Wang�s wake up can be pretty nasty. Use d/f+1+2 as a threat mainly. Get your opponent mobile so you can nail him at will with some of his other wake up tricks. ff+1+2 is great for those who like to roll back when you�re sure you�re not going to catch em. I like to chase em and nail f+4, nailing them back to the ground at your feet. Side rollers usually get a f+4/throw mix up if they quick rise. Otherwise I just sidestep and d/f+1+2. And of course for those that like to get up fighting just make em whiff and f+4. This requires allot of anticipation and reaction skill, but it definitely can be done and done well. Ive been playing Wang since THE FIRST TEKKEN IN 1995 & HE 'S definitely one of my favs, and one of the better chars in the game I think. Most of the advice up here is pretty good, and a standard part of my arsenal. Most of the damage with Wang honestly comes from his ground game. IMO started by throw/f+4 mix-ups. The slight pause from f+4 makes it very hard to tell which is which. I prefer his d/b+4,2 after a juggle cause it leaves just right on the ground. And oh yeah, I haven�t noticed anyone mention plain ol 1+2. I find it quite handy, works like a slightly slower version of HEIHCHI'S chi-palm. Other thing is I tend to be very very aggressive with Wang. Hardly ever hit back on the controller, I usual can think of a move to jam between strings, or simply throw when need be. Skyscraper kick is an awesome move for this, and d/f+1+2 is guaranteed as far as I can tell (no ones quick rolled in about a year now...). 1+2 works great too, gives you some room to get things rolling, and it will catch ss ing opponents a great deal of the time, a big weakness ive found with Wang. His counters come in handy for keeping things going too of course only use those when you know its going to scare the hell out of your opponent. d/b+4+2 is an awesome move of course, im usually to close up to netsu, so I rarely get that mix up in. Usually have to rely on getting a counter hit, this is my #1 move for stopping CDs and sweeps of all sorts. Oh yeah, if you find fools ducking the first hit of your g-clef and ws+whatever you d/f+1,1 is just as good and will usually catch em. Or d/f+2~1. Retaliate with f+4 always and don�t forget his death fist This is all stuff that works with a little practice & timing, theirs more but this is long enough as it is.
After the 2~b spin behind I like to side step often <maybe 1/2 the time>. Most players do either a d+1 or an up/towards Wang kick to turn back around and if you immediately ss after spinning behind if they do most any attack you've got a side grab or launcher of choice.again, this is not guaranteed but using it as a mix up makes them hesitate the next time and you can go for the d/b+2 launcher.also, b, b+1 unblockable cancels nicely into d/b+4,2_d/b+2. After tapping back to cancel you can just roll down to d/b thereby buffering the motion from your cancel. I use this periodically since when a lot people see you winding up an unblockable they either dash back or run up to knock you out with a free counterhit, but by canceling into falsestep/lift you wind up with the counter damage.oh yeah, one more thing f+4,n+1+2 does more damage than f+4,f+1+2, just takes a little more timing to be on point.
Use d/b+4 as a poke. It will eventually annoy the hell out of your opponent and start to block it. Once you see them block it for the first time do a d/b+2 the next time and then his awesome juggle. After a 4~4(d+4) I stay in the crouch position and do WC, d/f+4 a few times to annoy your opponent, since the 3 isn't guaranteed after a connected WC, d/f+4. Once I feel they will block the WC, d/f+4 I take a chance and hit'em with a WS+4 followed by a d/f+1+2 if it connects also try to keep my opponent on their heels by doing his deathfist often. That way, when they get really close they'll feel like they won't have to worry about the deathfist so they won't be so hesitant to attack when in close. That's where I look for the (CH) d/b+4,2, or a reversal to really make them feel inferior. As far as SS, 1+2, if you find them doing a d+1 right after it, just do d/b+2, since they're out of range of the d+1 you'll get the d/b+2 for sure. Once they start playing defensive I mix up d/f+1+2 and d/f+1+3+4. That or I mix up a delayed deathfist with the Waning Moon.After a 2,b, if they are crouching to avoid a throw just do d/b+2. If they start do d+1, just reverse it, this is the way of shaduken! |