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Craig strategies off the df+1: i got the big ass b+4 kick , no jabs . 4 jabs ( all have to be real late so you can get a good f,f dash in ) to f+1+2 f+2, 1, b+4 1, 1, d+1+2 1, 2~d+1+2 1, 1~2, b+4 db+1+2 ( double handed juggler thing): all the same as df+1 except the plain old b+4 and the f+2, 1, b+4. This move has about the same recovery as GUN jacks d+1+2 move so you have to time your jab. It is good as it goes under and around your opponent. good tip : ss~ 3+4 ( vale tudo stance) u(d)~3+4 and that just about puts you to your opponents back. CRAIG JUGGLERS: df+1:mid, fast good and fast. if mishima’s does 1,1,2 ( which you block) you have plenty of time to get it in and start juggling, that gives you a idea of timing. Not very good as a counter attack to an opponents wiff as the reach isnt that good and if your not close enough it wont juggle d+1+2: mid, medium, good against bulldog opp. craig drops down real low then comes up with his shoulder good reach. good against whiffed moves. juggles opp. nice and high to make this the easiest juggle starter to carry on from. BUT. bad recovery. easily a free hit if blocked. mix this move up with throws etc to get your opp. ducking. drops under jabs and most straight mids ( mishima’s df+4,4 WILL hit him) 2,d+1+2: right jab to the d+1+2. high, mid. this move really is pretty decent. If the 2 is a CH the d+1+2 still wont juggle. But I think it would be best if you whiff the 2 so your opp. goes for an attack and you go under them with the shoulder juggle. if blocked out your opp. WILL get a free hit. db+1+2: craig ducks down does a spin and comes up with both fists. mid. alright this move is good against bulldogs because craig get REAL low. also moves off axis ( facing right he moves into the stage) so good for dodging factor. Its abit slow though . Will juggle opp. if it hits regardless of CH, distance, or ducking opp. if it hits the recovery is a bit slow so time your jab. if blocked the opp. get pushed out of counterattack distance. A damn good move. Not so good to whiff though. f,f+1+2 escape 1+2 ( i think)) throw where craig spins his opp. round afew times then slams him into the ground. the opp. then bounces really high! And Hard. this throw is a juggle similar to gujack's df,df+2+4. I usually go for the b+4 for some nice damage (usually sends your opp. into a wall as well). MOVES: b+4: big ass kick. HIGH! Decent speed alright i suggest you only use this as part of a juggle or to send your Opp. into a wall after a whiffed move for a few reasons 1: if your opp ducks they have a few fames where your back is turned before craig fully recovers, therefore backthrow- not pleasant. If blocked though it sends your opp. reeling back. 1,2,3,1+2 ( high , high, mid, high) two jabs, a kick then a delayed head butt. this combo has to be mix-up with other set-up because people soon will realize you can duck the head butt but for now its a good move because of the delay. the opp usually goes for an attack after the 3 and promptly gets a head in the face. I usually follow it up a throw or df+1 . 1,2, 3+4: ( high, high, ~) two jabs to vale tudo stance. good mix-up from the 1,2,3,1+2. gets your opp. blocking then a suprise that you went into vale tudo. follow up wihthe tackle ( 1+2) or throw (2+4) 1,2,...f+1: ( high , high, high) . the dots indicate that you can delay the last hit. two jabs then an crossing elbow. if the elbow hits on CH the opp. gets knocked down. Then you can follow up with an b+1 . mix up the delay to keep your opp. guessing. and mix up with the 1,2,3 combo otherwise your opp. will just duck the last ht. |
Tekken 4 |