Miguel strategy: Difference between revisions

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1. Wait: Try to bait out a whiff
Standard 33/33/33 playing Tekken:
2. Approach: Approach an enemy and attack them
# Wait: Try to bait out a whiff with movement
3. Keep out: Attack to stop an enemy from approach and attacking you
# Approach: Approach an enemy and attack them
# Keep out: Attack to stop an enemy from approach and attacking you


== Wait: Movement ==
== Wait: Movement ==
* Miguel's back dash and side step are superior to almost all other characters.
Use Miguel's superior movement and annoying 50/50s to bait out a whiff.
* Try out different spacing and timings to try to get your opponent to whiff.
* Mixup entering SAV stance or not


Example you can do with d/f+1
'''Whiff punishers'''
* Approach opponent with d/f+1. Usually it's blocked, sometimes it hits
 
* E.g. d/f+1 blocked is -2
Up close:
** If you tried to do d/f+1~f SAV mixup, you'd lose to jabs or counter hit attacks
* u/f+4: i15 launcher, aka hop kick, -13 on block
** Use your superior side step and back dash to make mashers and dick jabbers pay, by making them whiff
* d/f+2,1: i16 launcher, but ''risky'' at -15 on block
* Once they stop mashing, you can add a SAV mixup 50/50
* f+1+2: i14 KND with free manual SAV 2, safe on block with pushback
** E.g. #1 low and a safe mid, d/f+1~f SAV d/b+3~f SAV b+1
Farther away:
** E.g. #2 d/f+1~f SAV 2 high damage, safe mid
* f+4,2: KND and wall splat
** E.g. #3 d/f+1~f delay to see if they guess, or side step, or try to attack
** Miguel's main whiff punish from back dash
** E.g. #4 d/f+1,2: If they mash after d/f+1, then the 2nd hit will KND into free manual SAV 2
* Sometimes d/f+2,1 can work, however it is -15 on block


== Approach ==
== Approach ==
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* d/f+1[~f] SAV -2 on block, +5 on hit
* d/f+1[~f] SAV -2 on block, +5 on hit
** Weak to SSL
** Weak to SSL
** Combines interrupting their keep outs and making a lowish risk 50/50 out of nothing
* d/b+3[~f] SAV +4 on hit.  
* d/b+3[~f] SAV +4 on hit.  
** Weak to SSR
** Weak to SSR
** If they don't duck
* u/f+1[~f] SAV +4 on block
* u/f+1[~f] SAV +4 on block
** If they duck
** u/f+1~f SAV d/f+2 guaranteed on everyone but Dragunov, Fahkumram, Marduk, and Miguel (tall characters)
** u/f+1~f SAV d/f+2 guaranteed on everyone but Dragunov, Fahkumram, Marduk, and Miguel (tall characters)
* f+4[~f]: homing, +7 into SAV on hit, longer range
* f+4[~f]: homing, +7 into SAV on hit, longer range
** Important tool for tracking, both up close, and far away
** Important tool for tracking, both up close, and far away
* d+4: Long range low, +0 on hit
* d+4: Long range low, +0 on hit
=== Example of approach and 50/50s ===
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
** 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
** 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~f SAV d+4,3: In case they are timing their ducks for the slower SAV d/b+3


=== Approach/Keepout Combined ===
=== Approach/Keepout Combined ===
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* Back dash or side step if they are being predictable to try to bait a whiff
* 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.  
* Jab: 1 and 1,2 are important to interrupt the opponent timing.  
* d/f+1
** 1,2: Tracking isn't very good, but sometimes the 2nd hit track
** 1,2: Tracking isn't very good, but sometimes the 2nd hit track
** Sometimes do 1,2,4 to interrupt opponent, but risky since they can duck and launch 3rd hit
** Sometimes do 1,2,4 to interrupt opponent, but risky since they can duck and launch 3rd hit
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== Keepout ==
== Keepout ==
* Jabs: 1 or 1,2
* Jabs: 1 or 1,2
* 4: high, longer range hit box
* d/f+1
** Magic 4 starts a juggle on counter hit
* 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
* b+1: high, small hit box
** Starts a high damage juggle on counter hit
** Starts a high damage juggle on counter hit
** Very short range and doesn't track
** Very short range and doesn't track anywhere
** Can be used to interrupt strings or flow charts
** Can be used to interrupt strings or flow charts
* d+3: high crush low
* d+3: high crush low
** +1 on hit
** +1 on hit and long range
** However is slow at i20
** However is slow at i20
* d+1+2: mid
* d+1+2: mid, high crush, long range
** -12 on block, high crush, wall splat and wall break
** -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


== SAV stance ==
== SAV stance ==
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=== Important SAV stance attacks ===
=== Important SAV stance attacks ===
* SAV 1 strings: i12 high strings
** SAV 1<4: Delayable two hit string.
*** SAV 1,4: Natural combo, wall bounce
*** SAV 1<4: Delayable 2nd hit, not a natural combo on delay, 2nd hit will wall bounce if it hits
* SAV 2: i16 mid, high damage single attack from Miguel
* SAV 2: i16 mid, high damage single attack from Miguel
* SAV b+1[~f SAV]: i14 homing mid, shorter range. Very good!
* SAV b+1[~f SAV]: i14 homing mid, shorter range. Very good!
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* SAV d/b+3[~f SAV]: i19, low, high damage
* SAV d/b+3[~f SAV]: i19, low, high damage
** CH SAV d/b+3: Free damage. Can do manual SAV d/f+2 (3+4 SAV d/f+2) or f,f+2,1 3+4 SAV d/f+2 (difficult)
** CH SAV d/b+3: Free damage. Can do manual SAV d/f+2 (3+4 SAV d/f+2) or f,f+2,1 3+4 SAV d/f+2 (difficult)
* SAV 1 strings: i12 high strings
** SAV 1<4: Delayable
*** SAV 1,4: Natural combo, wall bounce
*** SAV 1<4: Delayable 2nd hit, not a natural combo on delay, 2nd hit will wall bounce if it hits
* SAV 1<1: Delayable
** SAV 1,1 or SAV 1<1: natural combo KND into free d/b+3,4 -> 50/50
** SAV 1<1: 2nd hit is a CH launcher
* SAV b+3[~f SAV]: Power crush, high
* SAV b+3[~f SAV]: Power crush, high
** SAV b+3~f SAV d/f+2 is a combo on hit
** SAV b+3~f SAV d/f+2 is a combo on hit
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* d/f+4: Knee
* d/f+4: Knee
* SAV 3: Knee
* SAV 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
NOTE: d/f+1 has a high hitbox, and whiffs on many special stances

Revision as of 23:09, 29 August 2021

Standard 33/33/33 playing Tekken:

  1. Wait: Try to bait out a whiff with movement
  2. Approach: Approach an enemy and attack them
  3. Keep out: Attack to stop an enemy from approach 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

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 making a lowish risk 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
    • If they duck
    • u/f+1~f SAV d/f+2 guaranteed on everyone but Dragunov, Fahkumram, Marduk, and Miguel (tall characters)
  • f+4[~f]: homing, +7 into SAV on hit, longer range
    • Important tool for tracking, both up close, and far away
  • d+4: Long range low, +0 on hit

Example of approach and 50/50s

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
    • 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
    • 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~f SAV d+4,3: In case they are timing their ducks for the slower SAV d/b+3

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.
  • d/f+1
    • 1,2: Tracking isn't very good, but sometimes the 2nd hit track
    • Sometimes do 1,2,4 to interrupt opponent, but risky since they can duck and launch 3rd hit
  • d/b+3+4: i12 generic low kick with superior range
  • (d/f+1),2:
    • 2nd hit CH KND into free manual SAV 2
    • Helps stop mashers after d/f+1

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

SAV stance

SAV (Savage) is Miguel's special stance that has a set of moves specific to SAV

  • d/f+1[~f SAV]:
    • This means, you can do d/f+1 and choose to enter SAV stance or not
    • You may enter SAV stance regardless of if the attack whiffs, is blocked, or hits
  • Enter "manual SAV" stance anytime with 3+4
    • Takes 8 frames and you can be hit during this

SAV Stance basics

  • Auto block even if you hold Forward, e.g. d/f+1~F ... (blocks move)
  • You **cannot** side step, back dash, or forward dash
  • Cancel it by ~d/b or ~d/f
  • You can low block or low parry from stance

Important SAV stance attacks

  • SAV 2: i16 mid, high damage single attack from Miguel
  • SAV b+1[~f SAV]: i14 homing mid, shorter range. Very good!
    • SAV b+1<4: Delayble 2nd hit and 2nd hit is a CH launcher
      • SAV b+1,4: Natural combo
  • SAV d+4,3[~f SAV]: i15, low, mid string. High damage. -2 on hit.
  • SAV d/b+3[~f SAV]: i19, low, high damage
    • CH SAV d/b+3: Free damage. Can do manual SAV d/f+2 (3+4 SAV d/f+2) or f,f+2,1 3+4 SAV d/f+2 (difficult)
  • SAV 1 strings: i12 high strings
    • SAV 1<4: Delayable
      • SAV 1,4: Natural combo, wall bounce
      • SAV 1<4: Delayable 2nd hit, not a natural combo on delay, 2nd hit will wall bounce if it hits
  • SAV 1<1: Delayable
    • SAV 1,1 or SAV 1<1: natural combo KND into free d/b+3,4 -> 50/50
    • SAV 1<1: 2nd hit is a CH launcher
  • SAV b+3[~f SAV]: Power crush, high
    • SAV b+3~f SAV d/f+2 is a combo on hit
  • SAV 4: homing, i16, CH launcher, KND on normal hit with free 3+4 SAV d/f+2
  • SAV 3<3: i15 mid, high
    • Delayable two hit string and a hit confirm
    • 2nd hit launches on CH

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

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

NOTE: d/f+1 has a high hitbox, and whiffs on many special stances