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* 2+ | * 2+3, Mid, i16, +6 (SNK) | ||
* SNK.2+ | * SNK.2+3, Low, i20, -14 | ||
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{{See other}} | {{See other}} | ||
'''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. | '''Shaheen''' is one of Tekken 8's fundamentalist options. His gameplan is somewhat simple, revolving almost entirely around his extremely potent full crouch (FC) mixup and controlling space with his abundance of great pokes. Reinforcing this point, his only stance, SNK, can be cancelled into full crouch by pressing db, allowing him to move into the state off any attack that cancels into the stance. Once in full crouch, the major threat is his slide (FC.df,d,DF+3), a difficult low option to deal with that grants big reward on hit. Being just barely reactable if done perfect, and knocking down into a mini combo, it will get opponents to start crouching themselves to block it. Once his opponent bites on the full crouch, Shaheen has multiple nasty mid while standing options. To stuff a retaliation, use ws1, a fast punch that does not give up your turn on block and grants a CH combo into his damaging i14 attacks like f:b+2 or db+2,1. To go for damage or avoid crouch jabs, use u+4, which will launch crouchers and jumps, but can be punished on block. | ||
When in Heat, his new move, Al-Ghul (D*,u+2), which requires charge input, is a guard break that gives 13f of advantage ''on block'', which opens up the opponent to a f:b+2. This gives Shaheen an even more brutal full crouch mix-up in this state; he can either opt for a slide to stuff a jab check, use mids which now deal chip damage, or opt for D*,u+2 to beat stand blocking or jumping. | |||
In addition to his potent full crouch, he also has plenty of solid standing options, with a fully-fleshed out punishment suite. His i10 and i12 punishes (2,3 and f+2,3) are strong. And he has one of the most damaging i13 punishes in the game with f:b+2, which is practical since it can be buffered but is an awkward input for a punish. His generic attacks like df+1 and 1,2 string are useful in many scenarios. 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. | |||
He also has a potent suite of attacks that deal chip damage, such as f+4, f+3+4, uf+1, and SNK.1+2, which are complimented by special attacks that remove grey health: f,b+2, b+2, and b+1+3. | |||
All of these moves are practical outside of these respected properties, which means that this gameplan can be employed without taking big risks. In constrast, most characters can only remove grey health with unsafe Rage Arts that have a limited window of opportunity to use. This means their chip damage is not potent as Shaheen's since the opponent can offset it with Heat actions and attacking, whereas a strategic Shaheen player can lock down their opponent's life total with effective use of these tools. | |||
Being such a fundamental character, Shaheen doesn't have many notable weaknesses in his gameplan. His plus on block moves, while serviceable, | Being such a fundamental character, Shaheen doesn't have many notable weaknesses in his gameplan. His plus on block moves, while serviceable, carry some limitation to their use, 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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|blue= | |blue= | ||
* | * Simple movelist with flexible attacks that cover multiple options | ||
* | * Potent full crouch mixup with slide/FC.df+4/ws+1/FC.df+2/u+4, which is even scarier in Heat with Al-Ghul Master | ||
* | * Useful chip damage attacks combined with ability to remove recoverable life easily | ||
* | * Near-complete whiff and block punishment | ||
* Plentiful, adaptable combo routes for wall carry, damage, or side-switches | |||
* Many side-switching tools, making it difficult to pin him down to walls | |||
* Good movement (better than average backdash and sidestep, crouch dash, uf+1~d) | |||
* Strong CH tools (1,2,2, 4,1, ws1, b+3, SNK 1, etc.) | |||
|red= | |red= | ||
* Struggles a bit | * Does not overwhelm opponents with mental stack or crazy pressure | ||
* | * Struggles a bit versus patient opponents, doesn't have many strings or threatening mix-ups from standing | ||
* Few defensive gimmicks (only punch parry and armor really), no standout crushing attacks | |||
* Can struggle to punish some moves with lots of pushback | |||
* Range on his generic Heat Smash (2+3) is shorter than average | |||
}} | }} | ||
{{KeyTechs| | {{KeyTechs| | ||
{{KeyTech| | {{KeyTech|f:b+2|importance=4|value=4|dexterity=3|rhythm=2}} | ||
{{KeyTech| | {{KeyTech|SNK Cancel|importance=5|value=4|dexterity=3|rhythm=4}} | ||
{{KeyTech|Instant Slide|importance=3|value=4|dexterity=3|rhythm=3}} | |||
}} | }} | ||
Revision as of 05:51, 21 March 2024
Shaheen |
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Shaheen | |
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Heat |
|
Heat Smash |
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Heat Engagers |
|
Stances |
|
Fastest | |
Launch |
i15 – uf+4
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CH launch |
i13 – 4,1
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Wall splat |
i14 – df+4,3
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Archetypal moves | |
Mid check |
df+1
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Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | Shaheen |
#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 (FC) mixup and controlling space with his abundance of great pokes. Reinforcing this point, his only stance, SNK, can be cancelled into full crouch by pressing db, allowing him to move into the state off any attack that cancels into the stance. Once in full crouch, the major threat is his slide (FC.df,d,DF+3), a difficult low option to deal with that grants big reward on hit. Being just barely reactable if done perfect, and knocking down into a mini combo, it will get opponents to start crouching themselves to block it. Once his opponent bites on the full crouch, Shaheen has multiple nasty mid while standing options. To stuff a retaliation, use ws1, a fast punch that does not give up your turn on block and grants a CH combo into his damaging i14 attacks like f:b+2 or db+2,1. To go for damage or avoid crouch jabs, use u+4, which will launch crouchers and jumps, but can be punished on block.
When in Heat, his new move, Al-Ghul (D*,u+2), which requires charge input, is a guard break that gives 13f of advantage on block, which opens up the opponent to a f:b+2. This gives Shaheen an even more brutal full crouch mix-up in this state; he can either opt for a slide to stuff a jab check, use mids which now deal chip damage, or opt for D*,u+2 to beat stand blocking or jumping.
In addition to his potent full crouch, he also has plenty of solid standing options, with a fully-fleshed out punishment suite. His i10 and i12 punishes (2,3 and f+2,3) are strong. And he has one of the most damaging i13 punishes in the game with f:b+2, which is practical since it can be buffered but is an awkward input for a punish. His generic attacks like df+1 and 1,2 string are useful in many scenarios. 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.
He also has a potent suite of attacks that deal chip damage, such as f+4, f+3+4, uf+1, and SNK.1+2, which are complimented by special attacks that remove grey health: f,b+2, b+2, and b+1+3. All of these moves are practical outside of these respected properties, which means that this gameplan can be employed without taking big risks. In constrast, most characters can only remove grey health with unsafe Rage Arts that have a limited window of opportunity to use. This means their chip damage is not potent as Shaheen's since the opponent can offset it with Heat actions and attacking, whereas a strategic Shaheen player can lock down their opponent's life total with effective use of these tools.
Being such a fundamental character, Shaheen doesn't have many notable weaknesses in his gameplan. His plus on block moves, while serviceable, carry some limitation to their use, 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.
- Simple movelist with flexible attacks that cover multiple options
- Potent full crouch mixup with slide/FC.df+4/ws+1/FC.df+2/u+4, which is even scarier in Heat with Al-Ghul Master
- Useful chip damage attacks combined with ability to remove recoverable life easily
- Near-complete whiff and block punishment
- Plentiful, adaptable combo routes for wall carry, damage, or side-switches
- Many side-switching tools, making it difficult to pin him down to walls
- Good movement (better than average backdash and sidestep, crouch dash, uf+1~d)
- Strong CH tools (1,2,2, 4,1, ws1, b+3, SNK 1, etc.)
- Does not overwhelm opponents with mental stack or crazy pressure
- Struggles a bit versus patient opponents, doesn't have many strings or threatening mix-ups from standing
- Few defensive gimmicks (only punch parry and armor really), no standout crushing attacks
- Can struggle to punish some moves with lots of pushback
- Range on his generic Heat Smash (2+3) is shorter than average
External links
Characters (Tekken 8) |
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