I'm sticking with Michelle and Jun it seems, been trying other considerations in practice mode and they are too quick or stance dance, I'll still use them sometime if I ever feel like messing around. Plus I can switch with their daughters if I ever feel like spicing things up a little, I like them all though.
What do you mean by SQ?
I finally figured out what people were trying to tell me about using shotgun and d~DF1, seems to be pretty handy during clutch because the initial attack comes quickly.
I have read about wakeup options but I lost some games because I couldn't seem to do anything as I got low spammed while trying to get up, namely Dr trolling me with some sitting pose. How do I deal with that?
SQ means Spider Queen which is Upstate Tekken slang for playing fanboy anime weebo characters and being all about fanfictions and arguing about Tekken canon then actually playing the damn game. The name was inspired by the one guy who used to come to the arcade and then one day had this really awkward conversation with me about how he didn't know what to name his Asuka card(DR Kimono Alt Auska) at which point posed two names to me, Spider Queen or Black Widow.
Spider Queen Characters: Jun, Asuka, Lili, Kunimitsu, Miharu, Alisa, Ling, and sometimes JayCee depending.
Team Spider Queen: Jun Asuka
Anyway back on topic. You want to be using Shotgun all the time. It's your main source of offense with Michelle. Just follow this flow character right here.
First thing you need to know is shotgun spin is what you will be using 95% of the time so make sure you're not using a single shotgun without the spin.
Shotgun on Block Options:
-Block - always the best thing to do first to see what your opponent is going to do.
-Spin 1 - if you notice anyone is attacking after blocking shotgun with anything that's not a high crush or a i12 high this will tie or beat them out. It ls a counter hit launcher and is even on block +0. It is a high so it can be ducked and punished so be careful. Being at +0 is good for you.
-Spin 4, 1+2 - anything that would hit you out of Spin 1, will 99% of the time lose to Spin 4, 1+2. It's a knockdown low and it's launch punishable so be careful, this is kinda a high risk move but if you are confident with your read use it. However this move is unseeable and pretty much must be blocked to be beaten, because of this it can get people to commit to a duck.
-Option Select Low Parry into WS+3 - a bit of an advanced tactic but when want to take less risk and get some reward for assuming your opponent will counter Spin 1, this is the way to go. Just hold d/f for a split second, enter crouch, release and do a WS+3. If done correctly, you will low parry any low and duck under any high an punish with the ws+3.
-Hop Kick - when you know they are going to either low jab, go low, duck, or Side Step.
These last two are the most important though once you reach high level play
- Another Shotgun - once your opponent decides they don't want to risk attacking after Shotgun, you start doing multiple shotguns to bait them into attacking. You can do this after a blocked Spin 1 as well.
- d+3 or 4~2 - when you are pretty sure they are just going to stand there and you just want to get some damage in.
Shotgun on hit:
-Basically you can use all those same options but this time you are at advantage so take advantage of it. Force more mix ups.
- d/f+1, if you've masted the i13 ff+3 this is where it gets really nasty, mix up d+4 with d/f+1, if d/f+1 hits crouchers you get a free ff+3 which gives you a free run up d+1+2.
The idea behind shotgun is because it's an i11 mid from half screen you get to control the match. Use it to dictate the pace of the match and limit your opponents options. Michelle has a tool to deal with every situation after Shotgun on block or hit.
So it looks like KOR is coming to Toronto:
http://www.youtube.com/watch?v=RVIbvz8XoxM
Oh GOD I hope I don't end up in his pool lol.
Why would they do Pools? This tournament is probably not going to be big enough to do pools.