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Standard 33/33/33 playing Tekken: | |||
# Wait: Try to bait out a whiff with movement | |||
# Approach: Approach an enemy and attack them | |||
# Keep out: Attack to stop an enemy from approach and attacking you | |||
== Wait: Movement == | == 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 == | == 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: | * 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 | * 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 | ** -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 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:
- Wait: Try to bait out a whiff with movement
- Approach: Approach an enemy and attack them
- 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 b+1<4: Delayble 2nd hit and 2nd hit is a CH launcher
- 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<4: Delayable
- 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