Zafina strategy: Difference between revisions

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* '''SCR.4''' - Armored launcher to catch people mashing or ducking, but -18 on block. Use with caution.
* '''SCR.4''' - Armored launcher to catch people mashing or ducking, but -18 on block. Use with caution.


* '''SCR.1+2''' - Chunky mid that's +6 on block and guarantees several followups on hit since it knocks down. Can transition to TRT. One of her best pressure tools.
* '''SCR.1+2''' - Chunky mid that's +6 on block and guarantees several followups due to its knockdown. Can transition to TRT. One of her best pressure tools.


* '''SCR.df+4''' - High crushing low that's +7c on hit and launches on counterhit. Transitions to MNT, enabling MNT pressure at large frame advantage. One of her best lows.
* '''SCR.df+4''' - High crushing low that's +7c on hit and launches on counterhit. Transitions to MNT, enabling MNT pressure at large frame advantage. One of her best lows.

Revision as of 19:35, 3 March 2024

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 and safe homing move that can make it hard to approach her. 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
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
SCR.2,1
SCR.4
SCR.1+2
SCR.df+4
H.SCR.2+3
  • SCR.2,1 - Heat Engager! Big safe mid string that also gets you out of SCR at the cost of some health. Good if you want a quick mid that isn't as risky as SCR.4
  • SCR.4 - Armored launcher to catch people mashing or ducking, but -18 on block. Use with caution.
  • SCR.1+2 - Chunky mid that's +6 on block and guarantees several followups due to its knockdown. Can transition to TRT. One of her best pressure tools.
  • SCR.df+4 - High crushing low that's +7c on hit and launches on counterhit. Transitions to MNT, enabling MNT pressure at large frame advantage. One of her best lows.
  • H.SCR.2+3 - Low Heat Smash from SCR that guarantees a b+3 on hit.

MNT (Mantis)

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
MNT.1,3
MNT.2
MNT.3,1
MNT.1+2
MNT.df+2
  • MNT.1,3 - Fast and safe poke string that transitions to SCR.
  • MNT.2 - Fast mid to check people mashing on your MNT pressure. Gives crumple stun on counterhit and keeps you in MNT on block or hit.
  • MNT.3,1 - The first hit is a quick poking low that isn't too special by itself, but on counterhit it combos into the second which allows for a whole combo. Use in tandem with MNT.2 to mix up your opponent and dissuade them from mashing out of your pressure.
  • MNT.1+2 - Powercrush! Always a nice option to have available.
  • MNT.df+2 - A slow mid, but it's a safe launcher. with an odd animation. Good for when your opponent commits to ducking.

TRT (Tarantula)

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
TRT.1
TRT.2
TRT.3
TRT.d+1+2
  • TRT.1 - Quick low to annoy your opponent.
  • TRT.2 - Very slow mid that's a safe launcher with a very odd animation. Good to mixup with MNT.d+1+2 due to their similar animations.
  • TRT.3 - An unsafe mid to catch people ducking, but meaningfully punishing Zafina while she's in TRT is problem for a lot of characters.
  • TRT.d+1+2 - Big low that looks slightly similar to MNT.2. Transitions to MNT.