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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, her best moves, punishes,
00:42and some combo routes to get you started.
00:51First off, just a quick overview of the character.
00:53Miyarizu is the first Tekken character that hails from Madagascar,
00:56and employs a variety of techniques inspired by African martial arts,
01:00and also a handful of spirit animal-based attacks.
01:03She's got a spirit staff that she can swing and incorporate into her combos,
01:07a few stance transitions to mix opponents up with,
01:10and some especially cool tricks that she can do by the wall as well.
01:13She was described to me as a character that excels at close distance,
01:16is designed to be easy for newcomers to pick up,
01:19but also has a very linear offense and fairly weak low hitting attacks.
01:23Let's start off though by covering her stances.
01:29Her main stance is called Marengi Moroso, hereby referred to as Mor,
01:33and she can enter it all by itself by inputting forward 3.
01:36From this stance, her follow-ups are a quick 13 frame mid on Mor 1,
01:41with a somewhat hit confirmable extension in Mor 1-2,
01:44that is also a heat engager. It's got decent tracking to the right,
01:48is 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,
01:56she can also do Mor 1-4, which hits mid, but is minus 13 on block.
02:01On hit, it transitions into her other stance at plus 6, which we'll get to in just a second.
02:06On Mor 2, she's got a 15 frame counter hit launcher that is safe on block at minus 6,
02:10and knocks down on regular hit. It is side-steppable and side-walkable in both directions,
02:16but since she can alter the timing, it can be tricky to do so.
02:20She's got a 17 frame mid power crush on Mor 3 that is minus 13 on block and knocks down.
02:25Very linear and side-steppable in both directions.
02:30In 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
02:41on a high hitting kick that leaves her at plus 6 on hit. If the first hit is blocked, the second
02:46hit will auto-whiff, leading to a big punish for your opponent. It too is fairly linear,
02:51and can be side-stepped or walked in both directions. On Mor 1-2, she's got a slow,
02:5626 frame flipping attack that is plus 6 on block, and will shift into her other stance unless you hold
03:01back. On hit, you get a free follow-up whether you're in stance or not, as you're left at plus
03:0623. It too can be pretty easily side-stepped or walked in either direction. Finally, she can
03:12transition from stance to stance with Mor 3-4, and on Mor up 1-2, she's got a little belly flop
03:18that's 16 frames, plus 4 on hit, and minus 2 on block. Her second stance is her spear stance,
03:24called Baobab Mihira, which can be entered by pressing 3-4, or by connecting with certain moves
03:29in strings, which, again, we'll cover in a bit. Her first move is Bao-1, which is just a quick
03:34high-hitting jab attack that's 13 frames and plus 4 on block. She has a follow-up on Bao-1-4,
03:39which has her coming down in a cartwheel attack for two mid-hits that are safe on block at minus 5.
03:44On hit, it's a natural combo that knocks down and leaves you at plus 24. If the first hit is ducked,
03:50the follow-up can either be side-stepped, which gives you a bigger punish but is a bit trickier to time,
03:55or you could just hit her out of the air. On Bao-2, Myari has a 23-frame launcher that also
04:01hits grounded opponents, making it ideal for following up a knockdown that puts you in staff
04:05stance. On block, it's minus 18, so expect to eat some heavy punishment if it is blocked.
04:11Her safe mid option out of this stance is Bao-3, which is a 19-frame homing heat engager that's minus
04:179 on block. She also has an 18-frame health sweep from the stance on Bao-4. It launches on counterhit,
04:24but as you'd imagine, you will die if they block this. And finally, she can transition back into
04:31Meringi Moroso by pressing forward while in the spear stance. And if you press up forward,
04:35she'll actually hop between spirit stabs like a monkey to gain some distance.
04:44Finally, she technically has one more stance, but this can only be used with her back to the wall.
04:49By pressing back 3 plus 4, Myari will backflip, and if she lands on the wall while backflipping,
04:55she'll actually cling to it and can do a push-off flying kick by pressing 4 while wall-clinging.
05:00This attack does 40 damage on its own and can be either plus 2 or plus 3 on block depending on
05:05spacing. 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, Myari-zu can use this wall-spring attack even without a
05:15wall, as she will jump onto her staff and can spring off that. Alright, now that her stances
05:22are covered, let's dive into some of her best moves. 3-2 is a 13 frame heat engaging string that's
05:27minus 9 on the first hit, and minus 6 on the second. The second hit is high and can be ducked,
05:33but Myari-zu can also use 3-1, which hits mid. It isn't a true mix-up though, and can be fuzzy
05:39guarded by tapping down back. And also be aware that it is jab punishable at minus 10. However,
05:45this string also has a third follow-up hit on 3-1-2. The third hit is minus 14, so you're taking a bit
05:51of a gamble that they'll try to jab punish the second hit. 1-plus-2 is a 15 frame heat engager
05:57that is safe on block at minus 9. While it is two hits that are mid and high, the first hit jails,
06:02so you aren't able to duck and punish the second hit. It will catch sidewalk and sidestep right,
06:07but is easily sidestepable and sidewalkable to the left. This move also works out of wall standing.
06:13Back 4 is a 19 frame pull spinning attack that hits mid, tracks to the right, but is also
06:18sidestepable and sidewalkable to the left. The good thing about it is that it crushes low moves.
06:24On hit, it gives you a knockdown, and on counter hit, you get a hard knockdown with a guaranteed
06:28follow-up with down 1-plus-2. It will also wall stun when used against the wall. Back 2-3 is a two-hit,
06:37high high string that also jails after the first hit is blocked, so there's no blocking the first
06:42hit and ducking the second. The second hit is also safe on block at minus 9, while the first is minus
06:4712, so there's really no reason to not let the whole string rock. The real value of this string,
06:52though, is that it shifts into her Meringi stance if she holds forward. On hit, she shifts into the
06:57stance at plus 5, and on block, she's in at minus 6, but you can cancel the stance with down back,
07:03and still make yourself safe. Down 3 is a 20-frame low hitting attack that's plus 1 on hit.
07:10It will catch sidestep left, but not sidewalk left, while being fully sidestepable and sidewalkable to
07:16the right. On block, it's minus 14. Up 1-plus-2 is a 22-frame pound attack that is plus 4 on block,
07:23and on hit, it leaves you at plus 13, guaranteeing a wall standing 1-4, which is a heat engaging.
07:29I'm sounding like a broken record, I know, but it is very linear and can be sidestepped in both
07:33directions. 4-4-2 is a very solid mid poke with 16 frames of startup that is safe on block at minus
07:399. You can hit 2 again for a follow-up snake attack that will knock down, and is still minus
07:449 on block. It will also wall stick. 4-4-3 is a 21-frame mid hitting homing attack that is safe on
07:51block at minus 9, leaves you at plus 6 on hit, and… well, there's really not much more to say about it,
07:57so let's just move on to quarter circle forward 1. This powerful looking back oboe strike deals 25
08:03damage on its own, is safe on block at minus 9, wall stuns, and can be used to punctuate combos with
08:09heavy damage. Like a lot of her kit, it can be sidestepped and walked in both directions.
08:144-4-4-2-1 is a two-hit dash attack that jails, much like Azucena's own running 3-2. If you hold
08:21forward, you'll shift into a Meringi Moroso stance at plus 4 on block, allowing you to keep your pressure
08:26going with either an uninterruptible Moro 1 that can be hit confirmed into a heat engager, or a
08:32plus on block Moro 1 plus 2 to keep your turn, or any of her other moves out of the stance. Even
08:38without transitioning into the stance, you're still plus 1. On hit, it will knock down, giving you a
08:42free follow-up with Moro 2. Or, if you decide not to transition into stance, you can do down 1 plus 2.
08:49Like most running moves, it's sidesteppable in both directions, though it is a bit harder to step to the
08:54left. While standing 3 is a 20-frame attack that is plus 4 on block, and on hit, it forces crouch and
09:00leaves you at plus 7. On counter hit, it becomes a launcher. It too is very easily sidesteppable,
09:06and sidewalkable in both directions. Full crouch down forward 4 is probably her best low hitting move.
09:12It's 18 frames of startup, plus 4 on hit, plus 9 on a close range clean hit with a knockdown that leads
09:19to a follow-up down 1 plus 2. On block, though, it's minus 26, and you're probably going for a
09:24very painful ride. The good news is that it does at least have pretty good tracking in both directions,
09:29making it a good tool to try to catch sidesteppers. Sidestep 2 is one of Mary's key moves. It's a 20-frame
09:36sidestepping mid-attack that's plus 3 on regular hit, or plus 6 if you transition into Meringi stance by
09:42holding forward. On block, it's still plus 1 without transitioning, and plus 4 if you do transition into
09:48distance. Best of all, it's a counter hit launcher as well. It is linear, however, because it's a
09:53move out of sidestep, if you move in the same direction as your opponent, you might be able to
09:58still catch them unless they're fully committed to the sidewalk. Up 3 is a move that normally is
10:03pretty unremarkable, but if used long heat, she gains a follow-up in up 3 too, which is a powerful
10:10launcher that's safe at minus 9, and gives some pretty substantial pushback as well. Finally, we have
10:16forward 4 too, and this is a really unique attack as you can actually choose the direction of the
10:21follow-up falsewipe by inputting either forward 4 up 2, or forward 4 down 2. This comes in handy
10:27especially at the wall, as this move can wall splat, allowing Meringi to threaten with wall
10:32combos from angles that other characters would not be able to. It's also safe on block at minus 9,
10:37and if you use long heat, actually becomes advantageous at plus 2. So those are a collection
10:42of Myarizu's best moves. Now, let's cover her punishes. For 10 frames, you're going to want
10:47to use 1-1-2, which can shift into Meringi stance at plus 5 on hit by holding forward.
10:53She's got an 11 frame punish on 2-2. This will send the opponent far away with a knockdown,
10:58and will wall stun as well. For 12 frames, she has back 1-4, which will knock down. And she can
11:03also do 4-4, which automatically transitions into her staff stance at plus 6 on hit. From here,
11:09you can poke with an uninterruptible jab, and once they respect the jab, you can either go for your
11:14safe mid, or if you don't think they're looking for it, you can go for the hell sweep. You can also
11:18cancel the stance by pressing back, which leaves you at plus 0. For 13 frames, you've got a couple
11:25of options. You could use the aforementioned 3-2, as it is a heat engager, and Myari has a bunch of
11:30cool techniques while you're in heat. Or, if you want a punisher that puts you into another stance mixup,
11:35you can do down forward 1-4, which will put you into your staff stance at plus 6. And if you prefer
11:41the merengue stance, you can do down forward 1-1, which puts you in at plus 8. For 14 frames,
11:46she's got monkey scratches. The command for this is forward 1-2, 1-2, 3-4. Not much to say here,
11:53other than the fact that it wall stuns, and I just love how this combo looks. For 15 frames,
11:58Myari's got a standard down forward 2 launcher, albeit with very limited range. A hop kick on up forward
12:044-4 that will auto tornado, or if you'd rather have a heat engager, you can use 1-2. For anything
12:10that pushes you out, but has more than 18 frames of recovery, she can use forward 2-4 too. And
12:16finally, for 19 frames, she has horns on down 1-2. This is also really good for hitting grounded
12:22wings. For wall standing punishes, she's got wall standing 4 as her standard 11 frame wall standing
12:28punish, which leaves her at plus 7 on hit. Wall standing 1-4 is her 13 frame punish that gives
12:33you a heat engager. And for 15 frames, she has a standard 15 frame wall standing 2 launch punish,
12:40or wall standing 1 plus 2 for a heat engaging punish. Now, let's put all this together for
12:44some sample combos using a handful of Myari's combo starters.
13:14And that's Myari's zoo in Tekken 8. Thank you so much for watching.
13:32And that's Myari's zoo in Tekken 8. Thank you so much for watching.
13:42And that's Myari's zoo in Tekken 8. Thanks as always to Alex for walking me through the character,
13:47to Bandai Namco for the opportunity for the early look, and a big thank you to anyone that's watching
13:52this. I really appreciate people showing up and checking out these videos. And as always,
13:56for everything else, keep it here on IGN.
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