I fell in love with Tekken back in the Tekken 4/Tag Tournament days
the music is amazing
TTT2 char select and T6 electric fountain memories.
Also Fontana de Trevi.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Man, remembering who I used to play the most as (Eddy, Lee, Hworang) is just reminding me that I like my graceless offense mash spam to a self-crippling degree. Maybe I should branch out and git gud at Asuka or Xiaoyu...
With Lee you're gonna mainly be fishing for CH and sniffing out opportunities to launch and take them to the wall. use b+4 to check their approach, use 2,2 or 3 or d+4 to poke and start offense. CH confirm 2,2 into 2,2>3. Confirm 3 into 3>3. D+4 confirms into ws 3,4. He doesnt have a great whiff punisher so you don't want to play wait and bait, you want to get into their rhythm and check their advances before going in and starting your offense. B+4 can go into hitman stance so you can even throw them out semi liberally and get big counterhits on whiff punish attempts. Once you're inside you can pester with 1,2 and df+1, which lead to big mixups on hit and if youre feeling ham, high risk high reward reads on block. CH 4 for slow retaliations leads to full combo, d+2 crushes highs and some mids, hopkick crushes lows.
Real real simple gameplan, but enough to get you on the right foot
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Ed's v-trigger looks totally insane. Aegis reflector on crack
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Kevin CristI make the devil hit his kneesand say the 'our father'Registered Userregular
I played Tekken since the first on an imported PS1. At first I wasn't a big fan of it (I prefered Toshindan) But when a local arcade got a Tekken 2 machine I fell in love. I skipped out on the PS2 so I never played T4 or T5/DR but T6 on the 360 brought me back.
Tekken is one of those games where I appreciate its complexity and like watching people play it but will never in a million years play myself.
It's just Too Much for my tiny baby fight game brain.
I actually want to talk about this, specifically.
Much ado is made about Tekken's complexity, like it's some giant insurmountable wall of mechanics and Korean wavedashes and frame traps.
While Tekken has one of the highest skill floor in fighting games. After you get ON that floor, the game is fairly mechanically easy.
And even that basic floor isn't as daunting as you would think. Like, here is a basic breakdown of what you need.
1. Knowledge of Movement and Spacing.
This is legit the most important thing to learn, and fir some, also the hardest. But when you get comfortable with basic Tekken movement and spacing, you have the foundation to literally pick up every character in the game and understand what they want to do.
The object of Tekken is simple. Juggle them. You want to launch/land a big counterhit, that leads into a combo for guaranteed damage. That damage range is damn near universal on infinite stages.
Everything else, I mean EVERYTHING, ypu do, is to try and make this happen. If you boot up a Tekken match, any high level one, take your pick, all of that complex looking dashing and sidestepping and the characters looking like they are going into seizures? Lip service. Literal posturing. Each character has a set list of things they can do from neutral.
Jab you(to catch agressive movement)
Punish you.(If you take a risk and mss/are blocked)
Take a risk for big damage/on block setups.
The moves and amount of moves, how safe they are, and where they will hit varies. But that's it. It's staggeringly simple. Once you hit a basic execution threshold, knowledge becomes the primary way you improve, which brings me to my next point.
2. Knowledge of your Character.
This is actually far less important than you might think. It's still extremely important, but, universally, in most fighting games this is the most important thing. Doing your moves and optimal damage and such. Not so in Tekken. Every character has some fairly universal mechanics.
They can launch.
They can punish.
This is why the skill floor in Tekken is higher than other games. What matters isn't what your opponent does, so much as how YOU react to it. The ability to punish mistakes is universal, easy to see, and easy to do.
It's what comes AFTER this, is where the complexity lies, and knowledge of your character comes into play. What's safe in block, what's + or -, how can you take advantage of frame advantage, what pokes/sidestep catches you have, what shenanigans are at your disposal and so on.
Lastly
3. Knowledge of your Opponents character.
Once you've established 1 and most of two, 3 is the final frontier. Knowing what your opponent can do in neutral and on Oki are fundamental, and is the one thing that will improve your game the most once you have a basic understanding and comfort with whatever character you have chosen.
Like anything, it takes time, and you'll be on 1 for far longer than you would any other fighting game. But once that's established you're g2g.
I played Tekken since the first on an imported PS1. At first I wasn't a big fan of it (I prefered Toshindan) But when a local arcade got a Tekken 2 machine I fell in love. I skipped out on the PS2 so I never played T4 or T5/DR but T6 on the 360 brought me back.
I'm just hoping I'm not too old now.
I drove myself to the mall with my fancy brand new driver's license to pick up the original tekken for ps1. If I can still hang, you can still hang.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
So I heard in T7 throws are even easier to break?
Like generic throws can be broken with either press but command throws still require the correct command?
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FaranguI am a beardy manWith a beardy planRegistered Userregular
Haven't played a tekken since 3. Is that kung fu cop with stances still in the game, and if so what does he want to do? I have a weakness for stance characters.
After him the only characters I actually remember are Paul, Hworang and the Mishimas.
Euphemonitsudemo sagashiteiruyodokka ni kimi no sugata woRegistered Userregular
If your internet is fast, uninstall tekken 7 in steam, then delete the files in the depotcache of your steam folder that starts with 389731, then redownload it.
If your internet is fast, uninstall tekken 7 in steam, then delete the files in the depotcache of your steam folder that starts with 389731, then redownload it.
If your internet is fast, uninstall tekken 7 in steam, then delete the files in the depotcache of your steam folder that starts with 389731, then redownload it.
Yeah, turns out, people weren't lying when they said hitbox is pretty good for tekken.
I have no idea what the fuck I'm doing and what all these moves are, but I can korean backdash and wavedash and ewgf.
IMO hitbox is broken for tekken because of the eliminated need to do neutral inputs. I can't do stick EWGF to save my life on Kaz, but I tried it on a friends hitbox in T6 and I was 10/10 on demand. Shit is OP.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
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Euphemonitsudemo sagashiteiruyodokka ni kimi no sugata woRegistered Userregular
Yeah from pretty much all accounts hitbox is actually broken for tekken, it's """merely""" pretty good for other fighting games. It's not just the ewgf, it's the movement, like korean backdash or wavedash or quick sidesteps
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FaranguI am a beardy manWith a beardy planRegistered Userregular
Is it live on PC? It's still showing me the pre-load button and saying it's not out yet
Posts
TTT2 char select and T6 electric fountain memories.
Also Fontana de Trevi.
With Lee you're gonna mainly be fishing for CH and sniffing out opportunities to launch and take them to the wall. use b+4 to check their approach, use 2,2 or 3 or d+4 to poke and start offense. CH confirm 2,2 into 2,2>3. Confirm 3 into 3>3. D+4 confirms into ws 3,4. He doesnt have a great whiff punisher so you don't want to play wait and bait, you want to get into their rhythm and check their advances before going in and starting your offense. B+4 can go into hitman stance so you can even throw them out semi liberally and get big counterhits on whiff punish attempts. Once you're inside you can pester with 1,2 and df+1, which lead to big mixups on hit and if youre feeling ham, high risk high reward reads on block. CH 4 for slow retaliations leads to full combo, d+2 crushes highs and some mids, hopkick crushes lows.
Real real simple gameplan, but enough to get you on the right foot
Thought he was a really cool character.
Puyo puyo tetris is a fighting game.
I mean, I consider it to be, but not everyone does.
Fight me with blobs and blocks.
Also:
https://www.youtube.com/watch?v=yb04u-UEi_0
I'm just hoping I'm not too old now.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
I actually want to talk about this, specifically.
Much ado is made about Tekken's complexity, like it's some giant insurmountable wall of mechanics and Korean wavedashes and frame traps.
While Tekken has one of the highest skill floor in fighting games. After you get ON that floor, the game is fairly mechanically easy.
And even that basic floor isn't as daunting as you would think. Like, here is a basic breakdown of what you need.
1. Knowledge of Movement and Spacing.
This is legit the most important thing to learn, and fir some, also the hardest. But when you get comfortable with basic Tekken movement and spacing, you have the foundation to literally pick up every character in the game and understand what they want to do.
The object of Tekken is simple. Juggle them. You want to launch/land a big counterhit, that leads into a combo for guaranteed damage. That damage range is damn near universal on infinite stages.
Everything else, I mean EVERYTHING, ypu do, is to try and make this happen. If you boot up a Tekken match, any high level one, take your pick, all of that complex looking dashing and sidestepping and the characters looking like they are going into seizures? Lip service. Literal posturing. Each character has a set list of things they can do from neutral.
Jab you(to catch agressive movement)
Punish you.(If you take a risk and mss/are blocked)
Take a risk for big damage/on block setups.
The moves and amount of moves, how safe they are, and where they will hit varies. But that's it. It's staggeringly simple. Once you hit a basic execution threshold, knowledge becomes the primary way you improve, which brings me to my next point.
2. Knowledge of your Character.
This is actually far less important than you might think. It's still extremely important, but, universally, in most fighting games this is the most important thing. Doing your moves and optimal damage and such. Not so in Tekken. Every character has some fairly universal mechanics.
They can launch.
They can punish.
This is why the skill floor in Tekken is higher than other games. What matters isn't what your opponent does, so much as how YOU react to it. The ability to punish mistakes is universal, easy to see, and easy to do.
It's what comes AFTER this, is where the complexity lies, and knowledge of your character comes into play. What's safe in block, what's + or -, how can you take advantage of frame advantage, what pokes/sidestep catches you have, what shenanigans are at your disposal and so on.
Lastly
3. Knowledge of your Opponents character.
Once you've established 1 and most of two, 3 is the final frontier. Knowing what your opponent can do in neutral and on Oki are fundamental, and is the one thing that will improve your game the most once you have a basic understanding and comfort with whatever character you have chosen.
Like anything, it takes time, and you'll be on 1 for far longer than you would any other fighting game. But once that's established you're g2g.
I drove myself to the mall with my fancy brand new driver's license to pick up the original tekken for ps1. If I can still hang, you can still hang.
Like generic throws can be broken with either press but command throws still require the correct command?
After him the only characters I actually remember are Paul, Hworang and the Mishimas.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Mechanically, it's probably my favorite fighter. Had incredible netcode back in the day, too.
Aesthetically, it's shit.
Lei Wulong, the crazy Jackie Chan kung fu cop is not currently in T7
Virtua Fighter is actually the best 3d fighter, but its ugly, complex, has little humor or charm, and is hard to watch.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Yeah, I've completely stopped doing preloads on Steam because the unpacking takes so long.
It might be faster with an SSD and a really strong CPU.
It takes a while to pre-allocate the files though, but on the other hand, it doesn't take like 45+.
Right? I get about 38 MB/sec down from Steam and I sure as heck am not confident its decryption throughput is anywhere near that high on my machine.
Should've left it on so it could do its thing while I'm at work. Whatevs tho.
I have no idea what the fuck I'm doing and what all these moves are, but I can korean backdash and wavedash and ewgf.
https://docs.google.com/spreadsheets/d/1OLcAGbXhWIVcl5IziVpG0eKFJS3xi_Sac9kYMkRFvD8/edit?usp=sharing
IMO hitbox is broken for tekken because of the eliminated need to do neutral inputs. I can't do stick EWGF to save my life on Kaz, but I tried it on a friends hitbox in T6 and I was 10/10 on demand. Shit is OP.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
I'm not even sure where to begin.
http://www.avoidingthepuddle.com/news/2016/3/24/nobis-beginner-guide-videos-for-tekken-7.html
+sample combos at the end? I've got nothing.
That gives *combos* but doesn't really say anything about mechanics or universal move types and why you'd wanna do em.
https://docs.google.com/spreadsheets/d/1OLcAGbXhWIVcl5IziVpG0eKFJS3xi_Sac9kYMkRFvD8/edit?usp=sharing
Some moves are just moves that link into one another. Natural combos and such.
Also, some buttons tend to do similar things across multiple characters.
https://clips.twitch.tv/SavoryObeseKleeBabyRage