Tekken 7

Tekken 7 Miguel Guide

Legend SAV = Savage Stance (3+4)
(~f) = Holding forward transitions into Savage Stance
MMC = Miguel Mini Combo (followup f,f+2 series or ws+4; d+4,1+2)


Miguel Caballero Rojo
Intro: The Manliest Man Alive


Miguel is a brawler in every sense o f the term. His gameplay on the surface level is straightforward; he excels in bullying the opponent with effective pokes into strong mixup options and once he’s on the offensive he can get into opponent’s head with his counter hit designed game which can quickly take chunks of the opponent’s health and leave them wondering how they lost. 


Offense & Chest Hair



His offense is, in many ways, more mental than it is physical in that his tools conditions the opponent to be defensive and respect Miguel thus making him much scarier than he actually is. An effective Miguel player thrives off of being unpredictable and disrupting the opponent’s rhythm. This is achieved through delayable strings and pokes leading to CH, long limbs for catching the enemy off guard and unconventional hitboxes and animations for throwing the opponent off. He does however lack in effective long range pokes, counter hitting push back moves, and his overall punish game is very weak so being in a space further than an arm’s (or leg’s) reach away isn’t recommended. Because of this, spacing is important with this character and being able to ‘get in’ is key to gaining an advantage in a match. Once you’re in, Miguel’s gateway move to begin his offensive onslaught begins with d/f+1.


The Original Savage: Key Moves into SAV stance


d/f+1~f

This safe mid poke is the move you’ll throw out the most in a single match. It is mainly used to ground and halt the opponent and serves as his primary gateway move to get into sav stance (by holding forward) to begin his pressure. Use this move to quickly go into sav stance for some quick mixups.

d/f+1,1~f


On hit the second high punch has the same amount of + frames as a single d/f+1 and the ability to go into SAV as well.  Be warned though, the second punch is a high and the string doesn’t jail which means the second hit can be ducked and punished. Consequentially, you primarily want to use this string sparingly as a mixup option along with a single d/f+1 or d/f+1,2 to keep the opponent guessing. This string also serves as a 13 frame punish if the opponent is out of reach of his 11 frame 2,1 punisher.

1,2,4~f

Miguel’s standard 10 frame poking string. This one differs from other characters in that the 2nd strike is a spinning right back fist resulting in the move tracking to the left. The last kick is heavily delayable but does not jail nor is it a NC like the first 2 moves so it can be ducked (All 3 strikes are high). It does however give you + frames on both block & hit so mix this in to apply good offensive pressure before going into the SAV stance.

2,1~f

Comes out nearly as fast as a jab, jails, and sucks the opponent in on hit leaving you with +7 frame advantage at Miguel’s optimum range 0 with the ability for a SAV transition. This becomes a very dangerous move with the ability to perform uninterruptible follow-up hits after it connects.

d/f+4,1~f

Great range and useful for whiff punishing. NC, safe, tracks to his right, +6 on hit and goes into SAV. First strike is a knee and second is an elbow which means both strikes can’t be parried. The elbow is high and the string does not jail which means the second hit can be ducked and launch punished so use this either sparingly or after conditioning the opponent before hand. The main 2 uses of this move (outside of combo filler) is to catch opponents side stepping to Miguel’s weak right side and to close the distant to your opponent.

d+4,1+2~f


low, high string with exceptional range on the initial low poke and on counter hit the headbutt becomes a NC that’s +5 on hit with the ability to go into SAV. This is his best tool for oki when used as a combo ender and getting into SAV while the opponent is downed. Since the 2nd hit is an easily telegraphed high that doesn’t jail on block nor normal hit it’s best to use the full string only during a combo rather than on a standing opponent.

ws+1~f


Swift, safe mid punch that is +8 on hit with the ability to transition to SAV.

Key Moves/Mixups in SAV stance

Use any of these moves to apply pressure while in SAV stance. My go-to SAV mixup is a quick SAV d/b+3 into a d/f+1. Mixing up lows and mids is a good way to chip off damage and keep opponents on their heels.

SAV 1,1
SAV 1, 4

SAV d/b+3

Faster options include SAV 1,1 & 1,4. SAV 1,1 is a NC that knocks down and guarantees a follow up d+4,1+2. SAV 1,4 is a NCC that causes wallsplat. SAV d/b+3 is sneaky low with stellar range, tracks decently to both left & right, gives great frame advantage on normal hit and knocks down for a free follow up on counter hit. 

SAV d/f+2

SAV d/b+4

Sav d/f+2 is a damaging launcher with phenomenal range but it is launch punishable (Although if the opponent blocks it at its furthest range then the pushback will make many punishers whiff). It also ducks under jabs during the early startup and hits grounded opponents.

If your opponent persists in jabbing you from a blocked d/f+1 then use high crushing moves such as d+3 or SAV d/b+4 immediately after going into SAV stance. d/b+4 is a slow startup sweep to which you can perform a MMC. It does stagger on block and its very punishable so take caution when throwing this out.

SAV 3,3

If they are more defensive and patient then one option is to mix in SAV 3,3. A mid knee followed by a high kick which is a NC, jails, safe on block, and the second hit is very delayable. If the first strike is blocked then you can either choose to end the string (since the first blow is also safe) or you can fish for a CH with the second hit because of the ability to delay it. Although the second hit is high, if the counter hit lands then it creates a crumble animation to which you can get a full combo as well. One drawback of completing the string is that upon hit you are actually at a slight frame disadvantage but the plethora of benefits far outweighs this property.
Another option if the opponent is being defensive is to cancel/opt out of SAV stance transition (such as after a d/f+1) and use his d/f+1+2 command throw to continue the pressure/guessing game. More on that throw in the following section.


Key Pokes/Mixups w/o SAV stance

1,2,1+2

Initially, this may seem like an inferior alternative to 1,2,4 given the slow startup and the fact that it can be sidestepped left or interrupted, but using this ender wisely given the premise that you’ve conditioned your opponent to expect something different after a 1,2 makes this a dangerous setup. If it is blocked you are +4CR; if it hits, you get a free follow-up stomp equating to a 2-hit 50 dmg combo and if you get a CH then it offers a full combo to which you can get a maximum damage output of 97.

d/f+1,1

d/f+1,1,2

d/f+1,1,3(~f)

It’s true that offensively he is most effective if he can successfully get into SAV stance however he does have good deal of mixup options without needing to. His d/f+1 strings offers good mental pressure; d/f+1,1 is a NC that leaves him with frame advantage after hit. Secondly, the final hit on d/f+1,1,2 gives a knockdown and wall splat on CH. Lastly, The final low kick on d/f+1,1,3 is heavily delayable and knocks down on CH offering oki opportunity such as a d+3 stomp or the ability to go into SAV for a follow up SAV d/f+2. Deciding between 2 or 3 as the final third hit in the string can offer up a 50/50 option as well. Foes who are experienced with fighting Miguel will often look to parry the low kick ender by default which means they’ll often eat the 2 ender.

B+1

11 frame high poke which, during CH, produces a crumble animation and gives a full combo. Extremely potent and underrated move. The aim should always be to get a CH from this move. Mix this up with the aforementioned d/f+1 strings or punish frequent jabs with this move to interrupt the opponent and score great damage.

B,f+1

Auto sidesteps and ducks simultaneously while delivering a powerful haymaker. Evades highs and knocks down the opponent with enough stun for a guaranteed grounded hit; for instance, if there is enough of an angle upon hit you are able to get a free follow up d+4,1+2. Use this move as a frame trap if, after a string attempt you throw out is blocked, you are around -1~-5 and you believe the opponent will respond with a jab. In this situation, it will evade most high jabs, knock down your opponent and get you out of heavy pressure.

D/f+3,2

Another unassuming but underrated move. NC which delivers 2 mid pokes for (11,14) dmg. Safe on block and +5 on hit. The string doesn’t appear as though he’s positive on hit which makes it easy to CH opponents after it lands. If the last punch hits a crouching opponent then they enter an untechable knockdown/standup animation: during which they able to block but are at a whopping -30 frame disadvantage. The move doesn’t technically jail but opponents can’t interrupt it after a block. If they throw out a move in between the string you’ll land a CH (+2 dmg)->+ frames, or if they duck after the first kick then you’ll land the hit + free followup/mixup pressure from the staggered opponent. These properties make this combination a very effective string in Miguel’s arsenal.

D/f+4,1,1

A longer range tool for beginning his offense w/o SAV. First 2 hits are natural. As mentioned earlier, avoid being predictable/throwing this out too often as the 2nd hit is high and the string does not jail. The third hit however is heavily delayable and causes a crumble animation on CH for full combo potential. Alternate between only doing the first 2 hits and doing the full combo for mixup/conditioning purposes.

F+4,2


Long reaching NC homing mid that knocks down. Good for side steppers and an effective whiff punishing tool. Last kick spirals the opponent both in the air and on the ground on CH.

U/f+3,2,2

Safe, jumping mid kick followed by high, mid skull crushing elbows. The last 2 hits are NC and the entire string is NCC. This string has a higher chance of counter hitting opponents who are more offensive or those who try to jab Miguel out of his mixups. Don’t throw this out too often though; The entire string is very easy to sidestep and the second elbow is high which means if the opponent telegraphs this move and ducks the high then you can be launched after the whiff.  This string does however grant +5 frame advantage after the 3rd hit connects and it causes a knockdown if just the 3rdit blow is a CH which means you can continue Miguel’s pressure afterwards which makes a dangerous move when used correctly.



F,f+3

Long reaching safe homing high kick which instantly produces S! On hit; it delivers a whooping 33 (CH: 39) damage and a full combo which can produce a huge amount of damage. Keep in mind however that the startup is slow and the move is high so don’t throw this out too often.

d/f+1+2


Mix this throw in after a d/f+1 or SAV d/b+3 lands for mixup pressure. Leaves the opponent standing at range 1 while Miguel is +5. Great for good damage and continued pressure after the animation ends.


Key Low Pokes/Strings

1,3

d+3
d/b+1

d/b+3,4
d+4

d/b+4

FC d/f+4

These are gonna be your low pokes that utilize Miguel’s length to chip away at the opponent. 1,3 is high-low string that leaves you in a crouching state. D+3 is a high crushing low poke with properties similar to the 2nd hit of the last move. d/b+1 is a high crushing low that allows you to follow up with a MMC. This low that leads to the most damage in comparison to the others + oki and it is difficult to block on reaction despite its slow startup. It is however launch punishabl e so avoid being too predictable with it. d/b 3,4 are 2 long reaching successive lows that throws your opponent’s momentum off. Great for round ending damage or hitting grounded opponents. D+4 has excellent range and can be used as a keep out poke. d/b+4 is a good low poke which knocks down on Ch leading to a free follow up such as d+3 or d+3+4 on grounded opponents. Finally, FC d/f+4 is a damaging sweep with phenomenal range to which you can follow up with a f,f+2,1.

Running of the Bull: A Spaniard’s guide for offensive pressure

Below is my example of a situational based schematic of what to do/not to do when applying Miguel’s offensive pressure depending on how the opponent responds to it: Particularly starting from his key move d/f+1 after a hit or block. The 4 titles on the leftmost column represents an opponent’s behavioral pattern. If the opponent is very offensive or attempts to jab after a d/f+1 then follow the first row. If the opponent is playing more defensive and under mental pressure then follow the second row. If the opponents tries sidestepping often (usually to the left) then follow the 3rd row. Finally, opponents who are more experienced facing Miguel will look to duck after a blocked d/f+1 to cause the follow up 1 in the string to whiff. Follow the 4th row if you see this happening.



Legend: HIT = after d/f+1 hits

  BLOCK = after d/f+1 is blocked

  DUCK = opponent tends to ducks after d/f+1

  SSL = opponent sidesteps to Miguel’s Right 

  SSR = opponent sidesteps to Miguel’s Left

  R = reset to either a d/f+1 or SAV d/f+1 if applicable to continue the pressure

  D = Delay hit




OFFENSIVE (Pressing Buttons)



D/F+1


HIT_______
BLOCK
SAV 1,4
______
Do Nothing
SAV 1,1
______
SS
SAV b+1,4R______
d+3
d/f+1,1R
______
SAV d/b+4
d/f+1,1,2R
______



HESITANT (Holding back)



D/F+1


HIT_______
BLOCK
SAV d/b+3R______
d/f+1 Series
SAV d+4,3
______
SAV 1,D1
SAV b+1,2
______
SAV 3,D3



______
SAV b+1,D4R



______



EVASIVE (Sidestepping)



D/F+1


SSR_______
SSL
SAV d/f+1 Series______
SAV 4
SAV 1R
______
f+4,2
SAV 1,1
______
d/b+3
SAV b+1,4R______
d/f+4,1
1,2

______


EVASIVE (Ducking)


D/F+1


DUCK


d/f+1,[2]


SAV u/f+3


SAV d/f+1R


SAV b+1,4R

The fast paced nature of Tekken can make the successful implementation of this strategy difficult but if you can train yourself to read the opponent’s defensive schemes and thus respond accordingly then you’ll be able to chip off the necessary damage to turn the match in your favor.


Defense



As I mentioned earlier, spacing is extremely important with Miguel: His optimal range is 0~1 however he has a hard time getting in against opponents because he lacks quick, safe pokes or ‘get in’ type moves. He does, however, have a good backdash and one of the best sidesteps in the game so implementing good movement really bolsters this character and makes him competitive. When being jab pressured, throw out a b+1 or f+2 to fish for counter hits into a full combo. In open space, watch for whiffs and punish with f,f 2,1 or f+4,2; don’t be afraid to use a wide sidestep after a blocked move of his that is safe such as d/f+1 or d/f+4,1. Another tip is to be patient. Its often advisable to resist chasing & wait for the enemy to come in your space (range 0 or 1) so that you may retaliate with his full arsenal of normal & SAV moves when he’s able to reach the opponent. If all else fails, movement is your friend. His sidestep can get him out of the worse trouble so learn to use it effectively.


Standing Whiff Punishment

F,f+2,1

Your go-to long range whiff punisher. (14,27) damage, safe on block & wall splats. Ducks highs during the startup of the first punch and the last punch often catches opponents off guard. I f they fail to back roll after being hit by this then you’re able to get a free follow up hit on the downed opponent. Keep in mind the string doesn’t jail and the second punch can be ducked.

F,f+2,2

Mid punch variation of the same move. Use this ender for wall carry but keep in mind it is unsafe on block. If the opponent tends to duck the second hit of the previous move then mix in this 2 ender to keep them on their heels. Also, the second hit can also be canceled by holding down for mixup opportunity.

F+2+3

A running shoulder tackle that covers a lot of ground and deals 30 dmg. If you’re looking to pressuring your opponent offensively in the neutral game then throw this out. This move is great for responding to a whiff from a distance. Additionally, it’s generally a great tool for stealing a chunk of damage and disrupting your opponent’s rhythm if timed correctly and thrown out against an unsuspecting opponent. Safe, wall splats, and on block this move has interesting properties: it ranges from -7~+2 depending on how much distant Miguel covered before impacting a blocking opponent. When the opponent is close then you are at frame disadvantage, but if you are at range 4 then it will be anywhere from 0~+2 on block. Keep in mind however that it can be sidestepped, and throwing it out at the range where its positive on block makes it more vulnerable to being whiffed to which Miguel could consequently eat a lot of retaliatory damage. All in all, its optimum use usually serves as as whiff punisher or to quickly close the distance.


F+4,2

If you see a whiff in progress you can use this on reaction since the range is good and it has tracking. Miguel does a spinning kick into a follow up punch which causes KND, W! & S! on CH. If you catch an opponent in the air then the punch also spirals.

SAV 2
SAV d/f+2

If you find yourself already in the SAV stance and you see your opponent whiffing then use these moves to catch them in the act. SAV 2 deals 27 dmg and has great range although it is -12 if blocked. SAV d/f+2 deals 23 dmg, ducks under jabs, hits grounded opponents and launches crouching or standing opponents however it is launch punishable on block. Try not to abuse these moves.

D+1+2

If you’re standing around range 3 and the opponent whiffs then throw this out and deal an instant 30 pts of dmg. High crushing move with a large hitbox but it’s jab punishable.

Crouching Whiff Punishment

Ws+2,4


14 frame punisher. Miguel takes a step forward while performing this launcher giving it surprising good range. Hits mid then high, deals (10,25) dmg and tracks somewhat. NC and immediately S! Opponent.


Block Punishment



Miguel is subpar when it comes to block punishment as his <14 punishers doesn’t yield much damage nor range and his longer range punishers are rather slow in comparison to other characters. Nevertheless, His limited options makes his punishing game fairly straightforward.

Standing Block Punishment: (Credit: Macrorang)


i10 – 1,2 – Short ranged and low damaging (19 dmg) 10 frame punisher. Jails after the first hit.

i11 – 2,1 – Your go-to 11-12 frame punisher. Shorter reach than 1,2 however it deals more damage, jails, and leaves you with greater advantage on hit (27 dmg and +7 on hit). Additionally, he can go into SAV stance after hit leaving him with his full offensive arsenal with frame advantage at range 0 after hit. Always go with this punisher if range permits unless your opponent is specifically -10 after a blocked move.

i12 – 4 (17 dmg); Use this for certain moves that have push back on block. For example, Katarina’s f,f+4 is -13 on block and has push back. At times, Miguel’s d/f+1 (13 frames) will not reach pending on the range the move was blocked. In this situation, Miguel’s standing 4 will be the recommended punish for the situation.

i13 – d/f+1,1 (25 dmg; +5 on hit and -3 on block; SAV opportunity/mix-ups. Use this string for -13 moves that 2,1 cannot reach).
d/f+1,2 is another option if you want damage without much frame advantage (30 dmg, +1 on hit).

i14 – f+1+2; d+1+2 (44 dmg) | f+1+2; f+2+3 (44 dmg) | d/f+4,1 (+6; 21 dmg. Use d/f+4,1 for certain moves that f+1+2 can’t reach).
You can use f+1+2; f+2+3 for moves that Miguel’s d+1+2 cannot hit (Example: Law’s 3,3 is -14 on block. f+2+3 ender will hit, but d+1+2 will not pending on the range it’s blocked). If you are not confident in punishing -14 moves that may have pushback, perform standing 4 as the punish instead.

i15 – u/f+4 – Launcher. One of the best hopkicks in the game due to its range (-13 on block).

i16 – d/f+2,1 (Launcher; -15 on block; can be a bit iffy range wise from certain attacks like Paul’s qcf+2). This move is -15 on block.
d+4 is his longest 16+ punisher. This will punish moves such as Heihachi’s f,f+2 where every other move whiffs.

i17 – f+4,2 (35 dmg) – NC with slow startup but excellent range. Very viable punish where all else fails in that it punishes Paul’s deathfist, demolition man and his d+1,2. 

i20+ – f,f+3 (33 dmg, S!) –  Very useful and deadly after blocking slow recovery moves such as hell sweeps.



Crouching Block Punishment: (Credit: Macrorang)

i10 – d+1 – sit jab punish for moves that leave you in crouch on block (i.e. Lili’s BT 1+2 (-10~-9 OC))

i11~i12 – ws+1: (+8~+9 on hit. Hold F after input for SAV options). Short range. It can’t even hit Heihachi’s d/f+1,2 on block sometimes.

i11~i12 – ws+4: +5~+6 on hit. Recommended choice over ws+1 due to longer range.


*Editor’s Note*

Ws+1(~f)
Ws+4 


Your primary 11~12 frame while standing punishers. If the opponent is at range (0-1) use Ws+1 over Ws+4. Ws+1 is more damaging, +8 on hit (vs Ws+4’s +5) and can go into SAV stance making it a better option than Ws+4 barring reach. If you are in the ws state while the opponent is outside of range 1 then use Ws+4 because it has longer reach.

i14 – ws+2,2_ws+2,4: Elbow launcher for ws+2,2 and ws+2,4 is a tailspin launcher. Now i14 in T7 (previously i15 in T6 and Tag 2). It can launch running slides (ex. Law’s Slide Kick), but sometimes may not hit depending on your timing and block range. ws+2,4 performs a tailspin on hit

i15 – u/f+4: You can use this out of crouch as well, however certain blocked lows may not connect using u/f+4. Timing can be strict at times. For practice, attempt blocking Feng’s d/b+3 (-15) and punish it with u/f+4.


Rage Drive



Delivers 2 quick mids: [10,10] dmg, +3 on block, and S! the opponent. The best use of his Rage Drive is using it after a d/b+1 or FC d/f+4 to get a more damaging combo than the standard MMC.

Rage Art:


Rage art that hits mid. Can be used as a combo ender after tailspin. Oki opportunity if opponent is hit near the wall. 


Staple Combos

u/f+4; d/b+2 ; d/f+1~f ; SAV d/f+1 ; d/f+2,2; S! ; dash ; d/f+1; f,f+2,1 – 65 dmg

d/f+2,1 ; 4 ; d/b+2 ; d/f+1; d/f+2,2 ; S! ; dash ; d/f+1 ; f,f+2,1 – 70 dmg

d/b+1; WS+4; d+4,1+2 – 37 dmg

f,f+3 ; S! ; dash ; SAV u/f+3 ; d/f+1 ; d/b+2 ; d/f+1 ; f,f+2,1 – 80 dmg


SAV d/f+2 ; SAV u/f+3 ; d/f+1 ; d/f+4,1 ; d/f+2,2 ; S! ; f,f+2,1 – 74 dmg

SAV 1+2 ; f,f+3 ; S! ; dash ; SAV u/f+3 ; d/f+4,1 ; d/b+2 ; d+4,1+2 – 82 dmg


WS+2,4 ; S! ; SSR ; SAV u/f+3 ; d/f+4,1~f ; d/b+2 ; d+4,1+2 – 61 dmg



Wall Combos:



W! ; 1 ; d/f+1~f ; SAV 2 – 26 dmg (Doesn’t work on smaller characters)

W! ; u/f+3,2,2 – 24 dmg (universal)


Round Up: The Power of Manhood

Tier Ranking: B 

Difficulty: Easy


Miguel is a high risk high reward character; while he does have a good poking game, he is most effective when the user can make good reads and cause the opponent to guard incorrectly or prematurely attack leading to big chunks of damage. He is subpar in any range outside of 1 and his overall punishment game is lacking. Ideally, Miguel players should utilize his movement and length to poke away at opponents and go into best offensive tools when it is safe to do so. One thing to keep in mind is that Miguel’s max damage combos have gotten significantly harder from the previous iteration: The timing is often tricky to land a f,f+2,1 after a SAV u/f+3 or d/b+2 so if you can’t consistently land this ender then it is best to simply end with a f,f+2,1 after a tailspin animation. Another thing to note is that Miguel causes chunks of damage at a time when on the offensive: either from CH pokes leading to combos or his string/poke mixups which diminishes the opponent’s lifebar rather quickly so there is no need to throw out a lot of moves and be heavily offensive when in the neutral or on the defensive. Gauge your opponent and be patient; when Miguel finds an opening he can quickly turn the match in his favor.

Tips to be the Alpha in a Fight between Men

The most effective way to nullify Miguel’s offense and avoid scary situations is to maintain distance away from Miguel throughout the match. Nearly all of his mid-long range keep out moves have extremely bad recovery so you’ll be at an advantage if you can keep Miguel out of 0~1 range. Wait for a whiff then go in with a launcher or apply string pressure. He can turn into a punching bag when he’s on the defensive since his moves generally have slow startup and he lacks a side stepping move. Furthermore, Miguel is tall and has a bigger than normal hurtbox so don’t be afraid to do your best combos that may whiff against smaller characters. If you find yourself in his SAV pressure then stay calm and wait for his d/f+1. Its -2 on block so you can poke out of this after defending this move. Typical Miguel pressure leans towards throwing this out often so interrupting an inevitable follow up move that the Miguel player will do after the blocked mid punch should disrupt his entire offense. Other than that, His most damaging lows out of SAV (d/b+3,d/b+4) are both slow & punishable so if you telegraph those then respond accordingly. Doing this will make the Miguel player more hesitant to use his unsafe options next time, and his offense will stagnate when you train him not to use these moves. Outside of his homing moves and a few other options he is extremely vulnerable to opponents who sidestep to his right so keep this in mind.


Don’t let the Man bring you down! (Strings you should punish)

d/f+1 series

d/f+1,1 is a staple string Miguel players will use for mixups. Although he has options after the second punch you’re actually able to duck this hit and get a launcher before any of his 3rd options come out. Apply this knowledge to disrupt Miguel’s bread n butter offense.

d/f+4,1

The second hit can be ducked in a manner similar to the previous move.

F,f+2,1

If you can telegraph this combination then be sure to duck the second high to get a free launcher.

F+4,2

-13 after the second hit. Miguel can’t hit confirm this string so they have to commit if they want to use it. Extremely slow sequence so you have more than enough time to mentally prepare you’re best 13 frame punisher while in block stun.


sds4ssds8d8sBonus: Combo Videos

If you want more info on Miguel’s combo’s then check the links below:

Practical combos,rage mechanics, floor breaking, etc:
https://www.youtube.com/watch?v=fDNf9u6mS38


Optimum damage from regular launchers,Ch’s, sweeps,etc:

Acknowledgments:

Credits to Hobbes

Macrorang for the block punishment post. http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132612

GodTierKing for his combos post.
http://www.tekkenzaibatsu.com/forums/showthread.php?s=&threadid=132240&perpage=20&pagenumber=11


Tekken Chicken App. Life saver when it comes to time (although there is an error on Miguel’s section).


Tekken Zaibatsu forum. Great resource and a wealth of knowledge spanning many Tekken games to which I’ve been a lurker since Tekken 6 lol. This is me giving back to the community 🙂


If you wish to provide feedback then contact me on twitter/instagram/youtube. My tag is ‘Hobbes_Obodo’