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ENGLISH CAPTIONS ARE AVAILABLE! Hit the CC button to get subtitles!
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WRITTEN SCRIPT: bit.ly/ShaheenS3GuideScript
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Tips on how to do Shaheen's hard combos by Joey
• How to do Shaheen's ha...
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CREDITS
Writing, narration, recording and editing by Keith
/ dukekc_
/ dukekc
Writing and narration by Joey
/ @joeytcb
/ joey_tcb
Writing by Wayne
/ tk_hito
Outro music and captioning by Sean
/ jaeger_rain
/ heavynaruto52
/ prod.by.rain
Tekken Input Generator by Tecklee
/ chuatecklee
t.co/TtR7GVEHYf?amp=1
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GENERAL TIMESTAMPS
0:00 Introduction
1:09 Punishment
6:01 Key Moves
27:38 Gameplan
33:34 Combos
37:42 Outro and thanks
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SPECIFIC TIMESTAMPS
[PUNISHMENT SECTION]
1:25 Standing block punishment
4:44 While Standing block punishment
[KEY MOVES SECTION]
6:14 Pokes
7:32 Slide and Full Crouch mixup
10:46 CH Fishing tools
12:50 Keepout tools
14:02 Other tools
16:24 1, 2 String
18:18 Wall bounce moves
19:13 Homing moves
20:36 Other lows
21:53 Command throw
22:32 SNK introduction
23:49 SNK moves
26:25 Rage moves
[GAMEPLAN SECTION]
28:01 Strengths and weaknesses
28:51 In the neutral
30:10 Full Crouch mixup
31:28 Wall pressure
32:34 Summary
[COMBO SECTION]
33:47 df2/uf4
34:03 ff3/db4/db3,4/Rage Drive (NO SNK)
34:27 ws2/Rage Drive (GOES INTO SNK)
34:45 Low parry/uf3/CH 1, 2, 2/CH b4/CH (F2), 4
35:08 Low parry/CH 1, 2, 2
35:26 CH 4, 1
35:46 CH 4, 3/(F2), 4, 4
36:12 CH Getup 3
36:27 CH f3
36:34 CH SNK 4, 1
36:44 Vs. Backturned opponent
36:47 Alternate combo enders
37:08 Wall combos
37:25 Wall Bounce combos
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EXTRA NOTES
-While we did mention that SNK 4 is guaranteed after the slide, this is TECHNICALLY not true. If the opponent does a spring kick, it will beat out the SNK 4, in which case a SNK cancel into delayed ws1 will catch them for a float combo, or you can even block and punish if you did not go for the SNK 4. We decided not to mention it since most people will not spring kick after getting hit by a slide due to its high risk, and the SNK 4 will catch every other option anyway.
-We generally recommend practicing and stapling the intermediate combos, since they aren't too difficult and offer significantly better wallcarry and damage
-For the df2 combo, if you connect df2 at tip range the follow-up 3 might whiff, so in this case you can either delay the 3 or micro-dash before hitting 3 to get the combo
-For the ws2 and Rage Drive (Goes into SNK) combos, you can technically perform them without doing the SSR. However, seeing as it makes the combo far more reliable and on axis for enders, you should definitely do the SSR anyway.
-For those wondering how to get the 3DF ~SNK 3 ender, there are 2 things you need to keep in mind. Firstly to land the 3, you need to input 3+4 instead. The reason is that Shaheen has a Running 3, so if you just run up and hit 3, you will get that instead of just 3. To get 3+4, you can either bind it to a button or button buffer by holding down on either 3 or 4 after the screw, then dashing up and hitting the other kick button to get 3+4. We personally (and many others) use the second method. Secondly, unlike doing db2 into SNK 3, you cannot just mash it out, but rather have to time it. Just wait a very short second once the 3 connects before inputting the SNK 3. It seems tricky at first but once you get it a few times it is pretty easy.
-If you get a fresh wallsplat, the dickjab in the staple wall combo tends to whiff on many characters. So in this situation you should typically use the wall combos listed as "High/Fresh wallsplat" since they do more damage and will always work
- If you want to mix df1+4 up with a generic throw, the 2+4 throw is the far superior one to use, since it gives a much better oki situation and floor breaks
-"d3 into SNK is listed as -10 in the frame data, yet you say its -14 at best. Why?" This is because the game's frame data doesn't account for vulnerability in stances. Don't forget that you need to cancel out of SNK to block, and while in SNK you are completely vulnerable. The game doesn't treat being in a vulnerable stance as minus frames, hence it is only listed at -10. However, even if you cancel out of SNK perfectly, you are still technically at the VERY LEAST -14 as you can be punished by 14f moves. And it also becomes more negative the slower you cancel, hence why we said you can potentially get launched as you are completely vulnerable until you cancel out of SNK.
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MUSIC USED
Souq Final Round | A Grain of Sand ~TEKKEN 7 OST
Battle II ~Octopath Traveler OST
The Desert and the Huge Clock Country ~Bravely Default OST
Last Surprise ~Persona 5 OST
Skyline ~RaiN
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Video was made as of TEKKEN 7 Ver 3.31