Posts

Negan (Tekken 7)

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  Use both 1,2 and d/f1 as pokes to stuff an opponent's offense or to start your own. Use their extensions sparingly to dissuade the opponent from attacking afterwards.  Use ff2 and d/b2 for a mid/low mixup. Launch them with d/f2 if they whiff.   1,2 (hold) and d/b2 are your main ways of entering Intimidation (INT) stance.  From INT use INT 1+2 if they're going to attack and INT 2/INT d2 for a mid/low mixup. Your basic combo after a launch is d/f4,2 (hold) > INT 1,2 > ff3,2. Tekken notation guide: https://tekken.fandom.com/wiki/Move_Terminology

Quick Update: Notation

I've tried to avoid using fighting game notation in my blog as much as possible to make it as accessable as I can. However in the upcoming Negan guide, going out of my way to not use notation would likely just make it harder to understand as Tekken's move list names aren't very clear to communicate with in writing. Regardless, I shall try to keep my guides as clear and concise as possible and if the notation I'm using isn't used by the game itself (for example Tekken doesn't use 1,2,3 and 4 as it's notation in-game because it uses icons instead), I shall link the notation guide at the bottom of the blog.

Happy Chaos (GGST)

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  Use Steady Aim (ideally focused) as a strong projectile. Forward Kick > Gun can loop to create strong pressure strings. Use At The Ready as a strong combo starter that can be cancelled into from your normals, then use Foward Kick > Gun > Forward Slash to combo. End any combo with Curse/Reload/Focus. Make At The Ready safe when blocked by shooting and then immediately Down Heavy Slash to cancel the gun. Use Uncharged Dust as an overhead as it can combo using Gun. Use Deus Ex Machina to punish something from fullscreen or when you're completely out of bullets.

Ragna (BBCSE)

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  Use both Standing and Crouching B and C for good neutral pokes. Set up Dead Spike whenever possible, it does big damage, has a big hitbox and allows you to continue offense even if it's blocked. Inferno  Divider (C) is an amazing anti-air/reversal. Use Forward B as a mixup to Crouching B or Forward C.  Use Belial's Edge to mix up your landing options. For easy combo routes, use Inferno Divider (D) or C > D > Hell's Fang/Carnage Scissors. Hell's Fang/Carnage scissors are also good whiff punishers and are guaranteed after his throws.

Anji Mito (GGST)

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Parry ( Suigetsu no Hakobi) is your main approach tool. If you parry something small go for Standing Kick > Low Dust > Kou. If you parry something big go for Close Slash > Far Slash > Fuujin > Nagiha. If you knock the opponent down, set up a butterfly (Shitsu) and pressure them. Use Super Parry ( Kachoufuugetsu Kai) as a wakeup option or as a hard read tool. Don't use the other super. Use throw as your main mixup tool, Anji doesn't have great high/low or left/right mixups but his throw is great.

Greetings!

Hello! Welcome to my 100 Word Fighting Game Guides! These aren't meant to be perfect. These won't to get you to the highest rank. These can't win you any tournaments. HOWEVER! These are going to give you insight in how to play these characters quickly and ignite that fun that only fighting games can. Feel free to just use these guides and play your characters simply or move on and learn more strategies and how to better use your tools. Either way, hope these are a good, quick read to get past that frustrating "What do I do?!" stage.