Navigating the Tekken 8 arena against Victor demands a keen understanding of his move set for effective anti-strat punishment. Victor employs tricky strings and animations, often delivering substantial chip damage that requires careful handling. Seize the advantage by exploiting his significant vulnerability to Side-Step Right (SSR), particularly potent when faced with the -5 scenario like his WR2. While Victor’s lows track, they come with risks, prompting consideration of Side-Step Right into a duck maneuver for a strategic evasion. Stay vigilant against his 2,2 combo that tracks well but opens him to punishment on block. Alternatively, Victor’s 2,1 provides a safe tracking option but remains susceptible to a well-timed duck. Mastering these nuances ensures a solid anti-Victor strategy, offering a pathway to victory in Tekken 8.
TLDR:
-Some tricky strings and animations, big chip dmg.
-Very weak to SSR. You can SSR most of the moves at -5f (wr2).
-Lows track, but risky, consider SSR duck.
-2,2 (H,M) tracks well, but is punishable on block. 2,1 is a safe oB
-tracking option, but duckable.
Heat:
- Heat powers: Some sword moves recover heat on hit.
- Heat powers up 2 moves:
u1+2: -20 oB -> -4, more dmg oH
LAI d2: +1 IAI -> +8 IAI - New move db1+2: i28 mid sword, KND, +6 IAI oB
- Heat engagers: f4,1 / f1+2 / d2 / b1+2 / PRF3
- Heat smash: 20F low
Stances:
- Iai stance (IAI). Transitions: db1+2(+6) / PRF 2,2(+5 oH, -4 oB)
- df4,2 / QCF2(+4 oH, -3 oB) / uf1,1~d(+3 oH, -10 oB)
- IAI1,1~d(+2 oH, -11 oB) / IAI1(+1 oH, -12 oB) / IAI4(+3 oH, -13 oB)
- 3+4(manual). IAI1 fastest move (i13, m), IAI3 i8 PC activation.
Standing Block Punishment:
- -15Frames: pushback ff2(-16) / b1+4(-21)
- -15Frames: f2,2,1,1(-15) / f2,2(-15) / df3+4(-17) / uf4(-19~17) / ws1(-16) / IAI 1,2(-19) / Heat Smash
- -14Frames: df2 / uf1,1 / IAI 1,1 / ws3 / IAI3
- -13Frames: 4,3,2 / f2,2,2 / b1(pushback) / b3,1 / PRF2,2,1+2
- -12Frames: 1,2,1 / 1,1,2 / 2,2 / f4,2
- -11/-10Frames: 4,3(-10) / f2,2,1(-11) / f2(-11) / f4(-10 pushback)
While Standing Block Punishment:
- -15Frames: d1(-17. l/h jail oB, can’t duck d1,1 oH) / db4(-26) / u1+2(-20) / FC 1+2(-23, l/h jail) / IAI1,2,2(-18) / IAI4(mixup)
- -15Frames: IAI d1+2(-29)
- -14Frames: d4
- -13Frames: d3 / PRF1
- -12Frames: 1,3
Highs You Can Duck:
- 2,1(hard)
- 2,2,2
- 3,1+2
- f4,1(mix)
- df1,1
- b1,2
- IAI 1,1+2(mix)
- IAI4,2(jails oH)
- PRF2,2,1(mix)
Plus On Block Moves:
- HT IAI d2(+8 IAI)
- HT db1+2(+6 IAI)
- WR2(+5)
- PRF 1+2(+4)
- IAI 1+2 / IAI 1,1+2(+3)
- IAI d2(+1)
- d2(+0)
- b1+2(+0 if absorb)
Low Minus Moves:
- df1(-1)
- PRF2,2,1(-1)
- f4,1(-4)
- HT u1+2(-4)
Dealing With Strings:
- 1,1,2: jails.
- df3,4,2: i12 interrupt window before last hit
- ws3,2: i10 interrupt window, can always punish first hit.
- IAI 1,2,2: You can OS this by 13f punishing the second hit (will float third hit)
- uf1,1 / IAI 1,1 cancels: At least -17f on cancel read.