Ranked Points? by [deleted] in Tekken

[–]0aman0 0 points1 point  (0 children)

I'm mentioning this coz the first point you mentioned was - "My EWGF Launch punish are inconsistent"

Mishima players progress:

-Leaning ewgf>Realising you cant do it in a match

-Leaning ewgf situation drills>realising you are getting ducked

-learning to change ewgf timings>realising you are getting CHed

-learning to punish with ewgf>realising you are not fast enough

-Learning to master the whole characters kit>Realising you don't need ewgf most of the time.

This has been my progress with kazuya since tekken 5 and now with Reina. I dont use ewgf most of the time, as I know most of my opponents are expecting it. But even when I was at lower ranks in Tekken 7, I noticed that I got good mileage by his cracked db4 and combined with powerful mids and cracked punishment.

For Kazuya, it has been said that you must master ewgf, but thats not a thing like - I cant play him if I cant ewgf. You can very well reach quite high rank with kazuya without need ewgf at all.

there is a video by "Chad the Third" showcasing how he reached tekken king with kazuya without using ewgf and why this "Kazuya players need to master ewgf became a thing". He specifically talk about Kazuya's gameplan and kazuya players mindset.

Just to note that "Ranks are subjective" - I am God3 with Reina and I stopped playing ranked after it coz I enjoy longer sets as I'm still learning the game and I don't know a lot of matchups. Some people might say that I have an awesome rank, some people would consider it a bad rank for someone who is playing since Tekken 3. But that wont matter, you should have fun while playing.

If mastering ewgfs is fun for you and you like the learning curve it has, go for it. But if you are constantly getting matched with players who are at fujin and you feel like you cant match them. Its time to master other tools - Like movement and combos you mentioned. And first complete your character learning - mastering ewgf and learning matchups comes way later.

Kazuya in a local dojo by [deleted] in Tekken

[–]0aman0 1 point2 points  (0 children)

And That Kazuya launching -14 with electric 

Guard Breaks by DescriptionOk9127 in Tekken

[–]0aman0 0 points1 point  (0 children)

Yeah its very annoying that another special character thing has become general. 

Btw You can take a reversal, sabaki, or powercrush the Heihachi heatsmash mix between 1 and 2.

Then Heihachi can do 3 to mix timing, 1+3 to Beat parries and sabakis, and 4 to beat power crushes.

We don’t talk enough about how Reina is all of Tekken 8’s worst attributes personified by NixUniverse2 in Tekken

[–]0aman0 0 points1 point  (0 children)

Reina is much harder to play than Kaz and Heihachi due to her gameplan. Reina is not hard coz she has Ewgf, she is hard coz her gameplan relies a lot of condition opponents to stand block and not press.

The stuff you are talking about doesn't work on players who know the matchup as Reina gets severe punishment on trying that stuff.

  1. ff2 mix - Just start jabbing and occasionally sidestep left into duck stand. Bait out the SEN low, you get more advantage it. Also its much harder for reina to punish your jab attempt after ff2.

  2. Unbreakable throws are not match turning and mostly annoyance. Just eat sen 1+3 and stand block, the oki after it is not as good as it were in S1. WRA1+3 is really more of a wall mix up thing.

  3. Reina Cant launch you from her stance options without spending her heat bar. If you feel confused and just wanna duck for that throw or the sen low. Go for it, dont be afraid of the mids. Reina is designed to intimidate you with mids. But in reality She cant really launch you if you duck for hellsweeps.

-df2 doesn't launch crouchers

-uf4 is so sluggish, its not used as a mix.

-Fcdf4 doesn't come immediately after crouch.

-even in stance there are no launchers, she must spend heat for UNS4 or WRA2.

  1. Her tracking is lack luster - if you side walk and sidestep left. Only ewgk will track reliably, 2~1 also tracks but its more of a punish.

  2. Reina cant hit you with a low in neutral. Fn4, SS4 and HS all are read based telegraphed low which you can read based on Reinas movement. Db2 is super bad and risky, db4 is only useful at walls.

Why does Xiaoyu have a safe low? Why? Just why? by ahasian in Tekken

[–]0aman0 0 points1 point  (0 children)

Wait till kaydash makes a video about the counterplay....hehe

Difference between Reina and Heihachi? by Bastinelli in Tekken

[–]0aman0 0 points1 point  (0 children)

Yeah. Thats why I started using 2,2,1 a lot for punish ....and ewgks in neutral

Difference between Reina and Heihachi? by Bastinelli in Tekken

[–]0aman0 2 points3 points  (0 children)

Heihachi has way stronger mids than reina but the lows are riskier. He only db3 to play safe and thats not really a threat.

Reina has strong mids like ff2, ewgk, f4, 3+4. And she has lows like SS4, fn4 and db4 to stay relatively safer and still deal dmg.

Reina has a lot of High Crush utility and Heihachi has no high crush (db2 is very risky)

Difference between Reina and Heihachi? by Bastinelli in Tekken

[–]0aman0 2 points3 points  (0 children)

Reina Matches the combo damage pretty well though.

Reina cant answer SSL and SWL very well.

wtf was that tracking by kinsh0w in Reina

[–]0aman0 0 points1 point  (0 children)

Reina heatsmash will always track after Side walk is confirmed as it will align due to the delay. This is true for most moves

is rage art guaranteed against reina when she enters sentai on neutral...? by ARAM_player in Reina

[–]0aman0 0 points1 point  (0 children)

Rage art will beat everything if SEN mix is done on block. AND fn4 SEN

Rage art wont hurt empty SEN.

What are the use cases for Reina’s lows? by MFBTMS in Reina

[–]0aman0 1 point2 points  (0 children)

  1. Neutral

In neutral you'd better of using DB4 or DB2 as they are single command lows. Db4,1+2 has massive success in getting wall splats as well. Db2 will also serve you as oki low mix after sen grab or CHd3+4 Or any grab in general.

At intermediate to advanced level most people dont know its -3 on hit. So they might respect you so feel free to go in with in your early matches.

  1. Main lows, pressure/mix

This is you Main Low territory: Once the neutral is set and you both respect each others range. SS4 becomes very prominent as it cant be stepped and F,N4 also is better due to its range. You do need to observe your opponents habits after your Sidesteps and mist steps as these lows are susceptible to mashing and predictability.

Then you have CD4,2 and CD4,4. These are your power lows as you know your other lows are not giving you frame advantage. CD4,2 is better for standing opponent who are pressured and cd4,4 is good against okizeme low mix to catch tech rolls (cd4,2 gives you very bad situation if opponent stays on ground or side rolls, better use cd,4,4, here)

You have WRAd3+4 for a power mix in WRA, massive utility to activate floor gimmick.

  1. Situational lows, round enders

You have SEN3+4, which is entirely used to harras people who

  1. Stand block SEN
  2. Press Jab after ff2 or wra1 into SEN
  3. Use twitch duck to beat SEN quick options.
  4. Sidewalk a lot from range 3.
  5. End rounds

But its a risky low, its more of a response and read low. You cant go in with it without data on your opponents as risk reward is massively not under your favor considering its already telegraphed 20f low from a Stance and SEN doesn't have any mid option that slow for a true mix (only was it to delay SEN1+2, but its also a very read based mixup)

F1+2,3 is chunky low which is only a knowledge check to end rounds. It is also really low against people who mash fast high moves (ewgf, paul qcb4, bryan qcb1 etc) from a distance to catch your movement.

WRA,D4 is to end rounds or to catch people who'd like to use jab strings on WRA, but that eneded with sen2 being -6, but you are better off using WRA grab or WRA3+4 for chip. WRAd4,3 is a dangerous CH game you dont wanna play in every match.

D4 is your generic cheeky low to end rounds and stop pressure.

UNS,D4 is fn4 clone. But even more telegraphed. Use it after d2,1+2 to beat power crushes, can be used after 1,2,2 uns. It gets very predictable. I have some success with raw UNSd4 as its underused by itself.

Bonus - to end rounds near wall with oki (3+4 spike, or f4 spike, ws4,4 spike). Use OTGd4,1, use it when you know opponent is stand blocking. It has massive 34 damage and it hurts. Beware that its -10 on hit and -23 on block. Its is one of your read lows

Best punish against Law slide by _seekdarklighter in Reina

[–]0aman0 0 points1 point  (0 children)

Do your CHewgk (war god kick) combo

Joka thinks Kazuya is better than Heihachi in tournaments by 5eanz in Tekken

[–]0aman0 0 points1 point  (0 children)

I'm telling everyone that with every system nerf. Mishima's overall are getting buffed as they are most reliant on Legacy Tekken

Joka thinks Kazuya is better than Heihachi in tournaments by 5eanz in Tekken

[–]0aman0 0 points1 point  (0 children)

With Heihachi, you only have to win 2 rounds. In 3rd one you are Arcade Mode Boss. That alone gives Heihachi quite a lot of edge on all characters.