In-Depth Miguel Rojo Guide!

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LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#1 “Quote” Edit Post
Miguel used to be my main, and I want to allow people to gain knowledge even more for Miguel or even pick him up as a new fresh character for their usage.

This guide for Miguel is going to be segregated into sections, so it's an easier read.

The frame data I have taken this from is: http://rbnorway.org/ttt2-frame-data/

Specific Frame data for Miguel can be found here: http://rbnorway.org/ttt2-miguel-frame-data/ and his basic frame data https://dl.dropboxusercontent.com/u...rted-basic.html

Section 1: Advantages/Disadvantages to the cast

Advantages:

# Miguel has a unique Taunt tag cancel, just implement f+3+4~b

# Has a good whiff punisher from Range 2 like ff+2,1 or f,f+2,2 for w!

# Has a very good back dash

# Most of his moves consist of Launch or KND

# His i11 is good but other than that pretty average

# Wall game is very decent considering his b+4, f,f+2,2 and even b+1+2 all w!, also could consider f+1+2 as it is a High, safe i14 w! move.

# Decent Tag buffer-able like SAV df+2, df+2,1 and SAV 1+2, all doing respectable amount of red life combos and tag combo damage with the right partner.

# Very good at TA fillers, ranging from 2-8 hits.

# SAV offense, decent + frames.

# Some characters have to do crappy combos due to his hitbox, e.g Lars f+1+2, df+2 whiffs. Or even wall combos.

Disadvantages

# Miguels punishers don't respectively get KND or w! until i14 where he has access to f+1+2, which gives guaranteed damage when you do d+1+2 afterwards or f+2+3 for forward wall push momentum, both give the same damage.

# WS punishers ain't as good or as damaging as others, hence not that scary.

# Bigger hitbox than the usual cast, so some hits may hit more often e.g DVJ can get 3 EWGF into df+1+2 b! easier than other characters.

# Playing safe with him is very basic, hence the opponent making it easier to read you.

Last edited by LukeSoySauce on Feb 25th, 2015 at 22:49

Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#2 “Quote” Edit Post
Moves that are useful; here I am going to state the move on whether it is a H/M/L (High/Mid/Low), the frame start up, the moves frame data on hit, on block and on counter hit, also along with if it's NC (Natural Combo) or nCC (Counter hit natural combo). The frame info for each move will be in this order Block Frame, Hit Frame and Counter Hit Frame, KND means Knockdown and CS means Counter hit combo launch.

Moves that need to be mentioned:

1,2 ~ H/H, (9,13) 22DMG, 10f, -1/+7/+7

His standard 10f punisher, but also can be used in offense for general poking game, as he has +7 on hit, df+1 tracks both ways along with 2,1. He has a 2 extensions from 1,2 and I am going to state them as I go along.

1,2, 1+2, H/H/M, 10f, (9,13,40) 40 DMG (1+2) only and CH does 48. +4 OC/KND/KND Last hit is a counter hit Launch, LINEAR BOTH WAYS on block, Tracks SSR if 1,2 hits.

This mid extension is fairly slow, but can catch your opponent and on hit gives KND and a little nice Oki, for standers and back roll, you can get df+1 for float and if they quick stand you can get guaranteed SAV df+2 for quick tag out.

1, 2, 4, F~SAV, H/H/H, (9,13,21) 21 DMG (for the last hit) 10f, +1/+8/+8

On hit this extension (4) tracks both ways, THE STRING DOES NOT JAIL and on block the (4) does not track left, but it tracks right. Also can hold F for Savage pretty useful against the wall.

1,3, H/L, (9,16) 25 DMG, 10f, -12/+1/+1

it's a good move to use since not many people realize on the range of the (3), the jab hitbox is not that great but the (3) is amazing on it's own. This can be low parried or block punished for 12 frames or below.

2,1, H/H, (20,20) 40 DMG, 11f, -4/+7/+7

2,1 on block is -4 can be used for offense but not as great as it is on hit, on hit the purpose of SAV IS HUGE. SAV db+3, SAV d+4,3 track both ways and hence can be very annoying for the opponent to escape. SAV (1),2 tracks to the left also ((1),2 means first hit whiffs, last hit connects).

3,4, H/M, (17,27) 44 DMG, 15f, -11/KND/CS

This string looks like it can be delayed, but cannot. Although it rather has some uses to why it is -11. It is NC, tracks both ways if they try to step and gives a Counter hit launch, a bit like Jin's db+(2,2),3.

1+2, M, (27) 27 DMG, 19~20f, -7~6/+4~5 OC/+4~5 OC

Not an amazing move as a poke as it is -7 on block, but can be used as Okizeme options on bound or can be used as a bait to Sidestep. The extension 1+2, 1+2 is a good whiff punisher @ (27,27) 54 DMG 19~20f, -15~14/KND/KND. 1+2, D is used as on Okizeme option normally at the wall for a sweep or another mix-up that you wish.

f+2, H, (22) 22 DMG, 15f, -3/+6/CS

This is a CH launcher with a BUILT IN HIGH CRUSH. Can be used after 1,2, 2,1 etc for a CH bait for the usage of your + frames. Has some decent range to it also.

f+3,4, M/M (17,27) 44 DMG, 19~20f, -12/KND/KND

EASILY HIT CONFIRMABLE, VERY DELAYABLE, and the last hit of f+(3),4 gives a CH combo.

STANDING 4, or Just 4; H, (22) 22 DMG, 12f, -9/+2/CS

This is generally used for the CH property. The most consistent and guaranteed option off CH 4 is d+4,1+2 into SAV mix-up. Good mind games post SAVAGE.

f+4, M (20) 20 DMG, 18f, -7/+8/+8

One of his main moves you will be using to let the opponent know sidestep is a no-go, as you got +8 on hit. This has push back on hit in the open so you cannot really open the opponent up, if you catch the opponent stepping at the wall you could also use f+4,2 NC combo wall splats, but their is risk along with this move. As it comes along with -16~15/KND/KND it is pretty risky.

f+1+2, H, (27) 27 DMG, 14f, -5/KND/KND

This move is his general i14 punisher, is very decent, and this is normally used as a punisher due to range, but also can be used at the wall for the w! property. You get guaranteed d+1+2, d+2+3, or for oki you can dash and do df+1 and carry on offense.

Last edited by LukeSoySauce on Feb 25th, 2015 at 22:47

Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#3 “Quote” Edit Post
f+3+4 (TAUNT) Frame data N/A

holding forward with f+3+4~F, !, (240) 240 DMG, 47(191), KND/KND/KND, this is nearly impossible to do in a match, and f+3+4 is generally used as tag cancel for a safe raw tag. This can be risky if they read the taunt because they can do an unblock-able of their own or do a hefty BT combo, using these in certain situations is best.

f+2+3, M, (40) 40 DMG, 24~33f, -9~0/KND/KND

This is his shoulder, it has HUGE RANGE, but is very linear, can be used as a whiff punisher but is very slow, YES SLOWER THAN SNAKE EDGE. Normally used after f+1+2, no useful tools after but it does have the w! property.

df+1, M, (16) 16 DMG, 13f, -2/+5/+5

One of his main tools you will be using with Miguel, and by doing df+1~F you go into SAV (Savage), and there are a few moves that track to his left (weak side). SAV db+3, SAV d+4,3, SAV 3,3 also does and is really good.

df+1,1 M/H, (16,17), 33 DMG, 13f, -3/+5/+5
df+1,1~F, (Same Frame data)
df+1,1,2, M/H/M, (16,27,24), 57 DMG, 13f, -10/+4/KND
df+1,1,3, M/H/L, (16,17,17), 50 DMG, 13f, -13/0/0


These pretty good for offense but the extensions end your offense and both options are punishable, the only catch here is both options can go into SAVAGE afterwards by implementing forward. df+(1),1,2 on CH is guaranteed, and df+1,1 is NC for both options. df+1,1,3 is not NC not matter what you do.

df+1,2, M/M, (16,24) 40 DMG, 16f, -12/+1/+1

Used for a 13f punish usually, but also used to mix-up with df+1,1 or people who are used to interrupting df+1~F. More people would rather use 2,1 as it is the same DMG but a lot more + frames.

df+2,1, M/M, (13,13), 26 DMG, 16f, -15/Launch/Launch

His standard 16f punisher normally used because of it's uses as it has a Tag bufferable option. The range is a bit short unfortunately but this would only be used as a 0~0.5 range punish.

df+3,2, M/M, (14,18), 32 DMG, 16f, -6/+5~+30(KND)/+5~+30(KND)

Very good poking move only at -6, Safe M/M string NC, decent damage but nothing more special.

df+4,1 M/H, (17,10) 27 DMG, 14f, -5/+6/+6
df+4,1~F (Same frame data)
df+4,1,1, M,H,M, (17,10,31) 58 DMG, 14f, -10/+7/CS


These strings are useful in a sense where the opponent does not expect it, most people either don't duck it or they don't do anything, you can also you df+4,1~F for a 14f punish as it is +6 on hit you can carry your offense in SAVAGE. df+4,1,1 is only used if you predict your opponent will duck or you want to mix it up and hope he mashes for a full combo.

d+2, M, (32) 32 DMG, 18~20f, -7~5 OC/+4~+6 OC/KND

This is good to bait someone into forcing a ws+4 from them, or a FC move because this move forces them to be in crouch, and thus they could start mashing a button, you back dash and launch accordingly.

d+3, L, (20) 20 DMG, 21f, -12/+1/+1

This low is amazing for it's range and it has to be used, a bit slow, but at the right tip of d+3 it is safe! So try to abuse this at Range 2.

d+1+2, M, (40) 40 DMG, 21f, -12/KND/KND

This moved is used at the wall and only the wall because of it's w! property, can be used as a bait from b+4, or a move you think they are going to mash from. DO NOT ABUSE.

db+1, L, (20) 20 DMG, 24f, -18/KND/KND

His main sweep along with FC df+4, makes people want to do duck a lot more than often a bit like Kazuya's hellsweep. Get's guaranteed damamge and a mini wall-carry just like fc df+4, do db+1, CC f,f+2,2 or db+3,4.

db+3, L, (16) 16 DMG, 18f, -13/+3/+3
db+3~F (Same frame data)


This low is OKAY at the wall but in the open the Savage mix-up can be avoided as it's only +3 on hit. So this move is considered a faster low and better option than d+3.

db+4, L, (24) 24 DMG, 18f, -16/0 OC/0 OC

This low is very good in general as a poking tool, not abuse able but can be used as a general bait as it's neutral on hit, or even force a whiff as they are full crouch.

b+2,2, H,M, (16,29) 45 DMG, 16f RC, -7/+3 OC/KND

This move and string is all safe and some people look at it and try to WS punish this. Good move to use to bait a whiff or sidestep and punish.

b+3, M, (33) 33 DMG, 33~35f, +6~+8/+6~+8/KND
b+3~F (Same frame data)


A lot of + frames for a move like this, very linear but this move is great for wall pressure. On CH you get a full combo. Savage mix-up is big ONLY AT THE WALL, savage is linear at this stage.

Last edited by LukeSoySauce on Feb 26th, 2015 at 00:22

Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#4 “Quote” Edit Post
uf+1, M, (36) 36 DMG, 25f, +3/KND/KND
uf+1~F (Same frame data)


This move is useful if your opponent does not move a lot (sidestepping and just being very defensive), going into Savage and teaching the opponent not to step savage or even doing SAV db+3.

uf+4, M, (17) 17 DMG, 15~16f, -13~12/Launch/Launch

General 15f frame punish for his standard launch, normally used after a sidestep, using it as a low crush or just a punish.

f,F+2,1, M,H (17,33) 50 DMG, 18~19f, -9/KND/KND
f+F+2,2, M,M (17,31) 48 DMG, 18~19f, -14/KND/KND
f,F+2,2, D (cancel) (17) 17 DMG, 18~19f, -24~13/-8~-7/-8~-7


F,F+2,2 and f,F+2,1 have their uses, the 2 options are used for damage, want to tag out or for w! f,F+2,2, D is used for Oki after a bound for forward momentum for baiting a tag crash or other general properties.

f,F+3, H, (27) 27 DMG, 20~21f, -8/CS/CS

This is good for a whiff punish but it is a tad slow, it is not like Dragunov's qcf+1 . But it does have it's uses for being homing and safe along with being tag bufferable, so if the opponent steps all day or even walks, use this.

b,f+1, H, (31) 31 DMG, 21f, -8/KND/KND

Has a built in SSL, is safe and does have some good OKI on hit, as his head is towards you instead of the feet.

wr+3, or knows as f,f,F+3, M, (40) 40 DMG, 23~26f, +9/KND/KND

Amazing move used in the open or at the wall, gives w! and gives amazing + frames on block, VERY LINEAR USE WISELY!

While Standing Moves:

ws+1, M, (21) 21 DMG, 11~12f, -3~-2/+8~+9/+8~+9
ws+1~F (Same frame data)


This move is decent for a WS punishment instead of a ws+4 because of the + frames it has to be respected just like a Mishima ws+4. Holding F will put you in savage for some nasty mix-ups.

ws+2,2, M,H (16,16) 32 DMG, 15f, -11~-10/Launch/Launch

General 15f ws punish for a launch, it is pretty rubbish to be frank, but at least you still get a full combo off it.

FC df+2, M, (32) 32 DMG, 15f, -16/+6/CS
FC df+4, L, (31) 31 DMG, 21f, -16/KND/KND


These two FC moves are very useful in situations like the wall, if FC df+2 is connected on CH you can get a CC db+3,4 guaranteed combo. FC df+4 is annoying against the wall and used normally after 1+2.

Savage Moves (Note most of these moves are all linear to his left, I am only detailing what the moves do and when to abuse moves at in the best situations) I WILL ONLY BE NOTING USEFUL

SAV 1,4, H,M (16,33), 12~22f, -10/KFUD/KND

This move has the ultimate push back for -10 and most of the cast cannot punish it as the move itself is a Mid ender. Good to bait out opponents when this move is hardly used or need some space.

SAV 1,1, H,H (16,27) 43 DMG, 12~22f, -9/KND/CS

Amazing move, tracks after 2,1 and 1,2 on hit, Jails, and on CH the 2nd hit gives a full launch and SAFE!

SAV df+2, M, (31) 31 DMG, 19~20f, -17~-16/Launch/Launch

This move is mostly used against raw taggers but also can be used in a Savage mix-up if you risk it, it also has some funny tracking to the left at times .

SAV db+3, df+1 and SAV 4, SAV d+4,3 are all good for their purposes, as these are moves you can still do and by holding F you can transition back to SAV.
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#5 “Quote” Edit Post
BREAKDOWN OF THE CHARACTER!

Natural Hit Launchers (Standard Launchers)

uf+4
SAV df+2
df+2,1
SAV 1+2
SAV 1+2 (HOLD)
SAV (1,2) 1
f,F+3


Counter hit Launchers

f+2
b+3
f+(3),4
SAV (3),3
b+2
b+1+2
df+(4,1),1
(3),4


HOMING

f+4,2
f,F+3
SAV 4


BOUNDS

2,1,1+2
df+2,2
d+2
b+2,2
uf+1
ws+2,2,2
SAV 2
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#6 “Quote” Edit Post
We are going to go to Okizeme, which is a huge thing for miguel!

THROW OKIZEME

1+3

In the open 1+3 is quite useless, at the wall though you get to recover a bit earlier and their back is against the wall, you can go for the FC mix-up or even d+2 if the quick stand is timed well.

2+4

At the wall if their back is at the wall you get guaranteed df+1,1 in their back, and carry on your momentum.

Back roll catch is f,F+2,2 as df+2,1 and other SAV game is really strict timing, this is an easy one.

Side roll FC df+4 hits left and right.

df+1+2

This does not give any oki, and is 0 on hit. The animation looks like your on + but your actually on neutral. Does give a bit of a momentum towards the wall because it pushes the character forward but that's the only benefit.

Last edited by LukeSoySauce on Feb 26th, 2015 at 02:09

Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#7 “Quote” Edit Post
Punishment

Standing Punishment (Where you don't go into crouch)

i10 - 1,2 (22 DMG, +7 on hit)

i11, - 2,1 (40DMG, +7 on hit)

i13 - df+1,2 (40 DMG, +1 on hit) ~ Use this only if 2,1 is not applicable.

i14 - f+1+2 (27 DMG , KND) along with guaranteed moves like f+2+3 or d+1+2 (57 DMG, KND)

i15 - uf+4 (17 DMG, Launch)

i16 - df+2,1 (26 DMG, Launch, Tag bufferable)

i23 - UF~N+4 (33 DMG, Launch)

While standing (while rising) punishment

i10 - FC d+1 (6 DMG, +6 on hit)

i11 - ws+1 (21 DMG, +8~+9 on hit), ws+4 is also 11~12, same DMG but ws+1 got better + frame and transition to SAV by holding F, only use ws+4 as a punish if ws+1 cannot reach.

i15 - ws+2,2 (32 DMG, Launch) ws+2,2,2 (33 DMG, Launch)

Last edited by LukeSoySauce on Feb 26th, 2015 at 02:07

Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#8 “Quote” Edit Post
Combos from standard Launchers

uf+4, SAV df+2, CH b+1+2, f+2, f,F+3 and CH (3),3/df+2,1~5 (TA combo suitable)

This damage is from uf+4, but is viable for df+2,1~5 as well.

df+1~F, SAV df+1, df+4,1~F, SAV 2, f,F+2,2 - 67

df+1~F, SAV uf+3, df+4,1, df+2,2, f,F+2,2 - 71

For CH B+1+2, b+2, f,F+3 and CH (3),3 SSR and do the continued combo above.

SAV 1+2

uf+1, SSR df+1, df+4,1~F, SAV 1,2,1 - 85

(3), 4 CH

df+1, df+4,1, df+2,2, f,F+2,2 - 76

b+3~F (CH)

SAV 3~F, SAV df+1, df+4,1~F, SAV 2, f,F+2,2 - 89

f+(3),4

DOUBLE DASH df+4,1, df+1~F, SAV 2, f,F+2,2 - 76 (VERY HARD)

df+(4,4),1

SSR df+1, df+4,1~F, SAV 2, f,F+2,2 - 81 (TIMING IS STRICT)

MAGIC 4 (Standing 4)

d+4,1+2~F SAVAGE POST BOUND Okizeme, nothing else. - 42

(REQUESTED FOR ws+2,2 combos)

ws+2,2, 1,2,4~F, SAV 2, f,F+2,2 - 64

ws+2,2,2, df+4,1~F, SAV 1,2,1 - 58

These are easy combos but enders can also be ended with dash df+1 into dash f,F+2,2, remember this is a guide for both beginners and veterans.


Combos for TA for Miguel to use

2 hits
df+1~F, SAV 2 b!

3 hits
df+4,1~F, SAV 2 b!

4 hits
df+1~F, SAV df+1, df+1~F, SAV 2 b!

5 hits
df+1~F, SAV df+1, df+4,1~F, SAV 2 b!

6 hits
df+1~F, SAV uf+3, df+4,1, df+2,2 b!

Wall Carry

These apply to all launches except the ones I state in Bold.

THIS DAMAGE IS FROM HOPKICK!

df+1~F, SAV df+1, df+4,1, df+2,1~5 - 49 (High wall splat and to tag in your partner)

df+1~F, SAV uf+3, df+4,1~F, SAV 1,4 - 60 (Only do this if wall is a bit far for you)

df+1~F, SAV df+1, df+4,1~F, SAV 1,2,1 - 57 (Most consistent one)

df+1~F, SAV df+1, df+4,1~F, SAV 1,1 - 55 (used instead of SAV 1,2,1 if near the wall)

FC df+4

CC, db+3,4 - 44 (Crouch cancel)

f,F+2,2 - 49 more staple

Wall combos

w! 3+4, SAV 2, df+4,1>1 is the max damage solo Miguel can do, with smaller characters like Ling, use df+1~F, SAV uf+3.

TA Fillers

IN THE OPEN

f,F+2,2
1,2,4~F (For a longer TA when NEAR a wall)
3+4, SAV df+1~F, SAV df+1~F, df+4,1~F, SAV 1,2,1 (Only for 2 hit fillers, Law ff+4,3, Lars f,b+2,1 etc)
3+4, SAV 1,2,1 (This will whiff on 4 hits, has to be 5-6 hits)
df+1~F, SAV 1,2,1 (This is the re-placer for the 4 hit TA filler)

@ THE WALL

f+4,2 (for Grab enders, Lars/Marduk etc, and very delayble wall enders like Heaven's door)
SAV 1,2,1
df+4,1,1


Enders in the open

WR+3/f,F+2,2/f+2+3

Wall:

df+1,2 (60% scaling if it's the right TA)
df+4,1>1 (60% if delayed correctly)
1+2 (For grounded Oki option)
df+1, df+1 (60% regardless really easy and can tag crash bait)








Last edited by LukeSoySauce on Feb 26th, 2015 at 19:04

Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#9 “Quote” Edit Post
What distance to play Miguel?

0 range to 2 range (2 back dashes to point blank)

At point blank you would be looking on how to get your offense down, and as how you would abuse it. Generally you would ask for + frames then transition into SAV so it makes it a harder time for the opponent. Either that or play basic and poke away while being safe at times using db+3, df+1, f+4, d+3, 1,2 etc. Don't be scared to go for db+1 or SAV db+4 if they get to defensive and feel very comfortable.

At range 2

Miguel's good place to stand, you have f,F+2,2 ready in your pocket and you also have dash up df+2,1 ready for any whiff possible. Keep out is key and cos Miguel has such a good back dash forcing whiffs would not be much of a problem, you can also use f+2+3 in some whiff punish circumstances as well, if you don't feel comfortable.
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#10 “Quote” Edit Post
Wall Game

His wall game is pretty good since most of his moves have KND and a w! property, along with his SAV it makes it hella hard for the opponent as he has SAV 4 with w! and is a homing.

I am gonna list a few moves which are amazing at the wall, should be used by common sense and not just throwing them out

b+4
d+1+2
db+4
f+4
f+1+2
f,F+2,2(2,1 as well)
f+3,4 (DELAY the 4)
b+3
wr+3
uf+1
1+2, 1+2 if you catch them whiffing

SAV uf+3
SAV 2
SAV 1,1
SAV 1,4


Reason why I state these is because these moves have the w! property, but also it puts the opponent in certain situations they don't want to be in.

I also have to mention SAV db+3, SAV d+4,3 and SAV df+1 mix-up is so good near the wall as these moves on hit can be transitioned back into SAV for dirty dirty mix-ups!

Last edited by LukeSoySauce on Feb 26th, 2015 at 02:44

Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#11 “Quote” Edit Post
People have asked who is good with Miguel? can you recommend some characters?

SURE WHY NOT

Lars, Bruce, Bob, Bryan, Dragunov etc. Experiment guys that's why there is a lot of characters in the roster!
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#12 “Quote” Edit Post
This guide I done all by myself with the help of RBNorway for the frame data (I forget), the reason was this guide got requested from someone I know who struggles with Miguel, (he mains Miguel) and needed an in-depth guide to resolve his issues. Any mistakes? anything I missed? Post here and i'll be sure to get back to you and credit you. HOMEWORK TIME PEOPLE!
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#13 “Quote” Edit Post
Post reserved
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#14 “Quote” Edit Post
Post reserved
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#15 “Quote” Edit Post
YOU GUYS CAN POST!
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

LukeLive
Virtuoso
Joined: May 2013
Posts: 237
From: United Kingdom
PSN: oInsanity
XBL: Sanity VII
#16 “Quote” Edit Post
But what if I don't want to post Kappa.

Nice guide too bad he's not going to be in T7 ^_^
Jordyce
Planet Robobear
Joined: Aug 2006
Posts: 4711
From: New Zealand
PSN: Jordyce
#17 “Quote” Edit Post
Just popping in to say this looks like good stuff.
Signature www.twitter.com/jordyce [you know what to do]
ThePharmacist
Tekken Lord Black
Joined: Jan 2014
Posts: 946
From: Russia
#18 “Quote” Edit Post
Thanks for the guide, i got one noob question you mentioned that 1+2 can be used to bait sidestep how do you do it exactly?

Last edited by ThePharmacist on Mar 31st, 2015 at 13:22

LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#19 “Quote” Edit Post
ThePharmacist 1+2 is used generally for a spike after bound.. to generally bait a tag crash, and this involves YOU sidestepping/walking
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

ThePharmacist
Tekken Lord Black
Joined: Jan 2014
Posts: 946
From: Russia

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