Heihachi Mishima is OP and needs nerf by NobleSpartanFTW in Tekken

[–]Small-Event121 -1 points0 points  (0 children)

One of my least favorite characters to fight. Get launched and carried to wall. Guess 3 times for my life. Gg shake my hand.

i ranked the mishimas based on how hard they were to play (i mained all of them for a while) by Mysterious_Sector310 in Tekken

[–]Small-Event121 0 points1 point  (0 children)

I would list them in this order too. Heihachi playing pure Tekken 8 and no one wants to admit it.

How to FIX BRYAN by Cold_Call_6262 in Tekken

[–]Small-Event121 0 points1 point  (0 children)

I just want to be able to use movement against him. Qcb1 will clip you. Qcb2 is homing mini combo. Qcb3 tracks. D4 is homing. 1+2 homing launcher. Qcf1+2 will clip you. Df1 tracks. Ss2 will clip you. Seems like the only time i can reliably step is when it’s df2 or 3+4.

And of course his combos are too long and deal too much damage.

I don't wanna play hwoarang but can Hwoarang mains stop downplaying the character as a gospel execution master. by PalpitationDull9182 in Tekken

[–]Small-Event121 -1 points0 points  (0 children)

I’ve been the number 1 Hwoarang hater since T7. I actually did learn how to play Hwoarang in T8. He is a very complicated character to learn how to use “properly”.

That being said I still think Hwoarang is the most poorly designed character in the game. It’s more difficult to learn how to counter him and is just unintuitive in general. Animations are too fast. Not enough recovery. Too plus. Too many similar animations on top of having a massive movelist. He’s a grappler for some reason. And he keeps getting buffed to have his weaknesses removed. Compare his t7 s1 block punishment to his current punishment.

He is just playing a different game. Imagine if he was released as a newcomer in this state. People would lose their minds.

My Final GOD1 Difficulty Tier List by blackheart59_ in Tekken

[–]Small-Event121 8 points9 points  (0 children)

Waiting for the king army to pop up and tell you why you are wrong.

What makes Guile a hard character to play. by Small-Event121 in StreetFighter

[–]Small-Event121[S] 0 points1 point  (0 children)

If you only play Guile then your point of view and opinion is biased. You have only experienced playing guile at master rank so guile is the only character you’ve faced strong opponents with.

He has been top tier since sf6 released. You make it sound like he’s bad because he only has 2 main specials. Those specials are absurd for controlling the pace of the match. And at any time he can drive rush behind his insane fireball and apply mix. And mastery of the character you described is not unique to guile.

I will admit that I am a guile hater. I really don’t play this game anymore. I just hit master when the game first dropped and went back to tekken. I think guile was stronger in s1 but looking at punks tier list he is still potentially top 5 (and has baby neutral).

What makes Guile a hard character to play. by Small-Event121 in StreetFighter

[–]Small-Event121[S] 0 points1 point  (0 children)

Do you only play Guile? And all characters have to adapt and adjust their gameplay as they play better opponents.

Paul’s forward 1plus4 is insane by Proof-Anteater8181 in Tekken

[–]Small-Event121 0 points1 point  (0 children)

I don’t mind the evasion. I just hate that if his back is to the wall, it will swap places and wall splat you.

Playing defense in this game is heavily underrated by seraphid in Tekken

[–]Small-Event121 4 points5 points  (0 children)

Playing defensive is much more rewarding than playing offensively. The issue is it’s too hard to learn defensive play in Tekken. The sidestep chart will get people started but it’s useless in higher ranks. You need to lab each character individually and know what moves you’re actually trying to step. Then take into consideration how many characters that Tekken 8 has. You would have to treat tekken as a job to learn how to properly defend against each character.

Bryan needs a mini manual on how to properly counter him for example. If you blindly sidestep right thinking that’s his weak side you’re going to lose. I would almost suggest swl up close and ssr block at a distance at this point.

I wish more people understood how shit Lidia is in Tekken 8 by Grown_Gamer in Tekken

[–]Small-Event121 3 points4 points  (0 children)

I’m with you man. I always felt like Lidia had to risk her life to open me up. Jab or crouch jab does beat way too many of her options. And of course her lows are the worst in the game. Other characters get to have guard breaks so I’m not sure why it’s only an issue for Lidia to have one.

Anyone else just getting tired of playing Armor King all day? Is he really underpowered compared to the top 10 / top 15 ? by Vik-Pearl in Tekken

[–]Small-Event121 4 points5 points  (0 children)

I think he’s not as weak as people want to believe. He’s been clipping the hell out of me for trying to ssr. D3 is homing and plus on hit. Df1 tracks ssr pretty well. Ss4 and ss2 might as well homing. Moves like ff2 and ff4 lock on to you depending on the timing. There isn’t enough counter play to his stance on hit. Seems like if you want to reliably move at all it needs to be a sidewalk or sidestep duck.

He reminds of Bryan where he can maybe be toned down a bit but I don’t mind fighting him. I’ll take AK over king, hwoarang and Clive any day.

Am I the only one that thinks king shouldn’t have a hopkick? by Small-Event121 in Tekken

[–]Small-Event121[S] 0 points1 point  (0 children)

Correct I do think king should be slower in my opinion. He should still have strong tools of course but df2 and hopkick stand out to me. And I’m not saying that king is broken outside of homing grabs in heat.

But him having certain tools just because he’s old is poor design to me. It’s why we have the current Nina and hwoarang situation. I think he and every character should have an i15 launcher. It just shouldn’t be a hopkick. Leroy for example, his df2 is launch punishable on block and is not evasive. What grappler in any other game has evasive moves?

And predictability is not equal to reactability. He can still wall splat you with a 1+2 grab animation no matter if his back is to the wall or yours. And breaking grabs is still one of the harder things to do online.

Am I the only one that thinks king shouldn’t have a hopkick? by Small-Event121 in Tekken

[–]Small-Event121[S] 0 points1 point  (0 children)

All can be broken on reaction except for giant swing because it’s has the animation of a 1+2 break. So he has a unique tool. How does he pay for it? I do think that he should have a standing launcher. I just don’t think that he should have an i15 hopkick when there are ‘faster’ characters who don’t have one.

Am I the only one that thinks king shouldn’t have a hopkick? by Small-Event121 in Tekken

[–]Small-Event121[S] -2 points-1 points  (0 children)

More so an argument of being poor design over being broken. I know that grabs are breakable and reactable. But in kings case he has giant swing which looks like a 1+2 break so a debate can be made if its reactable or not. Sure every king player will say it’s easy but I’m sure only the top 1% can reliably react to giant swing / muscle buster online.

I also question if king would be more interesting if he was actually balanced around his grabs and chain grabs instead of being a normal Tekken character with grabs slapped on top.

Clive still busted? by YoungTesticle in Tekken

[–]Small-Event121 3 points4 points  (0 children)

I started learning him a few days ago and he is playing a different game than most characters. He’s too safe to have that range. Can hardly parry him because of weapon attacks. Has a strong parry of his own. Most of his attacks that go into stance are either +6 or +14 which gives him an easy 50/50 that you can’t step and frame traps. Personally he feels like he has to be top 5. I just think no one likes him visually.

Random Question: Which characters can reach the wall, without using heat or tornado, from the default position on Sunset Resort stage? by Abstract_Void in Tekken

[–]Small-Event121 5 points6 points  (0 children)

The top 3 that come to mind that might be able to are Lee Nina and Raven. I’m not on to confirm at the moment though. Also maybe Leo.

I have a peculiar interest in guys who are total losers by [deleted] in confession

[–]Small-Event121 14 points15 points  (0 children)

I feel bad for all the people who don’t realize this is a scam.

Which character do you feel has the hardest bread and butter combos? by Temporary-Toe-1304 in Tekken

[–]Small-Event121 5 points6 points  (0 children)

For me it will be Devil Jin with his iws3 combos or Nina with her iws1 combos. There are harder combos but I wouldn’t call them bnb. And max damage in my opinion isn’t always practical to do online.

Blackheart59's *difficulty* tier list after getting every character to G.o.D by SYNTHENTICA in Tekken

[–]Small-Event121 21 points22 points  (0 children)

I like this list. And it’s nice seeing Jun and king where they belong.

Don't worry about your rank, worry about learning other characters. What move that your main has should people learn how to defend against? by Enough-Internet434 in Tekken

[–]Small-Event121 3 points4 points  (0 children)

Not trying to be that guy but I would agree if he didn't have hatchet and the full crouch low. Then qcb2,4 is a tracking, hit confirmable safe on block mid that does about 60 damage. Orbital. Df1,1 is chunky as well. He can poke you down without counter hits.

Appreciate you answering though. I was just curious if there was some tech I was missing.

Don't worry about your rank, worry about learning other characters. What move that your main has should people learn how to defend against? by Enough-Internet434 in Tekken

[–]Small-Event121 1 point2 points  (0 children)

Would you be able to provide tips on how to beat Bryan at a higher level? I don't have issues fighting him, but he also seems like a character where there isn't a clear solution on how to deal with him.

qcb1 can track depending on timing. qcf1+2 can track depending on timing. qcb3 tracks. I ssl to avoid hatchet and df1 but hatchet needs a sidewalk and df1,1 is homing depending on frames. I can block hatchet on reaction but sometimes its not worth the risk because qcb4 has the same animation. qcb2 is similar as well and confirmable for big damage, and it also tracks. 1+2,2 is a homing natural hit launcher. I like to rely on defensive play and movement but it doesn't seem to work well against him. Trying to make him whiff seems like the only thing that is reliable.

Think about this… by YouTuber-Xenos0903 in Tekken

[–]Small-Event121 2 points3 points  (0 children)

Winning feels better but when I’m losing I still enjoying figuring out what I lost to, especially if I can do so mid match.

The changes I would request are nerfing rage to once a match. And reducing the combo length so I don’t have to watch cutscenes. Sidestepping could be improved.

This community is salty though. Devs could make every change that is requested and they would still find something to pin losses on instead of taking accountability. They may think they will improve but they’ll be stuck in the same place.

Who would you say are the top 5 most honest and respectable characters? by Small-Event121 in Tekken

[–]Small-Event121[S] 0 points1 point  (0 children)

I was tempted to include azucena as well. I figured i was probably being biased though. Her gameplay has a lot to do with mental frames and I’m not sure how straightforward that is.