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00:00So far, with the exception of Clive from Final Fantasy XVI, all of the Tekken 8 DLC characters
00:16have been returning fighters from previous games. But Miyarizu, the next and final DLC
00:21from Character Pack 2, is a brand new character created totally from scratch for Tekken 8.
00:26That means there's a lot to learn about playing her and playing against her.
00:30Fortunately, I got the full breakdown from Bandai Namco eSports Manager Alex Julio,
00:34and one last time for Character Pack 2, let's take a look at Miyarizu in Tekken 8,
00:39going over what's unique about the character, the best moves, punishes,
00:42and some combo routes to get you started.
00:51First off, just a quick overview of the character. Miyarizu is the first Tekken character that hails
00:55from Madagascar, and employs a variety of techniques inspired by African martial arts,
01:00and also a handful of spirit animal-based attacks. She's got a spirit staff that she can swing and
01:05incorporate into her combos, a few stance transitions to mix opponents up with, and some especially
01:11cool tricks that she can do by the wall as well. She was described to me as a character that excels
01:15at close distance, is designed to be easy for newcomers to pick up, but also has a very linear
01:21offense and fairly weak low-hitting attacks. Let's start off though by covering her stances.
01:29Her main stance is called Merengi Moroso, hereby referred to as Mor, and she can enter it all by
01:34itself by inputting forward 3. From this stance, her follow-ups are a quick 13 frame mid on Mor 1,
01:40with a somewhat hit confirmable extension in Mor 1-2, that is also a heat engager. It's got decent
01:47tracking to the right, is steppable to the left, and the second hit is a high that can be ducked.
01:53If they're conditioned to try and duck the extension, she can also do Mor 1-4, which hits mid,
01:59but is minus 13 on block. On hit, it transitions into her other stance at plus 6, which we'll get
02:05to in just a second. On Mor 2, she's got a 15 frame counter hit launcher that is safe on block
02:09at minus 6, and knocks down on regular hit. It is side-steppable and side-walkable in both
02:15directions, but since she can alter the timing, it can be tricky to do so. She's got a 17 frame
02:21mid power crush on Mor 3 that is minus 13 on block and knocks down. Very linear and side-steppable in
02:27both directions. In addition, she can also do Mor 4, a 17 frame low attack that leaves
02:34Miari at minus 1 on hit and minus 12 on block. She also has an extension with Mor 4-3 that adds on a
02:41high hitting kick that leaves her at plus 6 on hit. If the first hit is blocked, the second hit will
02:46auto-whiff, leading to a big punish for your opponent. It too is fairly linear and can be
02:51side-stepped or walked in both directions. On Mor 1-2, she's got a slow 26 frame flipping attack that
02:57is plus 6 on block and will shift into her other stance unless you hold back. On hit, you get a free
03:03follow-up whether you're in stance or not, as you're left at plus 23. It too can be pretty easily side-stepped
03:09or walked in either direction. Finally, she can transition from stance to stance with Mor 3 plus 4,
03:14and on Mor up 1 plus 2, she's got a little belly flop that's 16 frames, plus 4 on hit,
03:20and minus 2 on block. Her second stance is her spear stance, called Baobab Mihira, which can be
03:25entered by pressing 3 plus 4 or by connecting with certain moves and strings, which, again,
03:30we'll cover in a bit. Her first move is Bao 1, which is just a quick high hitting jab attack that's
03:3513 frames and plus 4 on block. She has a follow-up on Bao 1, 4, which has her coming down in a cartwheel
03:41attack for two mid-hits that are safe on block at minus 5. On hit, it's a natural combo that knocks
03:46down and leaves you at plus 24. If the first hit is ducked, the follow-up can either be side-stepped,
03:52which gives you a bigger punish but is a bit trickier to time, or you could just hit her out of the air.
03:57On Bao 2, Miari has a 23 frame launcher that also hits grounded opponents, making it ideal for
04:03following up a knockdown that puts you in staff stance. On block, it's minus 18,
04:08so expect to eat some heavy punishment if it is blocked. Her safe mid option out of this stance
04:13is Bao 3, which is a 19 frame homing heat engager that's minus 9 on block. She also has an 18 frame
04:20health sweep from the stance on Bao 4. It launches on counter hit, but as you'd imagine, you will die if
04:26they block this. And finally, she can transition back into Meringi Moroso by pressing forward while in the
04:33spear stance, and if you press up forward, she'll actually hop between spirit stabs like a monkey
04:38to gain some distance. Finally, she technically has one more stance, but this can only be used with
04:48her back to the wall. By pressing back 3 plus 4, Miari will backflip, and if she lands on the wall
04:54while backflipping, she'll actually cling to it and can do a push-off flying kick by pressing 4 while
04:59wall cleaning. This attack does 40 damage on its own and can be either plus 2 or plus 3 on block
05:05depending on spacing. If the opponent scouts it, it can be easily sidesteped to the left or right.
05:10And the last thing to know is that while in heat, Miari Zu can use this wall spring attack even without
05:15a wall, as she will jump onto her staff and can spring off that. Alright, now that her stances are
05:22covered, let's dive into some of her best moves. 3-2 is a 13 frame heat engaging string that's minus 9 on
05:28the first hit and minus 6 on the second. The second hit is high and can be ducked, but Miari Zu can
05:34also use 3-1, which hits mid. It isn't a true mix-up though, and can be fuzzy guarded by tapping down
05:40back. And also be aware that it is jab punishable at minus 10. However, this string also has a third
05:46follow-up hit on 3-1-2. The third hit is minus 14, so you're taking a bit of a gamble that they'll try to
05:52jab punish the second hit. 1-2 is a 15 frame heat engager that is safe on block at minus 9. While
05:59it is two hits that are mid and high, the first hit jails, so you aren't able to duck and punish
06:03the second hit. It will catch sidewalk and sidestep right, but is easily sidestepable and sidewalkable
06:09to the left. This move also works out of wall standing. Back 4 is a 19 frame pole spinning attack
06:16that hits mid, tracks to the right, but is also sidestepable and sidewalkable to the left. The good thing
06:22about it is that it crushes low moves. On hit, it gives you a knockdown, and on counter hit, you get
06:27a hard knockdown with a guaranteed follow-up with down 1 plus 2. It will also wall stun when used
06:34against the wall. Back 2-3 is a two-hit high high string that also jails after the first hit is
06:40blocked, so there's no blocking the first hit and ducking the second. The second hit is also safe on
06:45block at minus 9, while the first is minus 12, so there's really no reason to not let the whole string
06:50rock. The real value of this string though is that it shifts into her merengue stance if she holds
06:55forward. On hit, she shifts into the stance at plus 5, and on block, she's in at minus 6, but you can
07:01cancel the stance with down back and still make yourself safe. Down 3 is a 20 frame low hitting
07:08attack that's plus 1 on hit. It will catch sidestep left, but not sidewalk left, while being fully
07:14sidestepable and sidewalkable to the right. On block, it's minus 14. Up 1 plus 2 is a 22
07:20frame pound attack that is plus 4 on block, and on hit it leaves you at plus 13, guaranteeing a wall
07:26standing 1-4, which is a heat engaging. I'm sounding like a broken record, I know, but it is very linear
07:32and can be sidesteped in both directions. Forward forward 2 is a very solid mid poke with 16 frames
07:37of startup that is safe on block at minus 9. You can hit 2 again for a follow-up snake attack that will
07:43knock down and is still minus 9 on block. It will also wall stand. Forward forward 3 is a 21 frame mid-hitting
07:50homing attack that is safe on block at minus 9, leaves you at plus 6 on hit, and well, there's
07:55really not much more to say about it, so let's just move on to quarter circle forward 1. This
08:01powerful looking back oboe strike deals 25 damage on its own, is safe on block at minus 9, wall stuns,
08:07and can be used to punctuate combos with heavy damage. Like a lot of her kit, it can be sidestepped
08:12and walked in both directions. Forward forward forward 2-1 is a two hit dash attack that jails,
08:18much like Azusena's own running 3-2. If you hold forward, you'll shift into a Meringi Moroso stance
08:24at plus 4 on block, allowing you to keep your pressure going with either an uninterruptible
08:28more 1 that can be hit confirmed into a heat engager, or a plus on block more 1 plus 2 to keep
08:34your turn, or any of her other moves out of the stance. Even without transitioning into the stance,
08:39you're still plus 1. On hit, it will knock down, giving you a free follow-up with more 2. Or, if you
08:45decide not to transition into stance, you can do down 1 plus 2. Like most running moves,
08:50it's sidesteppable in both directions, though it is a bit harder to step to the left. While standing
08:553 is a 20 frame attack that is plus 4 on block, and on hit it forces crouch and leaves you at plus
09:017. On counter hit, it becomes a launcher. It too is very easily sidesteppable and sidewalkable in both
09:07directions. Full crouch down forward 4 is probably her best low hitting move. It's 18 frames of startup,
09:14plus 4 on hit, plus 9 on a close range clean hit with a knockdown that leads to a follow-up
09:19down 1 plus 2. On block though, it's minus 26, and you're probably going for a very painful ride.
09:25The good news is that it does at least have pretty good tracking in both directions, making it a good
09:30tool to try to catch sidesteppers. Sidestep 2 is one of Miri's key moves. It's a 20 frame sidestepping
09:36mid-attack that's plus 3 on regular hit, or plus 6 if you transition into merengue stance by holding forward.
09:43On block, it's still plus 1 without transitioning, and plus 4 if you do transition into stance.
09:48Best of all, it's a counter hit launcher as well. It is linear, however, because it's a move out of
09:54sidestepp, if you move in the same direction as your opponent, you might be able to still catch them
09:58unless they're fully committed to the sidewalk. Up 3 is a move that normally is pretty unremarkable,
10:04but if used wall in heat, she gains a follow-up in up 3-2, which is a powerful launcher that's safe
10:10at minus 9 and gives some pretty substantial pushback as well. Finally, we have forward 4-2,
10:17and this is a really unique attack as you can actually choose the direction of the follow-up
10:21claw swipe by inputting either forward 4-up 2 or forward 4-down 2. This comes in handy especially at
10:28the wall, as this move can wall splat, allowing Miari to threaten with wall combos from angles that
10:33other characters would not be able to. It's also safe on block at minus 9, and if used while in heat,
10:39actually becomes advantageous at plus 2. So those are a collection of Miari Zhu's best moves. Now,
10:44let's cover her punishes. For 10 frames, you're going to want to use 1-1-2, which can shift into
10:49merengue stance at plus 5 on hit by holding forward. She's got an 11 frame punish on 2-2. This will send the
10:56opponent far away with a knockdown and will wall stun as well. For 12 frames, she has back 1-4,
11:01which will knock down. And she can also do 4-4, which automatically transitions into her staff
11:07stance at plus 6 on hit. From here, you can poke with an uninterruptible jab, and once they respect
11:12the jab, you can either go for your safe mid, or if you don't think they're looking for it,
11:16you can go for the hell sweep. You can also cancel the stance by pressing back, which leaves you at plus 0.
11:22For 13 frames, you've got a couple of options. You could use the aforementioned 3-2, as it is a heat
11:28engager, and Miari has a bunch of cool techniques while you're in heat. Or if you want a Punisher
11:33that puts you into another stance mixup, you can do down forward 1-4, which will put you into your
11:38staff stance at plus 6. And if you prefer the merengue stance, you can do down forward 1-1,
11:44which puts you in at plus 8. For 14 frames, she's got monkey scratches. The command for this is
11:49forward 1-2, 1-2, 3-4. Not much to say here, other than the fact that it wall stuns,
11:55and I just love how this combo looks. For 15 frames, Miari's got a standard down forward 2 launcher,
12:00albeit with very limited range. A hop kick on up forward 4-4 that will auto tornado,
12:06or if you'd rather have a heat engager, you can use 1-2. For anything that pushes you out,
12:11but has more than 18 frames of recovery, she can use forward 2-4 too. And finally for 19 frames,
12:18she has horns on down 1-2. This is also really good for hitting grounded abilities.
12:22For wall standing punishes, she's got wall standing 4 as her standard 11 frame wall standing punish,
12:28which leaves her at plus 7 on hit. Wall standing 1-4 is her 13 frame punish,
12:33that gives you a heat engager. And for 15 frames, she has a standard 15 frame wall standing 2 launch
12:39punish, or wall standing 1-2 for a heat engaging punish. Now let's put all this together for some
12:44sample combos using a handful of Miari's combo starters.
13:14And that's Miarizu in Tekken 8. Thanks as
13:44always to Alex for walking me through the character, to Bandai Namco for the opportunity
13:49for the early look, and a big thank you to anyone that's watching this. I really appreciate people
13:53showing up and checking out these videos. And as always, for everything else, keep it here, on GM.
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