Zafina |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Zafina strategy (Tekken 7).
Key Moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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1,3 | |||||||
1,4 | |||||||
1+2 | |||||||
df+1 | |||||||
d+3 | |||||||
db+2 | |||||||
db+4 | |||||||
f,F+3 | |||||||
f,F+4 | |||||||
wr3 | |||||||
ws1,2 | |||||||
b,B |
- 1 - Serviceable jab with good followups. It's a tall jab so moves with some high evasion, like Paul's df+2, have an easier time going under it.
- 1,3 - Can transition to SCR at only -2 on block. SCR.4 will can stop the opponent from mashing, making 1,3 a good way to start pressure.
- 1,4 - Transitions to TRT. Mid followup.
- 1+2 - Counter hit launcher! The tool Zafina needs to make the opponent respect her pressure. If they are trying to punish 1+2 then its extensions (1+2,4,4) will CH launch them too, making punishing the move itself its own mixup.
- df+1 - Good lower hitbox but -5 on block. Its great followups make up for its frame data.
- df+1,4 - Your i13 punish; Wallsplats on hit and safe on block, but can be ducked and heavily punished. However, df+1,2 is a mid extension so you most likely won't get ducked and punished too often unless you're very predictable. df+1,4 is also the start of Zafina's 10-string if you're trying to be funny.
- df+1,2,1 - Mid extension. Punishable on block but threatening the last hit can make the opponent hesitate.
- d+3 - High-crushing low that's + on hit and launches for a combo on counterhit. It's -13 on block instead of -15 when you transition to MNT. Your main low outside of stances.
- db+2 - Safe mid counterhit tool that tracks fairly well. It only guarantees a b+3 or ws2. Use when you want a faster and safer option than 1+2.
- db+4 - Another high-crushing low. One frame faster than d+3 but is -3 on hit and has an an extension that catches people trying to punish db+4. Can also transition to MNT. If you value safety over reward then it might be better than d+3.
- f,F+3 - Great plus frames and chip damage on block. +14 on counterhit guaranteeing a Heat Engager (SCR.2,1 or df+4,1.) Can transition to SCR allowing you to begin SCR pressure if you want. Amazing pressure tool and one of her best moves.
- f,F+4 - A huge safe homing move that knocks down on hit. One of her best moves.
- wr3 - Big wr3 that deals chip damage on block and transitions to SCR at heavy plus frames. Great pressure tool use if you have the chance.
- ws1,2 - An evasive i15 launcher with great range. The second hit is delayable and may even be hit-conformable. Just might be her best move.
SCR (Scarecrow)
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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SCR.2,1 | |||||||
SCR.4 | |||||||
SCR.1+2 | |||||||
SCR.df+4 | |||||||
H.SCR.2+3 |
- SCR.2,1 - Heat Engager! Big safe mid string that also gets you out of SCR at the cost of some health. Good if you want a quick mid that isn't as risky as SCR.4
- SCR.4 - Armored launcher to catch people mashing or ducking, but -18 on block. Use with caution.
- SCR.1+2 - Chunky mid that's +6 on block and guarantees several followups on hit since it knocks down. Can transition to TRT. One of her best pressure tools.
- SCR.df+4 - High crushing low that's +7c on hit and launches on counterhit. Transitions to MNT, enabling MNT pressure at large frame advantage. One of her best lows.
- H.SCR.2+3 - Low Heat Smash from SCR that guarantees a b+3 on hit.
MNT (Mantis)
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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MNT.1,3 | |||||||
MNT.2 | |||||||
MNT.3,1 | |||||||
MNT.1+2 | |||||||
MNT.df+2 |
- MNT.1,3 - Fast and safe poke string that transitions to SCR.
- MNT.2 - Fast mid to check people mashing on your MNT pressure. Gives crumple stun on counterhit and keeps you in MNT on block or hit.
- MNT.3,1 - The first hit is a quick poking low that isn't too special by itself, but on counterhit it combos into the second which allows for a whole combo. Use in tandem with MNT.2 to mix up your opponent and dissuade them from mashing out of your pressure.
- MNT.1+2 - Powercrush! Always a nice option to have available.
- MNT.df+2 - A slow mid, but it's a safe launcher. with an odd animation. Good for when your opponent commits to ducking.
TRT (Tarantula)
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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TRT.1 | |||||||
TRT.2 | |||||||
TRT.3 | |||||||
TRT.d+1+2 |