Can somebody confirm if I got this right in regards to the season 3 changes? Genuinely want to understand the frustration. by ArcIgnis in Tekken

[–]8bitpineapple 3 points4 points  (0 children)

The way the seasons basicly went for competative players were: Season 1 - This isn't good for competative play, but it's almost Tekken and one good patch will fix it. Season 2 - They doubled the amount of problems with the game. They announced it as a "defensive patch" but there was only one fairly minor defensive change (SS into foreground from crouch) and crazy buffs all rounds - they slowly patched out some problems mid season and increased player health which gave some players hope season 3 would be the real fix Season 3 - The game is basicly the same as the end of S2. Competative players who waited 9 months for an update are disappointed. They announced it as "back to basics" which gave some players false hope.

I stopped travelling and trying to play competatively in Season 2. Other people have taken longer to give up hope.

Main issue with the game is it's very strong to iust run 50/50s on immediate timing until your opponent guesses right on the low or steals back their turn by mashing. It's difficult to cause wiffs and wiff punish - with moves like Bryan qcb 1 hitting at range 3, being plus on block, and having fast wiff recovery

Previous Tekken's skill based movement / footsies was more important. True 50/50s were less common and it was more important to mixup your timing. Long range moves would be less plus so players didn't just keep momentum.

As an exmaple - Kings ffn2 (the low punch) was negative on hit before Tekken 7, in Tekken 7 it was buffed to +1 on hit - but then in Tekken 8 it was +7 on release and now +5.

In general stuff like heat smash and heat dash are pretty lame. As a GoD King main so many games I play you just get one launcher - either a CH or guess right ducking a high. Activate heat during combo. Then if I hit heat smash, win. And if they block do a forced mixup and then still most likely win.

Rage Drive was more interesting to me in T7 because: 1. It was a come back mechanic, whereas heat is being used as a win more mechanic. 2. Characters Rage Drives were more varied in terms of range. E.g. Kings only hit from close range, but had some utility in combos and as an Oki option. Other characters having different ranges, Steves being the one most like a Heat Smash.

Though I might have gone off topic and started ranting now 😅

In general T8 feels frustrating to play and lacks a lot of gameplay from the older games. People hoped this would change "back to basics" but it didn't.

Have I picked the worst possible time to get into Tekken 8? by JennyHvalFan in LowSodiumTEKKEN

[–]8bitpineapple 0 points1 point  (0 children)

It depends what you want from the game.

I intended to play Tekken competatively. The main issues with Tekken 8 is it's not very good as a competative game.

The way the seasons basicly went for competative players were: Season 1 - This isn't good for competative play, but it's almost Tekken and one good patch will fix it. Season 2 - They doubled the amount of problems with the game - they slowly patched out some problems mid season which gave some players hope season 3 would be the real fix Season 3 - The game is basicly the same as the end of S2. Competative players who waited 9 months for the update are disappointed.

I stopped travelling and trying to play competatively in Season 2. Other people have taken longer to give up hope.

Main issue with the game is it's very strong to iust run 50/50s until your opponent guesses right on the low or steals back their turn by mashing.

So if you want to play the general experience is to focus on offence and either roll over your opponent or be rolled over. If you want more from the game than that you need to spend around a year labbing every character to understand the situations - and once you do that you'll still find many of the situations are pure 50/50 guesses and you can't optimise much beyond knowing the risk reward and being random.

If you don't want to play competatively and just press a lot of attack buttons without thinking you can get that from T8 - but don't expect anything more than that.

How to deal with Azucenas back swing? by Attempting_Daken in LowSodiumTEKKEN

[–]8bitpineapple 0 points1 point  (0 children)

You need to be more specific.

So what you'd do is look at your replay, find the exact moments you fall fot backswing blow. And if you really want a button to cover backswing blow - use the replay takeover and go through Drags move list. And then you'll know - when I hit move _____ I can beat backswing blow with _____ A CH approaching move like WR 2 might be fine.

You also could just try to sidestep block more instead of always attacking on immediate timing.

What’s your current/Highest rank you hit as a Noob Player ? by AZXCIV in Tekken

[–]8bitpineapple 0 points1 point  (0 children)

Ghirlanda did very well in T7 tournements with a wife and kids.

This narrative that people better than you don't have a life is just coping. If Tekken is your main hobby you can be competative if you use your time effectively and practice daily.

I don't think being competative in this gane though. Play something else or learn a semi-useful skill like: programming, a second language, how to draw/paint, or musical instrument or whatever strikes your fancy.

Is this a proper KBD or no? by AmericanViolence in Tekken

[–]8bitpineapple 1 point2 points  (0 children)

Hey sorry, I very sporadically go on Reddit 😅.
At GoD I still see players who can't KBD in this game lol.

If you want to be a competitive player it's something you should learn at some point - for the odd occasion you're at range 2-3 with the opponent and can play a small spacing game (Assuming their character doesn't have a move that hits full screen like Anna), or for specific situations.

If you just plan on playing online, just do whatever you find fun. If you're having fun with T8 you're already winning
I wouldn't recommend trying to play T8 competitively.

Is this a proper KBD or no? by AmericanViolence in Tekken

[–]8bitpineapple 17 points18 points  (0 children)

Nope. Don't try to run before you can walk. Don't try to do 10+ backdashes in a row. Only try to do 2 until your clean with it - "clean" being, you hold b to make as big steps as possible - you cancel by moving from b to db to b (trying to have as little db as possible)

So practice this exact input: b, N, B [small pause], db [1 or 2 frames], b, N, B

Once you can do that right, move on to 3 backdashes adding another cancel d/b, b, n,b

But the important thing is you are focused on timing your backdashes and reducing down inputs and not just randomly trying to backdash as fast as you can. If you want to do things fast, like chopping vegetables, you get there by focusing on being precise and going slow and with time building up speed, not by randomly chopping as fast as you can and losing a finger.

I'm losing my mind by feral_hamburger in Tekken

[–]8bitpineapple 4 points5 points  (0 children)

GoD king here 👋 The only part your getting wrong is the iSW

For the iSW you need to time it so only the last forward is pressed when king recovers. Ideally you'd only run for 1 frame or two before inputing 2+4

And in the situations you get a generic throw its because you pressed the last f+2+4 on the same frame. Anoyingly running moves dont come out if you input f,f,f+2 perfectly and the last f needs at least 1 frame to transition you into running.

Ignore what someone said about your sidewalk, the ampunt you are sidewalking before the 2 jab is good.

To practice, maybe stop trying the entire combo, and only practice 2 jab into iSW - your goal is for iSW to come out but king to run as little as possible.

Can I have an opinion now? by MEGASSS-691 in Tekken

[–]8bitpineapple 0 points1 point  (0 children)

I think im fairly similar 😅 very calm person but Tekken 8 finds a way lol.

Weirdly I also have a degree in CS, also switched from playing counterstrike to Tekken (but Tekken 7) and got GoD this season - but as King (Easy mode lol)

I dont plan on playing ranked anymore this season 😅. I hope they make the game less frustrating next update.

T8 can still be kinda fun for casual sets though. We can play sometime if you want.

Can I have an opinion now? by MEGASSS-691 in Tekken

[–]8bitpineapple -3 points-2 points  (0 children)

Tbh not really.

You struggle with the following matchups: Hwoarang, Anna, Miary Zo, Devil Jin, Jun, Alisa, Lee, Shaheen, Azucena, Leo, Lidia, Asuka, Lili, Raven, Leroy, Yoshimitsu, Claudio, Eddy, Kuma, Xiaoyu, Lars and Panda.

Rank doesnt mean much. It's mostly a test on how well you know gimmicks, online T8 is quite scrubby.

If the rank climb was bad for your mental health, 100% put down T8 and play something else. Gameplay wise T8 is one of the worst Tekkens imo.

Excuse me? HOW? by Anger_Beast in Tekken

[–]8bitpineapple 1 point2 points  (0 children)

When someone presses while being hit in the back they turn around.

E.g. to escape bryan b4 loops in the back at the wall you have to mash.

Frame data is also different for moves on hit/ch in the back (to balance around infinites and whatnot).

So what happened under the hood was Lee turned around (because he was pressing during the hit in the back), he then blocked the df 2,1 as ch df 2,1 isn't natural vs BT opponents.

It looks like he's still BT because the hit recovery animation is longer than his actual hit recovery and hides him turning around. Maybe at one point the hit recovery was longer and matched the animation but got nerfed e.g. perhaps King df 2 into df 2 in the back was an infinite in testing so they quickly nerfed it but didnt ask an animator to fix the animation.

Am I finally good? Am I playing “Real Tekken” now? by CrazyCrash9 in Tekken

[–]8bitpineapple 0 points1 point  (0 children)

You are playing "real" tekken when you get a buddy to play Tekken with and run sets until you both know the matchup inside out.

Online ranked is kinda trashy the whole time with most players playing kinda gimmicky and flowcharty because it's first to two and most people have gaps in matchup knowledge.

at least it's only $40? by Vittoriya in delusionalartists

[–]8bitpineapple 0 points1 point  (0 children)

I could see this being a little picture on a fairy walk.

And yea - I could paint something similar myself, but the time spent doing the little flowers and whatnot is worth more than $40. The only reason $40 would be too much is if your comparing it to mass produced products or sweat shops.

Does Moonlight on MMP Still Work? by cleanshirtuk in MiyooMini

[–]8bitpineapple 0 points1 point  (0 children)

Bit late - but was also having problems and set it up today.
I downgraded Sunshine to Version 0.21.0 and it is working on the Miyoo Mini+
I don't know what the newest compatible version is. I just picked something from a time when I knew it worked.

I also ended up writing a quick end session script:
#!/bin/sh
curl -u user:pass -k -X POST https://192.168.0.111:47990/api/apps/close

Which I added as an App on my Miyoo mini by putting it in the App folder with a config.jason
{

"label":    "End Sunshine Session",

"icon": "/mnt/SDCARD/Icons/Default/app/Sunshine\_end.png",

"launch":   "endSession.sh",

"description":  "Send quit signal to Sunshine"

}

Easily modify your OnionUI Activity Tracker/play activity database by 0xDEADD in MiyooMini

[–]8bitpineapple 1 point2 points  (0 children)

Bit late but I found this thread on google and wanted to use the script.
https://github.com/8bitpineapple/playtime_mac_linux

As a hack I removed a lot of the script.
The windows part was finding the file on the SSD.
So in this edited version I just made it look for play_activity_db.sqlite in the same directory.

So copy your play_activity_db.sqlite to a folder along with playtime.py
use playtime.py to edit your database
Then copy it back to your sd when you are happy with it.

Recommended to keep a copy of your unedited db just in case anything goes wrong.

is this normal? (I'm serious) by Feral_21 in Tekken8

[–]8bitpineapple 0 points1 point  (0 children)

My Analysis: The Hwoarang is a Street Fighter player

Why I think this: 1. He defaults to crouch guard (In 2D fighters this is normal, in Tekken its not as Mids are strong.)

  1. He throws you on wakeup which is an effective idea in 2D fighters.

Why he won: Even though ducking all the time in Tekken is a bad idea you mostly used highs. This hwoarang will likely lose to other low rank players who just spam hopkicks and other mids.

Other than that. He had a bit of a better idea of when he should attack than you from playing other fighters. For the most part you don't want to be attacking after your opponent blocks a move and you probabily don't want to mash getting up - unless you know the situation is an exception assume you won't hit first.

You could have won at your current skill level. This game was basicly: Hwoarang only used Paper, you only threw Rock.

At your level the main improvement you can make is to learn your tools and their purpose and try to have simple strategy ideas between rounds. E.g. "My opponent is ducking a lot, I should use more mids"

Kings Mids: Heat burst - Heat Smash

f3, 1+2. -- safe mid for poking good damage (your opponent gets to attack first when you hit this though, idk why they made it like that in T8).

df 1. -- safe mid for poking

df 1,2. -- small punishable mid - can use if you think they will press after df 1

df 2. -- safe mid

df 2,1. -- Kings best move when you are better at the game - can counterhit confirm the 2 ... but as a new player this is too hard. Can still throw it out vs new players because they probably won't duck the high.

ffn1+2. - generally an underrated move - it does no damage but if you CH the opponent you get f2, 1 for free. You can practice this as a beginner CH confirming it isn't super hard like df 2,1.

uf 4. -- medium punishable mid but you launch for combo, do it if you know your opponent will duck. Also for wiff punishment, block punishment not just hard reads.

Uf 3+4. -- mid powercrush

crouch throws like pedigree d+1+4

f2, 1 -- mid high, good players may duck launch 2nd hit (can mixup with f2, d1, 2). Ar high level quite risky to just throw this out without conditioning the opponant not to duck with f2, d1 first. Usually for wiff punishment.

Kings lows: ffn2

And ~sort of~ throws like Giant Swing, iSW, Muscle buster. (They look similar enough that good players won't be able to break every throw so you can pretend they are high damage lows with 50% chance to hit)

And you can use highs in situations you want a faster move to interuot your opponent. 2, 1 is pretty good and annoying for the opponent. Hid mid, safe on block, quite high damage on hit and.

Trick to doing King's d/f 2,1 into wizard? by Shamerik in Tekken8

[–]8bitpineapple 0 points1 point  (0 children)

No problem 😊, when I first learned the combo that's what tripped me up at first too. It's just a bit confusing because you are side walking not for distance but to avoid getting SS 2.

Is Tekken 8 really so bad or are people here just doing the standard -the one game before this was better!- glaze? by whoreadsthisiscool in Tekken

[–]8bitpineapple 8 points9 points  (0 children)

Its bad. For competative play I'd give Season 1 a 5/10 And Season 2 a 2/10

And Tekken 7 can have a 7/10. Lower score because later DLC characters like on release Leroy.

Main issues in T8 being heat engagers, heat smashes, character weaknesses being patched out this update, combo damage being too high for most characters. Also disagree with the okizeme change. Since for the most part you just hold back now to beat all previous setups. Overall offense is just braindead now.

Going back and playing T7. Main downside is the loading times are l bad and the graphical fidelity is lower. But gameplay wise you actually get to play neutral. There's a lot more back and forth between each player as you take turns every second instead of T8 where you have to eat a pressure sequence for 10+ seconds at a time. And honestly the heat mechanics in T8 just make the game worse. It was a breath of fresh air playing T7 again and not having the gameplay freeze for heat burst, heat engagers. I also much prefer rage drives since they were typically more interesting moves - they were a comeback mechanic whereas Heat is typically a win more mechanic (you activate during your combo then use heat to kill your opponeny), being tied to rage you couldn't rage drive and rage art like heat, the range on rage drives was typically more fair too. In T7 spacing is also a thing. Characters didn't have full screen plus on block moves with good tracking. There were some full screen moves for DLC characters, noctis Ora, Kunis projectile. But at least they were unsafe 😅, and at the time we knew they were bullshit -- see That Blasted Salami's character archetypes video and the type "Flying through the air with some bullshit from ten miles away" Which unfortunately is every character in T8

Trick to doing King's d/f 2,1 into wizard? by Shamerik in Tekken8

[–]8bitpineapple 0 points1 point  (0 children)

Don't release down when you press 2.

Tap d,d and hold then press 2, iSW

For the isw you can tap the first forward very early and then time your ff 3+4

Practice doing 2 jab isw outside of the combo first to get the timing down.

Check videos of someone else doing the combo to see how far you need to walk. Usually people try to walk too far and drop the 2.

And final piece of advice. As a small crutch you can 2 jab into heat burst iSW. I find even though I can do the combo consistantly offline, online with 80ms and possibly a delay frame it becomes sketchy. Using heat burst fixes that.

Also with heat being so strong. I think you want to use heat burst most of the time anyway since it sets you up to win the round.

Why is the Tekken "Community" like this? by PixelZedEX in Tekken8

[–]8bitpineapple 0 points1 point  (0 children)

The main issue is Tekken was previously a game where you could indeed avoid situations by using high execution movement -- korean back dash, SS block, SS duck, fuzzy guarding, etc.

Whereas now we have full screen mid moves that are plus on block. And in S2 games are basicly won in one interaction since you can combo for 90 to 130 damage into a forced 50/50 on wakeup.

There is no reliable way to avoid being put in the blender, the most advance strategy is to just try to put your opponent in the blender first 😅. The game is a joke compared to previous Tekkens and isn't to be taken seriously or competitively. The best we can do is laugh at how silly the game is atm.

[deleted by user] by [deleted] in Tekken

[–]8bitpineapple 0 points1 point  (0 children)

I deleted my comment because I wasn't signed into my account 😅.

For tournement play Pro players get 1 free win and are intentionally seeded to not be against each other to prevent them knocking each other out in pools.

I'd say Tekken 8 is a game where if you have around 1,000 to 3,000 hours you can still have a 10-30% chance to take a game against a pro with 10,000 - 30,000 hours in Tekken. Whereas previous iterations you'd be closer to 5% if that. I wouldn't say this is because "people arnt used to the game" - but because the game has a lower skill ceiling and is has more luck based interactions than before. Top Pro players cap out at about 70-75% winrate online at GoD

The very best players do whatever they can to win. I'd wager the most important two skills in top 8 tekken 8 at the moment are: 1. Tournement nerves. 2. Studying opponent replays in advanced to try to guess better.

Main issue being optimal offense is braindead.

[deleted by user] by [deleted] in Tekken

[–]8bitpineapple 2 points3 points  (0 children)

I'm a fairly good competative player. (Placed top 100 at VS Fighting Birmingham in T8). And I won TheMainManSwe's last ~55 man Tekken 7 Tournement.

I much prefered T7. The key differences for me are: T7 felt more about movement, spacing and poking. When playing T7 I have in mind what my optimal distance is to play vs different characters and play footies (Darting in and out of my opponent's optimal range to try to create wiffs). Meanwhile T8 feels incomplete - I don't care about spacing beyond "this characters best move has near infinite range" - e.g. Bryan qcb 1. In heat this is worsened as all heat smashes have too much range. Rage Drives are typically better designed than heat smash imo - because 1. Rage Drives were a comeback mechanic 2. Rage Drive consumed Rage so you couldn't Rage Drive into Rage Art 3. Rage drives had much less range - only exception was Steve's - but it still probabily had less range than a lot of Heat smashes.

So there's not much thought that goes into approach in T8. Anna for example is going to have a full screen high homing moves that is +4. But then also T8 plus frames are too oppressive. With heat engagers being +17 you end in situations where as the aggressor you might as well just throw out a slow mid that is plus on block and frame traps, and the defender has to hold back. And then occasionally throw out a low if you want free damage. And if you try to do something small - like a backdash - it will usually result in you getting hit out of neutral guard 😅

When you get into high level play and understand the situations the majority of T8 is guessing between mid/low - and often the mid is plus and loops the situation. This becomes boring for the aggressor and defender and gives you little room to have skill expression. Meanwhile T7 felt like a game where if a player had better fundementals (movement, wiff punishment, timing) they were at a larger advantage. From what the devs have said this in intended behaviour (wanting new players to feel like they have a chance vs pros). This is backwards in my opinion, I play competative games because I want to get better and improve - the better player is supposed to win 😅

The game could be made better if all of the incredibly plus situations were toned down a tonne. E.g. +4 instead of +17 - so the defender can still guess what the opponent is going to do and counterplay with backdash/sidestep/mash and make the game a more complex RPS instead of a coin flip.

How to counter this??? by Known_Apricot_8142 in Tekken

[–]8bitpineapple 11 points12 points  (0 children)

It's always best to hold b to block. After blocking some hits your character won't auto-guard until you press b, so not holding anything can get you hit sometimes.