Anti Victor Punishment Guide In Tekken 8

Anti Victor Punishment Guide In Tekken 8
Anti Victor Punishment Guide In Tekken 8

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.

Victor Tekken 8 Frame Data

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.

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