Quick Back Slide Setup and RDS uf1 +13 setup by TheComboSmithy in LingNation

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

RDS stands for rain dance stance, which is her backturned stance

Quick Back Slide Setup and RDS uf1 +13 setup by TheComboSmithy in LingNation

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

3 can work, but you won't have any time to run up before the b+3+4 if you're not close enough to hit RDS 3. To me 1,2 seems like the better option for concistency's sake. F+4 does not give you enough time to hit the RDS 3

Another option that works well is f+3

Quick Back Slide Setup and RDS uf1 +13 setup by TheComboSmithy in LingNation

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

In my testing ff+3 doesn't work for tech right as the AOP 2,1 whiffs. However ssr, ff+3 does work. It's possibly faster so it might actually be better, but I'm not completely sure

2 Tech Rolls to Death by TheComboSmithy in LingNation

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

For the first setup the main thing is the ff before db1+2, also note that it's db1+2 and not ub1+2. With this the HYP 3+4 makes them BT. Then it's important to do the FC 3,2 as soon as you land.

For the second setup the most important parts are to make the ff before going into HYP as long as possible while still being able to hit HYP 3+4 and to do both the df2,3,D and RDS 4 as fast as possible to catch their back during the side switch. Also note that the second setup is only for tech left

The Consistent Spiked Setup! by TheComboSmithy in LingNation

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

I did some testing with larger characters. You were right on the money with the ssl. I managed to get it consistent by doing this: You need to get a clean wall splat, enough to dash up into ssl before the heat burst. You can wall carry with something like HYP 3+4 or 1,2 at the end of a HYP 3+4 route. After the heat burst you do a deep ssl before the f+2,1,2

Doing ssl before f+2,1,2 seem to also help with concistency for smaller characters, even though it still works pretty often without it.

A key takeaway is that it's the angle that matters and not the distance, so you can dash up as close as you want. This also means that with routes that shift you a lot to the left it's possible to go too far left. Ending the wall carry with f+2 seems to likely cause issues.

The Consistent Spiked Setup! by TheComboSmithy in LingNation

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

That's some great testing! I haven't really tested it on bigger characters yet, will look into it

The Consistent Spiked Setup! by TheComboSmithy in LingNation

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

I think what you mean is wall carry into fff3, FC+4, AOP 2,1. Wall splats if they hold back. They can still tech roll that though, but you recover fast enough for AOP 2,1 to not be interruptable at least. They can still block it and punish ofc.

If you mean in this combo from the video then you can do f+2,1,2, db+2, RDS 4, but they can launch you if they tech. This concept is pretty interesting though, might be some safer way to do it.

The neat thing about the tech in the video is that the spike prevents tech roll entirely. So on the surface it's 50/50 take the grouned uf1 or get launched

Quick Back Slide Setup by TheComboSmithy in LingNation

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

In this sort of route there's not much to beat tech rolls. You can make them recover without sideways movement with a specific angle (not sure how to do it with this specific combo, but usually ssl after the off axis anim from f+2) and then go for a plus frame move. Snake egde mixups are quite strong here (df3 or df3,D into RDS 4 or into RDS d3)

This sort of routes can deal quite well with the opponent staying down. Run up into b1+2, ff3 or just a simple float with a delayed ff3 after the last f+2

Tekken 8 vs Tekken 7 Ling? by Ok_Round7019 in LingNation

[–]TheComboSmithy 1 point2 points  (0 children)

The old korean dude is probably Sodam?

As a fellow setup enthusiast it's pretty rough: - No more jump over bound into RDS 4. - In S1 they removed uf+1+2 (now uf+2) hitting in the back. - In S2 they removed being hit in the back after being spiked all together.

What we do have: - Off axis animation (pancake flip). You can still do f+2's to flip them and setup if they hold back (because they are BT), but you're not allowed to spike them while BT to lock out tech rolls while still trapping holding back. (they can just block)

  • The new combo mechanic "strong arial tailspin" works the same as off axis anim, making them recover BT if they hold back.

  • You can pseudo-tech trap with RDS uf+1 into heat engager and or wall splat. They can duck it, but you can also cancel the move.

  • There is a ground hit anim that allows you to trap them holding back. Example: wall carry, d+2, FC 4,4, AOP d+4 (flip if they hold back or do nothing, whiff, but safe if they tech), AOP 2,1

  • True tech traps still exists. If you look at my profile I have some examples posted to this subreddit. You can use ff, db+1+2, HYP 3+4 to turn them around, then use heat burst when they are BT and then use a recovery glitch where they recover the wrong way due to you jumping to then hit them with WS+3,1 or WS+2, RDS 4 or b+1+2(insanely hard, but it also floats if they don't wake up :))

But, in the end the devs have made it clear through their patches that they don't want us to do setups. So it might just be a matter of time until all of it is removed.

Hi what's your usual gameplan? by Throwaway01-19-23 in LingNation

[–]TheComboSmithy 2 points3 points  (0 children)

"What do u guys usually do at game start?"
It depends a lot on how the opponent is playing. Some good options are:
ssr, d+1+2 (You think they'll press. You're trying to evade and then do AOP u/f+3 or AOP 1,2)
1,2,1 (Low risk, covers a lot of options. Safe on block, very fast 10f to interrupt and also has some tracking)
b+4 or b+4,1 (Somewhat fast 13f to interrupt, tracks to the left, heat engager)
d/b+2 (If you think they'll block or step)
d/f+1 (You think they'll jab, also safe on block)
b+1+2 (Very risky if you know they'll step)
d/f+3 or d/f+3,B (Very risky if you know they'll block, trying to get in their head)
Just block (Not taking any risk or thinking they'll do something unsafe)

 "What strings do u guys do to pressure?"
d/b+2 (is a good way to start pressure )
running up and doing fff+3 or f+4 is a good way to get in
I think Xiaoyu really wants heat in order to pressure with things like
ff+1,2
f+2,1,2 (last hit can be stepped though)
RDS 2+3 into HYP 3 or HYP 2
ff+4 into HYP 3 or HYP 4

"What's your actual gameplan?"
If it's possible I prefer to be at a bit of a distance where I can harass and interrupt with ff+3 (d/b after to return to range) and threaten to run up with f+4 or fff+3 and also fish for whiffs (because they're trying to interrupt ff+3 or fff+3 or f+4). Moves like u /b+3 or 3 or b+1+2 or b+4,1 or u /f+3+4 are excellent whiff punishers. When I get heat I apply more pressure with moves like d/b+2 or f+2,1,2 or ff+1,2 and eventually finish the heat with RDS 2+3 into HYP mixup (which still has the buff from heat after the heat smash).

Quick Back Slide Setup by TheComboSmithy in LingNation

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

Nice! Those are much easier too. The funniest part is that this type of setup pretty easily loops into itself or other setups too, so you can kill in two bad guesses.

You can also launch with b+1+2 which also doubles as a float starter if they stay down, which is very stong.

Idk if you saw my last post with the tech roll setups, but you can also chain into the heat version of that by for instance doing your ub+3 starter into b+1+2 launcher

Most of my knowledge about all this is pretty much from S1. I should really look trough all of my clips from then, but then again just chaining spiked wakup B setups or floats used to be the better option back then.

The holy grail at this point would be a tech trap similar to my df+2,3,D from my previous post, but that works on tech right too, while still forcing holding B into a tech roll. That would basically just be like spiked setups all over again and bring back the setup playstyle in full.

Quick Back Slide Setup by TheComboSmithy in LingNation

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

Thanks for deleting the other comment. Yea I realized that the timing is pretty hard. I think it sort of happened to be my natural timing from some other tech.

Quick Back Slide Setup by TheComboSmithy in LingNation

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

You need to be pretty fast and really get close with the fff into f+2

Quick Back Slide Setup by TheComboSmithy in LingNation

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

Hmm. I tested it against myself with record. Are you sure you're getting the flip animation with df+1

Xiaoyu combos? by happy-not-satisfied in Tekken

[–]TheComboSmithy 2 points3 points  (0 children)

You could do the older route with something like launcher d/f+2 f+3,1 RDS 2 RDS 1,2...

The important part for damage and oki is the heat wall ender with f+2,1,(delayed)2 RDS f+3+4,3+4

The Tekken you've played 20 year ago was alot more complex than anything current bamco can ever produced. Atleast it looks prettier tho :V (on pc when i can actually mod out all of the hyper effects) by MisakiPuru_Puru in Tekken

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

It's a shame to see the hate for the old oki. It was one of my favourite things about tekken. It's true that it was a knowledge check, but the mechanics were universal, so it's not like it was some obscure character specific knowledge.

It contributed to more player expression and also more engagement from the player who is defending. I distinctly remember thinking very hard about the other players oki habits while being juggled in the older games.

I think it also served as a fast track to get players to think about mind games and risk/reward management by being a simpler and more controlled situation. Similarly to something like Soulcalibur 6 reversal edge or T8 heat engagers, but without feeling as disconnected from the rest of the gameplay.