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** 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 | ||
* d/f+3,2 Safe mid,mid string | |||
=== Example of approach and 50/50s === | === Example of approach and 50/50s === | ||
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* Approach opponent with d/f+1. Usually it's blocked, sometimes it hits | * Approach opponent with d/f+1. Usually it's blocked, sometimes it hits | ||
* E.g. d/f+1 blocked is -2 | * 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 | ** If you tried to do d/f+1~f SAV mixup, you'd lose to jabs or fast counter hit attacks | ||
** Use your superior side step and back dash to make mashers and dick jabbers pay, by making them whiff | ** 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 | ** d/f+1,2: If they mash after d/f+1, then the 2nd hit will CH and KND into free manual SAV 2 | ||
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=== Approach/Keepout Combined === | === Approach/Keepout Combined === | ||
How to approach some who is trying to keep you out | 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 | * 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. | ||
** 1,2: Tracking isn't very good, but | ** 1,2: Tracking isn't very good, but the 2nd hit tracks some characters and/or situations well. | ||
** 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 | ||
* d/f+1 | * d/f+1 | ||
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** 2nd hit CH KND into free manual SAV 2 | ** 2nd hit CH KND into free manual SAV 2 | ||
** Helps stop mashers after d/f+1 | ** Helps stop mashers after d/f+1 | ||
* d/f+3,2 safe mid,mid string. | |||
** Lower hitbox than f+4 and also relatively long range, compared to some of Miguel's tools | |||
* f+4 homing | |||
** Has a high hitbox for a mid and is evaded by things | |||
** But has long range and can mess up their timing if they're used to dealing with short range attacks | |||
== Keepout == | == Keepout == |
Revision as of 00:48, 19 November 2021
Miguel |
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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 approaching 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
- For if they may duck
- u/f+1[~f SAV] d/f+2 guaranteed on everyone but Dragunov, Fahkumram, Marduk, and Miguel (tall characters)
- f+4[~f SAV]: homing, +6 on hit, longer range
- Important tool for tracking, both up close, and far away
- d+4: Long range low, +0 on hit
- d/f+3,2 Safe mid,mid string
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 fast 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.
- 1,2: Tracking isn't very good, but the 2nd hit tracks some characters and/or situations well.
- Sometimes do 1,2,4 to interrupt opponent, but risky since they can duck and launch 3rd hit
- d/f+1
- d/b+3+4: i12 generic low kick with superior range
- d+3: i20 low, high crush, +1 on hit
- (d/f+1),2:
- 2nd hit CH KND into free manual SAV 2
- Helps stop mashers after d/f+1
- d/f+3,2 safe mid,mid string.
- Lower hitbox than f+4 and also relatively long range, compared to some of Miguel's tools
- f+4 homing
- Has a high hitbox for a mid and is evaded by things
- But has long range and can mess up their timing if they're used to dealing with short range attacks
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
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
- SAV u/f+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