Shaheen: Difference between revisions

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'''Shaheen''' is...
'''Shaheen''' is one of Tekken 8's fundamentalist options. His gameplan is somewhat simple, revolving almost entirely around his extremely potent full crouch mixup and controlling space with his abundance of great pokes. His slide (FC.df,d,DF+3) is a very difficult option to deal with, being just barely reactable if done perfect, and if his opponent bites on the full crouch, he has multiple nasty while standing options to stuff a retaliation, namely ws1, an i14 mid that gives 14f on CH, allowing a guaranteed f,b+2.
 
f,b+2, as well as b+2 and b+1+3, all have the unique property of removing grey life from his opponent on hit. This is extremely useful, because if managed correctly, it's possible to functionally get 1.5x life during a match by utilizing Heat actions and normal attacks to recover grey life, and most characters need to land a Rage Art to negate this. Shaheen, however, has multiple safe moves that accomplish the same thing.
 
Furthermore, his new move, Al-Ghul (D*,u+2), a traditional charge input, is a guard break if performed in Heat, giving 13f of advantage, which, again, allows a f:b+2. This gives Shaheen an even more brutal full crouch mixup in Heat; he can either opt for a slide to stuff a jab check, opt for ws1 to stuff a mid check, or opt for H.D*,u+2 to beat stand blocking.
 
In addition to his potent full crouch, he also has plenty of good standing options, with good i10 and i12 punishes (2,3 and f+2,3), long pokes like df+3 or df+4,1, a couple of halfway decent plus on block moves in f,f,F+2 or b+3, and his two main standing launchers are both quite good, df+2 being a safe, somewhat high evading option, and his hopkick (uf+4) is a relatively good one. He also has several strong CH moves to dissuade mashing, including his 4,1 CH string - one of the only magic 4s in T8. uf+1 is also a nasty Heat Engager that's a tiny bit plus on block, which can also be cancelled by pressing down, giving him another avenue to start his full crouch mixup.
 
Being such a fundamental character, Shaheen doesn't have many notable weaknesses in his gameplan. His plus on block moves, while serviceable, are pretty risky, which can make it hard for him to force his opponent to interact. His wall game is also mostly non-existent, being forced to mostly play the same mix-ups as he would elsewhere. Being so honest is a blessing and a curse.


{{BlueRed
{{BlueRed
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* Strong slide/mid mixup game
* Extremely strong full crouch mixup with slide/ws1, which is even more tough to deal with in Heat with Al-Ghul Master
* Ability to remove recoverable life easily
* Ability to remove recoverable life easily
* Decent whiff punishment
* Decent whiff punishment
* Strong, adaptable combo routes for wall carry, damage, or side switches
|red=
|red=
* Struggles a bit vs patient opponents
* Struggles a bit vs patient opponents
* Very few defensive gimmicks
}}
}}

Revision as of 15:01, 18 March 2024

Shaheen
Heat
  • Partially restores Heat time when performing certain knife-hand moves.
  • Al-Ghul Master can be used.
Heat Smash
  • 2+4, Mid, i16, +6 (SNK)
  • SNK.2+4, Low, i20, -14
Heat Engagers
  • db+2,1
  • b+1
  • b+3+4
  • uf+1
  • SNK.1+2
Stances
  • SNK (Stealth Step) - df+3+4
Fastest
Launch
i15 – uf+4
CH launch
i13 – 4,1
Wall splat
i14 – df+4,3
Archetypal moves
Mid check
df+1
Generic moves
Remapped (none)
Missing (none)
External links
Lore Shaheen
Twitter #T8_Shaheen
Discord Shaheen

This page is for Tekken 8. For Tekken 7, see Shaheen (Tekken 7).

Shaheen is one of Tekken 8's fundamentalist options. His gameplan is somewhat simple, revolving almost entirely around his extremely potent full crouch mixup and controlling space with his abundance of great pokes. His slide (FC.df,d,DF+3) is a very difficult option to deal with, being just barely reactable if done perfect, and if his opponent bites on the full crouch, he has multiple nasty while standing options to stuff a retaliation, namely ws1, an i14 mid that gives 14f on CH, allowing a guaranteed f,b+2.

f,b+2, as well as b+2 and b+1+3, all have the unique property of removing grey life from his opponent on hit. This is extremely useful, because if managed correctly, it's possible to functionally get 1.5x life during a match by utilizing Heat actions and normal attacks to recover grey life, and most characters need to land a Rage Art to negate this. Shaheen, however, has multiple safe moves that accomplish the same thing.

Furthermore, his new move, Al-Ghul (D*,u+2), a traditional charge input, is a guard break if performed in Heat, giving 13f of advantage, which, again, allows a f:b+2. This gives Shaheen an even more brutal full crouch mixup in Heat; he can either opt for a slide to stuff a jab check, opt for ws1 to stuff a mid check, or opt for H.D*,u+2 to beat stand blocking.

In addition to his potent full crouch, he also has plenty of good standing options, with good i10 and i12 punishes (2,3 and f+2,3), long pokes like df+3 or df+4,1, a couple of halfway decent plus on block moves in f,f,F+2 or b+3, and his two main standing launchers are both quite good, df+2 being a safe, somewhat high evading option, and his hopkick (uf+4) is a relatively good one. He also has several strong CH moves to dissuade mashing, including his 4,1 CH string - one of the only magic 4s in T8. uf+1 is also a nasty Heat Engager that's a tiny bit plus on block, which can also be cancelled by pressing down, giving him another avenue to start his full crouch mixup.

Being such a fundamental character, Shaheen doesn't have many notable weaknesses in his gameplan. His plus on block moves, while serviceable, are pretty risky, which can make it hard for him to force his opponent to interact. His wall game is also mostly non-existent, being forced to mostly play the same mix-ups as he would elsewhere. Being so honest is a blessing and a curse.

Strengths
  • Extremely strong full crouch mixup with slide/ws1, which is even more tough to deal with in Heat with Al-Ghul Master
  • Ability to remove recoverable life easily
  • Decent whiff punishment
  • Strong, adaptable combo routes for wall carry, damage, or side switches
Weaknesses
  • Struggles a bit vs patient opponents
  • Very few defensive gimmicks
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links