Zafina (Tekken 7): Difference between revisions

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Revision as of 16:03, 25 January 2024

Zafina
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • Scarecrow (3+4 SCR)
  • Mantis (d+3+4 MNT)
  • Tarantula (d+1+2 TRT)
Fastest
Launch
  • i16 – df+2 (standing)
  • i15 – ws1,2 (crouching)
CH launch
  • i16 – 1+2
  • i14 – SCR 2
  • i13 – MNT 2
Wall splat i13 – df+1,4 (standing)
Archetypal moves
Parry i6 – b+1+3 or b+2+4 (power crush parry)
Mid check
  • df+1 (standing)
  • SCR 3
  • MNT 2
  • TRT 3
  • ws4 (crouching)
Hopkick u/f+4
Snake edge
  • db+1+2
  • SCR df+3,3
  • fc df+3
Shadow cutter d+3d
Generic moves
Remapped d+1 → db+1
Missing
  • 4
  • d+2
  • d+4/d+3
  • Slide (non-generic)
External links
Lore Zafina
Twitter #{{{twitter}}}
Discord [1]

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Zafina is a stance-based character with very strong movement and big moves. Having a relatively short move list with just three distinct stances, Zafina allows players to dip their toes into stance characters without the enormous commitment that normally comes with learning them.

Zafina can put out good pressure with her great movement, range and stance transitions. However, she pays for it with long and telling recovery on whiffs, and generally slow start-ups (her df+2 is 16f, uf+4 is 18f). Her damage output is noticeably below average.

She has great evasion tools, and mix ups that do not do a lot of damage, yet leave Zafina in an acceptable situation most of the time both on hit and block.

Zafina has a lot of space for stylish play with some truly horrendous moves while still being a solid character from a fundamentals stand-point.


Strengths
  • Strong keepout
  • Exceptional stance pressure
  • Evasive
Weaknesses
  • Damage lower than average
  • Slow commital moves
  • Poor block punishment
b+1:1+2 combo ender
importance
★★★☆☆
value
★★★☆☆
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
CH confirming
importance
★★★★★
value
★★★★☆
dexterity
★☆☆☆☆
rhythm
★★★☆☆


External links