No edit summary |
RogerDodger (talk | contribs) m (RogerDodger moved page Miguel neutral to Miguel strategy: global rename of Fighter neutral to Fighter strategy) |
(No difference)
|
Revision as of 09:53, 8 January 2022
Miguel |
---|
Standard 33/33/33 playing Tekken:
- Wait: Try to bait out a whiff with movement
- Approach: Approach an enemy and attack them
- Keep out: Attack to stop an enemy from approaching and attacking you
Wait: Movement
Use Miguel's superior movement and annoying 50/50s to bait out a whiff.
Whiff punishers
Up close:
- 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
- Sometimes d/f+2,1 can work, however it is -15 on block
- d/f+3,2: Low damage, very safe
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