4/2/2023 0 Comments Tekken 3 unblocked![]() Low, high string with exceptional range on the initial low poke and on counter hit the headbutt becomes a NC that’s +5 on hit with the ability to go into SAV. The main 2 uses of this move (outside of combo filler) is to catch opponents side stepping to Miguel’s weak right side and to close the distant to your opponent. The elbow is high and the string does not jail which means the second hit can be ducked and launch punished so use this either sparingly or after conditioning the opponent before hand. First strike is a knee and second is an elbow which means both strikes can’t be parried. NC, safe, tracks to his right, +6 on hit and goes into SAV. Great range and useful for whiff punishing. ![]() This becomes a very dangerous move with the ability to perform uninterruptible follow-up hits after it connects. It does however give you + frames on both block & hit so mix this in to apply good offensive pressure before going into the SAV stance.Ĭomes out nearly as fast as a jab, jails, and sucks the opponent in on hit leaving you with +7 frame advantage at Miguel’s optimum range 0 with the ability for a SAV transition. The last kick is heavily delayable but does not jail nor is it a NC like the first 2 moves so it can be ducked (All 3 strikes are high). This one differs from other characters in that the 2nd strike is a spinning right back fist resulting in the move tracking to the left. Miguel’s standard 10 frame poking string. This string also serves as a 13 frame punish if the opponent is out of reach of his 11 frame 2,1 punisher. Consequentially, you primarily want to use this string sparingly as a mixup option along with a single d/f+1 or d/f+1,2 to keep the opponent guessing. Be warned though, the second punch is a high and the string doesn’t jail which means the second hit can be ducked and punished. On hit the second high punch has the same amount of + frames as a single d/f+1 and the ability to go into SAV as well. Use this move to quickly go into sav stance for some quick mixups. It is mainly used to ground and halt the opponent and serves as his primary gateway move to get into sav stance (by holding forward) to begin his pressure. This safe mid poke is the move you’ll throw out the most in a single match. The Original Savage: Key Moves into SAV stance Once you’re in, Miguel’s gateway move to begin his offensive onslaught begins with d/f+1. Because of this, spacing is important with this character and being able to ‘get in’ is key to gaining an advantage in a match. He does however lack in effective long range pokes, counter hitting push back moves, and his overall punish game is very weak so being in a space further than an arm’s (or leg’s) reach away isn’t recommended. This is achieved through delayable strings and pokes leading to CH, long limbs for catching the enemy off guard and unconventional hitboxes and animations for throwing the opponent off. An effective Miguel player thrives off of being unpredictable and disrupting the opponent’s rhythm. ![]() His offense is, in many ways, more mental than it is physical in that his tools conditions the opponent to be defensive and respect Miguel thus making him much scarier than he actually is. His gameplay on the surface level is straightforward he excels in bullying the opponent with effective pokes into strong mixup options and once he’s on the offensive he can get into opponent’s head with his counter hit designed game which can quickly take chunks of the opponent’s health and leave them wondering how they lost. Miguel is a brawler in every sense o f the term.
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