yes |
Lars d/f+1+2 | Yes | No |
Law DGC 1+2 | Very Yes | Very Yes |
Law DGC f+3 | Yes | No |
Law f,f+3 | Very Yes | Very Yes |
Lee HMS 3 | Yes | Very Yes |
Lee b+3+4 | Yes | Very Yes |
Leo 1+2 | No | No |
Leo BOK 1+2 | Yes | Yes |
Lili d+1+2 | Yes | No |
Lili f,f+2 | Very Yes | No |
Lucky Chloe d/b+1 | Very Yes | No |
Chloe b+1+2 | Yes | No |
Raven f+1+2 | Yes | No |
Raven BT 1+2 | Yes | No |
Miguel b+4 | Very Yes | No |
Miguel SAV 1+2 | Very Yes | Yes |
Miguel SAV b+3 | Yes | Yes |
Nina f+1+2 | Very Yes | No |
Paul f+2+3 | Yes | No |
Paul b+1+2 | Very Yes | Very Yes |
Shaheen f,f+4 | No | Very Yes |
Steve d/b+1+2 | Very Yes | Very Yes |
Steve FLK b+2 | Kinda | Very Yes |
Xiaoyu d/f+3 | Yes | Yes |
Yoshi f+3+4 | Sometimes | Sometimes |
Akuma 1+2 | No | Yes |
Akuma d/f+1+2 | Yes | No |
Eliza f+1+2 | Kinda | No |
Geese hcb 3_4 | No | No |
Noctis RDG 1 | No | No |
Noctis f+1+4 | No | No |
Anna d/b+1+2 | Very Yes | Very Yes |
Anna fc f+2 | No | No |
Lei f,f+2 | Very Yes | No |
Marduk VTS f+2 | Yes | Very Yes |
Marduk f+1+2 | Yes | Very Yes |
AK f+1+2 | Yes | No |
Julia f+1+2 | Rarely | No |
Negan INT 1+2 | Very Yes | Very Yes |
Negan f+1+2 | Very Yes | No |
Negan Taunt | ? | ? |
Zafina b+3 | Sometimes | No |
Zafina SCR 4 | No | No |
Zafina MNT 1+2 | No | No |
Leroy d/f+1+2 | Very Yes | Very Yes |
Leroy parry | Very Yes | No |
Ganryu | ||
Fahk f+3+4 | Yes | No |
Kunimitsu |