Posts

Carmine (BBTAG)

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Carmine is a pressure character that covers the stage in puddles that cost his own health. His A autocombo is his go-to poke. It's fast, has good cancel options and the final hit heals you . His Standing B, Jumping B, and B specials control horizontal space well. Use them to create a chance to get in. Once on offense, use Spin! and Thrust! to make your opponent sit still to mix them up or force them to make a risky escape. His →P helps his partner create similar pressure when Carmine's not the active character.

Baiken (GGACR)

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Baiken is a space control character with strong pressure and control of the match even when blocking. Tatami Gaeshi is your strongest tool. Use it to cover a retreat, approach from the air and loop pressure on the ground. Kabari, your S and HS normals and Jumping D are all strong space control tools from midscreen. When guarding, your guard cancels can put you back on offense. Especially the D one, which leads to a button-sealing super. On offense, Suzuran lets her use her guard cancels in neutral or run through attacks to use her ↓K, ↓D or throw.

Akatsuki (ABK)

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    Akatsuki is a well rounded character with strong close range options and the most consistent super in the game. His B and ↓ B have good range and can combo into →C at close range or ↓ ↙←C at long range, making them strong pokes. His →C and ↓ ↙←C are unsafe if blocked though.   His ↓ ↓A is a fast, invincible reversal, whereas his ↓ ↓C is a strong anti-air.  His →B is an overhead that combos into ↓A if you can time it right.  Try to save meter for Akatsuki's super, his EX moves are only okay and his super is very strong. Combo video: https://www.youtube.com/watch?v=F998qaCbz4g

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.