PartyEagle
[09] Warrior
always thought these threads in tekken were a great benefit to the players, lets you get an idea of what everybody is thinking about on the char.
here are my top ten in no particular order
AA: 13f plus 6 on hit, really solid range
BB:15f hella range, plus 4 on hit, hitbox worthy of a king.
1B: completly underestimated move, god like range, ch gives stun into big damage, also plus 4 on hit...technically -13 but spaced right and they are not gonna punish you.
2A : your best friend as an algol player IMO. your typical 2A,but its on par the fastest move he has and is at +8 on hit...plus the fact that he can do 6kk, 66b,4ba, FC3b, 2b, throws... if this hits he can really force fear on the opponent.
4BA: your 16f punish. and by far your punish of choice(33b is 19f and 44b is 27f) leads to good damage both with meter and without. t can also be preformed from FC so if you block a low that you cant WRb your best bet is 4ba
3AA: your best bet for a tracking mid in closer ranged position. -14 though so dont just do it. i feel anti step is one of his weakest areas its pretty much this or 22A if you wanna keep em from stepping.
22A: anti step , +0 on block, leads into damage on hit, just kinda slow so dont use at point blank range
22B: guard breaks, combo on hit, good damage to the guard gauge and hella range. best SS punish imo
3B BE: this move is how you get damage. it turns moves like 1a 66b and 22a into combo starters, plus it hits otg and once you get them afraid to tech into 2b+k b this will destroy any grain of hope they had in taking this round.
66B: TC rushing move thats safe on block and can lead into big damage with just 1 BE, its BE version is also amazing combo filler and plus on block.
honorable mentions to his 1k 11b 4b+k 66a+gthrows(9f break window) dem bubbles.
here are my top ten in no particular order
AA: 13f plus 6 on hit, really solid range
BB:15f hella range, plus 4 on hit, hitbox worthy of a king.
1B: completly underestimated move, god like range, ch gives stun into big damage, also plus 4 on hit...technically -13 but spaced right and they are not gonna punish you.
2A : your best friend as an algol player IMO. your typical 2A,but its on par the fastest move he has and is at +8 on hit...plus the fact that he can do 6kk, 66b,4ba, FC3b, 2b, throws... if this hits he can really force fear on the opponent.
4BA: your 16f punish. and by far your punish of choice(33b is 19f and 44b is 27f) leads to good damage both with meter and without. t can also be preformed from FC so if you block a low that you cant WRb your best bet is 4ba
3AA: your best bet for a tracking mid in closer ranged position. -14 though so dont just do it. i feel anti step is one of his weakest areas its pretty much this or 22A if you wanna keep em from stepping.
22A: anti step , +0 on block, leads into damage on hit, just kinda slow so dont use at point blank range
22B: guard breaks, combo on hit, good damage to the guard gauge and hella range. best SS punish imo
3B BE: this move is how you get damage. it turns moves like 1a 66b and 22a into combo starters, plus it hits otg and once you get them afraid to tech into 2b+k b this will destroy any grain of hope they had in taking this round.
66B: TC rushing move thats safe on block and can lead into big damage with just 1 BE, its BE version is also amazing combo filler and plus on block.
honorable mentions to his 1k 11b 4b+k 66a+gthrows(9f break window) dem bubbles.