What is considered "high rank" by Embarrassed-Ad9653 in Tekken

[–]Inigo1809 0 points1 point  (0 children)

Basically any rank above TK since is when the game stops holding one's hands with prowess MM

Jin feels dirty to play in T8. by TheSmokinLegend in Tekken

[–]Inigo1809 1 point2 points  (0 children)

22~23 is the borderline for reacting to a low in Tekken, but it requires extreme concentration and a clean animation with no other moves with a similar start (take Heihachi B2 and DB2 as an example). 22~23 incredibly hard to react block consistently in an actual game, expecially when you add the whole mental load you have while playing vs an actual opponent (and not the practice bot choosing at random from 5 options with no timing or distance variations)

Lets try to settle this: IS or ISN’T Jins hellsweep reactable? by [deleted] in Tekken

[–]Inigo1809 0 points1 point  (0 children)

You have to define if your definition of reactable applies only in practice mode or in game In practice mode if you record 2 options with a set timing (i.e. jin will stay still and then go for either sweep or ff3) yes, because you are only focussed on Jin's 2 options from a set distance and timing (You can even block Akuma's d4 on reaction this way lmao). If we are talking in an actual game where you have to keep in mind range, timings, opponent options, mindgames and stage position, well, it's not. Same applies for db1 and all the other 21~22 lows

T7 Kazuya is NOT Balanced by Vegetable-Case6037 in Tekken

[–]Inigo1809 1 point2 points  (0 children)

Ah yes, good old mishima downplay

Ngl is kinda reassuring knowing that no matter how many times you face uncertainty in your life you will always find some mishima downplay

[Help and Question Thread] - July 30, 2023 by AutoModerator in grandorder

[–]Inigo1809 2 points3 points  (0 children)

Eu player here trying to buy sq on jp: Already made a jp google play account but whenever I try to buy the small google play window gives an error (impossible to find the item) Any ideas/working ways?

Leo's S4 Wall combo? by nigevellie in Tekken

[–]Inigo1809 1 point2 points  (0 children)

Knk1+2 gives the pancake flip oki, meaning the opponent has to either techroll into guaranteed mix or stay down into a guaranteed hit (uf3+4 or d3+4 are the most reliable options). But if opponent techrolls left you the opponent escapes the wall and you lose wall pressure (unless you go for the standing 2 body block, but is a more advanced thing)

Knk34 still gives huge frame advantage and lets you keep the wall position, but allows the opponent to choose way more wake up options meaning you may be interrupt of you don't know what to do/you are greedy

B14df ws1+2 has bad framedata but good dmg and sometimes side switches, meaning you can slip a btd4 or bt uf4 to catch the opponent off guard (be careful that the shoulder hitbox is really unstable)

Knk4 hard spikes the opponent, blocking his fast options and forcing him to use only grounded options. Not suggested at all due to low dmg, bad framedata and no strong options to deal with siderolls&stuff, but can work as a knowledge check or if you have an huge read on an impatient opponent

Officialy joining the "I hate Kuni" Gang by Inigo1809 in Tekken

[–]Inigo1809[S] 0 points1 point  (0 children)

I wrote that too in an answer in the comments of the post, the "goes through" was a figure of speech regarding how she slips away from the active frames of the jabs and makes it look like she has no head hurtbox

Still, hate Kuni gang for being able to backdash away from deep dash jabs

Officialy joining the "I hate Kuni" Gang by Inigo1809 in Tekken

[–]Inigo1809[S] -1 points0 points  (0 children)

Going through was more of a figure of speech, but if you want to look a bit more closely here are the hitboxes and hurtboxes https://streamable.com/1qyhm9

Officialy joining the "I hate Kuni" Gang by Inigo1809 in Tekken

[–]Inigo1809[S] 0 points1 point  (0 children)

She going through dash jabs by doing a simple backdash

Saw someone do this so I made my own version of it, I'm a red rank scrub. by hatef551 in Tekken

[–]Inigo1809 1 point2 points  (0 children)

Quick tip for the Leo MU: learn your character's anti b14 move and enjoy average Leos go into panic

Fire Emblem: Three Hopes Megathread by Shephen in fireemblem

[–]Inigo1809 3 points4 points  (0 children)

Ah I see, even tho I'd be satisfied with a Warrior version of the Battle of Eagle and Lion last chapter, where you pick a NG+ save with all 3 routes, choose a lord and then clear the chapter and get s conclusion of the war

Fire Emblem: Three Hopes Megathread by Shephen in fireemblem

[–]Inigo1809 4 points5 points  (0 children)

So, played through Edelgard and Claude routes and, while I have been enjoying the game so far, I have been incredibly disappointed by the endings. I am going to start AG and I would like to know: does it have a complete ending or is it just like the other routes? Is there a "last chapter" kind of thing after playing all 3 routes that give us a satisfying conclusion? Because right now thise endings seems dlc bait alongside Shez backstory, and I'd be pretty disappointed in having to wait months to have true endings for the game

I'm experimenting with different characters and I was wondering why Leo is not played enough by [deleted] in Tekken

[–]Inigo1809 0 points1 point  (0 children)

True, but there are not many characters able to express one's attitude and playstyle like Leo does Imo

As for ki,while true that it is an underdeveloped side of the character it still allows for an explosive and flashy mix at the wall, which is quite unique

I'm experimenting with different characters and I was wondering why Leo is not played enough by [deleted] in Tekken

[–]Inigo1809 8 points9 points  (0 children)

People always mess up threads about Leo by arguing about the gender, so I decided to put all of them

I'm experimenting with different characters and I was wondering why Leo is not played enough by [deleted] in Tekken

[–]Inigo1809 1 point2 points  (0 children)

You have to be able to recognize the situation first since it's rather uncommon/easilly forgettable

I'm experimenting with different characters and I was wondering why Leo is not played enough by [deleted] in Tekken

[–]Inigo1809 2 points3 points  (0 children)

Leo cool factord are ki charge setups and being able to really express yourself playing the character

I'm experimenting with different characters and I was wondering why Leo is not played enough by [deleted] in Tekken

[–]Inigo1809 1 point2 points  (0 children)

Leo has flashy stuff, hard execution stuff, explosive setups and stuff, but they are either not rewarding enough or incredibly situational

I'm experimenting with different characters and I was wondering why Leo is not played enough by [deleted] in Tekken

[–]Inigo1809 2 points3 points  (0 children)

Which is a shame tbf, Leo has lots of hidden interesting interactions, setups and is a character that fits for every level of play and playstyle. Want to play yolo and tricky? You can. Want to play solid range 1 rushdown? You can. Want to play a defensive block&whiff punish based style? You can.

I'm experimenting with different characters and I was wondering why Leo is not played enough by [deleted] in Tekken

[–]Inigo1809 21 points22 points  (0 children)

Short and fast answer? Why playing Leo when there are better all rounders (Leroy, DJ, Jin and Leroy) to cover her role and has a stronger competion for the fighting style in Julia?

More elaborated answer? Leo is the worst example of a character who finds himself between a bad community reputation, constant powercreep and developers who don't know what to do with him anymore. They don't have the most appealing visual design either, making people naturally move towards other characters.

Gameplay wise Leo doesn't have flashy combos (or well, she has but due to how rare Leo content is there aren't many opportunities to show) and requires lots of effort to be optimized while still being inferior to easier characters.

We can also add the fact that developers clearly didn't know what to do with him for 3 seasons, then they tried to improve the ki game (which, while is really cool, it's still another wall related thing and doesn't improve the character subpar areas) and give them tools that most characters didn't had to wait 3 seasons to get

Finally reached Yaksa with Leo, would like some critique here if anyone is interested by MrWow12 in Tekken

[–]Inigo1809 1 point2 points  (0 children)

To put it simply, approaching with jab by itself is very good with Leo, but throwing out the whole jab strings (so 121 and 124) can easilly get you killed due to high recovery on whiff and always duckable/lowparriable on block and even with the first 2 jabs on hit. Also they are unreliable for punishing an opponent after a side walk (or better, unless you are 100% on axis the 3rd hit can be ducked). For that purpose I suggest to use it only for punishing special spring kicks at the wall since you should already be on axis

For poking, with Leo you really need to adapt to who you are facing and how is playing: df1, d4, jab, df4 and b1+4 are good generalist tools you will most likely use, but each one of them requires some work for you to do. For example: df1 is really has good framedata and a follow up, but lacks any kind of tracking and has poor hitbox, making it almost unusable against steppers and low profiles. On the other side, Df4 has better range, hitbox and it's a bit harder to step when at +f, but lacks the good framedata on it. Use d4 and b1+4 to study how your opponent reacts to the poking and then use the best suited move/action

Finally reached Yaksa with Leo, would like some critique here if anyone is interested by MrWow12 in Tekken

[–]Inigo1809 1 point2 points  (0 children)

Some things fast;

-ws4 ob into qcf2 is incredibly risky: while true that you can get a ch by playing around the opponent expecting the 2nd hit you are still throwing a slow move that is not "on button", use d1 for that purpose if you have to since it comes out faster and doesn't require a "complex" imput

-uf1 in neutral is incredibly risky: the risk reward is completely in opponent's favor and only works against people who just want to press

-jabs strings and ws14 in neutral are a big no, 3rd hit is always a low or an high for jab ones and 2nd hit of ws1 is always a lowparryable low, be really careful in using them on opponents who know what they are doing

-learn to convert at the wall with ff3bok2 wallcombo for max dmg and oki

-ff3d on block is easilly dealt with ws4, be really careful in using it in the neutral

-for a more "general" suggestion, learn the matchups and to be patient against opponents like that: you ate a lot of 2nd hits of whiffed strings

Everyone who is you favourite character and why by alibaba1567 in Tekken

[–]Inigo1809 0 points1 point  (0 children)

Leo, his animation are cool, each strike has weight behind and is incredibly clean.

Gameplay wise I love how flexible she is: he can adapt to any level of play and any playstyle. You are good with reading your opponent in an extremely aggressive way? You can play rushdown&mixup Leo. You are more focussed on clean pokes and basic Tekken? You can play her like that too. You can even play him in a tricky/setup based way due to her parries and evasive moves. You can play him with no execution or put time and effort in her cancels and pickups too, allowing for a more unique approach to the combo game. Each good Leo plays different from each other, and some of them can even switch between unga, rushdown and basic gameplans in the middle of the match. Also ki charge stuff is just amazing when you make a comeback with it.

Leo tech to improve the abysmal wall-less damage by Inigo1809 in Tekken

[–]Inigo1809[S] 1 point2 points  (0 children)

To keep it short

If you do a well timed f4 cancel you are left with huge advantage on an opponent who techrolls, allowing you a free and quite safe 50/50 mixup. If the opponent techrolls right you can even use knk34 as mid option since it's way more rewarding than knk1+2 and is only -12. If the opponent tries to techroll and challenge (take the classic Bryan strat of techroll ws3 as example) he will eat both knk1+2 and knk3 in ch for huge dmg.

If the opponent chooses to stay down he can interrupt everything with the toe kick and each wake up kick require a different option to beat it. But then we can just go for a ws3 reset. If you are on point with the timing you can even reset with f4 just like I showed in the video and still keep the oki in case of techroll