He will now get thrown no matter how far up in the air he is. Itâs the easiest option compared to ff2 but is not that reliable. Privacy policy; About Tekken Zaibatsu Wiki; Disclaimers Really welcome buff! And thatâs it, I hope this guide will ease your way into picking up Gigas or, if you already play him, help you discover something new about this wonderful character.
If they donât backroll you can get a guaranteed b4/d2/d3 or df1+2,1+2. After db2 on hit df3 is unsteppable and uninterruptible (though it trades with down jabs). Hereâs a link to a youtube video with some useful setups that you might want to implement in your gameplay: https://www.youtube.com/watch?v=H072KWp-F_0. This is your only i15 punish and itâs great: it has a lot of range and does 13 dmg. レイジドライブ中に 2: Damage changed from 40 to 45. (Damage when walking a distance changed from 40 to 35), Damage changed from 28 to 40. so moves like cali roll wonât go under it anymore. And that’s it, I hope this guide will ease your way into picking up Gigas or, if you already play him, help you discover something new about this wonderful character. The jab after f2,1 is for consistency and adds wall carry, but you can go directly into db3,2 if you so desire. f2,d1: high, mid that can transition into golem. Though very strong both hits are highs so be careful of moves that recover in crouch.
f3+4*: Your Rage Drive.This will stun any opponent thatâs standing (airborne or grounded opponents wonât be staggered) and give you a free mixup. If you donât charge these kind of moves(f4, b2, f3,2, ws2,4) youâll find yourself at -13 for b2 and f3,2, -14 for f4 and ws2,4 with some pushback. During Rage f+3+4 Hold: Recovery decreased by 7F. Another buff they gave GS is that now GS 2 will Wall Bounce which…is alright I guess. 2,1 is a h,h string that jails and itâs your second, and least strong, 10 frame punisher. Use this a lot, itâs rarely going to get ducked since people are going to be afraid of the 1+2 extension so just go for it. When in GOL your opponent will be staggered for a short amount of time, allowing you to impose a pretty decent 50/50. df4, (1+2): i14 mid, -3 on block. I donât really recommend using it as a block punisher, especially online. Even though is very unsafe most opponents arenât going to punish it because theyâll be afraid of the third hit which kind of makes it a mix-up string. Very useful for comebacks. Command: Changes: During Rage 1+2: Active frames increased by 1F . ws2,4 is very weird: if you hold forward you go into GOL which is very nice. Same goes for the charged versions on hit.
Also is unwise to use this outside of punishment since itâs -17 on block and therefore launch punishable. TEKKEN 7 Season Pass 2 Patch Notes: Gigas. Opponent reaction on mid-air hit and hit while downed changed. On CH it also wallspalts and wallbreaks when close enough (to a wall). The best use for this stance is after f2,d1: using GS will make the string safe and you could even make something whiff with GS ub, though depending on the move they whiff you may not recover in time to punish. +4 on hit, -4 on block if the second part counter hits you get a free 1,2. If it gets blocked at tip range and your opponent whiffs trying to punish you or get his turn: boom, punish him. At -3 on block gives room to move or even continue offense on a hard read. Gigas has got some great tools to work with: great range and keepout game, good CH tools, super high damage, good standing punishers. df3,1+2,(1+2): same as df3,1 but mid and launch punishable. If ws4 counter hits you get a free hit (usually db1+2 which is the most damaging option). Going mid is generally the safest option. Play around with this move and be as creative as you can. Normal grabs(1+3 and 2+4) also got increased range, making them more usable in combos, donât really recommend this as the scaling very much kills the damage though, and a better answer to Akumaâs Demonflip. On forgotten realm it becomes a launcher since it floorbreaks.