r/Tekken•
MoeAmante

How to deal with certain strings/moves/mixups etc.

Hey guys,

I thought it would be great if we had a thread as mentioned in the title. I'm pretty much still amateur in this game (currently ranked Brawler with some chars), and sometimes getting beaten by offensive people from lower ranks who abuse certain strings/setups.

It's difficult to research how to deal vs certain strings/moves as sometimes even in practice mode it is difficult to find the answer, even if, sometimes it is not the optimal option coverage. The strings I'm talking about are noobish strings/moves that high-level player would never use (like Baeks d333/d33d3; etc). Then there are some strings that MUST be parried/ducked/interrupted or SS'd to punish them, and even the strings where you can BD-cancel out. All this is a little bit hard to research, since it is not used in any tutorials/pro videos, since it is not used (and therefore not countered).

So, I suggest this thread for noobish people like me to get certain counters from players who already know that and could help here, which would improve some defensive game (knowing that movement is more important).

Asuka

  • db4-string (Legcutter): press "df" after the first hit for parry or duckpunish

  • 1+4-string (Heron Dance): duckjab after first hit to avoid the mixup

  • 1,1 / 1,2 / 1,3 (Jabstrings): just take the low and space it out; the low is negative on hit

  • 1,1 / f1 (Whiplash): Only duck when the sweep afterwards is coming; Cancans can be ducked and launched, nothing delayable

Alisa

  • b3+4, 3+4 (The Shovel): SW it and then punish if both hits are used, but sometimes it is difficult. Option select it with moves like df2 to float them out if she uses both hits or to launch if she uses only the first hit.

  • f4,1,4: 2nd hit high, duck it.

  • b2<4: 2nd hit is high, but hitconfirmable; b2,1: not delayable, punishable

  • 233/234: duck if delayed, the low is launchpunishable

  • 1,1/ df1,1 / 2,3/ ff3,4,4 / f3,2 / d4,1+2 / ws1,2: duck 2nd hit

  • ws3 (spins): jab her out of it or backdash or sidestep right

  • uf4,4: most chars can sidestep right the 2nd hit and launch, 11fr WS punishable

  • uf3,2: 2nd hit can be SSL'd, hitconfirmable, chase her to punish.

Bob

  • b2,2,4,4: if all hits are used, duck last hit. With good reactions duck 2nd hit to avoid mindgames.

  • 2,1,4: SS 3rd hit or jab him out.

  • d2,1,2,2: 3rd hit is -12, if whole string, block and launch him.

  • df3-series: low parry, only highs and lows

  • 1,3 / 1,d4: low parry, no mid after 1-jab, only jailing highs

  • ws1,2: duck 2nd hit, unless wall; at the wall 1,3 will wallsplat you

  • d3,4: 2nd hit duckable, even on hit.

  • d4,3: 2nd hit duckable, even on hit.

  • db4,3-series: low parry 3rd hit, the high will jail.

  • uf3+4,4: duck the 3rd hit.

  • df3+4,4: SS the 3rd hit or floatjab him.

Baek

  • d3,3,3 / d3,3,d3: if all hits are used, better to block standing to not get launched. Both hits of the mixup are launchpunishable (Mixup in your favor). Option selectable, the low comes out faster than the mid. So fuzzyguard from crouchblock to standing block.

  • d4,3,3,3/d4,3,3,d3: If good execution and timing backdash out of the last hit. If not SS into parry is a good option to avoid the mixup on the last hit, also jabinterruptable.

  • 4,3,4 / 4,3,3: lowparry 3rd hit, no mid.

  • df1 / ws1,3: ducklaunch 2nd hit, no jailing.

  • f2,1,2/ f2,1,4: duck 2nd hit and punish, hitconfirmable.

  • f3,3: lowparry 2nd hit.

  • ff4,3: duck 2nd hit.

  • ws3-series: duck it and punish/interrupt with ws4; the higs jail, 3rd hit can be ducklaunched.

  • u4,3: duck 2nd hit.

Bryan

  • SWY 2,4: duck the 2nd hit and duckpunish

  • df1-series: SSL if delayed at any point; 2-ender is launchpunishable if not hitconfirmed.

  • b2,1/b2,4: fuzzyguard 2nd hit, mid is undelayable.

  • b2,1,4: last jumping kick can be stepped.

  • df2,1: duck 2nd hit, no jailing.

  • qcf4,1: duckpunish 2nd hit.

  • f2+3: quick Unblockable, -12 on hit (should only be used as round ender)

  • 3212/3214: 2nd punch parriable or take the low - no KND and neutral on hit.

  • d3,2: ducklaunch 2nd hit.

Dragunov

  • b4,2,1: duck last hit, if you do not, then you're at bad frames

  • Moves to duck at 2nd hit: b3,4/ 3,1 / f3,2/ d4,1 / d4,4/ b2,1 / df1,4 / 1+2,4 / f4,4

Ganryu

  • b2,1,2/b2,1,d2: SSL the 2nd palm, also parriable

  • b1,1,1: duck 2nd hit.

  • df4,1<2: last hit can be stepped to right, punishable.

Jaycee

  • Shotgun Mixups (d,df1): 12f mid will hit her out if she does the spin on block, same goes for duckjab. Spin itself is safe.

Jin/Devil Jin

  • bf2,1,2: SS the last hit, otherwise it is a safe string; duck 2nd hit, hitconfirmable. bf2,3 is mid, but -12.

  • Moves into ZEN can be hit with generic or CH df2 for launch if anything but 1+2, dont interrupt with unsafe moves because the transition can be cancelled into block. df1 will beat everything.

  • 3,1,4: Lowparry last hit

  • df1,4: duck 2nd hit and launch, hitconfirmable. Plenty of time to block if 4~4 is used.

  • 2,1/ 2,4: duck 2nd hit; 2,1 jails and 2,4 will be ducked.

  • df3,3: duck 2nd hit,.

  • 1,2,3: SSR the last hit / 1,2,4: last hit is high and can be ducked.

Jinpachi

  • df1,1: duck 2nd hit.

  • d2<1: 2nd hit can be SSL's on delay.

Kazuya

  • uf4,4..: Lowparry 2nd hit, very easy on reaction.

  • df1,2_f2_4: fuzzyguard 2nd hit, the high will be ducked and standup in time to punish f2 at -12.

  • b3,1,4/ b3,1,3: lowparry 3rd hit.

Law

  • b2,3,4/ b2,3,d4 (Junkyard): Lowparry the 2nd hit; if there is no muscle memory to parry that move, then guard standing to block the mid launcher. The low is seeable and launchpunishable.

Lee/Violet

  • df4,4..: always buffer df for parry, it parries even on hit!

Lili

  • 1,2,3/1,2,4: The low is -16 and also bad on hit, so no real reason to duck. The mid air spin-option can sidewalked to punish from the side. Possible to lowblock into SW ?

  • f3+4-string (Wheel): f3+4 alone is safe; SSR/SWR before 3rd hit.

  • df3+4, 3+4 (mm): This move gets Lili BT, a duckjab will hit guaranteed after the first hit. If you know the second hit will be used, then SS and launch it. (Maybe the last hit is punishable even without SS). SWR will beat pretty much everything when Lili is in BT.

  • Moves to duck/lowparry on 2nd hit: d1,2/ ws1,2/ b2,1 / 4,1 / 2,4/ 2,3/ df4,4

  • 3,2,3: duck 3rd hit.

  • 3,1: mid, -14 punishable

Marduk

  • ws2,1: duck the last hit, even if ws2 hits you.

Steve

  • d2,1,2: duck the last hit, decent players won't finish the string

  • f2,1: duck the last hit

Posted Oct 29, 2014, 10:24 PM UTC · edited

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