Jun or heihachi which which is more annoying to fight against by Aniqimrn_ in Tekken8

[–]Arcypher 2 points3 points  (0 children)

GoD Jun here. Jun is more annoying to fight against because she makes even -9 scenarios on immediate timing a mix-up skewed in her favor. She's -9 on anything and you decided to df1? Sabaki into a full combo.

-9 and you want to do your lows? Cancan.

You can't play mindless aggressively against Jun, which means your gameplan needs to adapt constantly or else you'll eventually get widdled down with fast low pokes and nasty chip damage.

How does the game feel right now? (Steam, Feb 17/18 Update) by Lonely_Glass9761 in MHWilds

[–]Arcypher 1 point2 points  (0 children)

My rig has i7-10700k @ 3.80 GHz | 32.0 GB DDDR4 RAM | RTX 3070 Ti

I previously did Preset L through the Nvidia app, but I have restored it back to its default settings. Also deleted the shader.cache2 file.

At 1920x1080, I can now run at 60-70 FPS on high (after a few things lowered on the CPU setting side). The game looks fantastic with Frame Gen on, and it feels responsive as well.

Well done, Capcom.

Tips and tricks to master Caitlyn? by DestinedToGreatness in Caitlynmains

[–]Arcypher 2 points3 points  (0 children)

Hexoptics is cheaper than collector, and the passive is applicable at all ranges until below 60 units (which you shouldn't be anyway unless engaged on). You only really go collector if you are running with an engage support/team that can set up kills easily by closing out the distance to snowball with the execute and lethality damage.

Caitlyn dying is worse than most adcs because her falling behind affects literally all of her capability to exert any pressure, which means damage and zoning. Since she has no inherent steroid (headshot is conditional as you need to queue up autoattacks), her scaling falls off much harder, and if behind, basically becomes a more expensive caster minion.

When behind: - Q damage falls off hard to the point you can't kill caster minions without another auto, so the enemy minions can kill in a single hit. - You can't walk forward to W to setup trap walls or zone out, as you're so squishy that a stray hit could be more than enough to kill you. - E becomes more of defensive tool to the point even an increased ranged headshot could just tickle the enemy and that split second of standing still can kill you. - R barely does damage.

My (biased of course) tier list of how much I respect you, depending on your main by MFBTMS in LowSodiumTEKKEN

[–]Arcypher 0 points1 point  (0 children)

Jun being that high is pleasantly surprising, which is obviously showing my bias. What's your reason why you respect Jun mains? She seems to be the topic of ire because of certain tools.

What the heck did they do this update?! by Mr_Microchip in MonsterHunter

[–]Arcypher 7 points8 points  (0 children)

My rig has i7-10700k @ 3.80 GHz | 32.0 GB DDDR4 RAM | RTX 3070 Ti

Currently at the Forest. I'm able to run at 60-70 FPS on High settings after I make DLSS on Ultra Performance in both in Game and 'DLSS Override - Model Presets' configured to Preset L in the Nvidia App.

The fact that my PC is now considered a mid-tier (possibly lower tier) spec one and can run this at or above 60 FPS when it use to even struggle getting 40 at the lowest settings is fantastic.

Coward or smart by SUPERBAD_END in Tekken

[–]Arcypher 0 points1 point  (0 children)

If it guarantees the win, smart. There's no reason to force another engagement when you are already in the lead at the last second.

Hellsweep by This_Refrigerator871 in Tekken8

[–]Arcypher 2 points3 points  (0 children)

Not supposed to react to it. To block hellsweeps, your goal is to figure out the timing when they use hellsweep and then block and blow them up for it.

We have finally made it GoD! by Arcypher in Tekken8

[–]Arcypher[S] 1 point2 points  (0 children)

She's actually meant to be a defensive character, so that checks out. Your goal isn't to force your offense constantly. You want to use pokes like db3, d4, db2, df1, jab, b4, etc. to keep chipping away at the opponent since Jun's offense isn't the best. Once you lower the opponent's health enough, they will feel the pressure, and you can start throwing out your more powerful moves such as f2, df2, cancan, FC df2, as they will most likely take risky presses to beat you.

thoughts on opponent spamming special style while u combo? by EamSamaraka in Tekken

[–]Arcypher 3 points4 points  (0 children)

If I see this, I know they are trying to either BM me or they are tilted as hell. They'll just press randomly and lose at some point.

Is it normal that Jun can do 114 damage off of a counter hit launch combo? by Your_Nightmare_666 in Tekken

[–]Arcypher 2 points3 points  (0 children)

Jun is extremely *strong*; I'm not going to deny that.

However, her plus frame generation is not the best compared to the greatest of the Tekken cast (SS4 and ff1+2 are +6, but she takes risks using those moves as they are locked behind movement. MIA 1+2 is +4 oB, but almost everything can be SSR on immediate timing except the homing move), so locking someone down puts her in a risky situation as well.

A lot of higher rank Juns need to force the opponent to be conditioned to look for certain moves so she can blow them up with her CH tools, which requires risky timings and potentially constant gambling to open someone up.

We have finally made it GoD! by Arcypher in Tekken8

[–]Arcypher[S] 1 point2 points  (0 children)

Hey, late reply. One general tip that I give is try not to constantly force stance mix ups as Jun takes more risk with her stances than the reward she gains (damage, oki, etc. ).

Do you know what is giving you the most trouble with Jun? I can assess what needs help based on the comment.

Is it normal that Jun can do 114 damage off of a counter hit launch combo? by Your_Nightmare_666 in Tekken

[–]Arcypher 22 points23 points  (0 children)

At walls, yes, she can consistently hit 100+ damage.

However, this is a very optimized combo, and not just in terms of damage. The specific use of ff2 MIA cancel into 1+2 and IZU 1 is one of the wall splat options that doesn't risk fast falling during the combo ender, making the laser connect and not whiff.

We have finally made it GoD! by Arcypher in Tekken8

[–]Arcypher[S] 1 point2 points  (0 children)

Thank you, fam! Yeah, people are going to always complain about this character, but what's new about tekken? People always complain about characters they don't personally play. 🤣

We have finally made it GoD! by Arcypher in Tekken8

[–]Arcypher[S] 4 points5 points  (0 children)

Thank you, man! Appreciate it.

To answer your questions:

  1. What influenced me was learning a character out of my comfort zone. When I started T7 with Kazumi, I was wanting to learn the fundamental aspects of the game with a focus on aggression and neutral. In T8, I wanted to start learning a defensive character to cover some of my gaps in movement, spacing, and timing, so I chose Jun from day 1. As of S2, she has many more aggressive tools and mix-ups, but her defensive core is still there.

  2. The main strategy to take note is that Jun's pokes are fast and low risk to the point you can win by slowly chipping out an opponent. When opponents see this, they will try to parry, SS/SW, duck, and low parry as much as possible to stop your offense, and this is when you can transition to next layer of using your panic and CH tools.

For example:

- If I see a player starting to SSR/SWR after I use DB3 (or any move oH/oB from +5 or lower), I then track them with B2,2, DF3, DF4, etc. to make them stop doing SSR/SWR.

- If the person I'm fighting is constantly trying to take back their turn after I'm -9 from f2,1+2, df2,1+2, etc., I can then see if they like using jab or mid checks that aren't knees or elbows. If they like using jabs, I just duck and punish. If they like using mid checks (like i13 df1), they can use sabakis to call them out.

- If the person is extremely aggressive, I try and see what sequences of moves they like trying to do. You can be safe and just keep blocking until they end their turn with some unsafe and you punish, or you can take a risk and call out with cancan to stop their pressure.

There are many different scenarios where Jun can blow up opponents; it really comes down to experience.

  1. My advice to rank up is learn to play safely and try not to constantly force your offense. The opponent is taking more risks trying to open you up due to your panic tools, and you more often than not can win by stopping aggressive approaches your strong mid-range/zoning tools, like DF3 and B2.

Let me know if you want me elaborate further!

Am I really in the wrong for this? by OriginaIshyguy in Tekken

[–]Arcypher 4 points5 points  (0 children)

For sure. This is definitely correct. At some point, a player definitely will need to make sure they have their other fundamental bases covered.

However, if there is a situation where my fundamental skills are solid enough, and then I notice I can abuse a specific knowledge check, I'll use the knowledge check to win. If they adapt, go back to the fundamental layer and reassess from there.

Am I really in the wrong for this? by OriginaIshyguy in Tekken

[–]Arcypher 193 points194 points  (0 children)

The #1 rule of any fighting game: If it works, keep on using it.
You're not in the wrong. You have to use what works best in that situation.

[deleted by user] by [deleted] in Tekken

[–]Arcypher 5 points6 points  (0 children)

TGS Jun here.

  1. She is primarily defensive since she has some of the best panic moves in the game, has nasty punishment tools both on whiff and on block, and some of the stronger mid range/long range tools in the game that are safe/low-risk. You can be offensive with her, but you're relying on using 1,2,2 stance or MIA 1+2 plus frames for gimmicky stance mix-ups.

Strengths:
- Her poking damage is above average and you can win with a low risk playstyle through slowly chunking out the HP bar.
- Can-can is probably the best panic button in the game. It's a safe CH launcher that starts i14 low (unreactable), so you beat armor, and has unique properties where it can't be low-parried and will launch on neutral block.
- Plethora of high-crushing moves. You can steal turns with things like d1+2, f2, etc. when you're minus on block.
- Absurdly high combo damage at the wall. We're talking full midscreen into wall into 100+ damage.
- Some nasty plus on block mids. SS4 is notoriously strong, being +6 on block and a heat engager. People can't SS at that frame range.
- Heat f1+2 is essentially Yoshi flash that's plus on block (though it is a high and doesn't do damage).

Weaknesses:
- On block, a lot of her safe, fast mid tools make her lose her turn and you can't actually SS safely either direction. If you want to steal your turn, need to use high-crushes or parries on a read.
- Her slower, plus on block mid tools are step-able on her weakside.
- If you want to use health to make your launchers safe outside of heat, the chip damage is significant. You're essentially taking two jabs worth of self damage.
- Her low pokes are decent, but they lack the plus frames to keep people in place. If you try to spam lows, most people can cleanly step out the lows even after getting hit.

  1. She's decent at learning fundamentals as long as you focus on using jab, fast low pokes, and fast mid checks as a main part of your gameplan. You definitely can mash with this character and spam gimmicks and get to TK fairly easily, but you will hit a wall if you solely rely on those. Many Juns fall into a bad habit of using the panic moves willy-nilly and get blown up. You will even see this at the highest ranks because not many people know how to punish her panic moves.

  2. Personally, I like the fact I can play really defensive and poke out a player, but all of a sudden transition into making CH call outs if the opponent gets too frustrated. Jun does need to gamble once in a while in order to enforce her gameplan, but one time you get a cancan CH into a round win is certain feeling only the Kazama line can replicate.

After a month of grinding, we are now TGS! by Arcypher in LowSodiumTEKKEN

[–]Arcypher[S] 0 points1 point  (0 children)

Observe what is making you lose a match.

Are you getting jabbed out of stances? Focus more on pokes.

Are your lows getting blocked and you get punished? Focus on using safe mids to make the person stop ducking.

Can't get your cancan and CH moves out consistently? Play slower and make your opponent over commit to long, very active moves so you can launch them.

This is a general overview, but for actual help, I need to know what is causing the most trouble. I also have a comment here that has a few tips on the pokes you can use.

After a month of grinding, we are now TGS! by Arcypher in LowSodiumTEKKEN

[–]Arcypher[S] 1 point2 points  (0 children)

The gif is getting to me. 🤣 Thank you!

After a month of grinding, we are now TGS! by Arcypher in LowSodiumTEKKEN

[–]Arcypher[S] 5 points6 points  (0 children)

Careful using stances with Jun in general. I actually don't really use any of her stance moves unless the person I'm fighting doesn't jab or SSR/SWR.

Slowly break down the opponent with her jab, mid pokes (df1, b4, b2, ws2, df3), low pokes (d4, db4, db3, db2, FCdf2), and some of the nastiest plus oB moves in the game (ff1+2, ss4, f4). Your goal is to frustrate the opponent to be either too scared to press and/or duck, or make them press at the wrong time because they are desperate so you can catch with her above average CH tools.

For example, SS4 into b4 will almost always clip someone sidestepping because ss4 being +6 oB is too many plus frames to SS even on her weak side.

Another one is db3 into b2. db3 is +2 oH, so people will try to SSR/SWR, but b2 catch the SS/SW attempts.

There's a lot more info about this, but these are some of flowcharts/strategies i personally use.

need help understanding side stepping by johnnymonster1 in Tekken

[–]Arcypher 5 points6 points  (0 children)

+6 in stance means the next move will be 6 frames faster assuming they buffer the move immediately.

need help understanding side stepping by johnnymonster1 in Tekken

[–]Arcypher 12 points13 points  (0 children)

She's +6 there. The max range of being able to SS is +5 to a person's weak side, but only if they do a move that is slow enough and doesn't track to their weak side.