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Tekke 7 special mission
Tekke 7 special mission







  1. #Tekke 7 special mission full#
  2. #Tekke 7 special mission plus#

High damage 10f punisher, 2nd hit delayable that knds on ch for guaranteed follow up, can go into DES stance by pressing 1+2 afterwards. Can be hit confirmable to uf+3, 3+4 that transitions into fly for mixups on block (careful with Jack, he can option select float for a juggle on block). Hit confirmable and highly damaging hopkick. New to T7 she has a just frame DES 2:1 that takes you out of DES so you can do a normal combo that does more damage. Safe high crushing launcher from her DES stance, hits grounded. Long range low-crushing low that gives her access to her d/b+1 stance and FC mixups. Now her best i14 punisher and one of the few to get a 14f launcher, auto screwattack launcher. Hold down 1+2 for 3 different levels of charge that become safer and more damaging the longer you hold.

tekke 7 special mission

Safe mid knockdown that gives a guaranteed follow-up on hit. Can be mixed up with WS1+2 thanks to their similar animations.

tekke 7 special mission

#Tekke 7 special mission plus#

Her best low poke that’s good plus frames on hit. Safe, high damage knock down and wall splat that’s used to discourage opponents from ducking her WR2.įast mid poke with a chunky hitbox and good follow-ups.Īnother fast mid poke with good range and admirable tracking used when pressuring opponents. Alternate it with WR3,4 and/or f,f,f+3,4 for one of her strongest most annoying mix-ups. Powerful, safe, damaging, homing knockdown with good range, has slight high crush frames at start up.įast pressure tool with a guaranteed follow-up on hit for easy massive damage. Used to discourage opponents from pressing buttons.

#Tekke 7 special mission full#

Gives +14 on hit (+17 if it hits close to the ground), which means a free b+1 into full combo.Ī safe mid with good tracking that leaves her in FC and can be used in combos.įast, good range, good tracking and instant high crush that it’s difficult to punish from maximum range.Įxtremely fast and homing counter hit launcher that wall splats and it’s safe. Very good pressure tool, although linear. Demon Flip cancellable (which makes certain punish attempts whiff). High crushes early on, has decent range, can be performed out of crouch. d+3~DFLIP is a good way to pressure your opponent.Īkuma’s knockdown sweep. Has low crush frames, hits grounded.įast low poke, can be cancelled into Akuma’s special attacks. Solid block- and whiff-punish.Ī solid running attack. Good hitbox.Īkuma’s version of Twin Pistons. Can be used as a -14 punish thanks to good range.įast high launcher. NC, Homing, wall splat, huge advantage on hit, gives S! if the second hit lands as CH. d/f+1,2 (mid,mid, -13 on block) serves as a mixup. It’s advised to input 1,1~qcb every time and tap 3 whenever a counter hit is detected in order to get a combo.Īkuma’s i13 punish, gives +6 on hit, doesn’t jail. NCc, second hit can be cancelled into Tatsu. Charges up whenever 1+2 is held down: the move becomes a NH launcher with level 2 charge and an unblockable launcher with max charge. Power Crush with unique properties: can be cancelled by inputting f,f or b,b either before it hits or after. The latter two options are supposed to be used very sparingly (both are very unsafe if ducked). ‘3’ is a homing attack, ‘4’ is a linear + on block divekick, ‘1+3_2+4’ is an unbreakable throw, and no input during DFLIP gives a knockdown low. The stance itself goes over a lot of attacks (many mids and highs included) certain attacks can be cancelled into DFLIP to keep the pressure going.

tekke 7 special mission

qcf+1 can be focus cancelled (qcf+1,1+2~f,f) to get frame advantage on block (+5) or a guaranteed launch on hit (+15). Its air version gives frame advantage on block and is overall a decent way of getting in thanks to its tracking properties. A key special move in Akuma’s combos but not very useful otherwise. Many of Akuma’s attacks can be cancelled into Shoryuken. Use 1,d,f,d/f+1 to punish -10 or worse on block moves. Its i10 light version is one of Akuma’s primary launchers (with meter), while heavy Shoryu deals more damage itself and has full invulnerability 8 frames in. A work in progress changelist can be found here: The console version contains a lot of stealth changes, most of it are not yet known, so don’t be surprised if you encounter something that contradicts the info here, but most of it should still be relevant. More detailed guides (still work in progress):Īn important note: The tables are based on Arcade version H of the game. To implement fixes, improvements, and console version changes, please contact on Twitter after polishing them on the TZ discord. Vastly improved Jack-7’s list myself (Novril)









Tekke 7 special mission