Shaheen strategy

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Revision as of 21:17, 29 March 2024 by Datnero (talk | contribs) (added some key moves and fc mixup stuff, formatted for someone better than me to add actual strategy, feel free to edit since this is all imo)
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Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
1,2,2
2,3
4,1
df+1
f+2,3
f+2,4,4
df+2
df+4,1
df+3
d+3
d+2
db+2
b+3
b+4
uf+1
uf+4
f,f,F+2
FC.df,d,DF+3
FC.df+4
ws1
ws2
SNK.1
H.D*,u+2

Overview

Neutral

Defense

Full Crouch Mixup

The #1, absolute most threatening piece of Shaheen's kit is his full crouch mixup, and it is wholly essential to use him at virtually any level of play. It dwarfs neutral when used correctly, and even the best players in the world will blink if implemented correctly.

While in full crouch, Shaheen has access to the following key moves:

FC.df,d,DF+3 - The only reason why the FC mixup works. When done point blank, with frame perfect inputs, this move (referred to as slide) is on the bleeding edge of reactable at roughly i19~i20, and hits for a very chunky 20 damage. It also automatically ends in SNK, which allows you to hit a guaranteed SNK.2 for an additional 17 damage. It is essential to practice doing this as fast as possible, because losing a few frames on the input can make it reactable. It's also worth noting that, obviously, it is more and more reactable the further away you are, so be wary of trying it against good players past range 2. Even if it is blocked, your opponent will only be able to do a float combo which is heavily scaled, so if you hit with 3 slides and one gets blocked and punished, you'll still usually come out ahead.

ws1 - Your key mixup option out of crouch. This move, while somewhat slow at i14, still has good range and decent damage, but it's primary utility in the FC mixup is it's counter hit property. On CH, it gives 14 frames of advantage, which is enough to not only guarantee a db2,1 to enter Heat, but also enough for f:b+2, a hit throw that does a huge 42 damage with the benefit of removing your opponent's recoverable grey health. It's essential to effectively mix this move into your FC mixup, as it can catch attempts to launch you or df+1 you out of the FC.

ws2 - Your big haymaker in the FC mixup. A launching mid that does huge damage, this is the main thing that will terrify your opponent into continuing to standblock. Keep in mind that this is easily launch punishable on block, so use it sparingly and only when you're either making a soul read, or have seriously conditioned your opponent into ducking.

uf+4 - Your other big launcher out of full crouch. It is much less punishable on block than ws2 and a hair faster at i15 vs i16, but it is also a little bit easier to step. If you haven't done a lot of conditioning or aren't trying to make a big soul read, this is probably the safer option launch a duck. Again, use sparingly.

H.D*,u+2 - In Heat, Al-Ghul, which is an i18 high, is a guard break that guarantees 13 frames of advantage on block and Tornados on hit. If buffered frame perfectly, f:b+2 is i13 and will be guaranteed after Al-Ghul Master. While it is probably more useful outside of the full crouch mixup (namely, buffering it during certain situations in neutral), it's use in the mixup can't be ignored. It's imperative to learn the timing on f:b+2 after the Al-Ghul Master guard break, or you're just leaving damage on the table while in Heat.

ws4 - Not a lot to say, this is an i11 mid that nets you a little bit of damage on hit. It has worse frame advantage than ws1 on block, but it's a little bit faster so you can use this to pester if you're afraid of being hit out of ws1.

FC.df+2 - Not much to say again, this is a slow mid with semi-decent tracking and decent damage that can catch steps. Not advisable to use in most situations, as you fully lose your turn at -9 on block.

FC.df+4 - Your only real low option to harrass your opponent while in full crouch. A swinging low kick that is +1 on hit, with an extension (FC.df+4,1) to further annoy your opponent. FC.df+4,DF will go into SNK, which will allow you to beat anything but a jab with SNK.1. You can also cancel SNK with db to re-enter full crouch and continue your mixup. This is not a core part of the mixup, as it is -14 on block and doesn't net you a whole lot of frame advantage, but it's worth noting due to the fact that it allows you to enter another mixup or keep looping the FC mixup, as well as being quite decent at catching step attempts.

With Al-Ghul Master, the FC mixup looks like this:

Standblock: Slide or Al-Ghul Master wins, plus you can pester with FC.df+4. Crouchblock: ws2 or uf+4 for a launch, ws1 or ws4 to be safe. Jab Check: Slide wins. df+1 Check: Depending on their timing, ws1 or ws4 wins. Step: FC.df+4,1 catches this, and ws2 can track pretty well, but be careful of stepblocking.

The biggest weaknesses to the FC mixup is twitch reaction hopkicks/df+2, as well as sidewalking and backdashing away. To beat these options, it's important to mixup your commitment to the mixup. You do not have to do a move every time you engage the FC mixup, and it's important to just threaten it. Run up, crouch for a few frames or so, and then stand block to try and draw out an unsafe option. If they like to backdash away, just keep pressing your advantage and push them to the wall. If they like to sidewalk, throw out a df+3 or reorient yourself to keep in line with them.

Also keep in mind that slide can be reliably reacted to when you're further than range 1.5-2 or so, since you don't really have any great options to use at that range besides slide, so if your opponent has shown that they can react to that, you need to make sure you're 1: close enough to threaten more than 1 or 2 options and 2: make sure you're mixing up your options, whether it be the moves you're using out of it, the timing of the moves, or whether or not you even use a move at all.

Tips/Tricks