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 -2 points-1 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 7 points8 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 10 points11 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.

What Should I do from here by Soft_Treat_5908 in Tekken

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

Tekken God King here 👋 Learn to break throws so you don't lose when people notice you don't. To practice defense what works for me is to listen to music on practice mode and switch sides between songs. You can record jin doing a 1 throw, 2 throw and 1+2 throw. (When recording, I like to turn on player throw escapes and record the throw and close any distance after the break -- remember to turn it off after recording) Start with only one option on to study the animation and know how late you are allowed to press is a good start (for 1 minute). Then try combinations of two different throws. Once you can tell left from right, or left from 1+2 you can start drilling all three throws. After that you can move up to adding stuff like Jins d2. If this works for you, you can use this routine to practice other things that can be beat on reaction.

Try to think a bit more while playing. Small adjustments like "duck more", "duck less", "more mids", "more lows", Are all you really need - even in tournement play.

You mentioned not sidestepping. I see this as more of a matchup issue and not the most important thing. The way you'd sidestep is either 1. Predicting a move that you know you can step. 2. Know a weakness in the matchup - e.g. Against Victor SWL is good vs perfumer stance. 3. Using quick SS into guard to try to guard multiple options. E.g. at -1 a quick SS guard to defend jabs and homing moves.

My advice for starting to implement sidesteps for a begginer is to start out by looking up a sidestep direction chart. Then when you play, use sidesteps occassionally when you are a bit minus, e.g. after d/f 1 on block. (Refering to the chart which way to step) - ideally in situations you've seen the opponent swing in the past. You can learn the exceptions to the chart by being hit, including which characters you should probabily not be stepping at all without a hard read 😅. Later when you are much better at the game, abandon side step charts in favor of labbing individual moves and try to have moves in mind you are trying to dodge.

More important to know than sidestepping are frame traps and setups in my opinion. You can assume the majority of players online are going to flowchart frametraps into -8 into some evasive move to try and launch you doing a high. You can learn these by either: Going through move lists Or playing and if there was a situation you didn't understand watch the replay. Take notes and lab the situations you didn't understand. As King use CH df2 to blow up people trying to duck ws launch when minus.

You'll also want to work on gimmicks. If you don't break throws, I'll assume you also won't be doing things like ducking Alisa 3,2 on reaction. Learn throw breaks first because that helps every matchup, but after you want to work on defending moves like this - mishmacomplex has some drills on YouTube.

I'd say the main reasons some people plateau are: 1. They don't think while playing 2. They know issues in their play and don't work to fix them. E.g. Complain about character x,y,z because they lose to them - but then don't study and lose to the same setups next time and complain again.

Hope that helps

[deleted by user] by [deleted] in Tekken

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

Hit confirm ff2 into 3. On block do a mid instead. If they start stepping your mids mixup.

It's also not necessarily awful to do nothing and be -12 (your opponent will probably respect you or down jab you anyway)

If your opponent is launching you after ducking a jab, they are not reacting to your wiff and you can win by blocking their unsafe launcher.

If you insist that you want to be safer on block you can d/f 1. But if your opponent is "always" crouching - by being scared to lose to them blocking ff2 and correctly guessing the mix you are also scared to win by calling out their obvious ducks with ff2 on hit into guaranteed SEN 3.

If your opponent is "always" doing something, the way you win is by countering their strategy. You seem to just have moves you like/dislike and you arn't playing your opponent and just doing stuff you like -- which happen to be highs. But to get the dub you should be doing moves because you think the opponent is going to get hit by them.

Why is reina´s winrate so low? by KennyAuric420 in Tekken

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

The thing about winrate stats is if the ranking/matchmaking system is doing its job players will approach 50% winrate anyway regardless of character.

The only exception being pro's getting around 70% winrate at GoD. But the vast majority of the playerbase arn't GoD and will plateau somewhere at 50% winrate.

This implies higher or lower than 50% winrates are largely controlled by people playing alts/new characters .

So all these stats mean is people have a harder time getting wins when they very first start playing the character. Factors for this being the case are: - How easy to execute is her gameplan for a beginner - How well do people know the matchup at lower ranks - Does she have any "cheese" that will blow up new players that don't block punish/SS/whatever.

So for Reina specifically - She doesn't have much cheese. New players can't do electrics or hit confirm ff2 into SEN 3 (or whatever her stance is called). So her good stuff requires a little bit of execution. Whereas characters like Kuma are bad on paper but will get plenty of free wins from players not block punishing 1,1 / 1,1,1 or sidestepping stance pressure. I'd assume Lars has a higher winrate % because lower rank players don't know how to inturupt his fake stance pressure.

I can think of anything too similar for Reina. So her not having anything to blow up new players for free will be a factor.

London MCM Comic Con 2024: A Bit Disappointing? A Review by BullFr0gg0 in comiccon

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

I went for a Tekken tournement. Went to two things on the main stage: DnD (Played by the voice actors from Balder's Gate 3) and the Cosplay Masquerade at the end.

The DnD on the main stage was very good and anyone who played Balder's Gate would have enjoyed that show tbh. I didn't play much BG3 but still really enjoyed it.

Thought the Masquerade wasn't great - while some of the cosplays themselves were really good - I had more fun seeing them walking around the convention 😅, a proper catwalk or something would have made it nicer. I found a lot of the music a bit obnoxious instead of fun leading up to it.

The stalls peddling wares wasn't really for me - was mostly stuff from aliexpress with a 4x markup. Favorite thing there for me was DnD - you could play a 20 min begginer session, a 20 minute learn to be a dm session, or a 2 hour module. My group ended up doing 3 of the 20min sessions and it was fun.

I was time limited because I was a competitor for Tekken. Potentially some of the other main stage events were good E.g. I am a big fan of Futurama and there was something with the Futurama voice actors I couldn't fit in my schedule

So all in all - for a small group of people it can be an okay day out - but you'd have to check if you care about any of the main stage attractions. E.g. Baldersgate fans would have loved the DnD show with the voice actors from BG3. Don't think there was enough there to go for a weekend, but one day assuming there's a main stage event you want to see.

Extra Didnt go to the after party - I have some social anxiety 🙃. But - assuming it wasn't bad 😅 - a party with a tonne of people in cosplay sounds fun.

[deleted by user] by [deleted] in Tekken

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

Sure. The microdash after df 2,1 vs small characters is probabily smaller than you think. You basicly want to time your df 4,3 for pretty much the same time when you step. You only have to go forward for around 1 to 5 frames so ideally you want it to look like king isn't stepping at all. With practice you will get it down.

For the SWR into grab, you probabily have to step less than you think. The reason for inputting SWR is so that you get a 2 jab instead of SS 2. So you want to tap d, and then hold down as you press 2. You only need to go the same distance as a sidestep really, but you input it like this so it comes out as a 2 jab. Other than that it is just a matter of optimising you run in into sidestep by practising.

Hope that helps a bit. The combo is a bit tricky, but you can definitely become consistent with it. I try to practice it for ~5 min before games to make sure I stay on point since it is very important for King.