top ten moves

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Thino
#youduckyoudie
Joined: Dec 2000
Posts: 2820
From: United States
PSN: THINO
#1 “Quote” Edit Post
go!
Signature Houston Tekken
Kev!n
Iron Fist God
Joined: Jun 2007
Posts: 3649
From: United States
#2 “Quote” Edit Post
I pretty much copy/pasted my post from the Jaycee forum lol.

1. shotgun
2. 421
3. elbow
4. wr1
5. qcf+2
6. bow and arrow
7. hopkicks
8. ff3
9. ffF+2+4_WR 2+4
10. MA
|Galen|
In iWS1 I trust!
Joined: Jan 2003
Posts: 9567
PSN: Galen-SDT
XBL: Galen SDT
#3 “Quote” Edit Post
Originally posted by Kev!n
I pretty much copy/pasted my post from the Jaycee forum lol.

1. shotgun
2. 421
3. elbow
4. wr1
5. qcf+2
6. bow and arrow
7. hopkicks
8. ff3
9. ffF+2+4_WR 2+4
10. MA


LOL Kev, you sure you don't want to toss in d/f+2 HC 3~1
Signature In iWS1 I trust!
Battle Jitni- @Galen: (imagine that's a middle finger instead)
Mr. Taxi- "Galen, I don't consider you an Anna player. I have this theory that all Anna players like penis. So until you S a D you aren't an Anna player"
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Kev!n
Iron Fist God
Joined: Jun 2007
Posts: 3649
From: United States
#4 “Quote” Edit Post
I suck at that move, can't hit-confirm it for the life of me. I need to start spamming her SS stuff more.
IRON LOBSTER
Orlando BOOM
Joined: Mar 2009
Posts: 3027
From: Canada
#5 “Quote” Edit Post
Move is a bit sick, no one is going to duck the df2~3~1 high if you fuck up the HC as they block the df2 and expect the mid.

I'm treating it like Asuka's 1+2 on oki.

Not getting much joy from ss1, ss2 isn't too bad but shotgun spin is safe again so I'm back on that.

df3+4 is just too risky.
Signature A split second is only 30 frames.
yiggs
#STAYYIGGS
Joined: Apr 2001
Posts: 4171
From: Australia
PSN: yiggs_au
#6 “Quote” Edit Post
top 10 is similar to top 10 with jaycee, but i definitely like d+2,3,1 as a TA! filler. Allows for some pretty nasty mixups with my ling
Signature twitch.tv/yiggs_au | @yiggs | #BUFFLING
Lazymayonaise
1st Dan
Joined: Sep 2013
Posts: 19
From: New Zealand
XBL: LazyMayonaise
#7 “Quote” Edit Post
how do you buffer the input qcb of Mad Axes into a move so all you have to do is press f2 to do the throw? I mean what moves are there to do so you can do the qcb back in the recovery? d2?
Signature
x MAD AXES x
Anna=washing machine
Joined: Jan 2013
Posts: 3402
PSN: MAD AXES
XBL: Lingxiaowho
#8 “Quote” Edit Post
Originally posted by Lazymayonaise
how do you buffer the input qcb of Mad Axes into a move so all you have to do is press f2 to do the throw? I mean what moves are there to do so you can do the qcb back in the recovery? d2?

Do any move (has to leave her standing and not crouching) when she is recovering from the move input qcb, let go of the stick and when she recovers input f+2. If you did this right you should get thye throw, if not (probably get f+2) you have buffered it too early. You can do this when blocking opponent moves aswell (as long as it doesn't put you in crouch).

You can buffer her isw from any move though since the f,f buffered will crouch cancel.
Signature Galen "Feed me your load"

Lucky Chloe troll
IRON LOBSTER
Orlando BOOM
Joined: Mar 2009
Posts: 3027
From: Canada
#9 “Quote” Edit Post
You can buffer MA__Dejavu_GS_TS_EoD from moves that RC (recover crouch) on hit just ~f after it connects and do the rest of the motion.

If you're new to buffering command grabs like MA_GS then don't worry about this and follow the above post to get the hang of it.
Signature A split second is only 30 frames.
Great_Dark_Hero
Lone Wolf
Joined: Dec 2012
Posts: 347
#10 “Quote” Edit Post
(No specific order - Personal assessment)
1). ff1 = Safe, quick, has a high follow up, pressure
2). Mad Axes = Part of the reason one plays Michelle in TTT2
3). SS2 = High crush, safe mid, leaves Michelle crouching for possible FC mix up
4). Bow and Arrow = NC if the low connects first which very difficult for opponents to address, even if they are knowledable.
5). Shot Gun~follow ups = Safe mid punch into possible mix up / Pokes / Combo tool / Possible mix up
6). f3~follow ups / df2~3~follow ups = The secondary reason one plays Michelle
7). qcf2 = Whiff punish, high crushing launch that is safe on block
8). wr1 = Plus frames on block / Very good pressuring tool
9). ff1+2 = Whiff punish, safe on block
10). isw/wr2+4 = ... Why not?

Honorable mentions
*) ws3 = Safe, homing mid for knockdown
*) db1+21 = The second hit is a high but there is glitch that allows Michelle to tag out even on block.
*) ff3 = Good whiff punisher
*) d3 = Quick, unseeable low
*) SS3 = Nasty safe mid kick that wall splats
*) SS3+4 = A trick launcher that is relatively safe due to push back and back flip but requires discretion.
*) df3 = Another remedy for random crouchers as it forces them to stand. Buffer Mad Axes if you can.
*) df1 = A quick annoying mid.

Last edited by Great_Dark_Hero on Oct 6th, 2014 at 15:49

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