Tekken 7: ZAFINA Beginner Guide Tutorial
This is a small guide to help people out if they're interested in Zafina and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
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0:00 Introduction
0:47 Introduction to Scarecrow Stance
3:49 A Look at Zafina's Neutral Game
18:55 Launchers & Combos
23:12 A Look at Mantis & Tarantula Stance
31:50 Throw Game
33:10 Rage Skills
35:22 While Standing Moves
37:03 Outroduction
*Additional Notes
- WR+3 (the running jumping mid kick) is advantage on block (around +6 or more)
- uf+1 is a +4 on block high poke, but is a little on the slow side (prefer f,f+2)
- The Scarecrow transitions: 3 (the high kick) & df+3 (the mid kick), look very similar to each other
- The Power Crush, b+3 forces crouch on the opponent's block
- Be careful with entering into stances on block when at disadvantage (it's generally harder to block)
- In general, Zafina can be a fairly unsafe character
- Tarantula's primary purpose is to scum opponents that don't know how to deal with a low profiled opponent =P
*Note that a lot of frame data is based off TTT2 Zafina, I apologize for any errors in this guide
Main Transitions Into Scarecrow Stance (SCR)
- 3+4
- 1,2,3
- f+2,3
- 3
- df+3
- f,f+3
- WS+3
Main Transitions Into Mantis Stance (MNT)
- d+3+4
- 2,1,3 & 2,1,3,d
- d+3,d
- f,f+3+4,d
- 2+4 throw
- db+1+2
- d+2,4
Main Transitions Into Tarantula Stance (TRT)
- d+1+2
- 1,4
- uf+1+2
- d+2,4,d
- WR+4,d
Punishers
i10 = 1,2 / 1,2,3~SCR / 2,1,3,d~MNT / 1,4~TRT
i11 = WS+4
i13 = 3~SCR / df+1~
i14 = f+4 / df+3~SCR (df+3,4 is a safe on block mid at around -6)
i15 = WS+1,2
Main Launchers
i16 = df+2 (uppercut launcher)
i17 = uf+4 (hopkick)
i18 = WS+2
*Combos Featured in the Guide
#1) CH SCR~1+2, df+1, df+1,4, S!, dash-in, f+2,3,4
#2) df+2, uf+1, f+2,3~SCR~3+4, S!, dash-in, df+4,2
#3) df+2, uf+1, f+2,3~SCR~3+4, S!, dash-in, b+1:1+2
#4) uf+4, df+1, f+2,3~SCR~3+4, S!, dash-in, df+4,2
#5) uf+4, df+1, f+2,3~SCR~3+4, S!, dash-in, b+1:1+2
#6) db+1+2, MNT3,1, MNT1,4, S!, dash-in, df+4,1
#7) db+1+2, MNT3,1, MNT1,4, S!, dash-in, b+1:1+2
#8) CH 1+2,4,4, S!, dash-in, df+1, f+2,3,4
#9) CH 1+2,4,4, S!, dash-in, b+1:1+2
#10) CH 1+2, df+1, f+2,3~SCR~3+4, S!, dash-in, df+4,2
#11) CH f+2, df+1, f+2,3~SCR~3+4, S!, dash-in, df+4,2
#12) CH f+2, df+1, f+2,3~SCR~3+4, S!, dash-in, b1:1+2
#13) db+4,2, df+1 x2, f+2,3~SCR~3+4, S!, dash-in, f,f+3+4, W!, f+2,3,4
#14) MNT+df+2, df+1, df+1,4, S!, dash-in, df+4,2
#15) Rage Drive: f+2+3, df+1, f+2,3~SCR~3+4, S!, dash-in, df+4,2, W!, f+2,3,4
For Directional Notation
7. u/b 8. u 9. u/f
4. b 5. * 6. f
1. d/b 2. d 3. d/f
7. up/back 8. up 9. up/forward
4. back 5. neutral 6. forward
1. down/back 2. down 3. down/forward
For Input commands:
1 = Left Punch (LP)
2 = Right Punch (RP)
3 = Left Kick (LK)
4 = Right Kick (RK)
1 + 2 = Left Punch + Right Punch (LP + RP)
3 + 4 = Left Kick + Right Kick (LK + RK)
1+3 = Left Throw
2+4 = Right Throw
Legend
WR = While Running
WS = While Standing
S! = Tailspin/Screw
W! = Wall Splat
: = Just Frame Input
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