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* Try out different spacing and timings to try to get your opponent to whiff. | * Try out different spacing and timings to try to get your opponent to whiff. | ||
* Mixup entering SAV stance or not | * Mixup entering SAV stance or not | ||
** E.g. d/f+1 blocked is -2 | |||
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 | ** If you tried to do d/f+1~f SAV mixup, you'd lose to jabs or counter hit attacks | ||
** 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 | ||
* Once they stop mashing, you can add a SAV mixup 50/50 | |||
** E.g. #1 low and a safe mid, d/f+1~f SAV d/b+3~f SAV b+1 | |||
** E.g. #2 d/f+1~f SAV 2 high damage, safe mid | |||
** E.g. #3 d/f+1~f delay to see if they guess, or side step, or try to attack | |||
** E.g. #4 d/f+1,2: If they mash after d/f+1, then the 2nd hit will KND into free manual SAV 2 | |||
== Approach == | == Approach == | ||
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** Weak to SSR | ** Weak to SSR | ||
* u/f+1[~f] SAV +4 on block | * u/f+1[~f] SAV +4 on block | ||
** u/f+1~f SAV d/f+2 guaranteed on everyone but Dragunov, Fahkumram, Marduk, and Miguel ( | ** 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]: homing, +7 into SAV on hit, longer range | ||
** Important tool for tracking, both up close, and far away | ** Important tool for tracking, both up close, and far away | ||
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** Sometimes do 1,2,4 to interrupt opponent, but risky since they can duck and launch 3rd hit | ** 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/f+1),2: | |||
** 2nd hit CH KND into free manual SAV 2 | |||
** Helps stop mashers after d/f+1 | |||
== Keepout == | == Keepout == | ||
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** This means, you can do d/f+1 and choose to enter SAV stance or not | ** This means, you can do d/f+1 and choose to enter SAV stance or not | ||
** You may enter SAV stance regardless of if the attack whiffs, is blocked, or hits | ** You may enter SAV stance regardless of if the attack whiffs, is blocked, or hits | ||
* Enter SAV stance anytime with 3+4 | * Enter "manual SAV" stance anytime with 3+4 | ||
** Takes 8 frames and you can be hit during this | ** Takes 8 frames and you can be hit during this | ||
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*** SAV 1<4: Delayable 2nd hit, not a natural combo on delay, 2nd hit will wall bounce if it hits | *** SAV 1<4: Delayable 2nd hit, not a natural combo on delay, 2nd hit will wall bounce if it hits | ||
* SAV 2: i16 mid, high damage single attack from Miguel | * SAV 2: i16 mid, high damage single attack from Miguel | ||
* SAV b+1[~f SAV]: i14 homing mid, shorter range | * SAV b+1[~f SAV]: i14 homing mid, shorter range. Very good! | ||
** SAV b+1<4: Delayble 2nd hit and 2nd hit is a CH launcher | ** SAV b+1<4: Delayble 2nd hit and 2nd hit is a CH launcher | ||
*** SAV b+1,4: Natural combo | *** SAV b+1,4: Natural combo | ||
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** SAV b+3~f SAV d/f+2 is a combo on hit | ** SAV b+3~f SAV d/f+2 is a combo on hit | ||
* SAV 4: homing, i16, CH launcher, KND on normal hit with free 3+4 SAV d/f+2 | * SAV 4: homing, i16, CH launcher, KND on normal hit with free 3+4 SAV d/f+2 | ||
* SAV 3<3: i15 mid, high | |||
** Delayable two hit string and a hit confirm | |||
** 2nd hit launches on CH | |||
== Elbow/Knee == | == Elbow/Knee == |
Revision as of 22:41, 29 August 2021
1. Wait: Try to bait out a whiff 2. Approach: Approach an enemy and attack them 3. Keep out: Attack to stop an enemy from approach and attacking you
Wait: Movement
- Miguel's back dash and side step are superior to almost all other characters.
- Try out different spacing and timings to try to get your opponent to whiff.
- Mixup entering SAV stance or not
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
- Use your superior side step and back dash to make mashers and dick jabbers pay, by making them whiff
- Once they stop mashing, you can add a SAV mixup 50/50
- E.g. #1 low and a safe mid, d/f+1~f SAV d/b+3~f SAV b+1
- E.g. #2 d/f+1~f SAV 2 high damage, safe mid
- E.g. #3 d/f+1~f delay to see if they guess, or side step, or try to attack
- E.g. #4 d/f+1,2: If they mash after d/f+1, then the 2nd hit will KND into free manual SAV 2
Approach
Mix up your approach tools and timing
- d/f+1[~f] SAV -2 on block, +5 on hit
- Weak to SSL
- d/b+3[~f] SAV +4 on hit.
- Weak to SSR
- u/f+1[~f] SAV +4 on block
- 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
- Important tool for tracking, both up close, and far away
- d+4: Long range low, +0 on hit
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 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/f+1),2:
- 2nd hit CH KND into free manual SAV 2
- Helps stop mashers after d/f+1
Keepout
- Jabs: 1 or 1,2
- 4: high, longer range hit box
- Magic 4 starts a juggle on counter hit
- b+1: high, small hit box
- Starts a high damage juggle on counter hit
- Very short range and doesn't track
- Can be used to interrupt strings or flow charts
- d+3: high crush low
- +1 on hit
- However is slow at i20
- d+1+2: mid
- -12 on block, high crush, wall splat and wall break
SAV stance
SAV (Savage) is Miguel's special stance that has a set of moves specific to SAV
- d/f+1[~f SAV]:
- This means, you can do d/f+1 and choose to enter SAV stance or not
- You may enter SAV stance regardless of if the attack whiffs, is blocked, or hits
- Enter "manual SAV" stance anytime with 3+4
- Takes 8 frames and you can be hit during this
SAV Stance basics
- Auto block even if you hold Forward, e.g. d/f+1~F ... (blocks move)
- You **cannot** side step, back dash, or forward dash
- Cancel it by ~d/b or ~d/f
- You can low block or low parry from stance
Important SAV stance attacks
- SAV 1 strings: i12 high strings
- SAV 1<4: Delayable two hit string.
- SAV 1,4: Natural combo, wall bounce
- SAV 1<4: Delayable 2nd hit, not a natural combo on delay, 2nd hit will wall bounce if it hits
- SAV 1<4: Delayable two hit string.
- SAV 2: i16 mid, high damage single attack from Miguel
- SAV b+1[~f SAV]: i14 homing mid, shorter range. Very good!
- SAV b+1<4: Delayble 2nd hit and 2nd hit is a CH launcher
- SAV b+1,4: Natural combo
- SAV b+1<4: Delayble 2nd hit and 2nd hit is a CH launcher
- SAV d+4,3[~f SAV]: i15, low, mid string. High damage. -2 on hit.
- SAV d/b+3[~f SAV]: i19, low, high damage
- CH SAV d/b+3: Free damage. Can do manual SAV d/f+2 (3+4 SAV d/f+2) or f,f+2,1 3+4 SAV d/f+2 (difficult)
- SAV b+3[~f SAV]: Power crush, high
- SAV b+3~f SAV d/f+2 is a combo on hit
- SAV 4: homing, i16, CH launcher, KND on normal hit with free 3+4 SAV d/f+2
- SAV 3<3: i15 mid, high
- Delayable two hit string and a hit confirm
- 2nd hit launches on CH
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