天"Only One Can Be The True Master of The Fist!"天: The NEW Akuma Match-up Thread

Jin (Vanilla)

Jin(Done)

[details=Spoiler]OVERVIEW

Jin is a very versatile character as he has the tools to not only zone his opponent but to also counter their zoning as well. His fireballs can be tricky to deal with at long range, his anti-fireball game is arguably one of the best in the game and his frame trap game up close is really strong when he gets in. Make no mistake, this guy is good…if he is standing that is.

Despite having good wake-up options for a Tekken Character, Jin’s wake-up game can be option selected pretty easily on his wake-up. He has one good wake-up option that can easily be avoided and punished during its recovery. His zoning game is also pretty weak against those who can get around fireballs well making him very suseptible to rushdown strategies.

APPROACH TACTICS

SPECIAL STEP

Jin’s Special Step is his main method of approach against you (outside of plain jumping in your face that is.) Whilst Jin can’t wave dash like his father Kazuya, Jin’s special step packs its own tricks. I’ll be explaining these below.

NORMALS TO LOOK OUT FOR

Far St.MK

Jin’s Far St.MK is arguably his best poke against you. It has some good reach and has some good advantage on block. You’ll want to learn the range on this move so that you can whiff punish it in footsie situations with your cr.HK sweep and your st.MK.

Far St.LP

Just something to recognise as this normal leads into a group of his Tekken Strings which I will be covering below.

Far St.HK

Jin’s longest range poke on the ground. Although it is kind of slow. Jin players tend to use this as a means to close the distance around half-screen’s distance away.

You can Reversal DP this move if it is peformed deep as well as Reversal Demon Punish it.

Although I must stress one little message of warning, if Jin does this so that he hits you with the tip of his foot, it is safe.

J.HK

Jin’s J.HK is similar to Heihachi’s in the fact that it can act as an ambigious cross-up against you. A good reason as to why in this match-up, you should Anti-Air Jin where possible should he jump at you.

If you aren’t sure as to whether to block the move normally or as a cross-up. Teleport out to safety. It’s better to avoid mix-ups than to take them but don’t get too predictable with it.

UNIQUE ATTACKS / TEKKEN STRINGS

LEFT RIGHT COMBO SERIES

The Left Right Combo Series is a series’ of strings that Jin can use against you for mix-up purposes mainly. A couple things to note about Jin’s Left Right Combo Series is that:
[LIST]
[]He can only perform these series’ of strings whilst he is far away from you.
[
]He can chain into any of his Heavy Normals during the 1st and 2nd hits of the String Series.
[/LIST]
LEFT RIGHT COMBO (LP > MP Whilst Far From Opponent)
Jin’s Variation on the typical ‘Left Right Combo’ from Tekken

Jin’s Left Right Combo is a 2 hit punch combo that can be used against you for safety as well as frametrapping the hell out of you.

You can distinguish between this and a regular chain by the ‘sparks’ that come offf of Jin’s hands.

The ‘spark’ comes out in the second hit, signifying that this is a Left Right Combo.

As mentioned before this string is safe to everything you have including your Demon on block.

LEFT RIGHT INNER AXE (LP > MP > LK Whilst Far From Opponent)
Jin does his Left Right Combo and then Slams his leg down on top of you.

This string is similar to his Left Right Combo (LP > MP Whilst Far From Opponent) only it has a different ender in it.

The ender in this case is an axe kick attack that hits as an overhead.

This string is mainly used against you if you start holding down-back against Jin during his offense.

Something to note about this string, is that the whole string does not combo naturally. You can block the last hit of the string even if the first two hits were to hit you.

Hence if you can see this move coming, you do one of the following.
[LIST]
[]Block the last hit and then Reversal DP him on block.
[
]Punish in between the 2nd and 3rd hits of the string with a DP or an invincible attack
[*]OR stick a cr.MP in between the 2nd and 3rd hits for a counterhit combo such as cr.MP > Far st.HK.
[/LIST]
Personally I wouldn’t rely on the 2nd option so much as Jin can just stop the string with the Left Right Combo and then be safe to your DP.

LEFT RIGHT SPINNING HOOK KICK (LP > MP > MK Whilst Far From Opponent)
Jin does his Left Right Combo and then does a Spinning Kick

Another follow-up after Jin’s Left Right Combo String (LP > MP Whilst Far From Opponent)

The ender this time is a spinning hook kick attack that you can block either standing or crouching

Not much to mention here other than this string combos as a true block-string meaning you can’t DP or Demon him in between the 2nd and 3rd hits like you would in his other mix-up string.

This does also push Jin back a little meaning he will have to work his way in again.

On block you can only Reversal Demon Punish the completed string.

Jin can chain into any of his Heavy Normals such as his Far.St.HK or Close St.HK.

This String Chained into his Close St.HK is a safe string against you, should you not have 2 bars stocked for a Reversal Demon.

The difference between Jin’s Close and Far St.HKs is that his Far St.HK moves him forwards whereas his Close St.HK doesn’t move him forwards. 7

So if he chains into a Far St.HK, then take your punish in the form of your own Far St.HK into a Solo Combo or a Cross Rush on block.

Some Jin Players like to chain into a Cr.HK sweep should you decide to block the whole string standing. This is unsafe to your Far St.HK into a Cross Rush.

KAZAMA STYLE 5 HIT COMBO (LP > LK > MP > LP > MK)
Jin’s Signature 5 Hit Combo. There must be some style in Traditional Karate for once :slight_smile:

This string looks like a bunch of punches and kicks and for anyone who has never seen it before, it can be really confusing for those new to it.

This string has one big problem and it is that the 2nd hit of the string (the LK part) misses crouching opponents so you can stick a DP in there should he decide to finish the rest of it.

The 1st hit on block is Jin’s St.LP it is safe.

The 2nd hit on block is also but you can duck under it and then DP him on whiff. You will have to do a Reversal DP in order to punish him should he decide to just stop the string short or just Reversal Demon him (the latter is extremely difficult to do.)

The 3rd and 4th hits are safe to your DP on block but not your Reversal Demon.

The 5th hit is the most unsafe and it is the only part of the string where you must block low in order to avoid getting knocked down.

You can punish the 5th hit on block with either a Far st.HP into a Launcher, a Cr.HK sweep or a Far st.HK into a Solo Combo or a Cross Rush (the latter can be a little difficult especially online but it can be done with some practice.)

For the Far St.HK punish, you’ll want to input the normal the moment you see Jin’s leg start to retract, any later and he will be able to block it. This goes for the other punishes as well.

KAZAMA STYLE 6 HIT COMBO (Forward + LK > LP > LK > MP > LP > MK)
Jin does an overhead and then leads into his Kazama Style 5 Hit Combo

This string is similar to his Kazama Style 5 Hit Combo only the starter is different.

Jin starts this string with his overhead axe kick (Forward + LK. Formerly known as ‘The Swag Kick’ due to its great properties against aerial opponents until it got taken out in future patches.)

This overhead is punishable via your Reversal DP on block should he do this move deep.

But if he does the move shallow, it can make your DP whiff hence you will have to Reversal Demon him. The ‘safe’ part of this move is around his knee to his foot area.

SHUN MASATSU (Back + MP > LP)
Jin does a 2 hit punch string with an upwards palm attack at the end of it.

This string starts out with an ‘electrified’ jab into an upwards palm attack at the end.

This string’s main use is for hit confirming into Jin’s special moves.

The first hit of the string is horridly unsafe on block to your Far St.HK. But Jin Players tend to finish the string, still it is something to watch out for in case he decides not to finish the string.

If Jin does this move shallow then the second hit can whiff over your head allowing you to punish him on whiff with a st.HP into a Solo Combo or a Cross Rush. It happens rarely against Jin players who can space themselves properly but it’s something to watch out for when he does the move.

The completed string is Reversal Demon Punishable on block. Although this move is special cancellable on hit or block and Jin Players tend to special cancel into his other moves afterwards. Still it is something to watch out for if he doesn’t special cancel.

THE FRAMETRAPS

Man this is a section dedicated to Jin’s Frametraps as they are really important tools against you to stop you into attacking wildly whilst he is up close and personal.

Some key things to note about his frametraps is that:
[LIST]
[*]The bigger the frame gap Jin leaves in between, the easier it is for you to punish it on block.
[/LIST]
1 frame gaps are only beaten by invincible moves such as DPs

2 frame gaps are kind of in the middle when it comes to safety. You still can’t mash jabs though as you’ll be beaten clean

3 frame gaps are very risky for Jin to use against you due to your own 3 frame jab and uppercut.

Overall it is a good idea to study and recognise when Jin is going to frametrap you as it very useful and will safe your life a lot in real matches.

Here is a list of his frame-traps. Thanks to The Mossad Man. This is by no means a complete list.

DISCLAIMER: This information is not owned by me. It is property of The Mossad Man.

http://shoryuken.com/forum/index.php?attachments/frametraps-png.257/[/details]

[spoiler=“Jin(Part2)”][SPECIALS

SPECIAL STEP (Forward > Neutral > Down > Down Forward)
Jin ducks downwards and takes a step forwards

This is where Jin shines a lot in SF X Tekken: his Special Step.

Jin’s Special Step is similar to other special step type moves in the fact that it is projectile invulnerable (unless you use Sagat.) and has invincibility to any attacks that aren’t lows but it is weak to lows.

Despite having a stand-alone motion, he can’t wavedash along the ground like his father Kazuya.

To compensate for this, his special step has a lot of range. At the start of matches, Jin can special step and be in your face very quickly.

At full-screen’s distance, the special step travels about 3/4 of the screen if done at its maximum range. Just for reference, on the training stage, he is about 2-3 squares away from you.

Unlike other special step moves, Jin can perform a backdash out of his special step. Jin Players tend to use this should you start tagging his steps with your lows a little bit too much.

He can’t really get anything offensive wise afterwards unless he random supers you in the face in this case you can just jump over it depending on the distance between you and him.

At any point in his special step be it near the beginning of it or the end of it, Jin can perform different follow-ups after the special step has finished.

Some Jin Players like to delay their special steps off of their cancellable normals to scare you into attacking him. Your best bet to wait and see what he does next.

If Jin does nothing out of his special step, you can punish him during his recovery with a cr.HP/ st.HP into a Solo Combo or a Cross Rush.

Apart from that try to hit him low and see what he does next. He may want to hop over it with his Spinning Flare Kick but we’ll get to that.

> THRUSTING UPPERCUT (LP During Special Step)
Jin does an uppercut attack.

One of Jin’s many follow-ups to his special step, this one is Jin’s safest option against you.

You can block this move either standing or crouching.

This move is safe to both your normals due to pushback on block but it is unsafe to your Reversal Demon.

> RIGHT ROUNDHOUSE PUNCH (MP During Special Step)
Jin does a sweeping hook punch that knocks down.

You can block this move either standing or crouching.

The main use of this move is as a combo ender for combos to knock you down.

Still if this move is thrown out in your face randomly, you can punish it on block with a Far St.HK into either a Cross Rush or a Solo Combo.

> LUNGING LOW ROUNDHOUSE KICK (L.L.R.K.) (MK During Special Step)
Jin does a spinning low kick attack.

This is probably the reason as to why you should be blocking low for the most part against Jin’s special step.

This is a very fast low attack that causes a hard knockdown on hit.

You can raw launcher this move if you can see it coming. But only the brave and the bold would do this if Jin is getting WAY too predictable or their reactions are on point.

On block you can punish this move with a Far St.HK into a Cross Rush if this move is performed deep. You can also cr.HK sweep him for a hard knockdown.

If Jin hits you with the very tip of this move i.e. where his foot is, then it is safe to your stuff including your Reversal Demon.

Knowing whether you should punish or not will take some practice as it you’ll have to learn the range on your cr.HK sweep as well as the range in which Jin is safe.

> SPINNING FLARE KICK (LK + MK During Special Step)
Jin jumps over slamming his heel down on top of you.

This move hits as an overhead, and it can be used as a counter should you get a bit too low happy against Jin’s Special Step as this move goes over lows.

The overhead is a little telegraphed as Jin makes a massively loud noise before performing the move.

You should aim to block this move as on block you can get a st.HP into a Solo Combo or a Cross Rush.

> LUNGING LOW ROUND HOUSE KICK (L.L.R.K) > SPINNING FLARE KICK (MK > LK + MK During Special Step)
Jin does a spinning low kick and then goes for the overhead.

This is pretty much two moves in one.

Jin Players like to use this if you are content on holding down-back throughout their offense against you.

Just block the overhead standing and punish accordingly with your st.HP into a Solo Combo or a Cross Rush.

If he stops and just goes for the low, then punish him in the same way that you would punish his L.L.R.K on block.

POWER STANCE (QCB + Any Punch)
Jin raises his fists upwards and electrifies them.

This move can either be really good or really bad against you.

THE GOOD (Well in your case The Bad)

This move allows Jin to absorb as many hits as he so chooses throughout the duration of the move

Different versions of this move can increase the duration of it.

The LP Version is the shortest whereas the HP Version is the longest.

Just for reference, the HP Version can absorb an entire HP DP if he times it right.

Jin can also transition into any of his other special move minus his Special Step whilst this move is active. He can transition into the following:
[LIST]
[]Penetrating Fist (QCF + Any Punch)
[
]Mental Alertness (Down + Any Two Kicks)
[*]Median Line Destruction (Forward > Back > Foward + Any Punch)
[/LIST]
The EX Version is like a ‘Faster’ Super Charge. Jin can easily charge up for a counter hit as well as counter with the above special moves. Making this move danagerous. It lasts about the same time as the MP Version.

THE BAD (Or in your case The Good)

This move is pretty telegraphable at full-screen’s distance away. For instance, if you start throwing fireballs at Jin and he does his Power Stance, there is a high chance that he will want to get through your fireballs with his anti-fireball tools. Which you can bait and punish them heavily on block.

Any hits you do to Jin whilst this move is active take ‘grey life’ away from Jin. Unfortunately for Jin cancelling into your Misogi or Demon, can break the ‘armor’ Jin gains on this move. Allowing you to punish him heavily for it. It even works if he tries to transition into his other specials.

MEDIAN LINE DESTRUCTION (Forward > Back > Forward + Any Punch)
Jin’s rapid punch combo.

This move has a couple uses:
[LIST]
[]To act as a combo ender for juggles
[
]To act as a move for Jin to safely tag out from
[/LIST]
Outside of combos, this move should generally be avoided by Jin Players but if he does this in your face raw, then you can punish him depending on what version he does.

As a tag move, this move is pretty safe as long Jin’s partner puts a suitable enough block-string behind it to make it a safe tag. He has to get in your face to do this though so if Jin is low on health try to zone him out and make him come to you.

Depending on what Jin’s partner does you can either punish it or you can’t.
[LIST]
[]If they put a suitable block-string behind it (or try to cross you up) it is a safe tag
[
]If they do nothing then you can either punish Jin with a Far St.HK or Demon him or his partner on block.
[/LIST]
Depending on what version he does, the amount of punches Jin does in this move changes.

The LP Version has 3 hits
The MP Version has 4 hits
The HP Version has 5 hits

The LP and MP Versions of the move can be punished with your Far St.HK into a Cross Rush or a Solo Combo

The HP Version can be punished with your Far St.HK but your best Solo Combo from here is a cr.HK sweep so a Far St.HK into a Launcher is a better alternative punish.

The EX Version has 4 htis on it and causes a wallbounce on hit. A great move…if it hits you that is. Punish it with a Far St.HK into a Solo Combo or Cross Rush.

MENTAL ALERTNESS (Down + Any Two Kicks)
Jin goes back into a stance making his surroundings turn red around him.

During this stance Jin can avoid attacks that don’t hit crouching opponents

This move by itself isn’t a very strong tactic against you as you don’t have a lot of moves that miss on crouching opponents. Somehow you can punish this with your ground Tatsu also.

Jin Players tend to use his follow-ups afterwards such as:

> LEFT DRILL PUNCH (LP During Mental Alertness)
Jin swings around for a punch

This move can go through your projectiles.

Jin Players tend to do this after absorbing one of your fireballs via a successful Power Stance.

As mentioned before, Mental Alertness is a move Jin can transition into after a Successful Power Stance and he will use this to try and get through your fireballs should you get too predictable.

Hence you’ll want to learn the range on this move so that you can predict it whilst you are zoning Jin out.

On block you can only Reversal Demon Punish this move.

Hence you will either want to get him to whiff it so that you can whiff punish him with Far St.HK or interrupt it with your DP.

> SWINGING FIST STRIKES (LP > MP or HP During Mental Alertness)
Jin does two punches

This is a follow-up to Jin’s Left Drill Punch attack.

Some Jin Players tend to not finish with this ender as it is unsafe.

On block you can punish this move with a Far St.HK into a Solo Combo or a Cross Rush.

> SWAYING WILLOW (MP or HP During Mental Alertness)
Jin does a straight punch attack

This is Jin’s main wake-up attack and for a Tekken Character it isn’t that bad as you can only Reversal Demon this move on block.

This move is invincible to your physical attacks but not your throws such as your regular throw and Demon.

It also doesn’t fare well versus Cross ups.

You can option select either a Misogi or a Demon to beat this move as a wake-up option.*

You can also take the meterless route and do a DP to beat it as well

*= Tested with a Cross up Tatsu Option Select Misogi and a J.HK Option Select DP.

> LEAPING SIDE KICK (LK During Mental Alertness)
Jin leaps up into the air with an upwards kick

This has been the bane of many a new opponent against Jin for two reasons:
[LIST]
[]They jump around a lot and then complain that Jin is broken when he starts anti-airing them with this move
[
]They don’t know when to punish the move
[/LIST]
Something to note about this move is that Jin must ‘predict’ your jump he can’t use this move as a reactionary anti-air like a DP or there is a risk that he will trade or his anti-air will be beaten clean.

This move whiffs on non airborne opponents. Some Jin Players try to use this as a means to get in your face. This is NOT a safe approach

Whilst standing you can punish him on the way down with a cr.HP. The timing is a little tight but with some practice it is do-able.

You can also DP him whilst he is in the air for a weaker punish but it’s a punish at least.

If you duck he can land on the other side of you whilst performing the move. It’s just something to watch out for to be honest but you can punish him in the same way.

> RIGHT SWEEP (MK or HK During Mental Alertness)
Jin sweeps low.

Jin’s other follow-ups out of his Mental Alertness Stance can be blocked either standing or crouching whereas this option must be blocked low.

If you can see this move coming, you can raw launcher it to punish Jin.

If Jin does this move deep then you can punish it with a cr.HK sweep

However if he does the move shallow so that he hits it at the tip of the move then it is safe to your stuff including your Reversal Demon on block.

Hence learning the range on this move is key so you can get him to whiff the move allowing you to punish him with whatever you please on whiff as long as it is fast enough to do so.

PENETRATING FIST (QCF + Any Punch)
A.K.A Jin’s Projectile

Jin’s projectile isn’t as straightforward as other characters, in fact it reminds me of Dormammu’s Dark Hole from MVC3.

They are both similar in the fact that Jin must ‘predict’ where you are going to be before he does the move.

If he misses, he is wide open, if he doesn’t then he gets some lovely frame advantage on block.

The LP Version leaves the ball right in front of Jin.
The MP Version leaves the ball about mid-screen
The HP Version goes the furthest but it doesn’t travel it’s about 3 squares away from you in the training mode stage.

This is move is sometimes used after a successful Right Roundhouse Punch (MP During Special Step) from Jin. To pressure you on your wake-up.

In this situation you either have two options:
[LIST]
[]Block the fireball on wake-up and then block whatever Jin throws at you next
[
]Roll then Teleport out to safety.
[/LIST]
The latter is a better option as you won’t have to deal with Jin’s pressure afterwards

This move is also used in block-strings as well. They aren’t true though, you can DP between the hits (preferably with your MP Version as you will leave Jin standing allowing your partner to get a nice solid ground combo.)

This is also Jin’s charge move and Jin can perform some dash cancels with this move, these are unsafe if he dashes forwards and if he dashes backwards, you can Reversal Demon him.

This also allows Jin to fake his fireball. Hence it is a good idea to punish this move on reaction the moment he throws the fireball out. You will still be able to EX Demon Flip over him and take him out.

DEVIL BEAM (QCF + All Punches)

Jin’s Super is quite a damaging one at 330 damage.

It can be used to punish your raw tags as it goes full-screen but other than that this is just another super art that is used to kill you in a combo.

If he does this raw in your face, block it and punish him with a Far St.HK into a Launcher.

ALL IN ALL

This match-up can be a little bit intimidating at first but with the right spacing and a good mix of rushdown and keepaway, it is winnable.

Learn the ranges on his anti-fireball tools (such as his Left Drill Punch (LP During Mental Alertness)

Try not to get suckered into his Power Stance tricks. Remember you can regular throw him out of his Swaying Willow (MP During Mental Alertness)

Learn Jin’s frametraps. These are key to beating him because Jin is a plus frames monster when he gets in.

Whiff punish his pokes as you usually would such as his Far st.MK in particular

Jin’s zoning isn’t very strong against you as you get can easily by pass it with your Demon Flip on reaction. Just make sure that you do it the moment he shoots his hand out for the fireball.

This along with punishing his strings accordingly can make the match-up easier for you.

And remember to punish those overheads, Jin’s overheads are very slow compared to other overhead moves in the game and they can lead to massive punishes for you on block if you can successfully block them correctly.

Also if you think Jin wants to get out of there. Zone him out and force him to raw tag so that you can punish his partner on incoming. Jin’s fireball doesn’t reach full-screen so that makes it easier on your part to zone him out. Just be aware of his anti-fireball tools./spoiler]

Julia (Vanilla Part 1)

Julia

[details=Spoiler]OVERVIEW
Julia is in my opinion the definition of the term: ‘Big Things Come in Small Packages’. For any people not familiar with the Tekken cast, don’t let Julia’s small size and small voice fool you. She’s pretty versatile as a character and hits pretty hard as well. Also unlike most female characters in this game, she can take as much hits as the guys with her 1000 health too.

APPROACH TACTICS

SWIFT STEP MIX-UP
Julia will be using her swift steps in order to cross the screen. Her steps travel some good range and they can be mixed up with different options to throw you off.

WIND ROLL
Julia’s main anti-fireball tool can also be used to get her through your fireballs. without worry. It is similar to King’s Jaguar Step although without the slight invincibility to physical attacks. To counteract this, Julia can vary the ranges on her Wind Roll unlike King who is stuck with one range that doesn’t go that far. Just for reference, it takes about 2 Heavy Versions of her Wind Roll to get within a good solid poking distance between herself and you.

JUMPING
Julia has some decent jump in attacks. You’ll want to anti-air these as much as possible to avoid getting locked down by her.

NORMALS TO LOOK OUT FOR

Far Standing MK / Forward + MK

Outside of her cr.HK sweep this is one of Julia’s longest range moves on the ground, you’ll want to learn the range on this move so that you can punish it in footsie situations as she can gain a full combo on you if she successfully connects you.

Her Forward + MK normal is also one of the starters for one of her Tekken Strings.

Just for reference but if you stand just at the tip of this normal where it will whiff you can whiff punish it with a cr.HK sweep.

St.LP
This normal moves Julia forwards along the ground. It isn’t used as much though as her st.MP is alot better for doing so. Still it is noteworthy.

St.MP
Like her St.LP but with more range on it.

Cr.MP
Julia’s Cr.MP also hits as a low attack. Its really just something to recognize whilst she is up close pressuring you.

Cr.HK
Natives do really share moves right? This normal resembles both Guile and T.Hawk’s double sweep type Cr.HK moves although its a little slower than Guile’s.

Like Guile if she attempts to hit you with the first hit of this move and you block it, then you can punish in between the first and second hits with a Misogi or a Demon.

She may also try to hit you with this move from a distance by whiffing the first hit and then catching you with the second. If so raw launcher her or if you have some good reactions you can jump in on her for a full combo.

UNIQUE ATTACKS / TEKKEN STRINGS

PARTY CRASHER (Forward > Forward > MP)
A step-in elbow attack

This move is safe to everything in Akuma’s arsenal including a Reversal Demon on block.

Fortunately it does push both you and her back a little bit allowing you to have some breathing room assuming that you are mid-screen.

KAIDA (Forward + HP)
Julia slams both of her arms down simultaneously

Although this move does look like an overhead attack, it is not. Its main use is in combos as it ground bounces air to air opponents allowing Julia to continue her assault.

Like her Party Crasher this move is safe to your stuff including a Reversal Demon on block

Unlike her Party Crasher though this move is a little slow to start up plus on whiff so if she does this raw and she whiffs punish her with a Far Standing HK or maybe cr.MK depending on where you are.

Onto Her Tekken Strings

Julia is quite a string heavy character to be honest. They are her main combo starters and her main ways to open you up outside of some of her special moves.

BAIYUAN SANSHOU (LP > Back + MP > LP > LP)
A 4 hit punch combo that ends in a low

Personally I just find this string to be like Julia’s ‘Do you know about me?’ move to be honest as its a good way for Julia to score some free damage against you which you don’t want.

As mentioned before this is a string with 4 hits and the last one is a low.

The completed string on block is cr.HK punishable as well as Reversal Demon Punishable on block.

DIVINE IMPACT (LP > LP > MP)
A 3 hit string that ends in a powerful knockback punch attack causing a techable knockdown.

One thing to note about this string is that the last hit of this string hits as an overhead. The rest of the hits can be blocked either standing or crouching.

Another thing is that hits of this string are NOT true blockstrings. You can DP in between the first two hits as well as the last two hits of the string of the string into your partner for some damage.

The 1st hit on block is Julia’s st.LP it’s safe to everything in your arsenal

The 2nd hit on block is more unsafe on block to a Reversal Demon only.

The completed string on block is Cr.HK sweep punishable as well as Demon Punishable on block.

Julia can mix this string up with her Divine Intervention string thus creating a high/low mix-up.

DIVINE INTERVENTION (LP > LP > MK)
A 3 hit string that ends in a low

This string is like a mix-up to Julia’s Divine Impact. Unlike Divine Impact instead of an overhead followup the last hit hits as a low.

Also unlike her Divine Impact the 2nd and 3rd hits of the string are true blockstrings, to an extent as you can only Reversal Demon through the last two hits.

Treat the 1st and 2nd hits on block as if you were to block the first two hits of Julia’s Divine Impact and you can DP through those hits too.

Overall though this mix-up from Julia has one big problem: you can block in between the 1st and 2nd hits of the string on hit. Limiting its uses hence it isn’t thrown out as much as her other strings.

TRICKLING STREAM (Back + MP > LP)
A 2 hit string that ends in a low

This string consists of 2 hits. One of them being a very sneaky low attack that can throw you off if you are not careful.

The last hit is also special cancellable too and Julia players tend to cancel into one of her Swift Step moves to apply some more pressure.

On block this move is safe to your stuff including your demon. Fortunately it does push you back a little if she doesn’t special cancel it.

RAGING RAPIDS (Back + MP > MP)
A 2 hit punch string that juggles on hit.

The main use of this string is in combos. Outside of those, this string isn’t a very strong string for Julia to be throwing out at you.

Unlike her Trickling Stream, this move can be blocked either standing or crouching meaning no overheads to worry about in this mix-up :slight_smile: .

On block this move is cr.HK sweep punishable as well as Reversal Demon punishable.

SLOW POWER PUNCH COMBO (Forward + MP > LP)
A 2 hit string that launches

The first thing I can think of when it comes to this move is HIIIIIIYAAAA! Too bad it ain’t in this game.

This string’s main use is in combos to extend them. Outside of that it isn’t thrown out as much as it can be blocked either standing or crouching.

If this string is done raw on the ground, it is unsafe on block. You can punish with a cr.MK into a solo combo or a Cross Rush.

SLOW POWER PUNCH TO LOW KICK (Forward + MP > LK)
A 2 hit string that ends in a low kick.

As mentioned before the last hit is a low so you’ll want to block it if you don’t want to be taking damage.

On block the low is pretty punishable. You can punish with a Far Standing HK into a combo of your choice (preferably into Close Standing HP into a full combo as you are close enough to do it)

There are other options such as a Demon but I’d only use that for styling purposes.

I am really not sure as to why this string is even in the game to be honest. Well maybe for completionists sake.

SLOW POWER PUNCH TO HIGH KICK (Forward + MP > MK)
A 2 hit string that ends in a long reaching front kick.

This whole string can be blocked either standing or crouching

On block you can punish with a Far Standing HK although you’ll be a little more far out than her Slow Power Punch To Low Kick string on block so the best you can do solo wise is a cr.HK sweep. There is the option to go into Cross Rush and bring in your partner though.
Yet again another string that is limited in its uses

RED ORCHID COMBO (Forward + MK > MP or HP > Any Kick)
A 3 hit combo that ends in a high kick.

This string is used for two reasons
[LIST]
[]To start Julia’s combo game
[
]For that Forward + MK poke
[/LIST]
You can punish the completed string on block with a Far Standing HK into a solo combo and/or Cross Rush on block.

The first hit is Reversal Demon Punishable on block

The second hit is cr.MK punishable into a Full Combo/ Cross Rush. Assuming that she doesn’t special cancel the move on block. Otherwise most Julia Players do special cancel on block to make the move somewhat safe against you.

MOUNTAIN CRUSHER (Forward + MK > MP or HP > Forward + Any Punch)
A 3 hit sting that ends in a forward elbow.

This string is used for the same reasons as her Red Orchid Combo

Outside of that, the purpose of this string is to poke you into a full combo from Julia.

The completed string on block is Far Standing HK punishable. From there you can go into a Cross Rush or a Cr.HK sweep for a Solo Combo

Treat the 1st and 2nd hits on block like as if you were to block the 1st and 2nd hits of her Red Orchid Combo
[/details]

Julia (Vanilla Part 2)

JuliaPart2(Done)

[details=Spoiler]SPECIALS

SWIFT STEP (HCF + LP)
Julia takes a lunge forwards.

This move makes Julia travel a good distance along the ground.

One thing that is important about this move is that Julia is considered airborne during the later frames of this move. Its about where the dust comes up after she moves. So watch your punishment during the Swift Step as you may put her in an SF4 style reset state and you may whiff your special move as a result.

Other than that this move is used as a little bit of a ‘fakie’ type move to scare you into blocking due to her other options during this kind of step.

If she just Swift Steps in your face, you can DP her out of the step and into a full combo from your partner.

The EX version has one hit of armor, its useful for getting through your fireballs that don’t hit multiple times. If you can read this during your zoning by watching her meter it shouldn’t give you a tonne of trouble.

LASHING ARROW (HCF + MP)
Julia takes a lunge forwards and smacks you in the face with her fist

This move is pretty fast for what it is. It can really throw you off if you aren’t looking out for it.

Fortunately for you, if you successfully block this move, you can punish with Close Standing HP into a full combo or a DP or a Cross Rush. Take your pick depending on your situation.

Like her Swift Step, the EX version has one hit of armor on it which can throw you off at first but if you can bait this out you can just DP her out of the move or block it and take your free punish.

SWIFT STEP EXPLOSION (HCF + HP)
Julia takes a lunge forwards, stops and does a crumpling blow

This move is arguably the most dangerous option out of Julia’s Swift Step mix-up as it is an overhead that crumples you.

Her other attack out of her Swift Step is her Lashing Arrow which can be blocked either standing or crouching whilst her other option is nothing so it shouldn’t be too bad to practice against.

This move is Reversal Demon punishable on block only.

The EX version gives her 1 hit of armor again like her other variants of the Swift Step. Try to bait it out if you can so that you can get a free DP into a full combo and/or you can get her to waste her meter.

WIND ROLL (HCF + Any Kick)
Julia spins around

This move is kind of similar to King’s Jaguar Step, without the physical invincibility its still invincible to your projectiles though.

Unlike King’s Jaguar Step, the distance on it can be altered depending on what version she does.

The LK version takes her the least distance whereas the HK Version takes her the most distance.

She does have an EX Version of this move but it is rarely thrown out for some reason. Still it doesn’t go through your physical attacks so you can punish it in the same way like the regular versions.

TEQUILA SUNRISE ELBOW SMASH (Any Punch > Any Punch During Wind Roll)
Julia lifts her fist up and then elbows you away from her causing a techable knockdwon

The first part of this move hits as an overhead whereas the second hit can be blocked either standing or crouching.

If you can manage to block the first hit of this move, you can interrupt the rest of the move with a DP if she tries to do the second part.

The first hit on block is really unsafe on block, you can punish with a Close Standing HP into a full combo, Cross Rush or Demon.

The second hit on block is safe to your normals but is Reversal Demon punishable on block.

Because of the above, you’ll want to make sure that you do DP between the first two hits so that you don’t have to deal with a safe second hit.

HUNTING TOMAHAWK (Any Kick > Any Punch During Wind Roll)
Julia does a high kick and then a shoulder move knocking you away from her and causing a techable knockdown

This option isn’t thrown out as much by Julia Players as both hits can be blocked either standing or crouching.

Like her Tequila Sunrise Elbow Smash you can also DP in between the 1st and 2nd hits of the attack as they are NOT true blockstrings.

The 1st hit on block is DP punishable but at this range you’ll only get 1 hit of your Heavy DP so you’ll want to use the Medium Version to get some better damage and/or more combo potential for your partner if you switch cancel them in.

You can also punish with a Far Standing HK on block assuming she doesn’t decide to finish the move that is.

If you have some good reactions, the moment that you see her turn her body around to shoulder you is the moment where you can DP her out of the move if she tries to finish it. If she doesn’t turn around then you will be able to punish her with a Far Standing HK on block.

Speaking of which, the 2nd hit on block is Cr.HK sweep punishable but you can also Reversal Demon it if you have the meter.

WIND ROLL EXPLOSION (Down + Any Kick > Any Two Punches During Wind Roll)
Julia performs a low kick and then a shoulder attack knocking you away and causing a techable knockdown.

The first part of this attack is a low whereas the second part of the attack can be blocked either standing or crouching.

This attack can be mixed up with her Tequila Sunrise Elbow Smash for a good high/low mix-up against you. Its pretty much a guessing game here unless your reading of Julia and reactions are on point then you can react by blocking low/high depending on which attack she does against you.

Like her other options, you can DP in between the two hits to score a full combo for your partner.

The first hit on block can be punished with a Far Standing HK assuming she doesn’t finish the attack that is. Like her Hunting Tomahawk, you’ll want to react with a DP the moment you see her turn around, if she doesn’t turn around, then you can punish with the Far Standing HK.

The second hit on block can be punished with a cr.HK sweep but you can Demon it also if you have the meter.

RISING KICK (DP Motion + Any Kick)
Julia’s DP attack. It looks like Yang’s DP from 3rd Strike but without the roll beforehand

Julia’s Rising Kick is a good anti-air if you just plain jump at her. If she times it right she can beat your jump ins clean.

It will whiff against cross-ups though. Hence off of a knockdown, you can expect most Julia Players to roll alot on their wake-up.

The EX version is alot better than her regular versions as it hits twice and does some more damage and it packs some more invincibility also.

If Julia does not roll on her wake-up, you can safe jump this move off of a knockdown from a cr.HK sweep by doing a Regular Dive Kick (Down + MK) on her wake-up making her whiff the move as a wake-up move.

TIGER STRIKE (QCB + Any Punch)
Julia does an elbow, if it connects it will go into an animation causing some damage

There are two main uses for this move.
[LIST]
[]As a ender for Julia’s combos
[
]During her blockstrings to make her moves somewhat safe against you
[/LIST]
For any sharp readers reading this post, they have probably been wondering why I say ‘somewhat safe.’ Well its because on block this move is Reversal Demon punishable on block.

The EX version just does more damage and packs a different more painful looking animation. Expect her to use this to finish you off.

IRON MOUNTAIN RUSH (QCB + All Punches)

Julia’s super is two things: Very Fast and Pretty Powerful for what it is.

It does 310 damage and yet it starts in under 2 frames meaning she can punish your stuff on block with it such as your sweep.and your cr.MK if you do it deep.

You do have a couple safe strings against this super though without meter.

If you do a deep jumping HK then afterwards (assuming she doesn’t just do it in between the blockstun) you can do a cr.LK > cr.LP then a st.LP.

You can also do a safe hadoken string in the form of cr.MP > cr.MP > cr.MK into Heavy Gohadoken. If she tries to super you, the super will whiff due to the amount of pushback you create in this string on block.

Outside of punishment, the main use of this move is to KO you when you are low on health.

On block this move is safe to your normals but it is unsafe to your Demon. So Demon her if you have the meter.

ALL IN ALL

Many people lose to Julia as they don’t know what she does and what she can do. Against Julia, you’ll want to zone her as much as possible during the match so she can get too hasty or just try to Lashing Arrow you or do something stupid.

Despite being pretty good up close, quite a few of Julia’s attacks knock you away from her causing techable knockdowns – knockdowns that you can quick stand out of apart from her Tiger Strike. So she constantly has to keep on working her way in after every combo unless you are in the corner.

Couple this with the fact that you can DP through some of her up close pressure and/or just block most of her stuff makes her close range game seem strong but its something that you can deal with at the same time.

Her overheads are also pretty telegraphed as they can only be done off of her steps i.e. her Swift Step and Wind Roll.

Overall try to bait her out as much as possible, pressure her a little bit on wake-up to get her a little bit Reversal happy and also watch out for when she has two bars. Like you she can punish things that others can’t with two bars thanks to her super.[/details]

Juri (Vanilla)

Juri(Done)

[details=Spoiler]OVERVIEW
Juri is one of those characters in SF X Tekken who have benefited immensely from the new system changes. The longer stages mean that her zoning is now stronger than ever before, the lack of a focus attack system strengthens her fireball game alot plus some of the buffs that she recieved from SF4 to SF X Tekken have made her a stronger character than she ever was before.

Although she has been made stronger overall, her weaknesses from SF4 are still present. Her wake-up options aren’t the greatest and her health has been nerfed from 950 in SF4 to 900 in SF X Tekken making her easier to KO.

APPROACH TACTICS

SHIKUSEN (A.K.A The Dive Kick)

Juri will be using her Shikusen to get past your fireball zoning should you get too predictable. Its definitely a move to watch for two reasons:
[LIST]
[]It’s one of her main approach tactics that is somewhat safer than her other options.
[
]It’s also pretty punishable if you block it.
[/LIST]
KASATUSI (A.K.A COUNTER TELEPORT MOVE)

Again another move to get past your zoning. Try to vary the speeds of your fireballs so that you can bait this move out as it is pretty punishable on whiff by you.

FUHAJIN (FIREBALLS)

Juri will be using her fireballs to counter your own fireballs should you throw too much at her. Its best to learn the ranges of her fireballs so that you can stay a good distance away from her when she does it.

JUMPING

Juri’s jump is pretty fast unlike other characters so practice anti-airing against it.

ZONING YOU OUT!

Well this isn’t really an approach tactic but it is more of a keep-out tactic instead but it must be mentioned nonetheless.

If Juri has the life lead against you, expect her to zone you out as much as possible especially if there is little time left on the clock.

She can zone you out using her fireballs and her anti-airs to keep you at bay. I will cover these tactics below.

NORMALS TO LOOK OUT FOR

Far Standing LK

Juri’s Far Standing LK packs quite a bit of range on it. It can reach almost as far as your cr.MK. Try to learn its range and play with it with your fast walkspeed.

If you stand on the very tip of this move where it won’t hit you, you can whiff punish it with a cr.MK into a Cross Rush or a Solo Combo

Cr.HP

Juri’s main anti-air attack and man is it a good one. Its one of the many reasons as to why you should try to avoid jumping at Juri randomly as it will lead to a full anti-air combo that can be really annoying over time if you are struggling to get in against her.

It can also be used offensively thanks to the move being jump cancellable on hit or block. After a successful blocked jump in attack, some Juri Players may want to do a cr.HP and then want to cross-you up with a j.LK./ j.MK.

Your best counter to the above tactic is your cr.HP. if you block a cr.HP and she jump cancels walk back slightly and then do a cr.HP. You’ll get a counter hit and she’ll be put in a juggle state which from there you can keep on zoning her out or you can pressure her on her wake-up.

WARNING: This tactic will not work if she goes for an instant air dive kick. But its riskier for her to go for one if she does

Depending on how deep the cr.HP hits the type of jump in Juri will do can change off of the jump cancel.

If she does the move deep, after a jump forward, she can only cross you up.

If she does the normal shallow then after a jump forward expect her to hit you from the front like a regular jump in.

J.HP

This normal now ground-bounces air-to-air opponents. She isn’t like Yoshimitsu in the fact that you can’t quick-stand out of this one.

If you space yourself correctly, you could go air-to-air with her and beat this normal thus gaining a counter hit and a full combo but it is REALLY risky. Still I ain’t stopping you from doing so.

Far Standing HK

This normal goes over your low attacks.

Unlike SF4 your cr.MK doesn’t lower your hitbox as much due to its decreased active frames so you can’t just slip under this move like you could before.

You can however Reversal DP this move as well as Reversal Demon Punish this move on block if you have the meter and she starts abusing the hell out of it.

The Reversal DP will only work if she does the move deep whereas the Reversal Demon can be done whether she does it deep or shallow.

Neutral Jump HK

This normal hits on both sides of Juri. It is mainly used in roll situations against you from which you can either teleport out or block.

UNIQUE ATTACKS

SEKKU (Forward + MK)

Maybe i’m getting older or something but this overhead seems a little bit faster than it was in SF4. Juri players tend to use this in her offense if you start holding Down-back alot. They tend to poke with a couple low attacks (e.g. two cr.LKs) and then go for it.

This is Juri’s best way to open you up on the ground outside of jumping at you and/or throwing you. You can block the overhead pressure but if you are feeling a little bit unconfortable you can teleport out to safety. Juri doesn’t have a massive answer to your teleport unless you start getting too predictable.

On block you can punish this move with a Reversal Demon only.

SPECIALS

Whilst Juri doesn’t have the biggest list of special moves, the ones that she has are really valuable and deadly if used correctly.

FUHAJIN (A.K.A ‘The Fireball’) (QCF + Any Punch)

Juri’s fireball is different from other fireballs for a couple reasons:
[LIST]
[]She can store and release up to 3 fireballs in a given time period
[
]Her fireballs go at different directions
[*]They provide frame advantage on block if used up close
[/LIST]
Depending on what button she presses, the fireball will go in a different direction upon release.

The LK Version releases the fireball really low to the ground, its good for passing under your own fireballs during your fireball zoning and hitting you for some free damage. You’ll want to learn the range of this move so that you can stand outside of its range during your fireball zoning.

Up close this move also provides some good frame advantage so don’t even bother trying to DP during her block strings whilst this move is out during one.

The MK Version releases the fireball pretty much to the same level as other fireballs in the game and it will collide and cancel out yours assuming you throw regular fireballs. It isn’t used as much as her other fireballs as this one is mainly used in combo situations.

The HK Version releases the fireball at a vertical angle making it really good for anti-air situations. Assuming you don’t cross her up because as an anti-air it is weak to cross-up attacks.

One thing to note about Juri’s fireballs is that you need to watch out as to whether or not she is storing them. Juri will signal her fireball storing by lifting her leg up and laughing a little from there it is a guessing game as to which version she has stored up. But with some intuition you can guess though.

If she is trying to get in on you but she can’t, then she will most likely be storing the LK version of her fireball attack to pass under your fireballs and hit you.

If she is trying to keep you out, then she will most likely be storing her HK Version of her fireball attack.

She won’t really be storing the MK Version up too much unless it is to throw you off or in combo situations.

Most Juri Players tend to store both her LK and HK Versions of her fireball at once cover her head and annoy you by trading with your fireballs. You’ll be able to see this if you walk towards her and try to play footsies with her.

She can only use her Medium Kick normals against you if she stores her HK and LK versions of her attacks. Her other ground normals aren’t really the best options against you in footsie situations apart from her cr.MK and to some extent, her cr.MP for whiff punishment.

The EX Version of this move hits twice and fortunately for you, she can’t store this version like her regular ones.

SHIKUSEN (A.K.A The Divekick) (QCB + Any Kick)

Juri’s dive kick attack is one of her main ways to cross the screen and get in on you if you get too fireball happy.

In terms of Versions:

The LK version travels the least distance and it is used sometimes in Juri tricks such as cr.HP > Jump Cancel > LK Dive Kick

The MK Version is like a mix between the LK and the HK Versions, it has decent range and its like the ‘best of both worlds’ version for Juri

The HK Version travels the most distance and it can travel full screen if she jumps forwards.

It only barely reaches you full screen though.

As of Version 1.04, Juri’s dive-kicks have been made more unsafe on block. You can st.HP into a full combo, Cross Rush her , DP or Demon take your pick. It can be a little bit tricky at first as the block stun period for this move isn’t as big as other moves in the game.

The EX Version still packs all of the follow-ups i.e. Second Impact and Third Strike but it causes a wall bounce on hit. It travels about the same range as the light version and its distance can’t be altered.

Its main use is in combos. Outside of them, its as punishable as the regular versions.

> SECOND IMPACT (Any Kick During Shikusen)

One of Juri’s follow up attacks after a dive-kick, this move isn’t really something she shouldn’t be throwing out if you have blocked the intial dive-kick. Nevertheless, on block more often than not she either land on the other side of you if you block this move. You can walk back a little before she lands allowing her to land in front of you waiting to be punished.

You have the armory of Akuma’s punishers on your side when she lands. Far Standing HK, Cross Rush, St.HP and Demon are your best options.

> THIRD STRIKE (Any Kick During Second Impact)
Anyone who has played the Street Fighter 3 series knows the roots of this move really well. If you haven’t go and look up and/or play the SF3 series of games.

On hit this move knocks you away full-screen, which can be a pain if you don’t have the life lead.

Apart from that this move won’t hit you if you have blocked the Second Impact follow-up. So you can punish her in the same way that you would punish a blocked Second Impact.

KASATUSHI (A.K.A 'The Counter Teleport) (QCB + Any Kick)

Juri’s counter teleport has a couple uses:
[LIST]
[]As a wake-up option
[
]As a means to get through your fireballs
[/LIST]
Different Versions of this move take her to different locations on the screen.

The LP Version will teleport her behind you and/or in front of you if she is further away
The MP Version will teleport her backwards away from you.
The HP Version will teleport her vertically upwards

As a wake-up option, it is alot stronger than it was in SF4 due to the removal of armor breaking attacks. You can no longer Demon Flip Palm > Option Select her to death on her wake-up :frowning:

Juri Players tend to use the HP Version as a wake-up option as a means to counter and then attack you on the way down with a Neutral Jump HK. If you jump in at her and she does this as a reversal, cr.HP her on the way down. You may score a counter hit thus putting her in a juggle state.

The LP Version is used to get through your fireball zoning. Its a good idea to learn the range on the move so that if she does it, you can punish her during her recovery.

You can punish her during her recovery with a cr.HP or a cr.MP into a Solo Combo or you can just DP her into your partner.
The cr.HP is a little timing sensitive whilst the cr.MP is more reliable and does net you more solid damage if you are good with the cr.MP > cr.HP link.

The MP Version is just used for defensive reasons. Just to keep you out and create some space.

The EX Version’s direction can be changed depending on what direction the Juri player decides it also allows her to move forwards and backwards in the air too. Which could make you whiff your cr.HP anti-air if it is done in a wake-up situation.

If you aren’t sure as to whether to anti-air or not, teleport out to safety or if you have some good reactions, you can walk back and see what she does. If its nothing, then she has just wasted meter.

SENPUSHA (A.K.A ‘The Pinwheel’)

The Senpusha is Juri’s main combo ender for her juggles. It does some decent damage and it is a good way for her to bring in her partner when she is low on health.

The LK Version keeps you standing on hit and on block, you can punish with a st.HP, Cross Rush, and/or a Demon

The MK Version knocks you back on hit and on block its even more unsafe to your punishers. You can still punish with a st.HP, Cross Rush and/or a Demon if you want.

The HK Version is like the MK Version only it does more hits and it is the worst on block compared to the regular versions. Punish with a st.HP, Cross Rush and/or a Demon on block.

The HK Version is notable as it allows Juri to bring in her partner when she is low on health. If you can time it correctly, you can Alpha Counter between the block stun catching both characters.

The EX Version is Juri’s best wake-up option against you that isn’t a counter. Like SF4 you can simply safe jump this by jumping at her with a J.HK after a knockdown.

You’ll want to watch Juri’s meter pretty closely as this is her best safe tag against you. Although she does need two bars to do it. So watch her meter carefully as she’ll most likely do this move when she has low health and 2 bars to tag her out safely.

Despite this being her best safe tag against you, you can Reversal Demon Juri after your period of block stun has ended. Catching her and leaving you in your pose whilst her partner has to wait for you to finish. After that you’ll have to block the onslaught from Juri’s partner if she is still alive after getting Demoned.

KAISEN DANKAIRAKU (QCB + All Kicks)

With most super arts doing around like 300-330 damage, its a surprise that Juri came out as having one of the most damaging Super Arts in the game at 350 damage. Which is quite significant as it makes her a really good finisher when it comes to Cross Art situations.

Unlike other supers, this super hits low and it moves her forwards a little bit before she spins up and starts it. Which can be really useful against you especially if you become too jump-back happy against her. Hence it’s advised that you try not to throw air fireballs around its range when Juri has 2 bars stocked up.

ALL IN ALL
Its a game of: who will crack first? And you will want to make sure it is her and not you.
Your zoning fares pretty well against hers to be honest. Just try to mix-up your fireballs as much as you can so that you can bait out her approaches and punish them accordingly.

Remember to watch your ranges also if she tries to Counter Teleport through your fireballs or try to tag you with her own ones whilst she tries to get in.

Juri’s close range game is a little bit of a pain thanks to her jump cancellable cr.HP. You can block and take the pressure or you can teleport out to safety. Juri still doesn’t have a great answer to your teleport unless you get WAY too predictable and over reliant on it.

Knockdowns are also key too as Juri players tend to roll alot on their wake-ups to make up for the fact that her wake-up game is still pretty weak. So you’ll want to knock her down and try to hit her as much as you can after she exits the roll to stop her from rolling too much.

And also, despite all of her buffs, solo wise, her mid screen damage still is not very strong when she doesn’t have a fireball charged up. If she has meter, then from there it depends on who she is paired up with to be honest.[/details]

Kazuya (Vanilla)

Kazuya(Done)

[details=Spoiler]OVERVIEW
I personally dislike fighting this guy because everytime I do, something new just comes up and screws me over, a new high/low mix-up or just making stupid mistakes the latter will cost you dearly if you do make them. With a wavedash providing some good mobility and safe pressure thanks to his Electric Wind God Fist (or EWGF as it is commonly known as) Kazuya can be a pain for Akuma.

APPROACH TACTICS

In my experience there tends to be 3 types of Kazuya that you will come across. I’ll list them below in order.

  1. The ‘Wavedash Like a Madman’ Kazuya
    Whilst the wavedash does look scary at first for new players due to the speed of it and the fact that it avoids a bunch of attacks e.g. overheads and moves that can be blocked standing. It is weak to lows so if a Kazuya wants to Wavedash at the start or at any point in the match, catch him with a c.MK or c.HK sweep to throw him off. The c.MK can be followed up with whatever you choose.

  2. The ‘Leapfrog’ Kazuya
    Tends to be very rare when you start fighting the Kazuya players who know what they are doing but they come around here and there. The main goal just like any shoto is to just anti-air his jump-ins. If he tries to just plain jump in your face then use cr.HP to stuff him or DP (preferably either the Medium or the Heavy Version.)

  3. The ‘Tekken String/Pressure’ Kazuya
    This is probably one of the most annoying and usually players like these will mix this up with his other approaches to throw you off. Kazuya will simply walk forward and start his Tekken Strings off at you gaining hard knockdowns and using his Oni Front Kick (Back + HK) to keep you on the floor. There are some other tactics as well and these will be covered in the ‘TEKKEN STRINGS’ section.

NORMALS TO LOOK OUT FOR

Cr. LK
A very fast low kick that leads into his Cross Rush, learn the range on it and whiff punish it in footsies.

Cr. HK
A safe sweep for most but it is Demon Punishable on block it has some good range though

J. HK / J.MK
Jumping Heavy Kick is one of Kazuya’s air to airs whereas Jumping Medium Kick is his main crossup anti air these at all costs with Cr. HP. or DP if they are further away.

TEKKEN STRINGS/UNIQUE ATTACKS

Kazuya has two ‘kick’ overheads. They are his Right Splits Kick (Forward + MK) and his Left Splits Kick (Forward + LK)
They are both used just to stop you from holding Down Back for the whole round. The Left Splits Kick is a little bit easier to see coming compared to the Right Splits Kick as he takes a step forward with the Left Splits Kick.Fortunately as far as I know he can’t follow up from both of these even if he tags in his partner (Tested with Ryu and his 3 frame Jab.)

On top of this his Left Splits Kick is pretty punishable on block. It is c.LP punishable so you can go into a cross rush or whatever you want, its DP punishable and it is also Demon punishable.

His Right Splits Kick on the other hand isn’t really punishable unless you have 2 bars stocked for a Demon.

His Oni Front Kick (Back + HK) as mentioned before causes a hard knockdown on hit, is an overhead and stuns on counter hit (but I’m assuming most people know this already.) Its horribly unsafe if performed deep (punishable with Cross Rush or Close Standing HP) but with the right spacing he can make it safe due to the push-back. Its still Demon punishable on block though.

Onto the Tekken Strings

Kazuya’s St.LP sets up most of his strings up for the most part and it is definitely a normal you should be looking out for.
From his St. LP he has:

LEFT RIGHT COMBO (LP > MP)
Standard Left Right Combo from Tekken relatively safe if he does it far away from you. cr.LP punishable if he does it up close. Demon punishable as well on block. Its generally used for mix-up purposes to try and throw you off.

FLASH PUNCH COMBO (LP > LP > MP)
Not the sting that most Kazuya players go for as it is pretty unsafe. Punish with Far Standing HK into Cross Rush (or link into c.HK sweep if your partner is low on health)

DEMON SLAYER (LP > MP > MP)
Again not a string you see often but still noteworthy as it is a frame trap string that stops your LPs. You can DP though in between the last two hits.

TWIN FANG STATURE SMASH (LP > MP > LK)
A three hit string from Kazuya that ends in a low. Its Cr.HK sweep punishable on block as well as demon punishable, this string can lead to very tricky mixups when paired with the below string.

TWIN FANG DOUBLE KICK (LP > MP > LK > MK )
Okay this is where fighting Kazuya can be a pain. For those who don’t know its a string with two punches and two kicks. The last two kicks being one low and one overhead respectively the end result is a hard knockdown. The completed string is punishable on block with Cross Rush or st.HP into whatever you want.

The thing with this string is that Kazuya Players may or may not tend to finish it. They may stop at the 3rd hit (the low) in this case cr.HK sweep him.

They may also want to mix this up with a chained sweep and this is where it gets a little tricky as a high/low mix-up is now present. Thankfully your best option in this case is DP. Simply buffer a DP during the 3rd hit of the string and if done correctly, if he goes for the overhead a reversal DP will come out and hit him if not you’ll block the sweep and from there you can punish with Far Standing HK into Cross Rush etc.

WARNING the tactic mentioned above will not work if he stops with the 3rd hit as the DP will come out and it will whiff.

ACUTE PAIN (LK > LP > MP)

A 3 hit string that is mainly used for hit confirming, Kazuya players will use this to cancel into his special moves more specifically his EWGF. On block though if he decides not to cancel, it is cr.HK sweep punishable.

DEMON’S WRATH (Back + LK > LP > MK > LP)

Kazuya’s famous 4 hitter from Tekken (unfortunately it isn’t really worth much as in Tekken it can be low parried but in this game not so)
Trivia aside, this string starts with two hits that can be blocked low as well a low for the 3rd hit and an overhead punch that knocks down. Kazuya players will mix this up with his ‘REIGN OF TERROR’ string which I will cover below.

REIGN OF TERROR (Back + LK > LP > MK > LK)
This is the same string only it ends in a low. On block it is Cross Rush punishable (Start with c.MK into Far Standing HK into Launcher) and like his DEMON’S WRATH its Demon punishable on block.

You could just flat out guess as to whether Kazuya will go low or high in this string but I prefer the DP approach. Like his TWIN FANG STATURE SMASH string buffer a DP during the third hit.

If done correctly, if he goes low the DP won’t come out and you can enjoy your free punish, if he goes for the overhead the DP will come out and hit him out of the string. Also unlike his TWIN FANG STATURE SMASH string the 3rd hit is DP punishable on block and it will connect. Therefore shutting down the whole mix-up.

RAMPAGING DEMON (Back + MP > MK > LP)
Another 3 hit string from Kazuya. The first hit hits low whilst the others can be blocked either standing or crouching. For people who lack 3 frame jabs I believe the last hit is a frametrap for them but for Akuma the last hit can be interrupted with a jab. You could also block the last hit and take a free punish in the form of a Cross Rush or s.HP into whatever you want.

If the Kazuya player doesn’t finish the string, the first hit is horrible on block. You can punish with Cross Rush or s.HP etc. and the second hit on block is Demon punishable but if you don’t have the meter you can cr.HK sweep him as well.

SPECIALS

MIST STEP (forward > neutral > down > down-forward)
As mentioned before Kazuya’s mist step avoids highs and other moves that don’t hit low but it fortunately it loses to lows. Out of his Mist Step he has the following moves.

RISING UPPERCUT (MP during Mist Step)

Kazuya’s Rising Uppercut is safe to most of Akuma’s arsenal except a Demon so if you have two bars and he is low on health punish with a reversal Demon

ELECTRIC WIND GOD FIST ( MP during Mist Step (Just frame))

The EWGF is the just-frame version of Kazuya’s Rising Uppercut it has all of the usefulness of the EX version minus blowing the meter needed to use it. It is +1 on block so you can’t reversal Demon it on block.

To easily tell between the two, the EWGF has a Purple ‘Spark’ in Kazuya’s fist and is alot faster whilst the regular version is slightly slower and the colour of the spark in Kazuya’s fist is Blue.

Your best option here is block and take the pressure and if you have the meter, Alpha Counter it. Its a really good move and requires high execution to pull off consistently. It is arguably one of the most dangerous things about Kazuya in SF X Tekken.

DRAGON UPPERCUT (LP during Mist Step)
Kazuya’s dragon uppercut is a good anti-air midscreen and its one of the ways that he can stop you advancing on him from the air. On block it is very punishable though so do your worst in the punishment department to stop him from doing the move randomly in your face again.

DRAGON UPPERCUT to MIDDLE KICK (Any Kick During Dragon Uppercut)
One of two followups out of Kazuya’s Dragon Uppercut. This move hits as an overhead . If you have already blocked the intial dragon uppercut then this move is interruptable with a Cross Rush or s.HP if you want a solo combo.

DRAGON UPPERCUT to SPINNING LOW KICK (Down + Any Kick During Dragon Uppercut)
Same for his low kick. If you have already blocked the intial dragon uppercut then you can interrupt it with your punishers. Although this followup is generally used on incoming from Kazuya as it causes a float in the air which allows him to advance and keep up the pressure.

SPINNING DEMON (Any Kick During Mist-Step)
Kazuya’s low option out of his mist-step. Very unsafe on block. It is followed by either another low kick or an overhead hook.

SPINNING DEMON x2 (Any Two Kicks During Mist-Step)
Kazuya goes low twice Very Unsafe on block just like if he was to do one Spinning Demon

SPINNING DEMON INTO HOOK (Any Kick > Any Punch During Mist-Step)
Kazuya’s overhead option also unsafe.

He does have an EX version of this move for some reason. But it is rarely used. Overall its another high/low guessing game. Guess right and take a free punish guess wrong and take a hard knockdown and some damage. There is the option to Alpha Counter him though during the first Spinning Demon thus negating the mix-up.

RISING SUN (QCB + Kick)
This move goes over lows and the light version is safe to your DP. The Medium version only hits twice and is unsafe on block and the Heavy Version can be followed up with only an overhead.

The EX version throws in a low followup for mix-up purposes.

TRIPLE ROUNDHOUSE SPIN KICK (Any Kick During Heavy or EX Rising Sun)
This is the overhead ender for the Rising Sun. It is only Reversal Demon Punishable on block.

RISING SUN > SWEEP (Down + Any Kick During EX Rising Sun)
The sweep ender for Kazuya’s rising sun is unsafe to Cross Rushes on block although you can also Close Standing HP him as well. Just walk forward slightly and go from there.

THE SLAUGHTER SERIES
These are Kazuya’s punch mix-ups during which he has 3 options.

SLAUGHTER HOOK (QCB + LP)
This is his overhead followup. It is pretty unsafe on block and for some Kazuya Players this is a good test to see if you are blocking correctly against his Slaughter Series of attacks. Stand up and punish him hard on block with Cross Rush or Close Standing HP.

SLAUGHTER HIGH KICK (QCB + MP)
This is his high followup, the second hit is duckable and leaves him open. Kazuya players will tend to do this once they find that you are blocking his SLAUGHTER HOOK correctly. The high is safe and is a good way for him to bring in his partner when he is low on health.

DEVASTATOR (QCB + HP)
This is Kazuya’s safest option from the Slaughter Series, it has a tonne of pushback on block and you can’t demon punish it. Fortunately it hits the reset button on his offence meaning he will have to work his way to get to you again.

All EX versions of the Slaughter Series have some Invunlerability Frames and Kazuyas will tend to use the SLAUGHTER HOOK as a Reversal or a last ditch attempt when they are low on life. Watch if he has any meter and bait it out if necessary by either blocking it or neutral jumping at the right time.

In order to stop the mix-up. Yep buffer DP. Buffer a DP during the first hit of his Slaughter Series mix-ups and stand up. If he goes for the high kick the DP will come out and him if he goes for the overhead you’ll block the overhead because you are standing and if he goes for his Devastator, the DP won’t come out.

On a side note, if you have Akuma paired up with a character who has a counter and that character is on point during the match, buffer the counter during the first hit of his Slaughter Series’ attacks and if he tries to go high it will counter the high. If he brings in his partner through this it will counter his partner on incoming as well.

DEVIL BEAM (QCF + All Punches)
Kazuya’s super does a tonne of damage for what it is. It’s nice and short too meaning it isn’t as suseptible to being victim of the clock too.

Its primary use is in combos. So if he does it raw, punish him hard for making that mistake.

TRVIA: (I’ve also seen people throw Kazuya out of his super if it is done raw, although I wouldn’t take this risk in a real match.)

ALL IN ALL
Fireballs and DPs are your friend here keep your distance and make him come to you and remember to buffer DPs during the strings I have mentioned.
One more thing his cr.HK sweep. Its Reversal Demon Punishable on block :)[/details]

Ken (Vanilla)

Ken(Done)

[details=Spoiler]OVERVIEW
Ryu’s buddy has changed a little bit from his SF4 counterpart. With a lack of linkable normals and the loss of his kara-throw, Ken’s ground game has suffered as a result of this. His walkspeed already wasn’t the best in SF4 and with the longer stages, it amplifies this problem further. No matter once this guy gets in he hits hard and it will only take a couple wrong moves to get KOed.

APPROACH TACTICS

FORWARD STEP KICK (Forward + MK)
This command normal moves Ken forward along the ground allowing him to get in your face to start offense. It is safe to your jabs and uppercuts and is mainly Ken’s best way to get in. Although If this kick is blocked deep it is Reversal Demon Punishable on block.

AIRBORNE TATSUMAKI SEMPUKYAKU
The ONE thing that makes Ken annnoying to deal with in this game is his Air tatsu. Its made worse especially if you was to ever play on a one bar connection like me one time I went online…

Annoyances aside this move is really ambigious so your best bet is to cr.HP it if he jumps from far away. It may also work if he tries to cross you up but if you aren’t sure then teleport out. You could also DP but you’ll have to be aware of your spacing if you do so.

THE OBVIOUS JUMP
Any Street Fighter veteran knows how to counter this one. Use Akuma’s anti-airs cr.HP, DP to punish random jump-ins from Ken.

NORMALS TO LOOK OUT FOR

cr.MK
Ken’s cr.MK has some good range to it. If he hits you and you are standing prepare for pain.
Like any other normal it is a good idea to learn the range of this move so you can bait it out and get it to whiff using Akuma’s great walkspeed.
(No really I am serious on this one, its been the baine of many a defeat against Ken online in my experience and I’m sure no Akuma player wants to lose a maximum of 500+ health because they didn’t block a normal right.)

cr.HK
Ken’s cr.HK is punishable by Akuma’s cr.HK on block other than that like his cr.MK learn the range on it

UNIQUE ATTACKS

FORWARD STEP KICK
Pretty much covered this move before in the APPROACH TACTICS section

INAZUMA KICK (Back + MK)
One of Ken’s two command overheads. Unlike his buddy Ryu he can’t follow up with this even if he switch cancels into his partner even if he somehow managed to land this as a counterhit making it less scary as an overhead.

It will ground bounce you whilst you are air though so be careful if you are ever jumping back or you are somehow in the air against him when he does this

THUNDER KICK (Forward + HK)
Ken’s second overhead can be faked for mixup purposes. Unlike his Inazuma Kick however this thing does ground bounce on counter hit meaning he can followup with it if he switch cancels.

Without the counter hit however he can’t follow up with this overhead though. Still it is something to watch out for if you ever see him performing his charge move to get a counter hit.

SPECIALS

HADOKEN (QCF+Any Punch)
Ken’s hadoken is slightly worse than Ryu’s in my opinion. He can’t fake it like Ryu and its recovery seems to be slightly worse.
So demon flip it on reaction or simply play the fireball war with him to keep him at bay his tatsu doesn’t advance him forward as quickly as Ryu’s (unless its EX) and thus its easier to see coming.

The EX version hits twice like Ryu’s but it doesn’t knock you down on hit. Unlike SF4 Ken doesn’t make a massive shouting noise when he performs this move so you’ll have to rely on the flash unfortunately.

SHORYUKEN (DP + Any Punch)
Ken’s uppercut is much better for switch cancelling than Ryu’s is as the heavier versions hit more times.

The Light and Medium Versions are used for anti-air purposes.

Ken will use the Heavy Version to bring his partner in when he is low on health. Its still unsafe but not as unsafe as Ryu’s. You can reversal DP Ken after the blockstun ends but there is a risk that it will miss his partner. If you want to hit his partner as well as him, your best punish is an Alpha Counter.

The EX version causes a hard knockdown on hit and is pretty much used for damage purposes mainly or if he gets desperate on wake-up.

TATSUMAKI SEMPUKYAKU (QCB + Any Kick)
Ken’s Tatsu doesn’t knockdown like Ryu’s or Akuma’s making it great for switch cancel combos. Outside of combos though this move is very punishable by ducking and DPing in his face or cr.HP

The EX version allows Ken to followup on hit. Its alot faster than his regular version so watch out for it during your fireball zoning as he’ll pass right through and hit you for a free Cross Rush combo.

AIRBORNE TATSUMAKI SEMPUKYAKU (QCB + Any Kick Whilst In Air)
As mentioned before this is arguably Ken’s best move for opening you up. Anti-air this if necessary but if you aren’t sure teleport out to safety

SHINPU JINRAIKYAKU (QCB + All Kicks)
Ken’s super is a really good punisher as it starts up in 2 frames (for anyone new to frame data that is faster than a shoto uppercut from Ryu, Ken and Akuma.)
It can be used to punish your sweep on block primarily. But the main use of this move is in a combo to inflict damage.On block though its pretty terrible so punish him hard for throwing out a random super.

ALL IN ALL
Keep your distance. Ken struggles to close the distance against Akuma in my opinion mainly because he can’t focus through your fireballs like he used to and his ground game got worse as well due to him lacking links and his kara throw from SF4 making him less block-string oriented like he was in SF4. His walkspeed still isn’t the greatest and the longer stages amplify this problem. Meaning he has to take to the air open you up for the majority of the matchup. Just watch out for random cr.MK on the ground or air tatsu randomly tagging you otherwise it will be game over pretty quickly.[/details]

King (Vanilla)

King(Done)

[details=Spoiler]OVERVIEW
The almighty wrestler from Mexico makes his entry into the 2D playfield. Playing a non-traditional grappler’s approach in comparison to other grappler characters in SF X Tekken, King puts on the hurt up close and has the Tekken mix-ups to boot as well.

Fortunately for you, King doesn’t perform very well against characters who have great keep-out games and more often than not you’ll find King relying on his partner to bring him in and its up to King to stay close.

APPROACH TACTICS

JAGUAR STEP
King will be using his Jaguar Step to pass through your fireballs should you try to zone him with them. His step doesn’t travel very far though so its uses are limited at full screen.

This move also has some invincibility to your physical attacks and King can do some very tricky gimmicks on your wake-up should he knock you down with his other attacks.

JAIL KICK PRESSURE

Usually performed by cancelling King’s cr.MK into his LK Jail Kick. Its like a better version of your cr.MK > Hadoken string. Its much safer on block and it allows King to maintain some pressure on you.

NORMALS TO LOOK OUT FOR

st.LK
Unlike Akuma’s st.LK, King’s st.LK hits low, he will be using this in footsies against you to try and whiff punish your normals and up close for pressure.

cr.MK
King’s cr.MK is a decent poke at about midscreen. It is pretty slow though so you can interrupt it with your own one. Learn its range and whiff punish it in footsies.

st.HK
King’s sobat kick goes over your low attacks but is pretty unsafe on block. Punish with a cr.MK into a Cross Rush (or Solo Combo if you want)

cr.HP
King’s main anti-air normal of choice. Its good for your regular jump ins from afar but it it whiffs against jump ins up close or cross ups.

UNIQUE ATTACKS / TEKKEN STRINGS

ROLLING ELBOW RUSH (Forward + MP) Can Be Performed 3 Times In a Sequence
A 3 hit Elbow Rush string from Tekken with an overhead placed at the end of it.

King’s Rolling Elbow Rush is a good pressure tool against you. The first 2 hits have some good frame advantage so don’t even think about Reversal DPing out of the hits as King Players tend not to finish the string.

The first hit and the second hits of the string on block are also safe to your Demon as well.

The last hit is an overhead but if you learn this string, its pretty easy to see coming. If you are hit by the overhead, King can switch cancel into his partner for some extra damage. Something you will want to avoid throughout this match up.

On block the overhead option is DP punishable and st.LP punishable. You could also demon him if you want if he is low on health.

King has a good throw mix-up involving his Rolling Elbow Rush which involves his two Command Throws Giant Swing and his Tomahawk

Whilst up close using the advantage gained from his Rolling Elbow Rush, King can do a LP and cancel it into a Giant Swing or Tomahawk.

These ‘ticks’ reduce the amount of time to react to King’s throws. You can throw him out of the command throws though.

JUMPING KNEE LIFT (Up-Forward + MK)
The jumping hop-knee that King has from Tekken.

Unlike its Tekken variant this move misses crouching opponents. If he does this raw in your face punish him hard with a s.HP or a Cross Rush

Hence its best use is in either combos or as a situational anti-air.

As an anti-air its weak to your cross up Tatsu.

DISGRACEFUL KICK ( Back + MK)
A high hitting back kick attack

King’s Disgraceful Kick is mainly used for Counter hit setups against you as this move crumples on Counter Hit.

The range on it isn’t bad so it can catch you out if aren’t aware of it. It reaches longer than his cr.LK just for reference.

On whiff though its pretty bad so punish with Far Standing HK into a full combo or Cross Rush.

On block this move is safe to your normals but is unsafe to your Demon. So Reversal Demon Punish him on block if you have the meter.

SHOULDER TACKLE (Forward + MK +LK)
Name pretty much describes what this move does.

King’s Shoulder Tackle can be used as anti-air against you or in footsies if you get to cr.HK sweep happy as it has one hit of armor.

Like his Disgraceful Kick, the properties on this move change on counter hit from a knockdown that sends you flying on normal hit to a wall bounce on counter hit.

This as an anti-air is weak to cross-ups as he will absorb the armor from the cross-up and the move will whiff as a result allowing you to punish him accordingly.
Punish with a Far Standing HK into a full combo or Cross Rush in this situation.

You could also block this move and in this case it is s.HP punishable as well as Cross Rush and Demon Punishable. You can take your pick here as to which one you could use to punish him on block.

MOONSAULT BODY PRESS (Forward + LP + MK)
King turns around slowly and then flips over. Slamming his body weight on top of you.

The interesting thing about this is move is that it is an unblockable attack and, quote me if i’m wrong, the only unblockable attack in the game.

This move is mainly used in gimmicks which you can teleport out of. Although it can be used in Cross Assault situations to stop you from blocking the whole time. If you see this move coming, Alpha Counter his partner whilst you are in blockstun and if done right, the Bodypress will miss you and you’ll damage his partner.

Outside of that this move is REALLY slow and really easy to see coming if done raw. Just avoid the splash and then punish him during his recovery, that is whilst he is getting up off of the floor with a Cross Rush, s.HP or Far Standing HK into a full combo. There also is the option to Misogi him for endless laughs as well.

SPECIAL MOVES

JAGUAR STEP
King spins and out of the spin he has 3 options.

As mentioned before this move is good up close for pressure.

On your wake-up, if he times it correctly, it will make your DP whiff allowing him to punish you hard whilst you are coming down.

LARIAT (LP during Jaguar Step)
The Lariat option out of King’s Jaguar step can be blocked either Standing or Crouching. Hence it isn’t really used as much as his other options.

Its also unsafe on block to Cross Rush or s.HP. You’ll have to be a little bit quick with your s.HP though as he can block pretty quickly afterwards.

HIGH ELBOW DROP (MP or HP during Jaguar Step)
The Elbow Drop option is quite possibly the option you should look out for the most.

This move hits as an overhead and ground bounces on it allowing King to follow-up with it.

Fortunately like his Lariat you can punish this with a Cross Rush or a s.HP/cr.HP on block.

WATER SURFACE KICK (Any Kick During Jaguar Step)
The Water Surface Kick option is a low attack and I gotta ask: Why does King know one of Armor King’s Moves?

As mentioned before this move hits low and causes a hard knockdown. Hard knockdowns are what King wants in this match-up so blocking this is key to avoiding them.

On block this is unsafe as his other follow-ups with a Cross Rush or s.HP. Move a little bit forward for the st.HP to connect so that you can cancel it into a LK tatsu for a Solo Combo.

On a side note for his Jaguar Step, King can be DPed out of his followups and during the recovery of his Jaguar Step.

LEG SCREW / MID AIR LEG SCREW (Forward + Two Punches / Two Kicks)
King’s Leg Screw Reversal

These two moves count as King’s counter, one counters jumping attacks whereas the other counters ground attacks.

This counter is weak to low attacks and projectiles.

This counter is arguably King’s best anti-air against you. It causes a hard knockdown and it even works against your cross-up tatsu as a Reversal.

This is a move you’ll want to bait out as much as possible as on whiff its pretty bad. If you jump at him he will use the jumping attack counter which is weak to ground attacks and vice versa so you don’t have to worry about getting randomly countered if you can bait out his jumping attack counter.

Punish him with a s.HP/cr.HP, Cross Rush, Far Standing HK, Demon take your pick. You’ll get some good damage in the end if you punish him right.

RUNNING JAGUAR BOMB (DP Motion + Any Punch)

King’s Running Jaguar Bomb is mainly used in combos or as a situational anti-air against your jump ins. He has to time it right though otherwise he’ll eat your jump in. You can take a risk if you like for the regular versions.

The EX version is no joke though as it is strike invulnerable to your jump ins and it will grab you out of the air if you do a regular jump in.

Coming at him with a demon flip though does yield different results. If you use any of the followups the EX Running Jaguar Bomb will whiff. (Tested with an EX Demon Flip although with the right spacing you could use a regular one.)

It isn’t very strong against your cross-ups though as it will whiff. Leaving him quite a distance away for you. Thus he’ll have to work his way in again.

JAIL KICK (A.K.A Konvict Kick) (DP Motion + Any Kick)
King sticks his leg out for a kick if the kick connects he can go into his just frame move the DDT.

All regular versions of the move do more damage depending on the strength of the button pressed but at the cost of more recovery.

His LK version is the fastest to recover but does the least damage
His MK version is more damaging and is like a mix between both his LK and HK versions
His HK version does the most damage but is the worst on block.

You will be able to tell which version is which by the rate at which King recoils his leg. He will bring his leg back slower with the heavier versions or if he fails his just frame attack.

On block the LK version is safe to your normals but is Demon Punishable on block.
The MK version is LP punishable on block (use standing LP) as well as cr.HK sweep punishable on block
The HK version is punishable with a cr.MK (into a Solo Combo or Cross Rush) and you could use a s.HP into a Cross rush too to punish.

The EX version is completely safe to your stuff including your demon. It ain’t like a Kazuya EWGF though as at least there is a limit to how much he can use it.

DDT (Any Kick during Jail Kick on hit or block)
The followup of King’s Jail Kick.

Trivia: In Tekken this followup can only be performed on counter hit.

Not much to say here other than if he hits you with this, it will cause a hard knockdown.

If he screws this up on block or on hit, his leg will recoil back very slowly. Allowing you to punish him with a s.HP into a full combo or Cross Rush

GIANT SWING (HCB + Any Punch)
“Giant” The Korean Commentators tend to call this move.

One of two of King’s command throws. This one will only grab you if you are standing. The regular versions aren’t very strong as King can be interrupted with normals during his startup.

The EX version on the other hand isn’t and it is strike invulnerable making it a pretty dangerous move to fight against. It hits pretty hard as well. Fortunately for you, this throw leaves King at full screen which isn’t where he will want to be against you unless he throws you into the corner.

King players tend to try and ‘tick’ you into this grab by leaving you in blockstun via a cr.LP. This greatly reduces the amount of time needed to react to his command throw. Fortunately you can regular throw him during his Giant Swing.

TOMAHAWK (HCB + Any Kick)
King jumps on your knee and gives you a knee of his own in this grab.

King’s second command throw, tomahawk, will only grab you if you are crouching instead of standing.

King signals this by taking some pretty large steps before throwing you and like his Giant Swing, the regular versions can be interrupted by your normals.

The EX version like the EX Giant Swing is Strike Invulnerable so it will ignore your normals.

Like his Giant Swing, King players tend to ‘tick’ you into the throw via a cr.LP. Like his Giant Swing you can throw King out of his Tomahawk despite the ‘tick’ into them.

There is the option to also straight up guess.
Guess right and you recieve a free punish.
Guess wrong and you’ll recieve some damage and a hard knockdown.

Its your choice but if you aren’t sure then you can teleport out to safety.

REVERSE ARM SLAM COMBO (QCB + Any Kick)
Despite being a starter for a multi-throw in Tekken, in SF X Tekken, this move counts as an attack and thus you can block it.

This move’s main use is in combos. If he switch cancels this move his partner can come in and have enough time to have a free super charge if they want as well as follow you on your wake-up.

Outside of combos however this move is pretty unsafe on block. Punish with a s.HP or Cross Rush.

The EX version also suffers the same problem outside of combos it has some invincibility though just not enough to get through your DP though. It just lasts longer on hit.

A side note to mention is that this is also King’s charge move. King like any character can perform charge cancels but they are unsafe on block if he dashes forward to your DP on block.

WONDERFUL MEXICAN COMBO (QCB + All Kicks)
With a name like that I kind of want that to be the new name for one of King’s Multi throw series of attacks.

King’s Super is basically a Super version of his Reverse Arm Slam Combo. It travels a little bit further than his EX version and has some invincibility on start-up.

Outside of combos though this move isn’t a very viable option against you. Punish it on block with a Cross Rush or s.HP. If you have the meter you could also Misogi him if he decides to do it raw in your face.

ALL IN ALL
This match-up isn’t really a bad one for Akuma as King by himself struggles against characters who have good keep out games. Hence severely damaging his partner is usually a good way to beat King.

Couple this with the fact that King can be out-poked pretty easy due to a slow cr.MK and you’ll find that in this match-up you will find that he will be relying on his partner to get him close to you and it will be his job to stay there.

Whilst he is there. Watch out for his command throw mix-ups and punish accordingly also watch out for his Jaguar Step too. The thing is a pain on your wake-up hence I would strongly advise to avoid wake-up uppercuts if you are fighting a King Player who wants to Jaguar Step you on your wake-up as they will whiff it is timed right.[/details]

Kuma (Vanilla)

Kuma(Done)

[details=Spoiler]OVERVIEW
Heihachi’s pet makes his way into the 2D fighting plane with his tricks and goofiness kept in tact. Kuma is somewhat of an ‘oddball’ character in SF X Tekken: one part heavy hitting brawler, one part grappler one part trickster.

Unfortunately for Kuma he has a bunch of weaknesses starting with the fact that he is a bear. Kuma is one of the biggest characters in the game next to Hugo hence his big hitbox really does screw him over especially in Juggle situations. On top of this he walks painfully slow making it hard for him to get in and score some damage. Which isn’t helped by the fact that he lacks a cross-up move also.

APPROACH TACTICS

ROLLING BEAR

Kuma’s Rolling Bear is a good way for Kuma to get in due to the amount of invincibility this move packs. It can get through your fireballs and it can avoid physical attacks whilst the move is out.

It doesn’t avoid throws though such as your regular throw as well as your Demon.

HUNTING STANCE

Kuma’s hunting stance can be difficult to fight against for those who have never seen it or faced it before. The stance has many follow-ups out of it and Kuma’s ground speed is increased heavily whilst he is in this stance.

NORMALS TO LOOK OUT FOR

st.HP

This is Kuma’s longest range normal on the ground.

If he hits you with the very tip of this normal, he can’t launch you afterwards as his launcher doesn’t pack a lot of range.

On whiff it isn’t the greatest. You can whiff punish it with your Far Standing HK into a Cross Rush but be careful. The second hit may whiff due to Kuma’s odd hitbox.

You could also cr.HK sweep him too for a knockdown.

cr.MP

Kuma’s cr.MP has some good range for what it is as it moves him forwards along the ground

It is also a good anti-air for your shallow jump-ins should the Kuma Player spaces it right.

Like his st.HP you’ll want to learn the range on this move so that you can whiff punish it in footsies.

cr.HK

Kuma’s cr.HK is a little deceptive in the range department.

If he spaces this move properly so that he hits it at the tip, you can only Reversal Demon Punish him on block.

It is a little slow compared to other sweeps in the game so if you can predict it. Jump over it can score a free jump in combo.

UNIQUE ATTACKS / TEKKEN STRINGS

LEFT RIGHT BEAR CLAW (LP > Back + MP)
The Bear Version of the typical Tekken Left Right Combo

This string from Kuma is a two hit safe string that he can use whilst pressuring you.

Both hits on block are safe to your stuff including your Reversal Demon.

This move does suffer one small problem and it is that Kuma leaves a big frame gap for you to stick a DP in between the string.

DOUBLE WILD SLAP (HP > MP)
Kuma throws both of his arms at you for a 2 hit swipe attack.

Despite what the string looks like, you can block both hits of this string both standing and crouching.

On block you can punish both hits with a cr.HK sweep or a Far Standing HP into a Cross Rush

JAB ELBOW SMASH (MP > MP > HP)
A 3 hit punch string from Kuma

All hits of this string can be blocked either standing or crouching.

The 1st hit on block is Kuma’s st.MP. You can only Reversal Demon Punish this move on block

The 2nd hit on block can be punished with your DP if it is performed deep. If it is peformed shallow, you can only Reversal Demon it.

The 3rd hit on block can be punished with your cr.HK sweep or a Far Standing HP into a Cross Rush.

JAB ELBOW STOMP (MP > MP > LK)
A 2 hit punch string that ends in a low kick.

This string is similar to his Jab Elbow Smash String (MP > MP > HP) only the ender is a low kick instead.

Despite looking like a low kick, you can block the last hit on this string standing

Treat the 1st and 2nd hits on block like how you would punish the first two hits of his Jab Elbow Smash String (MP > MP > HP)

The 3rd hit on block is a slightly safer than the ender of his Jab Elbow Smash String (MP > MP > HP) as you can only Reversal Demon the last hit of it on block.

TRIPLE HAMMER (Back + HP > HP > HP)
Kuma takes both of his arms and slams them about like hammers 3 times.

All hits of this string hit as Overhead attacks so block them standing if you don’t want to get hurt.

You can only Reversal Demon the 1st hit on block

The 2nd hit can be punished with a st.HP into a Solo Combo or a Cross Rush on block.

The 3rd hit can be punished with your Far Standing HK on block. You’ll have to walk a little bit forward to get the cr.MP link to connect afterwards in the solo combo.

There also is the option to just stop the Far Standing HK and just go into a Cross Rush on block.

G-CLEF CANNON (Forward + LP > MP > HP)
A one handed 3 hit string from Kuma

All hits on this string can be blocked either standing or crouching

The 1st hit on block is safe to your DP and your Reversal Demon

The 2nd hit on block can be punished with your cr.MP into a Solo Combo or a Far Standing HP into a Cross Rush. You could also cr.HK sweep him as well

The 3rd hit on block is the most unsafe, you can punish it with a Far Standing HK into a Cross Rush or a Solo Combo. You’ll have to move a little bit forwards to get the other normals to link after the Far Standing HK.

BEAR SMASH (Forward + HP)
A long reaching 2 hit claw attack

You can block this move either standing or crouching.

This move is a safe move against you. It is safe to your Reversal Demon

It is a little slow for a move so you can interrupt it with your Far Standing HK or any of your other normals that have some good reach to them if you can see this move coming.

Kuma players may also want to use this to tag out when their life is low. If so get him to whiff the move so that you can whiff punish him as you can’t punish his partner on entry if you block the move even with a Reversal Demon.

You can also DP the move on reaction allowing your partner to come in a get an extended juggle

STANCE CHANGE (All Kicks) (A.K.A ‘Hunting Stance’)
Kuma goes on all fours because why not? He’s a bear

It’s pretty much a known fact that Bears can operate better on all fours than on two legs and it is the same story here.

It is important to note that whilst in this stance Kuma CANNOT block.

Although he can dash, jump out of it and perform his Frolicking Bear (QCB + Any Kick) whilst in this stance.

During this stance, Kuma walks a little faster than usual.

His dash speed also increases a lot on top of this. It only takes 2 good forward dashes for him to be in your face whilst he is in this stance.

During this stance, Kuma can perform some unique moves exclusive to him whilst he is in the stance.

All of his normals change whilst he is in this stance as well.

These normals can all be blocked either standing or crouching.

> BIG TREE (Forward + MP During Hunting Stance)
Kuma peforms a very sharp quick attack.

You can block this attack either standing or crouching

This move comes out pretty fast and has some decent reach. It can be used to throw you off whilst Kuma is in Hunting Stance.

This move also works as an anti-air should you try to jump in on Kuma whilst he is in this stance. The anti-air is weak to up close jump ins and cross-ups though.

On block you can punish this move with a Far Standing HK if it is done deep or you can cr.HK sweep him if he does the move shallow.

There also is the option to Reversal Demon him should you have the meter for it.

> GRIZZLY FLING (Forward + HP During Hunting Stance)
Kuma lifts both of his arms up launching you into the air.

This move hits as a low attack.

Apart from that this move is safe to your normals but unsafe to your Reversal Demon on block.

> BREAK’N (Back + HP During Hunting Stance)
Kuma breakdances on the floor sliding towards you.

This move has two main uses:
[LIST]
[]To act as a very risky fireball punisher
[
]As an anti-air
[/LIST]
The two uses mentioned above are good options for Kuma against you this move packs one hit of armor.

He can also change his distances whilst this move is out. Although he can’t move backwards as much as he can move forwards.

As a fireball punisher it is very risky as mentioned before. As long as he doesn’t catch you whilst you are doing a LP Shakunetsu or something like that, you will be able to block in time before he gets to you provided your spacing is on point throughout the match.

On block this move is horrid. You can pretty much punish with whatever you please on block.

It is advised that you try to avoid jumping at Kuma whilst he is in this stance in order to avoid getting knocked back all the way to the other side of the screen.

You can approach him with some EX Air Fireballs. Make sure that you do them low to the ground so that Kuma can’t just Break’n under your fireballs (no pun intended)

> HUNTING SPEAR (Back + MP During Hunting Stance)
Kuma does a tackle from his stance causing a wall bounce on hit.

This move can be used as an anti-fireball tool against you.

From about mid-screen, this move can go through your fireballs and hit you. Whereas at full-screen the move will whiff allowing you to punish him with a Far Standing HK into a Cross Rush.

> FERAL CROUCH (Down + Any Two Punches)
Kuma lays down on the floor.

This move can be used to go under your fireballs should you get a bit too fireball happy against Kuma.

For anyone who has played Hakan from SF4, think of this move as his ‘Guard Position’ move only it lasts longer.

Unlike Yoshi, Kuma can actually dash or jump out of this move should you try jump in his face.

He can’t punish you should you whiff your jump in as his own regular attacks from this stance are too slow to punish you.

This move puts Kuma very low to the ground, but during this state he is weak to both lows and throws.

Your Regular Dive Kick (Down + MK) can hit him out of this state as well. From this move you can option select into a sweep or a Far Standing HK should he try to forward or back dash from this move.

SPECIALS

ROCK 'N ROLL CIRCUS (HCB > Forward + Any Punch)
Kuma grabs his opponent and then spins them around like a ball before throwing them away to the other side.

This move is a command throw from Kuma.

It doesn’t pack a lot of range though for command grab, he has to be pretty close for the grab to connect. About your cr.MP range and this is concerning the LP Version which has the greatest range.

The EX Version has as much range as the LP Version and does some more damage.

This grab has one problem it is that it throws you all the way to the other side of the screen. Almost full-screen meaning Kuma will have to work his way in again.

MEGATON CLAW (HCF + Any Punch)
Kuma moves his paw forwards for a strike.

This move is a starter for some of Kuma’s heavy hitting moves. Depending on what Version he does, the safety of the move changes.

You will be able to tell which version is which by the way in which Kuma recovers, he recovers for longer for the heavier versions.

The LP Version is safe to your normals, DP but not to your Reversal Demon

The MP Version DP Punishable (use the LP Version for the most damage)

The HP Version is also DP Punishable (use the MP Version for the most damage)

The EX Version is Reversal Demon Punishable on block. The EX Version also has some invincibility on start-up. It can beat your HP and MP DPs out clean to so just block the move and then block the follow-ups afterwards should he try any.

From this move Kuma has the following follow-ups.

MEGATON CLAW > GRIZZLY CLAWS (HCF + Any Punch > LP)
Kuma pushes his other paw in front for a knockdown

This follow-up is Kuma’s safe follow-up. It is safe for those who don’t have DPs or 3 frame jabs.

Akuma has both a 3 frame jab and a DP so you can punish this follow-up on block with a DP or a st./cr.LP into a Cross Rush.

This move doesn’t have an EX Version to it.

MEGATON CLAW > GRIZZLY CLAW SMASH (HCF + Any Punch > MP or HP)
Kuma slams his paw over your head.

This follow-up hits as an overhead attack.

Something to note about this move is that this follow-up will not Combo with Kuma’s LP and MP Megaton Claws (HCF + Any Punch) . This will only combo with either the Heavy or EX Versions.

Meaning if Kuma tries to hit you with this move and he screws up then he will most likely be using the HP Version.

This move is NOT a true block-string with his Megaton Claw (HCF + Any Punch) , you can DP in between all versions of this move including EX. Don’t rely on it though as Kuma can just stop the move and then be safe to your DP depending on what version he uses.

This little mix-up is all shut down however when you get 2 bars stocked for a Reversal Demon. As you will be able to Demon all of the hits of this special move on block.

On block you can punish the overhead with a st.HP into a Solo Combo or a Cross Rush on block.

HEADBUTT (360 Motion + Any Punch Whilst Close)
Kuma grabs his opponents’ head and then slams his massive head into theirs.

This move is a command grab that will only grab you if you are standing similar to King’s Giant Swing.

Kuma can perform this grab whilst he is around your cr.MK range. Any further out and he will do his Rolling Bear instead.

It has some decent range just that as mentioned before it will only grab you if you are standing. Hence crouching under this move is a good way to avoid it so that you can punish him during his recovery with a Cross Rush or a Solo Combo of your choice.

The EX Version just does some more damage expect Kuma to use this to kill you or inflict some heavy damage on you whilst the clock is near zero.

ROLLING BEAR (360 Motion + Any Punch Whilst Far Away)
Kuma rolls along the ground

Kuma’s Rolling Bear is a good way for him to get past your fireballs. He can roll full-screen and get in your face. Hence you will want to bait this move out so that you can punish Kuma during his recovery from the roll.

Whilst Kuma is rolling he is invincible to your physical attacks but not to your throws such as your Demon and your regular throws.

The EX Version allows Akuma to be invincible to your physical attacks during his recovery, you can still regular throw him out of the move.

ROLLING BEAR HEADBUTT (360 Motion + Any Punch Whilst Far Away > Any Punch)
Kuma rolls along the ground and then the moment he recovers, he does his Headbutt throw.

This is basically two specials in one only Kuma is allowed to do his Headbutt throw whilst up close.

There is a gap between him recovering and him doing the throw. Which is your time to punish him with a st.HP into a Solo Combo or a Cross Rush.

The EX Version is the same as the EX Rolling Bear, you can only throw him out of the move.

FROLICKING BEAR (HCB + Any Kick)
Kuma jumps upwards hitting you.

This can be best described as Kuma’s own ‘DP’ type move against you.

It is a good anti-air mid-screen but if you can cross him up then the anti-air will miss you.

On block this move is like a blocked DP. Punish it with a st.HP or a Far Standing HK into a Solo Combo or a Cross Rush.

Kuma may want to bring in his partner off of a blocked version of this move.

You can DP both him and his partner on incoming from this move this works for the LK and MK Versions.

The HK and EX Versions can only be punished via a Reversal Demon or an Alpha Counter.

Kuma can also do some dash cancels with this move as it is also his charge move. These are unsafe on block to your DP or st.HP if he dashes forwards.

FATAL WIND (HCB + All Kicks)

Kuma’s super is a short ranged attack that has some invincibility on start-up like pretty much most Super Arts in the game.

Its main use is in combos to kill you due its short range.

If he does this randomly in your face, you can EX DP him or Misogi him out of the move as well as Teleport to safety.

Also if he does this up close. Do NOT try to jump it as you’ll still get hit by it.

ALL IN ALL

Keep your distance as Kuma struggles to close the distance at longer ranges and try to punish his attempts to get in on you.

Try to bait out his attempts to get in by mixing up your fireballs and try to put some pressure on him in order to bait out his EX Frolicking Bear so that you can punish him during his recovery.

Kuma does not have a cross-up move meaning his only other ways to open you up are his two overheads: Triple Hammer (Back + HP > HP > HP) and his Megaton Claw > Grizzly Claw Smash Follow-up (HCF + Any Punch > MP or HP) and also jumping.

Anti-air his jumps as much as you can and try to space yourself properly so that you can punish his approaches. Poor spacing and bad anti-airing can spell doom for you very quickly as Kuma hits really hard.

This along with punishing his strings correctly and other moves on block can make the match-up easier for you.

On top of this, try to severely damage Kuma’s partner as most Kuma Players will be relying on their partners to get them in. If you can severely damage Kuma’s partner and you can zone him out properly, you can severely limit Kuma’s usefulness in the fight.[/details]

Law (Vanilla)

Law(Done)

[details=Spoiler]OVERVIEW
A very popular character in the world of both offline and online. Law’s transition into the 2D has been done pretty well by Capcom in my opinion. His notable Tekken moves are here but he is mainly used due to his great setups and considerable ease of use for new players. His pokes are also nothing to turn a blind eye too. They have good range and can be effectively used in footsies against you.

Fortunately for you this all comes at a massive cost for Law as his anti-air options aren’t the greatest and he can’t take much pressure for very long. Which you can abuse the hell out of in this matchup.

APPROACH TACTICS

NORMALS
A few of Law’s normals move him forward along the ground alot. They can be used to approach you from the ground and set up some of his up close mix-ups.

DRAGON CHARGE > DRAGON FLIGHT (A.K.A 'The Legend Kick)
One of Law’s main ways to approach you if you get a bit too fireball happy as it completely ignores them. If you can bait it out it is unsafe on block however. Punishable by a st.HP or cr.MP into Cross Rush

Another side note is that it does tend to miss crouching opponents at certain ranges so keep a look out for it and depending on where you are you can punish with a Cross Rush or s.HP (although the s.HP is a little bit hard to do.) Your best bet is to block this move standing to be honest.

JUMPING
Some Law Players tend to do this alot due to his lack of reliable anti-airs. Just DP and/or cr.HP them.

NORMALS TO LOOK OUT FOR

st.LP
Law’s st.LP has some good range and it moves him forward. Its a bit slow to recover on whiff though so try and whiff punish it with a cr.MK or cr.HK sweep if you can.

st.MP
Law’s st.MP moves him forward a great deal of distance like his st.LP but its more punishable on whiff. You can bait this out by neutral jumping it if you want. It is rarely used however and his Back + MP is alot better.

st.MK
Law’s st.MK has some good range to it than most st.MKs as per usual, use your good walk speed to bait this out in footsies so that you can whiff punish him with a cr.MK or cr.HK sweep.

st.HK
Same for his st.HK although his st.HK has alot of range on it only its worse on whiff in comparison to his st.MK. Just learn the range on it to be honest.

UNIQUE ATTACKS / TEKKEN STRINGS

SHIN CRUSHER (Down-Forward + LK)
One of Law’s lows from Tekken.
This low is a little bit easy to see coming but its still a good way for Law to start his offense. Its safe to your LPs and your DP but it is Reversal Demon Punishable on block

SLIDE KICK (Down-Forward + MK)

Law’s Slide Kick like most slides in the game if spaced properly can be safe. If this is performed deep it is s.HP punishable (although you won’t be able to go into a LK tatsu), Cross Rush Punishable as well as DP punishable.

If it isn’t done deep and its spaced correctly though at its maximum range, it is safe to your Demon so you’ll want to make sure that this move is performed deep so you can punish it properly.

DRAGON’S TAIL (Back + MK)
Quite an unsafe low from Law to be honest. On block you can cr.HK sweep him or cr.MK him (although the latter won’t work if the sweep is done shallow.)
On block Law Players tend to cancel into a Fury Fist Rush or Somersault Kick to make this marginally safe.

DRAGON HAMMER (Forward + MP)
Law’s overhead is a little dangerous as he can followup with it on hit. He does take a step forward before doing it and for any one who learns via listening to game sounds he makes the same noise. So you can easily react to it.

On Block it is DP punishable as well as cr.LP punishable. DP is a better punish though in my opinion.You could also Reversal Demon it as well if you have the meter.

MACHINE GUN ARROW (LP > LP > LP > LP > LP >LP)
Law’s 6 hit punch combo from Tekken.

This move isn’t used alot by Law players other than to probably run the clock if this is the case Alpha Counter out of it to get him off you.
On block this move is DP punishable as well as Demon Punishable on block.

LEFT RIGHT COMBO (LP > Back + MP)
Standard left right combo from Tekken.

This move is only Reversal Demon Punishable on block.

From his left right combo he can go into the following strings.

LEFT RIGHT DRAGON FIST COMBO (LP > Back + MP > Back + MP > MP)
A 4 hit string that can be blocked either standing or crouching.
The completed string itself is unsafe on block. Punish with a st.HP or Cross Rush

Like most Tekken Strings some players may or may not want to finish the whole string.

The 2nd hit on block is basically Law’s Left Right Combo punish with Reversal Demon if you have the meter

The 3rd hit on block is unsafe to s.HP and Cross Rush.

LEFT RIGHT BLAZING FIST COMBO (LP > Back + MP > Back + MP > LP)
Another 4 hit string, the only difference in this one is the ender.

Apart from that this string is rarely used by Law Players as the completed string still is unsafe on block.

Treat the 2nd and 3rd hits on block in the ways I have mentioned for Law’s Left Right Dragon Fist Combo

LEFT RIGHT TO KNEE (LP > Back + MP > LK)

A 3 hit string that ends in a knee.
The ender for this string is DP punishable as well as Demon punishable on Block. I would say expect to see this only if he is hitting you.

I think you can see a pattern here. Out of Law’s Left Right String, all of his followups are unsafe to DP so if you have meter and you have a partner who can really create damage off of Akuma’s DP go for it.

JUNKYARD KICK (Back + MP > LK > MK)
Law’s famous 3 hitter from Tekken. The whole string can be blocked either standing or crouching
The completed string is unsafe on block to a s.HP, Cross Rush or DP.

The First Hit on Block is DP punishable or Reversal Demon Punishable

The Second Hit on Block is also DP punishable but you could use LPs as well.

DRAGON RUSH COMBO (Back + MP > LK > Down + MK)
Law’s Mix-up with his Junkyard Kick although I say the word ‘mix-up’ loosely as you can block the Junkyard Kick standing or crouching.

The only difference here is that the last hit must be blocked low.
Treat the low on block like his Dragon’s Tail on block. But in general, Law Players tend to cancel this into a Fury Fist Rush or Somersault Kick on block.

KNUCKLE RUSH (Back + MP > MP)
Basically the last two hits of Law’s Dragon Fist Combo.

Expect to this only in combos but if it is done raw in your face s.HP it or DP it into your partner for free.

SPECIAL MOVES

SOMERSAULT KICK (HCF + Any Kick)

Law’s famous Somersaults from Tekken.

The Light Version of this move, moves Law back, its more a defensive option.
The Medium Version of this move keeps Law stationary
The Heavy Version Moves Law Forward

All of the non-EX versions lack invincibility which hurts Law’s wake up game against you. Only the Medium and Heavy versions are Demon Punishable on block

The EX Version acts as one of Law’s ‘Get off Me’ Moves. It knocks him down and puts him in a hard knockdown state from which he can roll.

The EX version has two hits to it.
One when Law is going up and One when Law is coming down.
It is common practice for most people to block the first hit and then get smacked in the face by the second hit so be aware of it as he is coming down from the flip.
That said on block the move is only Misogi punishable (FINALLY A CRITICAL USE FOR THE MOVE THAT OUTSHINES OTHER OPTIONS!)

BACKFLIPPER (Any Kick During Somersault Kick except EX)
The Backflipper is the followup to Law’s Somersault Kick.

All versions of the followup advance Law forwards along the ground.
Fortunately unlike his regular Somersault Kick, this move is Cross Rush Punishable on block starting with cr.MK.

DRAGON CHARGE (HCB + Any Punch)
Law goes into a stance and shouts. From this stance he has a couple followups

The EX Version of this move gives him armor properties and changes some of the properties on his followups.

CLOUD GATES (Forward + Any Punch During Dragon Charge)
Law smacks his fist downwards.
This move hits as an overhead and causes a ground bounce on hit. The drawback however is that it is unsafe to your Cross Rush and you can s.HP it although you will have to walk forward a little bit to perform the latter.

The properties remain the same for the EX version and he is still unsafe on block to the punishers I have mentioned.

DRAGON’S FLIGHT (Any Kick During Dragon Charge)
Law’s ‘Legend Kick’ from Tekken

This move goes through your fireballs so don’t get too fireball happy.

Law will most likely perform this move from fullscreen so that he can get in your face.

Fortunately for you he can’t just bust this move out on reaction, he has to ‘see’ your fireball coming. Thus mix up your fireballs and try to get Law to throw this out.

HINT: Maybe Jump Back Air Fireball is just getting a little bit to predictable huh? Well then just do a regular jump back and see what he does.

The EX version has the same properties as the regular version.

DRAGON KNUCKLE (Any Punch During Dragon Charge)
A back knuckle blow that stuns on hit.
This move is mainly used in combo situations particularly on incoming from Law. Outside of that it is pretty unsafe if performed deep. Punish with a Far Standing HK into Cross Rush.

If it is performed shallow then it is only Demon Punishable on block.

This is pretty much useful mainly to catch you off guard or in a combo.

It could also be used as a wake-up option but it is pretty interruptable as one hence it isn’t used as much as his other wake-up options.

DRAGON KNUCKLE COMBO (Any Punch During Dragon Knuckle)
One of two of Law’s followups after a Dragon Knuckle

On hit this followup knocks you away from Law. This is mainly used for if he wants to tag out to his partner. This setup isn’t safe to your Misogi however :slight_smile:

On block this move is Cross Rush Punishable and you can also get a s.HP in there although you’ll have to move forward to get the s.HP into tatsu or uppercut etc.

DRAGON KNUCKLE FLIGHT (Any Kick During Dragon Knuckle)
Another followup after a Dragon Knuckle

This followup has Law performing his Dragon’s Flight move after the Knuckle. On block treat it how you would treat a blocked Dragon’s Flight if it were blocked deep.

The EX version changes this move so it can wallbounce. Just throwing that out there if it hits you.

FURY FIST RUSH (HCF + Any Punch)
Law throws his fist out, if it connects he will go into a series of rapid punches.

According to frame data, on block this move is -5 which should mean that you could sweep it. I couldn’t though despite testing it maybe you’ll have to be accurate?

It is however Reversal Demon Punishable on block though.

Law will use this special to create some safe-ish pressure against you. Some Law’s tend to jump or cross you up after a blocked Fury Fist Rush. In this case, just dash under him and Far Standing HK him on whiff. You’ll be able to go into a Launcher and bring in your partner or you could try to cr.HK sweep him for a link combo.

The EX version is Law’s main ‘Get-off Me’ move.

Its imperative that you bait this move out if you can as it is horrible on whiff and you can punish him further also.

A good way to bait this out is to watch his meter, you will be able to rush him down alot if he doesn’t have meter but if he does, be aware of it.

You can jump in with a j.MK and then neutral jump. If he reversals, then the move will whiff allowing you to punish him further.

SHAOLIN SPIN KICKS (QCB + Any Kick)
Law’s 3 hit spin kicks from Tekken.

This move is safe to your normals and DP due to pushback. Its also a good way for Law to bring in his partner if he wants to. If he does, Alpha Counter him out of it. With the right timing, you can catch his partner whilst they are running in.

This move is also Reversal Demon Punishable on block if you have the meter.

The EX version consists of 4 hits that can be blocked either standing or crouching with the last one causing a wall bounce on hit.

The 3rd and last hits of this move are NOT true block strings. They can be DPed out of in between with ease.

Arguably the best way to punish this move on block is to neutral jump in between the last two hits of the attack. You’ll avoid the final attack and Law will be left open allowing you to come down with a neutral jump attack of your choice. I personally prefer a Neutral Jump HP or HK but you can use other options if you want.

There also is the option to Reversal Demon him during the last two hits.
And you can also Misogi him too, just make sure that it ain’t on reversal otherwise you’ll miss for tonnes of laughter and or straight up pwnage.

JUNKYARD SOUL (QCB + All Kicks)
Law’s super like most other supers in the game is mainly used to just kill you. Thus you’ll see this mainly if Law wants to finish you off.

Although if it is done raw in your face, you can punish it with a Misogi or on block you can walk forward and Far Standing HK him in the face into a Cross Rush.

ALL IN ALL
Like most Tekken characters Law has to make his way over to you due to him not having a projectile and for sure he will. Just punish his unsafe moves from his strings and especially that Dragon’s Flight also.

As mentioned before Law lacks reliable anti-airs and you can abuse this heavily against him using your demon flips for pressure and your frametraps.

Bait out his EX Fury Fist Rush so that you can punish him hard for it by watching his meter.[/details]

Lili (V.2013 Part 1)

Lili (Done)

[details=Spoiler]OVERVIEW

To anyone who has never played Tekken, do not be fooled by Lili’s Barbie-like appearance, this girl hits HARD, harder than you would think at first glance. Her close range game is second to none and can be really hard to break out of should you not know what is coming out; she has one of the best anti-air games in the game and fares well in air to air situations. Lili kind of has almost every tool that characters can have in SFXT. Minus a projectile, command throw, projectile reflector and a stance to play with I believe. Apart from that, she has everything else like an air throw, solid ground pokes, good anti-fireball game, a dive-kick and good air to airs as well as some the strongest tag follow-up juggles in the game.

To make up for all of these strengths, her health is pretty low at 900. On top of this, she is very meter reliant in comparison to other members of the cast. She needs meter for pretty much everything from tagging out to augmenting her already strong close range game. Her wake-up is pretty weak in the fact that she doesn’t have a universal wake-up option such as a shoto style DP to cover all of her needs, instead she must guess making her wake-up very risky.

Another small weakness in the combo front, is that although she does hit pretty hard, her standard BNBs do quite a bit of damage and she can almost take 60% of your health with a single bar and a jump in. Most of her combos are hit hard by damage scaling due to the amount of hits in them and man, she will hit you a lot if she touches you.

In V.2013, Lili didn’t change that much at all overall and instead was buffed due to the system changes. Her forwards and backwards walk-speed is much faster this time around and with the changes to rolls in this edition, getting out of her pressure can be more difficult.

APPROACH TACTICS

FEISTY RABBIT

‘HAHHHHH’ She’ll say when she does this move. This little spin can go through your fireballs . During which she has different follow-ups from it. The heaviest versions however don’t travel full-screen, they travel about half of it though.

DIVINE STEP

One of Lili’s anti-fireball tools of choice. It’s pretty fast and it can be tiger kneed as well to make it even faster. Simply put if you throw a fireball, this move will get her in your face and in an untechable knock-down position. Where, like you, she enjoys her hard-knockdowns.

PEACOCK STRINGS!

Lili’s peacock strings are a good way to close the distance against you. I’ll be covering these
more in depth below.

NORMALS TO LOOK OUT FOR

Something to note about Lili is that she has NO close range variants of her normals. Similar to
someone like Dudley or Oni from SF4. What you see from afar is what you’ll get up close.

J.:hk:

A very long range jump in normal to start offense. It’s a decent air to air against you as well. It has the potential to act as a cross-up as well against you with the correct spacing.

J.:lk:

The starter for one of Lili’s air target combos. It’s fast and is really good at beating you air to air at 4 frames.
It can also be used a little instant overhead move as a little bit of a round ender at best whilst you are low on health so it’s a good normal to watch out for.

J.:mp:

Another air to air normal that starts another air target combo. It’s pretty fast and puts you in a juggle state even on regular hit assuming she jumps forwards or backwards.

Cr.:mk:

Standard shoto-like cr.:mk: style attack. It’s a decent poke to use in footsies whilst she is not trying to pressure you with peacock strings. It’s better to learn the range on this move so that you can whiff punish it with your sweep or your own cr.:mk:

Cr.:mp:

A decent whiff punisher against your longer ranged pokes such as cr.:mk: or cr.:hk:. It’s similar to your own cr.:mp: but it hits low and it’s a little faster than your own.

It’s a normal to recognise mainly because it is a starter for her Heavy Languish Series’ of strings.

St.:lp:

A jab that has some good frame advantage on block. It’s +3 I believe making it decent for jab pressure. Although her slow walk-speed does hinder her ability to get more than 2 without being DPed in the face afterwards.
Another normal to recognise since this is starter for her Left Right Combo Series of strings.

St.:lk:

This little kick hits low. Although it’s range isn’t the greatest, It is important to know this whilst she is up close and pressuring you. It’s very slow at 7 frames and as such it’s usually used as a frame-trap with her st.:lp:

St.:mk:

This little normal may look useless outside of footsie situations but it is a decent anti-air vs cross-ups if timed right. The timing for this move is a little strict for it be used as an anti-air so it’s a good idea to vary your jump ins so that you can get this to whiff or even stuff it clean.

UNIQUE ATTACKS / TEKKEN STRINGS

LEFT RIGHT COMBO ( :lp: > :mp: )
Standard left right punch Tekken string

This string is a two hitter that is safe against even your Demon as it puts her a neutral on block.

Both hits of the string are safe and special cancellable as well as chainable into her other
normals such as a sweep.

LEFT RIGHT BACK STRIKE ( :lp: > :mp: > :lk: )
After doing a left right combo, Lili then turns around and goes for a low kick.

This string is the same as her Left Right Combo only with a different ender.
The ender in this case is a low hitting kick with some good advantage on hit which is also special cancellable as well.

One thing to note about this string is that the 2nd and last hit of the string is NOT a true blockstring, you can interrupt her with a jab or just DP through it. Don’t rely on the DP too much though as she can just stop the string prematurely and then make you whiff.

Not even two bars shuts this mix-up down, it’s something that you’ll have to react to instead as like her ‘Left Right Combo’ it’s neutral on block.

BED TIME ( :lp: > :mp: > :mk: )
After doing a Left Right Combo, Lili then does an overarching outer-crescent kick.

Another ender to Lili’s left right combo.

This is a crescent kick attack that is both special cancellable and kind of safe on block to you.

Unless you have two bars that is to Demon it on block.

The string is mainly used for hit-confirming into launchers other than that, that’s about it. Mainly because the follow-up doesn’t hit low or overhead so it stays as a hitconfirmer.

HEAVY LANGUISH ( :d: + :mp: > :hp: )
Lili does a quick 2 hit low-high string.

This string is one of the backbones of Lili’s offense. Whilst up close she can chain any of her light attacks into this string to make it safe.

Expect to see this string quite a bit whilst she is up close pressuring you.
Ah yes and another important thing to note is the difference between if she does it right or if she screws up on block.

The ender of the move looks like her st.:hp: however there is a slight difference. The string version of this move has a larger delay between hits than the chained version which is much faster. The latter of which is unsafe on block to st.:hp:

Both hits of the string are special cancellable as well as safe to your normals.

However you can Reversal Demon Punish this move on block.

HEAVY LANGUISH BEAT ( :d: + :mp: > :hp: > :hk: )
After doing a Heavy Languish, Lili brings her knee around for strike to knock you back.

This string is seldom used by most Lili Players because the ender is pretty unsafe. You can punish this with a st.:hp: into a Solo Combo or Launcher on block.

It also knocks you away to near full-screen’s distance which is somewhere she won’t want to be at. Hence this string tends to be avoided in gameplay and her Peacock strings get more use
instead.

PEACOCK JIVE ( :f: + :mk: > :mp: > :hk: )
Lili does a 3 hit string consisting of a back kick into a turnaround strike and then spinning kick to knock you away.

TRIVIA: This string used to do SO much damage in Tekken as a combo ender, since then it’s been nerfed in damage ever since it was introduced in Tekken 6.0.

Lili’s Peacock Strings are what you’ll be seeing quite a bit of to be honest.

The first hit of the string is a backwards kick attack (A.K.A Peacock Kick) with some great range on it. Making it a good whiff punisher vs your pokes. On the training stage it reaches just over 2 squares. The move is a little slow though hence it does get stuffed by faster normals than it on start-up. On top of this, it is also neutral on block, so you can’t Demon it on block either.

The second hits puts her right next to you. Putting her right where she wants to be. The move itself is Minus on block (I believe it’s -1 for all the frame data guys out there.) However she can still frame-trap you with st.:lp:s vs your cr.:lp:s. The timing for the latter is precise unless you are a turbo user in which case good luck trying to get through a tournament with a turbo on.

Even then if you do get too jab happy, a raw launcher will be coming your way so do be mindful of your limbs whilst countering this string on block.

Because it’s -1, you can also Demon it on block. Your indicator as to whether you’ve done it right is that she’ll be in the middle of bringing her hand back after the strike. If she goes back into her idle stance though, she can jump it.

The last hit, hit as an overhead and isn’t used as much mainly because the risk reward just isn’t there for Lili Players.

On hit, this move will just knock you down with some mediocre damage from which you can quickstand from.

Compare the following to you blocking the move and her taking a full combo for blocking it 400/500 > 40 odd.

That said, do look out for it. She can’t chain into any normals in this string so you won’t have to worry about her going low randomly to knock you down.

PEACOCK WALTZ ( :f: + :mk: > :hp: )
Lili does her Peacock Kick and then turns around hitting you with the palm of her hand.

This string starts off with her :f: + :mk: and then ends in a low hitting strike which can catch the unknowing off guard.

Apart from that, the low is pretty unsafe on block it’s about -12 with some decent push-back but
it’s nothing your Far St.:hk: can’t handle.

But overall, you’ll mainly see this used as a combo ender.

ANDANTE ( :df: + :hk: )
Lili brings her leg up 180 degrees to do a ballet/cheerleader style upkick attack.

As girly as this move looks, it’s actually pretty dangerous. Although it was nerfed in V.2013 as it no longer has full aerial crush properties against aerial attacks meaning she’ll have to do it earlier or risk being beaten clean.

The move can convert around up to 300 damage meterless which still gives you no reason to just flat out jump in her face whilst in the neutral against her. Instead approach with late air fireballs to stuff it.

HOWEVER

As an anti-air this can whiff should you jump in at her from about her cr.:mp: range due to the fact that she takes a step forwards. She is also pretty open as well on whiff to Far St.:hk: or St.:hp: as well.

SUBMISSIVE HEEL ( :f: + :hk: )
Lili brings her leg upwards slamming it down over your head.

This overhead attack is pretty fast making it hard to react to.

It also allows Lili to gain a full combo on hit of about 400+ damage max.

Fortunately for you, this move is unsafe ( -7 on block I think) so you can punish it with a St.:hp: on block.

DOMINATING HEEL ( :f: + :lk: > :lk: )
Lili does a knee attack and then brings her foot down using her heels to stomp on your toe making your character reel backwards in pain from the strike.

The first hit can be blocked standing or crouching whereas the last hit must be blocked low.
You don’t see this move too much but in my opinion it is starting to see a bit of use mainly because it’s good for frame-trapping purposes because both hits will combo naturally on counter hit.

In V.2013, the first hit of this move now forces stand on hit, aiding her hit confirming.

The first hit is also special cancellable however the last hit can be neutral jumped on reaction as well as simply blocked and punished with a Reversal DP or St.:hp: as well.

SAISARIS ( :lk : > :mk: Whilst Airborne)
Lili does a two hit airborne kick attack.

This move can be used as either a 2 hitter jump in or an air to air against you.

As a two hitter jump in, you must block both hits standing

It’s aerial priority is pretty high making going air to air against Lili a risky business.

The move is also quite a good ambigious jump in as she can cross you up with the second hit. If you aren’t sure about which way to block, just teleport out to safety.

SFORZANDO ( :mp: > :hp: )
Lili jumps and then does a rapid fan style attack with her hands.

Another air to air and another reason as to why going air to air versus Lili is risky business only this one juggles on hit.

She can only do this during a forwards or backward jump only.

There isn’t really much that I can say about this move other than the fact that it does good damage in combos and going air to air with Lili is at your own risk in my opinion.
[/details]

Lili (V.2013 Part 2)

Lili Part 2 (Done)

[details=Spoiler]SPECIALS

ANGEL KNEE ( :dp: + :k: )
Lili jumps upwards, kneeing you in the face for an attack.
You could call this move Lili’s ‘DP Style Move’ to an extent.
I say ‘To an extent’ in the fact that the regular versions trade with jump ins whereas the EX version can be used as a legitimate DP against aerial attacks.

However, the one massive problem with this move is that all versions of it, miss crouching opponents.

The :lk: and :mk: versions are mainly seen as combo extenders . Outside of them, they aren’t exactly the safest on block or on whiff.

The :hk: version is similar but it props her up a little higher making it somewhat useful as anti-air however Lili has better ones.

The EX Version is one of Lili’s wake-up options. It starts up in about 8 frames but because you can crouch under it, it somewhat limits its usefulness as one. Outside of that, it is a good anti-air from which she can get a full combo from if it connects.

It also acts as her alpha counter which isn’t a bad one as it provides a safe tag.

ANGEL KNEE ASCENSION ( :k: During EX Angel Knee)
After performing a successful Angel Knee, Lili lands and then does a small handstand using her feet as a weapon to propel you into the air.

TRIVIA: This string isn’t worth much in Tekken simply because it’s as unsafe as hell. However the ‘up kick’ portion by itself, The Matterhorn Ascension, has been the death and defeat of many a Tekken player trying to pressure a low health Lili and it leads to MASSIVE DAMAGE which somewhat translates over into this game: DAMAGE!

All that trivia for me to say, this move isn’t used as much. Simply because the second hit does not hit standing opponents so if she whiff the reversal, she cannot use the follow-up to hit you afterwards as she’ll just completely whiff your body allowing you to punish her hard with a st.:hp: > Far St.:hk:, the works.

Even then she can get a full juggle combo off of the intial EX Angel Knee itself which is stronger than going for this follow-up, further solidifying this move as not a very strong one to use.

Despite giving it jump cancel properties, the move still pretty much comes short of a gimmick as she can get more damage from doing solo EX Angel Knee compared to combos off of this one.

DIVINE STEP ( :qcb: + :k: Whilst Airborne)
Lili jumps VERY high in the sky to try and aim for your head. If she is successful, then she’ll jump and kick you twice. Flipping you over and causing a hard-knockdown on hit.

This move is Lili’s ‘Get-Me Inside’ move should she be stuck at full-screen.

As a non-projectile character, it is imperative that Lili stays up close and this is one of those moves that can make her a threat to you even at full-screen.

The regular versions of this move are kind of slow. Making them not very good candidates for fireball punishment. They also can be blocked standing or crouching as well and they are very unsafe block. You can punish with a st.:hp: into a Solo Combo or Launcher.

The EX Version is where it’s at for Lili. This version can be done off of jump backs as well whereas the regular versions can only be done off of jump forwards motions.

The EX Version is also an overhead. So block it standing at all costs if you don’t want to get knocked down.

FEISTY RABBIT ( :qcb: + :k: )
Lili shouts ‘HAAAAA’ and then does a spin with a bunch of petals behind her.

There are a couple things, that you need to know about this move.

The first is that the move does through fireballs if she times it right. Although the heavier versions have longer start-up time for the projectile invincibility of the move to take affect so she can be hit out of it on start-up.

The move can also avoid physical strikes as well.

Also if she does this move up close whilst you are crouching, she’ll pass right through you on to the other side.

She can also ‘rekka’ these spins as well but only of the same version. She can’t do an :lk: spin and then do an :mk: spin afterwards.

During which she is allowed to do a free special move or even her super out of the second spin and isn’t restricted to her follow-ups.

This can get pretty tricky especially if she catches onto the fact that you keep on trying to stick out pokes and DPs during her recovery as she can just recover then catch you out.
The EX Version is faster and her spin becomes an ‘attack’ before the follow-ups. Good for getting through fireballs at mid-screen’s distance.

This version can also be ‘rekka’d’ as well. The second spin has enough hit-stun to combo into her Rabbit Thorn ( :hk: follow-up ) on hit whereas the first one doesn’t.
However the first spin and second spin don’t combo naturally, you can block the second spin on hit.

She can only legitimately combo into the second one should she somehow hit you with the very last hit of the spin on counter hit

The EX Version also acts as one of Lili’s wake-up options as well. It’s invincibility isn’t as good as EX Angel Knee in the fact that EX Angel Knee beats your :hp: DP but this doesn’t. The move also loses to aerial attacks, aim at her head to knock her out of it. Also meaty DF Palm set-ups stuff this thing clean!

From this move, Lili has the following follow-ups.

> RABBIT’S FOOT ( :lk: During Feisty Rabbit)
Lili does a spinning sweep attack to knock you down.

This move is a relatively fast low attack that causes an untechable knockdown on hit. Lili players tend to mix this move up with her :mk: follow-up Cloisonne for a high/low mix-up.

This move is relatively easy to punish simply because there isn’t much in the way of block-stun on block nor is there much push-back as Cloisonne ( :mk: follow-up). So you can punish this well with a St.:hp: into a solo/tag combo, launcher or just reversal DP for a full partner juggle.

> CLOISONNE ( :mk: During Feisty Rabbit )

Lili does a ‘fan style’ attack with her legs spinning around for a 2 hit knockdown.
This follow-up hits as an overhead and causes a hard knock-down similar to her Rabbit’s Foot ( :lk: follow-up)

The move is pretty annoying to punish on block due to the amount of block-stun you are put in as well as the amount of pushback on block.

But you can Reversal DP into your partner for a full combo provided you have the meter. It’s best to use the :mp: version of the move so that you can leave her standing. This opens up greater damage opportunities should you be paired up with someone who can extend their ground combos well.

You can also St.:lp: it as well on block if you so choose to.

> RABBIT THORN ( :hk: During Feisty Rabbit)

Lili jumps and does a spinning ‘missle like’ attack using her legs to knock you away.

This move unlike her other follow-ups can be blocked either standing or crouching.

Lili is considered ‘airborne’ during the later frames of this move meaning she cannot be thrown and she can go over low attacks as well .

It also causes a wall-bounce on hit making it one of the few non-EX wall-bounces in the game.
That said, it is also the most punishable follow-up out of her spin, hence it isn’t used as much as her other options. It’s punishable by all of your punishers. Reversal DP, St.:hp: but you can’t get Far St.:hk: in there because of how close she ends up in front of you on block.

On the other hand she can use this to catch your back-dash should to try one on your wake-up for some real pain. Especially with the EX spin which can float you if you are airborne.

SUNFLOWER LANCE ( :qcf: + :k: )

Lili jumps, bringing her leg over to slam it downwards on your head.

One thing to note about this move is that the hitbox of it, is bigger than you would think. This thing can arch up well over her head and catch you whilst you are in the air.

The heavier the version she does, the more range the move has but the slower it is. All regular versions do the same damage.

This move hits as an overhead and the regular versions can be used like rekkas as it has 3 follow-ups to it which I like to call ‘second’ and ‘third’ which are done by using the same strength button.

The ‘second’ follow-up is a small kick after the first hit, you can St.:hp: or Reversal DP on block.
WARNING: Should she space her leg properly to point where she hits this at the tip, it can make your Reversal DP whiff so watch out at this range, a reversal demon is arguably your best option since she can’t delay the rekka.

The ‘Third’ follow-up is a two hitter back-flip which causes the hard knock-down on hit. This is the most punishable part of the move as you can Reversal DP it as well as St.:hp: it really easily.

Oh and if she does switch cancel out of this, make her and her partner eat a Reversal DP to the face for a nice happy birthday.

The EX Version of this move doesn’t have any extra motions afterwards. Rather it is just an input. During which if it connects sucessfully, Lili will go crazy on the acrobatic front launching you into the air.

The move can also be used to bypass projectiles so be aware of throwing too much about mid-screen’s distance.

Should she connect with both hits on block, Lili is put at advantage of I believe about +1 or 2. So try not to press a button and just block the pressure afterwards.

It is important to note that there is a gap between the 2 hits of the move so should you block it, you can stick a Reversal DP in between the hits into a full combo for your partner to take advantage of.

SPINE SHOT ( :qcb: + :k: Whilst Airborne)
Whilst in the air Lili spins downwards for a dive-kick style attack.

This is one of the ways that Lili can start her offense against you. It is useful on your wake-up as well as blowing up crouch teching or stray limbs during her offensive pressure.

Different versions of this move can change the properties slightly.

The Light Version comes in at the steepest angle. It is arguably the worst version of the move because it doesn’t provide any frame advantage on hit and it is painfully unsafe on block ( -7 I think if she aims for your head and you block it.)

The Medium Version comes down at a less steeper angle. This version is the version Lili Players tend to use bar the :hk: and EX Versions. It’s slightly safer at -2 if she aims for the head I believe so you can Reversal Demon Punish her on block if you have the meter. The move must hit in about the leg for her to follow-up with a full combo I believe.

The Heavy Version is the slowest dive-kick out of the other versions. However it does make up for this in the fact that it is a two hitter that puts her at +1 on block and +6 on hit You can try to press a button but do so at your own risk. I’d suggest straight up blocking or alpha countering the move. You could also DP out of there but don’t rely on it too much especially once that version 2013 patch drops.
She must hit you in the foot at least if she wants to follow-up with the move.

The EX Version is what I’d like to call the ‘dirty’ version of the move. Although it doesn’t shoot downwards at a more horizontal angle, it does have way more advantage on block and on hit (+10 on block and +20 on hit), this version isn’t affected by height restriction. Effectively allowing her to Tiger Knee her dive kick low to the ground.

A good method some Lili Players use with this move is to put you in block-stun with a Dendrobium ( :qcf: + :hp: ) and then instant air divekick to blow up crouch teching or throwing out crouching limbs to punish. It is generally a good idea to just block and take the pressure to be honest and avoid pressing buttons because more often than not, you will be beaten pretty badly.

ATTACK REVERSAL ( :hcb: + :p: )

Lili puts one hand behind her back and one front of her in a small little pose. Upon making contact with her in this pose, she will jump up and use the weight of herself on top of your head to bring you to the floor. Or just break your neck…

Lili’s counter is a little odd in comparison to to other counter types moves in SFXT. Simply because the move isn’t a full body counter like other counter type moves.

The LP Version counters anything at Lili’s head. It’s a half decent anti-air attack she can use to catch you off guard but deep jump ins below the head, kill it.

The MP Version counters any attacks directed to her neck and about her lower body. This version is good for catching your pokes but it loses to lows and head strikes. Such as your Far St.:hk: I believe.

The HP Version has a unique animation to it in the fact that she turns around. This version counters low attacks and it puts you in a different oki situation: face up, feet away in front of her should she counter you with it. Unlike the other versions which make her switch sides, leaving her right next to you.

The HP Version isn’t used as much unless, you are being read. In that case…I can’t really help you there considering you’ve just been read and it will be a test of your mental stability to try to move on from being mind-fucked. Because at the end of the day, Lili is there to mind-fuck you, get you scared into pressing buttons in the fear that you will eat a 300+ combo off of a single hit-confirm so that she can either overhead you or throw you thus putting you in the same situation again and this is one of those ‘tools’ shall we say.

The EX Version uses the same stance as her HP Version and uses the same animation as the HP Version on a successful counter attempt. It is a full body counter that will counter pretty much physical strikes be it airborne or standing.

However, and this goes for all versions of her counter, this move as a whole is gets stuffed by cross-up attacks.

BUT!

You can’t use a cross-up tatsu to beat the counter because for some weird reason, she can still counter you despite your cross-up tatsu well…being a cross-up attack. Other shotos don’t really have this problem. It seems to be an Akuma only thing.

DENDROBIUM ( :qcf: + :hp: )

Lili puts her hands up and then unleashes a small ground strike move.
This move is a good ender for any of Lili’s block-strings: it keeps her up close and personal and it allows her to chip away at your lifebar ever so slowly.

The light version of this move has the shortest range but is the fastest whereas the heavier versions are slower but have more range due to the fact that she takes a longer step forwards.

All regular versions of this move are negative on block. You can’t reversal DP her on block however you can reversal demon this on block if she tries to use it as block-string ender.

The EX Version is a multi-hitting series of hits ending in a wall-bounce. If the whole string is completed, on block Lili is put at I believe +2. So it’s not a good idea to just let her finish it all off.
Like her EX Sunflower lance, there is a gap between the last two hits of the attack. From the part before she Circle Knees you for the wallbounce, you can stick a Reversal DP in between this, interrupting the move before it finishes.

This move is also Lili’s charge move, Lili’s dash is pretty fast. Hence it can be a little difficult to react to at first. Although it is important to note that all of her charge cancels are unsafe to Reversal DP on block.

Just be aware if she back-dashes and catches you mashing DP…
WIND UP SPEAR ( :qcf: + All Punches)

Lili pretty much does a series of strikes kind of like her EX Dendrobium and if the Circle Knee portion connects, she will go into a very long and stylish looking animation that pretty much rivals your Misogi in terms of how long it takes to finish. Actually scratch that. Jin and Ogre are the winners in super length in this department.

You really won’t see this super being used raw. Instead expect to see this if you are about to get KOed.

If it is used raw though, you can punish it with a Far St.:hk: into a Solo Combo or Cross Rush on block

ALL IN ALL

In this match-up, it is important that you keep your meter stocks nice and healthy against Lili. This is because most of your punishes will come in the form of Reversal DPs which you can take a massive advantage of should you have a partner who can bring Akuma back in from a DP switch cancel combo. That is if you want to keep the match-up to Akuma vs Lili.
Another reason to keep your meter stocks healthy is in the form of your Raging Demon. This super shuts down the majority of her offensive game should you have enough meter for it. With 2 bars you can demon the following on block:

:f: + :mk: > :mp:
:f: + :mk: > :hp:
All blocked Dendrobiums including the gap in between the last and second to last hit of the EX Version.
All blocked regular versions of her Sunflower Lance
In between the 2 hits of her EX Sunflower Lance
Bed Time (Completed String)
Left Right Back Strike (Completed string)
All blocked Angel Knees
All blocked Divine Steps

This battle is mainly a battle of attrition, try not to be so liberal with meter as you would with probably other characters and try to get Lili to waste her meter as much as you can because once her health is low, she has next to no way free way out without meter and pressuring her heavily has the potential to make the Lili player make countless mistakes.
Your main goal is have more meter than her in the fight simply because no bar Akuma vs 3 bar stocked Lili is going to be a hell to deal with.

You’ll also want to use your usage of untechable knockdowns such as ones from your throws, cr.:hk: sweep, DF > Throw to keep her in a knock down state. Lili’s wake-up options are pretty limited by the fact that there is no ‘one wake-up option covers all’ like your Reversal Uppercut.
Whilst she has no meter her only wake-up options are her counter or back-dash. The latter gets beaten by meaty DF > Palm and the former can be baited with simple stuff like empty jumps or stuff like dive-kicks.

EX Angel Knee is kind of fast but misses crouchers and is a sucker to being screwed over on wake-up by meaty dive-kicks.

Her counter is a good wake-up option vs meaty pressure but it loses to you either varying the timings of your dive-kicks or straight up DF > Throw.

EX Feisty Rabbit is also not a bad one but it can lose to aerial dive-kicks and meaty pressure on her wake-up.

And remember, like you, her health sucks. 900 health in a game with 500-600 damage combos is pretty small (hypocrite alert!) then again, so is your 850 as well which she can easily deplete should you get hit by her. Granted she isn’t going to hit a 600 damage combo by herself but with a partner who can set her up right, it can be pretty deadly stuff.
[/details]

M.Bison
[spoiler=“M.Bison”][/spoiler]

Marduk
[spoiler=“Marduk”][/spoiler]

Megaman
[spoiler=“Megaman”][/spoiler]

Nina (Vanilla)

Nina(Done)

[details=Spoiler]OVERVIEW
One of my favorite Tekken Characters to be honest due to her bunch of high/low mix-ups and overly cool personality. Nina makes her way into the 2D plane and she has transitioned pretty well. Her high/low mix-ups are still present and her chain throw is here (although it is only one branch of moves but you can’t be too greedy.) Nina doesn’t have to rush down though, she can control the space with her good anti-airs and deceptively long reaching pokes.

Nina does have some problems though especially in the health department. She only packs 50 more health than you (900) and her wake-up options like most of the Tekken cast aren’t very stellar.

APPROACH TACTICS

EX BLONDE BOMB

This is one of Nina’s Anti-Fireball tactics against you. You’ll want to learn the range on this move so that you can get her to whiff it against you.

ROLLING DASH

Another Anti-Fireball Move. It looks like a Mishima Style Special Step only it doesn’t have any of the benefits of one. You can DP her during the step at any point even if is an EX step.

NORMALS TO LOOK OUT FOR

Far Standing HP

This is Nina’s longest reaching normal on the ground. Fortunately for you its unsafe to your cr.HK sweep on block. This will work if she does this shallow or deep. The normal also isn’t special cancellable so the only thing that she can do afterwards is a Cross Rush.

You can also neutral jump this normal on reaction and then come down with a neutral jump normal of your choice into a full combo if you can see this move coming. Nina Players tend to use this move to test your ranges to snag you into a Cross Rush combo.

cr.LK

Nina’s cr.LK is pretty good. It is similar to Kazuya’s cr.LK to an extent in the fact that it is fast and has some good reach. You can whiff punish this normal with your cr.HK sweep but you’ll need some good reactions or just straight up reading skills to do so.

cr.MK

Nina’s cr.MK is a really good poke against you, it is arguably the reason as to why most characters really lose to footsie situations against her. You will want to learn the range on this move exclusively as it is one of Nina’s main key pokes in the footsie war.

It’s pretty difficult to whiff punish but it is do-able. You can whiff punish it with your cr.HK sweep or your st.MK.

You can also Reversal Demon Punish this move on block if she does this move deep.

st.MK

This is a normal to simply recognise as this normal is one of Nina’s main starters for her Tekken Strings.

cr.MP

This normal moves Nina along the ground and at some good distance also. She can use this normal for whiff punishment so it is best to learn the range of this move so that you don’t get whiff punished and then killed for it.

cr.HP

This is Nina’s main anti-air of choice against you. It moves her forwards a bit so that she can punish your shallow jump ins also.

This anti-air loses to cross-ups though. You can also approach her with some EX Air Fireballs so that you can lock her down and put some pressure on her.

UNIQUE ATTACKS / TEKKEN STRINGS

IVORY CUTTER ( LP + MK )
Nina spins around and hits you with her arms and legs.

This is Nina’s only overhead move and it is a good one.

It has some good reach and if she has meter, she can switch cancel into her partner for some extra damage.

Nina Players will use this move should you keep on holding Down-Back against her.

If you can successfully block this move, you will be rewarded with a Reversal Demon on block.

This move also ground bounces on airborne opponents just something to mention should she catch you whilst you are jumping backwards.

LEFT RIGHT COMBO SERIES

Nina’s Left Right Combo Series is a series of string attacks that start from her Left Right combo. Do note that she can chain into her regular normals such as a sweep at any time during these strings.

LEFT RIGHT COMBO (LP > MP)
Standard Left Right Combo from Tekken.

Nina’s Left Right Combo is a really safe move against you. It is safe to everything in your arsenal including a Reversal Demon on block.

LEFT RIGHT COMBO TO SPIDER KNEE (LP > MP > LK)
Nina does her Left Right Combo and then does striking knee

Unlike her Left Right Combo, Nina’s Left Right Combo To Spider Knee String is unsafe on block assuming that she completes it.

You can punish her with a Reversal Demon on block.

The last hit is also special cancellable.

BERMUDA TRIANGLE (LP > MP > MK)
Nina Does her Left Right Combo and then ends with a spinning high kick.

This string isn’t as useful as Nina as the last hit of the string is unsafe on block.

You can punish her with a cr.HK sweep or a Far Standing MK into a Cross Rush.

BITING SNAKE (LP > MP > LP > MK)
Nina does 3 punches and then ends in a low kick.

This string is more of a mix-up string to start hitting you low to knock you down so that Nina can pressure you on your wake-up.

With some good practice against this string, the ‘low’ on this string is pretty telegraphed as it is her only option after 3 punches.

The 1st and 2nd hits on block act like Nina’s Left Right Combo on block – Completely safe to your moves.

The 3rd Hit on block is Reversal Demon Punishable

The 4th Hit on block is cr.HK sweep punishable

THE HIGH TO SPIN LOW KICK SERIES
Like her Left Right Combo Series of strings, Nina can chain into her regular normals at any time during these strings.

HIGH TO SPIN LOW KICK (MK > LK)
Nina kicks high and then spins around and goes for a low.

This is Nina’s starter for her other follow-ups. You can’t launch in between the high and the low but you can Reversal DP between it. Just don’t rely on it too much as the first hit on block is safe to your DP.

The best punish against this string is your Reversal Demon. You can Reversal Demon the 1st hit and the 2nd hit on block at any range.

The 1st will take some practice though as the blockstun is pretty small so you only have a small window for the reversal .

BLONDE TO UPPERCUT (MK > LK > MP)
Nina Performs an Uppercut after her High Spin to Low Kick String (MK > LK)

This string is one of Nina’s follow-ups after a High Spin to Low Kick. (MK > LK)

The ender is an uppercut that launches you into the air from which Nina can combo afterwards.

The 2nd and 3rd hits of this string are NOT true blockstrings for you. You can DP in between the 2nd and 3rd hits.

As always, don’t rely on the DP too much though as Nina can just stop the string early at the 2nd hit and then block your DP.

Like her High Spin to Low Kick String, you can Reversal Demon her in between the 2nd and 3rd hits.

BLONDE TO HIGH KICK (MK > LK > MK)
Nina does a high kick after her High Spin to Low Kick String. (MK > LK)

In this string, the high kick ender does not miss on crouching opponents.

However the completed string on block is cr.HK sweep punishable as well as Reversal Demon Punishable on block.

Nina can cancel this move into her Rolling Dash Special afterwards for mix-up potential. It is generally cancelled into her EX Version as it is an unblockable throw.

FLASH KICKS (Down-Forward + LK > LK > LK > MK)
Nina kicks multiple times and then ends in a high kick.

The purpose of this string is mainly just to hit confirm Nina’s moves into her launcher or other specials.

Nina can perform the ender of this string prematurely by doing it after the first kick or the second kick

The first kick on block is Reversal Demon Punishable

The second kick is safe to your Demon

Interestingly the 3rd kick Reversal Demon Punishable on block.

The last kick of this move misses crouching opponents. If you are fast enough you can get a st.HP into her and start a combo of your choice or just Cross Rush her on whiff.

CREEPING SNAKE TO LEFT LOW UPPERCUT (Down-Forward + LK > MP > Down + LK > MP)
Nina does a mix of punches and kicks in this string that would make this description kinda long.

Simply put, this string is a frametrap string which I will detail further below

This string starts with 2 hits: a kick and then a punch

Both of the first 2 hits are Reversal Demon Punishable on block.

From these two hits Nina goes low with a low kick and then ends with her uppercut.

the 3rd and 4th hits of this string don’t combo naturally with the first 2 hits. You can block the last 2.

The 3rd and 4th hits are meant to act as frame traps against your moves. But you can raw launcher her in between the 2nd and 3rd hits of the move.

There also is the option to DP between the 2nd and 3rd hits too. But bear in mind that Nina can stop the string on the 2nd hit and be safe to your DP.

Also the 3rd and 4th hits are NOT true block strings you can also DP in between both of them.

The completed string is only Reversal Demon Punishable on block

CREEPING SNAKE TO LEFT LOW HIGH KICK (Down-Forward + LK > MP > Down + LK > MP)
Nina does her Creeping Snake and then does a low kick and then ends in a high attack.

This string is similar to her Creeping Snake to Low Uppercut String but the ender is different. Instead of an uppercut, Nina ends with a high kick.

This High Kick misses crouching opponents.

Treat the other hits in the ways that you would punish the Creeping Snake To Left Low Uppercut String (Down-Forward + LK > MP > Down + LK > MP)

SPECIALS

SKULL SPLITTER (Reverse DP Motion + Any Punch)
Nina Spins around and hits you with her hand.

Although this move does look like an overhead, it isn’t. This move actually hits low

You could block this move but if you can see it coming, Raw Launcher it and bring in your partner for some damage.

The Versions of this move vary but the heavier the version, the longer the distance that this move travels. The MP and HP Versions are notable as they cause a hard knockdown on hit.

Hence you should learn the range of this move so you can predict it alot easier in your zoning.

The EX Version causes a ground bounce on hit instead. Its main use is to combo you and pretty much nothing else as all versions of this move DO NOT go through fireballs.

GEYSER CANNON (QCB + Any Kick)
Nina spins around and then does a massive twirling kick that launches.

This move is Nina’s main way to keep you in the air whilst juggling you.

Some Nina Players tend to use this move in block strings to make them safe when really you can just Reversal DP her on block. This counts for all Versions of this move including EX.

The Regular Versions of this move do not travel through fireballs

The EX Version does though, so you’ll want to learn the range on the EX Version so that you can bait it out.

The EX Version also is one of Nina’s wake-up moves due to its invincibility. You’ll want to bait this move out as much as you can especially during roll situations to get her to waste meter and punish her on block.

You can punish all of the regular versions of this move with a Reversal DP or Demon

You can punish the EX Version with a Reversal DP or a cr.MP into a solo combo or a Cross Rush

ROLLING DASH (HCF + Any Kick)
Nina slides and then goes into one of her Tekken Multi Throws.

By itself this move is just an evasive slide.

Ok so there is only one multi throw here but comments aside, this move does go through your fireballs. Nina can use this move to avoid them and punish you with her multi-throw.

Unlike Tekken there is no ‘break’ that the opposing player must do if they are ever grabbed by Nina’s throw. Its all down to the Nina Player to input the moves successfully.

You’ll want to learn the range on the HK Version so that you can predict it in your zoning, get her to whiff it so that you can punish her during her recovery.

> BACKHAND SLAP (Any Two Punches During Rolling Dash)
Nina grabs the opponent’s arm and then uppercuts them in the chin.

This is the most notable follow-up to Nina’s Rolling Dash as it is a start for her multi-throw afterwards.

The regular versions of this move do not grab those who crouch. You can just block the move and then punish with a st.HP into a Solo Combo or a Cross Rush

The EX Version is the version that you should be looking out for the most though as it is an unblockable attack and it is sometimes used in Nina’s up close pressure from her strings such as her Left Right Combo Series of strings.

You’ll have to practice against the string and look for the EX flash from Nina. The EX Flash itself is not invincible to anything so you can interrupt her out of it or throw her out of it.

The EX Version is also sometimes used as a way to finish you off if you have low health or on your wake-up should you decide to block. If this is the case Teleport out of there to safety.

> ARM BREAK (Any Two Punches During Backhand Slap)
Nina breaks one of her opponents’ arms.

Not much to note here if you are getting hit by this but if Nina screws up you will break the throw.

> DOUBLE ARM BREAK (Any Two Punches During Arm Break)
Nina breaks both of her opponents’ arms.

If Nina screws this portion of the throw up then you will hit her out of the throw for some damage against her. This could lead to some odd KO moments if she happens to be low on health.

BLONDE BOMB (QCF + Any Punch)
Nina does basically a kamekameha with her hands.

This move is mainly used as a combo ender.

Don’t know why some Nina Players do these in block-strings as this move is unsafe on block.

The LP Version is cr.MK punishable. From there you can go into a Solo Combo or a Cross Rush.

The MP Version is also cr.MK punishable and you can go into a Solo Combo or a Cross Rush

The HP Version isn’t even a true blockstring with her cr.MK (which is her main special cancellable normal) so you can DP or even Misogi her in between the hits.

Though personally, treat the regular versions on block as if you were to block the LP Version unless you are good at recognising different Versions of Nina’s
Blonde Bomb

The EX Version goes through fireballs unlike the regular versions and causes a crumple on hit.

Make sure you learn the range of this move so that you can predict it during your zoning. She has to react the moment she sees your hands draw back for the fireball (assuming you use the HP Version) otherwise you will be able to block her.

Also try to refrain from throwing jump back air fireballs around her cr.MK range whilst she has meter as she can go under you and hit you whilst you are coming down.

On block this move is completely safe to your moves including your Demon so you will want her to whiff this move so that you can punish her during her recovery.

Oh and like any other character Nina can put some pressure on you using this move as it is her charge move. By using charge cancels which are unsafe if she dashes forwards.

DOUBLE EXPLOSION (QCF + All Punches)

Nina’s super can be quite tricky to get around at first but it’s still as punishable as other Super Arts

This Super Art has two uses:
[LIST]
[]As a Fireball Punisher
[
]To Kill you during a combo
[/LIST]
The 2nd use is the main use for this super as the range on this move for fireball punisher is pretty small when compared to moves like Chun Li’s super.

To block this super, you must block rolling part low and then for the rest, you must block the other parts standing as they are overheads.

The completed super is punishable with a Far Standing HK into a Cross Rush. You will have to walk forwards a little before you do the Far Standing HK though.

ALL IN ALL

Ok so I’ll admit it Nina is a beast up close but fortunately for you. She doesn’t fare very well from full screen. Her options are extremely limited. She doesn’t have any special flips and that to get her across the screen. Hence a strong zoning game by you is one of the keys to Nina’s demise just remember to learn the ranges on her normals and her anti-fireball moves so that you can space yourself properly and punish her attempts to get in.

Also despite her close range game being so good. It loses to down-back for the most part. From a Down-Back position, the only way for her to open you up outside of jumping in your face is her overhead the Ivory Cuttter (LP + MP.) So you can hold down-back for the most part when she gets in and then teleport out to safety if she is putting too much pressure on you.

Try to knock her down alot as well by punishing her unsafe strings with cr.HK sweep on block so that you can get her rolling and wasting her meter. Nina’s wake-up options aren’t the strongest unless she has meter on her side.[/details]

Ogre (Vanilla)

Ogre(Done)

[details=Spoiler]Next up Ogre

OVERVIEW
The boss who I haven’t seen since Tekken 3 is supposed to be a challenge to Akuma!? Really!? Biased views aside, Ogre packs a punch and has some great pokes to heavily compliment this. On top of this he can also take a beating as well.

APPROACH TACTICS

OWL’S HUNT
Ogre will use his Owl’s Hunt to bypass your fireball zoning if you get too predictable or if the Ogre Player gets too desperate. It is horridly unsafe if blocked however so on block, punish with s.HP or Cross Rush. For the s.HP you will need to make sure the move is done deep otherwise you will get the unspecial-cancellable far standing version of Akuma’s s.HP.

INDIGO PUNCH CHARGE CANCELS
Whilst Ogre is in your face he will be using his Indigo Punch Charge Cancels to put pressure on you and open you up with throws. If he dashes forward out of this on block, its DP punishable. If he dashes back he’ll have to work his way in again.

POKE WITH NORMALS
Ogre has some massive reach and he will be using this advantage against you. His normals however are a bit slow and can be whiff punished alot easier than other normals in the game.

JUMPING
Simple just anti-air accordingly with cr.HP and DP.

NORMALS TO LOOK OUT FOR

cr.MP
A very long range strike with some good reach, it reaches a good distance so learn the range of it and whiff punish it accordingly with your cr.MK or cr.HK sweep.

Far Standing HK
A very long range kick that I believe is +2 on block. Like his long range attacks though its pretty slow and interruptable with your cr.MK or cr.HK sweep.

cr.HP
This is an interesting normal as it hits as an overhead which causes a hard knockdown on hit. You should watch out for this as Ogre will use it during his chains to stop you from holding Down-Back the whole time against him.

cr.MK
Ogre’s cr.MK isn’t that bad of a poke just learn the range on it and whiff punish it in footsies. It has a slight delay on it during its recovery making it easier to whiff punish than other cr.MKs.

cr.LK
Watch out and recognise this one as it is used to start his Snake Blade String which I will cover below

UNIQUE ATTACKS / TEKKEN STRINGS
Ogre pretty much has Tekken Strings under his Unique Attacks. These are:

FLASH PUNCH COMBO (LP > LP > MP)
Look familiar? Well yeah it is. Like the Mishimas’ Flash Punch Combos, Ogre’s is rarely thrown out in battle primarily for two reasons.
[LIST]
[]Its unsafe on block. Its Cross Rush Punishable (start with cr.MK or you could go solo with this normal if you want)
[
]It starts from his St.LP which isn’t the best St.LP around. There are better St.LPs in the game.
[/LIST]
DEMON SLAYER (LP > MP > MP)
Another Mishima Style String, Like Kazuya’s (and to some extent Heihachi’s) this is a frametrap string to your jabs but fortunately not your DP which can do between the last two hits of the string. Ogre Players tend to throw this out you try and put pressure on you and open you up (which if he does will hurt.)

Sometimes Ogre Players may not finish the string at all. They may just end with the first 2 hits. They are Cross Rush Punishable on block (start with cr.MK) as well as Demon Punishable as well (the latter can be performed even if the string isn’t performed deep whereas the former can only be done if the string is performed deep.)

INFINITE KICK COMBO (Forward + HK > HK > HK > HK > HK)
This is Ogre’s mix-up string up close. For people not used to high/low mix-ups it can be very tricky to block at first but with some practice its do-able.

The First Hit can be blocked either Standing or Crouching
The Second Hit must be blocked Standing
The Third Hit must be blocked Crouching
The Fourth and Fifth hits can be blocked either Standing or Crouching

The completed string by itself is unsafe on block and is both Cross Rush punishable and punishable with a s.HP (walk forward a bit first though.)
However it is special cancellable and Ogre players will most likely cancel into an Indigo Punch to make this safe.

HUNTING HAWK (Up-Forward + LK > MK > LK)
This string is primarily used in combos and is also one of Ogre’s ‘Get Off Me’ moves if you put too much pressure on him.

This string goes over lows and on hit allows Ogre to start his combo game.

The key thing to note about this string is that the Second hit of it will miss against Crouching Opponents and the Third Hit won’t connect on Akuma if he hasn’t hit you with the First or Second hits if you crouch. So Crouch the first hit and then punish the Second hit as if whiffs over your head. Ogre will land on the other side of you waiting to be punished.

If you stand the first and second hits will connect on you but not the 3rd so if he tries to finish the string, punish him with s.HP/Cross Rush for his troubles.

SNAKE BLADE (Down + LK > Down + MK > Down + MK)
Ogre’s 3 hit launcher string. Its used to start his combos and some of off his offence.

As mentioned before this string starts off of Ogre’s cr.LK and whilst his cr.LK doesn’t have the best range the other hits do have some range to them to pose a threat.

The completed string is safe to your normals but unsafe to your Demon on block so Demon him if you have the meter.

Some Ogre players tend to use this string with his Hunting Hawk string. After a blocked Snake Blade, some Ogre Players will go into his Hunting Hawk String afterwards. This is mainly used to check if you are aren’t trying to punish the Snake Blade or if the player is a training mode monster and/or tries to complete his/her combos whether they hit or they don’t.

If so don’t try and punish with any normals and just block the attack and punish the Hunting Hawk as I mentioned beforehand.

SPECIALS

BLAZING KICK (QCF + Any Kick)
One of Ogre’s anti-airs although it isn’t really used as one as he does have better ones.
This move primarily has two uses:
[LIST]
[]The first is as anti-air as mentioned before
[
]The second to send your fireballs back in your face.
[*]The move could also be used in block-strings (although it is Reversal Demon Punishable on Block)
[/LIST]
The Light Version will reflect your fireball back in your face similar to Heihachi’s Demon Breath
The Medium Version will send the fireball back at a slight angle
The Heavy Version will send the fireball back at a steeper angle

Ogre will mix these up to keep you on your toes so be aware of them and practice against those blazing kicks.

The EX version is alot faster and will reflect your projectile back at you with increased speed.

ANCIENT POWER (FIELD OPEN! :D) (DP Motion + Any Punch)

This move is used as both a counter move as well as an anti-air.
All successful counters produce a protective field that knocks you back.
The Light Version is a counter to moves that are not lows.
The Medium Version counters lows.
The Heavy Version is just a standalone protective field that is very unsafe on block that does less damage than the counters.

The Heavy Version is the version that you will see alot of as it is Ogre’s main anti-air. It works really well even against your cross-ups.

The EX version is just a more powerful version of the Heavy Version its still unsafe as the Heavy Version though.

This move can be safe-jumped. After a successful cr.HK sweep jump and do a regular dive kick (Down + MK at the peak of Akuma’s Jump) on Ogre’s wake-up. Assuming he does not roll if he wakes up and tries his Heavy or EX versions of his Ancient Power you will land in time to block it. He also must block the divekick on wakeup too. Not sure about his Light version though

Indigo Punch (QCF + Any Punch)
Ogre’s ‘mini-projectile’.

This is a safe blockstring when combined with his cr.MK. Its safe to your normals and even your Demon. Fortunately it pushes him back some distance meaning he’ll have to work his way in again.

The Light Version is the most used version of this move as the Heavier Versions are alot slower and you can DP in between them if they are ever used in blockstrings against you.

The EX version causes a wallbounce. Expect to see this only if he is juggling the crap out of you. Although if it is done raw on the ground then it is Demon Punishable on block.

OWL’S HUNT (DP Motion + Any Kick)
Trivia: This move is one of True Ogre’s moves and not one of regular Ogre’s Moves in Tekken

This is one of Ogre’s main ways to catch you off your guard during your fireball zoning as mentioned before.
This move hits as an overhead and fortunately on block for you it is unsafe via Cross Rush or Close Standing HP (The latter you’ll have to move forward a bit to do.)

The EX version just tracks your current location, its still as unsafe as the other versions only it will cost him meter if he screws up.

HELL INFERNO (QCF + All Punches)
Ogre’s super whilst very cinematic is very suseptible to damage scaling as it hits multiple times.
If Ogre does this move raw, its very punishable despite travelling almost fullscreen, this is because the move won’t hit you unless he does it from point blank range.

Like any other Super it has some invincibility and Ogre will use this to get you off of him if you put too much pressure on him or if the player gets desperate. If does. Punish it hard on block.

ALL IN ALL
I’d say you have the advantage here due to your better footsies and Ogre can get out-poked pretty easily by those who have good pokes which is what you have to an extent. Just be careful about becoming too fireball happy as like most Tekken Characters Ogre hits hard and is pretty much waiting for that one opening to make you bleed.
His hitbox is also pretty big meaning you can be tricky and make your crossups ambigious and you can also go a bit mad in the pressure department too just watch out for random Hunting Hawk Strings and Supers tagging you though and punish Ogre’s unsafe moves hard.[/details]

Pac-Man
[spoiler=“Pac-Man”][/spoiler]

Paul
[spoiler=“Paul”][/spoiler]

Poison (Vanilla)

Poison(Done)

[details=Spoiler]OVERVIEW
The person whose gender has been heavily debated in Street Fighter Lore makes it’s appearance in SF X Tekken. Debates aside I think I’ll refer to Poison in this post as a Woman using pronouns like ‘she’ and ‘her’ for reference. Just because she looks like one (Oh let the flaming begin!)

In SF X Tekken Poison has a good mix of solid zoning and decent offensive pressure. Unfortunately she does suffer in the damage department as well as not really having much of a back-up plan for zoning if she is down on life.

APPROACH TACTICS

LOVE ME TENDER
Poison’s Love Me Tender Special is a good way for her to by-pass your fireballs and get in your face. Expect to see this move a lot whilst you are trying to keep Poison out.

PROJECTILE ZONING
Poison can zone you out with her fireballs. Whilst they don’t travel full-screen, they at least nulify your regular fireballs.

NORMALS TO LOOK OUT FOR

st.MK

Poison’s st.MK is a decently ranged poke that Poison can use to keep you out. You’ll want to learn the range on this so that you can whiff punish it with your cr.HK sweep in footsies.

Far Standing HP

This is Poison’s longest reaching normal on the ground, it is safe to your stuff including a Reversal Demon on block and it isn’t helped by the fact that Poison’s Whip has its own hitbox on it. Making it very difficult to whiff punish.

On the flipside, it is a little slow to start up so if you can interupt it with your st.MK/ cr.MK or a cr.HK sweep then the normal is beatable.

cr.HP

Poison’s main anti-air normal of choice.

It is a little slow for an anti-air and there is a chance that you can trade with it if her timing is off a little.

Something to note about this move is that there is no hitbox behind it. You can easily jump over her and you won’t be hit by the back end of the normal.

As an anti-air this loses to up close jump-ins or cross-ups.

UNIQUE ATTACKS

ELBOW DROP (Forward + MP)
Poison jumps upwards slamming her elbow down on your head for an overhead attack.

This move is pretty much a standard overhead move to stop you from holding down-back the whole time whilst Poison is pressuring you. As an overhead it only does 60 damage which is a lot for you but at the same time it is really unsafe on block.

A Tekken mentality kind of comes to mind here: ‘You can chip me with your lows but my launcher will do so much more if it hits’

On block you can punish with a st.HP into a Solo Combo or a Cross Rush or a DP into your partner.

BACKFLIP (Any Two Kicks)
Poison well…does what the move says

This backflip kind of resembles Vega’s backflip in the fact that it is invincible whilst it is active.

The best use of this move is as a wake-up option especially during roll situations or after a hard knockdown.

If you can see this move coming, you can punish her during her recovery by walking fowards and punishing her with a combo of your choice the moment her legs hit the floor again.

There also is the option to option select a Demon on her wake-up should you have 2 bars stocked for one just for some style points if you want.

SPECIALS

WHIP OF LOVE (QCB + Any Punch)
Poison lashes at you with her whip.

This move is Poison’s Rekka type move. It’s similar to Rolento’s Patriot Circles only they are more unsafe on block.

All Versions of Poison’s Rekka’s are NOT true blockstrings. You can DP in between all of the hits of her Rekkas.

NOTE: The below punishes are assuming she does the move deep instead of shallow for the regular versions.

The First Rekka is DP Punishable on block

The Second and Third Rekkas are st.HP punishable on block. From there you can go into a Solo Combo or you could just do a Cross Rush also.

If she does the move shallow you can only Reversal Demon her on block if she does the first Rekka only. The others will place her deep.

The EX Version is like the regular versions only it has an extra follow-up to it that ground bounces on hit.

This extra follow-up is just as unsafe as the 2nd and 3rd Rekkas on block.

Expect to see this if you are getting hit by Poison if not then punish her in the ways I have mentioned above.

KISSED BY A GODDESS (DP Motion + Any Kick)
Poison’s DP Move

This move has 3 main uses to it:
[LIST]
[]As an anti-air
[
]To act as a combo finisher (A.K.A 5+ Seconds of watching Akuma getting juggled to death)
[*]To get Poison out of there when her health is low
[/LIST]
On hit this move pushes you back full-screen. If Poison is low on health, she will tag out into her partner. Unfortunately for her this DP doesn’t cause a hard knockdown on it. You can quickstand from the knockdown and then if she tags out, punish her partner on the way in with a Demon Flip > Divekick or Palm Follow-up.

You can punish her with a st.HP or a Far Standing HK if you have the right spacing on block. From there you can go into a Solo Combo of your choice or you could Cross Rush her on the way down.

Whilst the move itself is unsafe on block. You’ll want to punish Poison the moment her legs touch the floor again. Any earlier and you’ll put her in SF4 style reset.

You could use this reset to your advantage though.

Poison can also use this move to tag herself out by doing a DP Switch Cancel with it. It isn’t safe on block.

You can st.HP/cr.HP her partner whilst they are coming in due the small amount of block stun this move leaves on block.

The EX Version just has more invincibility in comparison to the regular versions.

You can safejump this move by doing a j.HK or a Regular Dive Kick (Down + MK) on Poison’s wake-up.

LOVE ME TENDER (QCB + Any Kick)
Poison jumps in the air landing on top of you.

Something to note about this move is that all versions of move are completely safe on block to everything in Akuma’s arsenal so don’t bother trying to Reversal Demon this move on block.

Different Versions take Poison different distances. With the LK Version taking Poison the least distance and the HK Version taking Poison the most distance.

The regular versions of this move do not go through your fireballs.

The EX Version of this move tracks to your current location similar to your EX Demon Flip. It also does go through your fireballs. Hence you’ll want to watch Poison’s meter carefully so that you can bait this move out and punish it accordingly.

Since you can’t Demon this move on block your best bet is to interrupt it. You can interrupt it with either a cr.HP or a DP. The DP is preferable in my opinion as it offers greater Switch Cancel potential.

If you don’t interrupt this move, you’ll have to take the extra pressure afterwards or teleport out of there to safety if it is getting too rough.

AEOLUS EDGE (QCF + Any Punch)
Poison slashes with a whip causing a projectile attack.

Poisons’ projectile functions a little differently compared to other projectile characters in the game.

First of all, all versions of this projectile, including EX, do not travel full screen.

Secondly different versions of this move can make the properties of this move change.

The LP Version travels the most distance

The MP Version travels about the range of her Far Standing HP

The HP Version is the most interesting as it leaves the projectile pretty close to her. It also stays out longer than her other projectiles. Allowing her to anti-air you or to create some corner pressure whilst you are cornered.

Hence you will want to vary your jump in angles a little against her just to throw her off if she tries to anti-air you with this move.

As for corner pressure. You can just block down-back and then wait for her overhead and punish any of her throw attempts. You could also roll > teleport out of there as well.

The EX Version is like her LP Version only it hits twice instead of once unlike its regular counterparts. It isn’t used as much as her regular versions as her EX Love Me Tender (QCB + Any Kick) is so much more valuable to use against you.

If you have the meter you can Demon Flip over her projectiles on reaction should you see one coming. You can also Misogi her if you have 2 bars.

This is also Poison’s charge move and she can do some dash cancels with this move which are unsafe on block if she dashes forwards to your DP.

LOVE STORM (QCF + All Punches)

Poison’s super is a variant of HP Version of her Projectile only this projectile travels full-screen instead of staying still in one area.

If you are hit by this projectile at any point, you will be hit with the full animation regardless. So block this if it is done raw in your face and you can’t EX DP her out of it.

You could also Misogi her if she tries to do this randomly in your face.

Because this projectile moves so slowly Poison can advance on you whilst she does this move. The projectile itself doesn’t have a tonne of durability. You can cancel out this projectile with your own regular fireballs even.

Outside of that expect Poison to use this in a combo to kill you.

ALL IN ALL

During this match-up you will want to play a little bit like Poison. Mix it up between your offensive game and your defensive game.

You have a leg up in the fireball war as your fireballs have more durability than hers but she can fake hers unlike you can so watch out for it if she tries to fake a fireball to get you to jump.

Try to bait out her Love Me Tender (QCB + Any Kick) so that you can punish her with a DP on reaction by mixing up your fireballs.

Try to knock her down and she what she does on her wake-up. Follow her rolls and try to bait out her wake-up attacks.

Practice against blocking that overhead of hers. It is her only way of opening you up on the ground outside of jumping in your face as you will be able to punish her heavily on block.[/details]