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Tanya Strategy Guide

Tanya

The number one spot is holded by Tanya. The smallest, quickest and trickest character of all 15 available in mk4. Her combos are very damaging and she can make plenty of openings for them. Either on the ground or aa combos, she is deadly but not as damaging as Scorp. Her throws are good but there are little traps that can be setup after them. She can fight as defensively as she wants, because she has that air fireball that has similar to Sindel but with less recovery time. Some times you have to adjust your combos because she being smaller, some aa attacks will fail. Remember that this # 1 spot can be switched depending in the player ability and knowledge of the game, because Rept and Scorp can be Nightmares too.

Her standard attacks are somewhat short due to her size, be carefull when aa someone. Take your time to learn all the correct distance for aa and other attacks. Her other normals feel a little speed up and you can confirm it when you play against her and see how she poke everything you throw at her. Scorp can overpower her with his ground combo priority. Her legs though, have good reach. Her c. Lk is long and pointy. Nice Hk for aa and short/quick Lps good for stopping running throw attempts (remember to hold back when doing this).

Corckscrew Kick is her best special attack. Think of it as the Kabal Spin Dash. It is that awesome. Sure, it doesnt has the same huge hit area than the Dash has, but it serves well his purpose. Use it as an aa when your foe jumps at you at sweep distance or even higher. Anti crossup is good too. Dont use it as a punisher for blocked attacks (wpn, sweeps etc)because is a little slow at start up. It has a hit limit of 4 and has a small time limit between one and another. This way we can say, one corscrew kick = 42% max dam combo. That easy. No matter where on the screen you are. If you are on the corner, the pummeling is better. Most ppl tend to not block preventively when they run and this is one of the best places to stick one CSK. Also when being rushed you can do it. If blocked, you enter in a long recovery time. Dont spam it. There are two different ways how this move will juggle the opponent. The first one is probably known by everyone followed with flip kick, but the other is flipping the opponent's back into you, so you can aaSUJK, aaLP or whatever to make the combo/punisher bigger. Usualy to make this happen you have to catch foes that jump into you as much higher as you can, they cant block, they can only hope lol.

Flip Kick is a good move. It has no time or hit limit. You cannot continue combos after it and for that reason is the preferred move for finishing long combos. Have some startup but is nothing outwordly. It covers some distance and it tend to miss if done too fast in juggles. Sometimes it looks like it will hit twice like Fujin's Flying Knee, and for that reason it has very good damage. It has no hit limit and can open the opponent into jab/knee, throw traps if it hits right.

The ground fireball is a mundane special attack that serves for little zoning and to end Juggles, but the Flip kick is a better ender. Not much to write here.

The air fireball is one hell of a move. Its a perfect keepaway move. You can cancel normal special attacks with it but its almost useless in combos. I remember and old believing that you could do a corner inf with it but it proved to be fake due to the fact that if you do more than 3 normal jumping attacks in the corner, you fall ala MK2. Some shit can be done
with that fake setup, corner foe, Jk x 2, LATE air fireball, CSK kick and combo of choice. This is extremely hard and just for showing stuff. Back onto the air fireball stuff, you might want to stick it at lowest height possible. Remember that it doesnt has recovery time and only, and I want to make ephazis on this, ONLY Scorp has a real advantage against
this tactic because she cannot jump back again. Never. All other characters will have the hardest time trying to get near her. Sub can get her in trouble because he can punish all of her attacks with the slide and he can turtle too with the Ice Clone forcing her to advance. Still, no mk4 character is prepared for such threat. Imagine SSF2T Akuma air fireball game.

Tanya AFB Spam Scenario Example

Because any comments like "i will not react like this or will do that you have to know that its not a 100% safe tactic, but just an example!

Tanyas wpn is probably the 3rd best wpn. Its a "throwable" boomerang. Back + Hp is a deadly punisher in the usage of Reikos same button attack (shares the aa and punisher facts). HP is similar to Kai's LP weapon attack and can punish a lot of blocked stuff but only at close range, where Kai's LP wpn attack has longer hitting area. Lp and B+LP are the attacks that she throws that shit and is deadly at close or long range. If someone jumps back, just hit Lp and PAM! punished. Jumping back + Hp is an excellent aa and can be followed by the air fireball.

Basic Juggles:

  1. HK, HK, Corckscrew Kick, Flip Kick (4 Hits, 34%)
  2. HP, HP, HK, HK, Corckscrew Kick, Flip Kick (6 Hits, 36%)
  3. HP, HP, HK, D+HP, aaHP, Jump HP HK, Air Fireball (8 Hits, 36%)
Advanced Juggles:

  1. HP, HP, HK, D+HP, aaSUJK, HK, Flip Kick (7 Hits, 34%)
  2. HP, HP, HK, HK, Corckscrew Kick, aaLP, Flip Kick (7 Hits, 39%)
  3. HP, HK, D+HP, aaHK, Corckscrew Kick, aaSUJK, Flip Kick (7 Hits, 42%) * Video!
  4. (With Weapon) grounded SUJK, HK, D+HP, aaSUJK, Corckscrew Kick, LP (6 Hits, 42%)
*There are so many variations of this jugge like: aasUJK, Corckscrew Kick, aaHPx2, Fireball and etc. See which one is the most easier for you and use it! We cant list everything ;]

Punishers:

  1. aaHPx2, Jump HK, Corckscrew Kick, Flip Kick (5 Hits, 30%)
  2. aaHK, Corckscrew Kick, SUJK, Corckscrew Kick, Flip Kick (5 Hits, 44%)
  3. SUJK, HK, Corckscrew Kick, Flip Kick (4 Hits, 42%/aaLP,Flip Kick 45%)
  4. (With Weapon) SUJK, HK, LP (3 Hits, 38%)
  5. (With Weapon) SUJK, HK, Corckscrew Kick, LP (4 Hits, 45%) Video!