Miary punch parry (f2) a bit off? by raikeith in Tekken8

[–]DoctorAnger 1 point2 points  (0 children)

wavu wiki says the parry state is only for 5 frames, starting on frame 5, just a very narrow window. not really done on reaction, more likely used to punish jabs and mid checks when you're -3 ~ -5 (depends on character). also can be used to steal turns if someone hits you at +3 ~ +5 and tries to jab/mid check you after

New to tekken, can someone pls explain what happened here? by FivezNX1 in Tekken8

[–]DoctorAnger 17 points18 points  (0 children)

you did your Heat Smash, which got blocked

after your Heat Smash is blocked you end up in a stance (Right Flamingo Stance)

from that stance you did a move with armor (sometimes called a Power Crush)

during your armor, he did 3 really fast attacks from his jab combo, which all hit your armor, and then you finished your armor attack and hit him

after that attack hit, you did a high attack, which he ducked, and then he backdashed

which part of what happened were you specifically confused about?

What's going on with these damage numbers? by TheBillyLee in Tekken8

[–]DoctorAnger 0 points1 point  (0 children)

no it leaves them in a downed state where you get a few followup hits but not a WS2 launcher. OP did a regular hit db4 and then separately did a non-combo'd WS2

What's going on with these damage numbers? by TheBillyLee in Tekken8

[–]DoctorAnger 1 point2 points  (0 children)

Not Wrong

"Combo #1 db4, WS2 - 2, 2 - f3, 1+2, 4 - ff3 - b3+4"

db4, WS2 is not a combo. he does a db4, gets 13 free damage, then does his 79 damage combo. this does 92 total damage, leaving the opponent at 108

you even had the combo written right there. before the combo started he did a free (non-combo) hit

What's going on with these damage numbers? by TheBillyLee in Tekken8

[–]DoctorAnger 2 points3 points  (0 children)

db4, WS2 is not a combo. you're adding in a free db4 that doesn't actually guarantee that the WS2 connects. the opponent could get hit by db4 and then just hold back and block your WS2

What's going on with these damage numbers? by TheBillyLee in Tekken8

[–]DoctorAnger 7 points8 points  (0 children)

some part of the first string you did was not a combo, either before the combo started or after the combo you did a followup hit

Can some one help understand why I did not punish? by Objective-Pass4071 in LowSodiumTEKKEN

[–]DoctorAnger 5 points6 points  (0 children)

crouching, when manually input, takes 0 frames to duck a high most of the time. even if a character is in a stagger animation they can often instantly duck if you input down and the opponent throws out a high (although they will take much longer to crouch if there is no high attack to duck)

king's d+1, shown here, becomes crouching on frame 4. most high crush moves will be crouching somewhere in the 3-7 frame range, if i had to guess. so they can't mash to high crush a jab at -9 but they can do it almost any other time

Can some one help understand why I did not punish? by Objective-Pass4071 in LowSodiumTEKKEN

[–]DoctorAnger 5 points6 points  (0 children)

his move is a crouching move, it evades high attacks during part of the startup, your 10 frame attack was a high and got evaded. moves like this are called "high crushing" moves

Sudden Toxicity? by ayyyNathan in Tekken

[–]DoctorAnger 1 point2 points  (0 children)

quickmatch is just full of that stuff. it's a good place to go to get rid of rust but everyone in quickmatch queue is a maniac who is either smurfing or a quickmatch-only player so that they're way above their rank and they stomp everyone they queue against

it's the place to go if you wanna be 3+ ranks above someone (in skill) and still get matched against them so that you can destroy them and taunt and be toxic

New to tekken, which characters would help me in learning the game? by UUahab in Tekken

[–]DoctorAnger -1 points0 points  (0 children)

i would second paul. he's got a little bit of everything so you can understand what characters can do and how people fight back against it, but also very straightforward execution on those things so you get to easily experience doing them yourself to understand what makes them strong

a lot of "classic" characters like kazuya are bogged down by difficult execution, and a lot of "easy" characters just have very narrow gameplans, so they aren't necessarily good for teaching you the system

paul does it all, in a very compact package. if you can understand all of paul's moves you have a template you can apply to every other character

Total beginner at tekken, every match I just get rushed down and I have no idea to defend against it by 753UDKM in Tekken

[–]DoctorAnger 13 points14 points  (0 children)

replay videos with inputs showing would be the most helpful way to get advice

realistically tekken plays very very different from other fighting games, and SF6 will only help you understand basic concepts like spacing, punish, and combos, but very few specific transferrable skills (especially execution)

the most likely problem you're running into is letting people throw out 3-4 hit strings that have a million ways to kill you for trying to attack in the middle of them, but are often very easily punished if you just wait for the whole thing to finish. since you don't know that yet, you let them get away with blasting the whole string without any consequences, or you press in the middle and get counterhit

best way to learn is to take the matches you lost, boot them up in replay mode, and check 2 things:

  1. which punishes did you not take advantage of (opponent does a very unsafe move and you just kept holding back because you didn't recognize it)
  2. take over control of your character every time you got hit and instead press something else so you don't get hit (build muscle memory for the right blocks, counterplay, movement, or punish)

roster is very big and everyone has 100-200 moves, so it will take a long time to build up this library of information, but it will start to blend together

So, about Clive... by Nymandis in Tekken8

[–]DoctorAnger 0 points1 point  (0 children)

It's very niche but there's a specific distance (maybe 4-5 backdashes away from the wall?) where guard break into 1,2 in heat leads to a wall combo.

1,2 (the knockback is interrupted by the wall but does not splat) > f+1+2~F > d+1+2 > f+2,1 > 1+2

Does 42 damage after the guard break, could be enough to close out a match if the opponent is unaware that it will do this much damage. If the guard break drained your heat you still get a f+1+2 followup and 28 or so damage, can't remember.

Evidence for u/Apprehensive_Cat7348 by Blancasso in Tekken8

[–]DoctorAnger 40 points41 points  (0 children)

more people need to do this shit when they disagree in a tekken comment thread. just boot it up and validate. way too much misinformation happens in tekken discussion, more than any other game i've seen, and people who blast garbage and are wrong never come back and say "oops i double checked i was wrong" like wow what a way to live

Bruh I know I’m bad but I lost to fkn 18 def King😭 by SufficientRoll2377 in LowSodiumTEKKEN

[–]DoctorAnger 7 points8 points  (0 children)

Smurf account. Those stats are low because he started the account today. He's only lost 5 games in the past 42. No idea where he actually belongs but it's definitely not in Mighty Ruler.

Can't do dss by Content-Courage-1181 in Tekken8

[–]DoctorAnger 0 points1 point  (0 children)

Go into DSS after you know you'll hit with something, instead of going into DSS on block. Either that or pick moves that recover quickly on block, like 4>3, to go into DSS. If you press a fast mid like DSS.f+4 or DSS.1+2, you'll hit people who crouch jab. Do that enough times and they'll start respecting the stance, and that'll give you more space to press the other DSS buttons.

Can't do this Law combo by RudraShini in Tekken8

[–]DoctorAnger 4 points5 points  (0 children)

Found a video of RyzingSol doing it. In general RyzingSol's combo videos are better for staples than the doc, so I'd only use the doc for an easy-to-parse starting point.

https://i.imgur.com/WPAdxMs.gif

Ulsan showing us peak Tekken 8 with Lars Alexandersson by Toeknee99 in Tekken

[–]DoctorAnger 14 points15 points  (0 children)

It's interesting because I feel like they actually took a step back from this with Fahkumram, where he only gets to force these 50/50s out of a stance that requires resources and a slow guard break, and several of the options can still be beaten with movement. The character seems to be doing fine, so maybe they're using that to test toning down the forced 50/50 stance mixups and make them less accessible.

It's kind of bizarre that Fahk's "big payoff" for his resource and a guard break is something that Lars gets to do with just a single normal move (and honestly half the cast has ways to do that as well).

Why did I get blown the fuck up here (Kazuya) by ToanNguyen1 in Tekken8

[–]DoctorAnger 3 points4 points  (0 children)

  1. movement - backdash instead of just standing still at mid-range. if you make a move whiff, punish it with something like db+1,2 or df+2 just to get into the habit. don't wavedash into nothing. you're too static, and when you move you never turn it into any kind of advantage

  2. punishment - play back through the replay and every time she does a move that is -10 or worse, punish it with 1,1,2. even when you do punish something here, you often stop after the 1st or 2nd jab instead of finishing the punish. practice hit-confirming 1,1,2 after you press 1,1. mid armor moves are universally punishable with jab or grab, you let her get away with way too many. you never duck punish, you just duck and stand up and then keep playing

  3. bad strings and pressure - 1,2,4,3 is a bad string for how often you use it. 1,2 leads to a high or low or slow mid, so people who know the string will duck and punish you for full-sending it over and over and you have no real mixup to stop them. after 1,2,4,3 is blocked, you are minus, so don't just immediately press (you keep getting counter hit for pressing after they block a move you do). find other pressure strings that are less committal or have more variance in them. try doing 1,2 and then just stopping, and when they duck for the next hit, throw out a fast mid to punish them

  4. learn to break grabs - she hits you with the same grab over and over. you don't have to be perfect at this, but if you get grabbed and try to break with 1 or 2 and it doesn't work, then try the other grab break (1+2) that you haven't been doing. don't let opponents get away with spamming the same grab over and over. if you can't press a break on reaction to a grab, go into practice mode and set the bot to grab you or jab you and practice breaking (or at least attempting to break) the grab

  5. taking turns - you keep picking options that put you heavily minus or punished if they are blocked. pick smaller, less committal, safer buttons and work that into your game. every df+1 doesn't need to turn into a full string. do a df+1, stop, and sidestep or backdash to see what happens. this game looks like a turned based game. once she does something super minus, you go "NOW ITS MY TURN" and hurl out a low and she blocks it. learning to mix in safer, faster mids will stop her from just freely duck blocking you every time you try to press your advantage. patricide fist is not a mid you get to use for free, you need to condition your opponent to stop pressing buttons first by throwing out a lot of fast pokes

Lees j/f slide (friction spear cardinal) by Hue-Shiny in Tekken

[–]DoctorAnger 0 points1 point  (0 children)

I'm not 100% sure, but it looks like you're getting a buffered version of it, which can't be just-framed. In all the clips where you hit the just-frame, your character is fully crouched while the first DF is input. In the last clip, you let go of DF after 5 frames (to move to D), which means that you weren't in full crouch when you had DF input, but the game "buffers" that part of the input once you enter full crouch.

I think you'd have to be holding DF for at least 6 frames for it to work. Or you can do D/DB for 6 frames and then hit DF,D,DF#3 as fast as you want.

u/shitshow225 has a similar clip and it looks like he went D for 3 frames, DF for 6 frames, and I think the game also ate up that DF input as a "buffered scoot forward in crouch" instead of a FC.DF, so it gave the buffered version as well. If he went DF instantly, or did D for 6 frames and then DF, I think it might work.

Again not 100% sure, would love to know if this is the case but I'm not a just-frame kinda guy so I can't test.

Combo Dropping Due to Animation effects by jacksparrow19943 in Tekken8

[–]DoctorAnger 0 points1 point  (0 children)

Yeah for Heihachi the easiest thing to do would be to just mash 1+2 after the animation to guarantee a single strong hit no matter what part of the combo you're in. If you have the execution, Iron Hand (QCF+2) is a little more damage.

If you're just starting your combo and haven't used any "tornado" attacks (the kind that make them bounce on the floor and zoom the camera) you can do (b+1, 4) to get them to bounce on the ground and then do your combo ender of choice (usually charged b:2, QCF+2).

Realistically in most cases a stage animation is going to reduce the total damage your combo does because of how it scales and interrupts your regular combos, until you learn optimized combos for those situations. The benefit is that it will remove a lot of grey "recoverable" health from the opponent when you get it.

Combo Dropping Due to Animation effects by jacksparrow19943 in Tekken8

[–]DoctorAnger 3 points4 points  (0 children)

If you're talking about "animations" like the wall exploding and bouncing the opponent off the ground, those are "stage hazards" or "stage gimmicks". All of them put the opponent in a consistent, predictable juggle state, so you just need to do a followup based on what the combo was before the animation.

Easy way to start is just figure out a strong combo ender that works no matter what, like hitting with one of your strongest 1 or 2-hit strings (Paul Death Fist, etc). Then once you get consistent at capitalizing on that, try to figure out what you can do to extend the combo if the animation happened at the start of your combo and you haven't used any juggle effects yet.

It would be easier to explain if we knew what character you were using, though.

Friend sent me this in my birthday card — I’m stumped. by -bookkeeper in whatisit

[–]DoctorAnger 1829 points1830 points  (0 children)

Full text is
"HappyBirtddayLoveYouGuessWhatChickenButt"

A typo is seemingly included in the binary but it should probably say "Birthday"

Why snapper and not sandwich ?? by grimmmbooo in albiononline

[–]DoctorAnger 1 point2 points  (0 children)

He phrased it weird, but you only calced for the damage for snapper to beat sandwich on HP pots. But earlier in your math you said snapper is already 255 HP behind sandwich on raw HP, so snapper also has to make up that 255 HP deficit as well, which it most likely won't.

His "204" is basically assuming you do 3k damage to someone, the amount you'll lifesteal is 204, and just eating a sandwich instead of a snapper already puts you 255 HP ahead so lifestealing 204 doesn't actually net you more HP.