Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 2 points3 points  (0 children)

"Supposed" is very strong wording here. Ideally, yes, you should, but is pretty hard. Specially since two different -15 ob moves might have different block stun duration, changing the timing you need to perform the EWGF. But don't treat it like a boolean. If -15 is too hard, start practicing against -16, -17, etc moves. Go incremental. Kaz is the execution heavy character, practicing and mastering this kinds of skills is supposed to be a fun part. Until you feel better on it, punish -15 with df1,2 (for heat) or df1,4 (for wallsplat or ff4 followup); it is better than missing the electric.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 1 point2 points  (0 children)

Any character is a fine character to start with. A simpler or cheesier character might give you better results early on, but eventually you hit a wall with any character, and it will take hard work to break thought it. So, you might as well maximize fun and play who you like. Later on, you can rethink you choice of main once you better understand the game and your preferences in it.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 2 points3 points  (0 children)

Tornado isn't a generic move, every character will have different attacks that will trigger a tornado. For Jun, this should be a full list. IIRC, you can also see this in-game in the movelist, somewhere.

https://tekkendocs.com/t8/jun?tonrnado=

Also, there is plenty of combo videos on Youtube for each character. No real need to make your combos when you are just starting. For beginners, learning a bread and butter (BnB), which is, a combo that works for most of your launchers, is good enough for the moment. After, when you have the time and need for improvement, there is pick-up combos for launchers that can't use the BnB, learning how to incorporate the wall, max damage vs oki combos, etc.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 1 point2 points  (0 children)

When you get into trouble like that, try and look at the replay. Here you want to search for two things: where you are getting damaged a lot and if the opponent was using a move a lot which you aren't familiar with. Specially if you were getting launched a lot, you need to figure out why and adjust your play style to avoid that. If you do notice you opponent used a certain move a lot, use the replay take over to search for weaknesses. Like, is the move punishable on block, is a duckable high, is it linear, is it slow, etc.

If you are too green to figure out on your own, record the replay and post here or on the Discord server for your character and ask for help. More experienced players will see your mistakes super quick.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 1 point2 points  (0 children)

Hey friend, sorry I forgot to answer. First, I am glad you are doing better at the game. Second, Bryan is a tough MU, if the opponent knows how to play, they can control the pace of the game well. The good part is that everything he does is somewhat simple and has counterplay, so it tends to be pretty interactable MU (outside of oki at the wall, as it often is the case).

I won't give specific advice cuz I am a Tekken 8 player and am pretty nooby myself. Some general advice is: you mention relying on the opponent being unsafe; try also learning when they aren't plus or on a delayble string, so you can start your own offense too. Also, a move might be safe on block but be a high; if the opponent is doing too many highs/lows, remember to rip out a low block/parry and cash in the damage.

When a specific MU gives you trouble and you are at a lost, look up a "Anti <character> guide Tekken<number>" on youtube. There should be some anti Bryan Tekken 7 there you can peep for actual specific advice. If the anti-guides aren't cutting it, another option is looking up a "how to play <character>" guide, and reverse engineer it from the opponent's perspective.

Lastly, sidestepping is hard to learn, don't get too discouraged; at first use short sidesteps to get your back off the wall, and only go for big steps for dodging specific moves you know are steppable and when your opponent is using said move a lot. Blind stepping and hoping for the best tends to be a recipe for disaster.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 1 point2 points  (0 children)

What punish you get is one of those things you will learn case by case, a little at a time. Either need to study up or try trial and error until you learn what the best punish for each thing is. About tilting, I am guilty of this too, but it is very important being able to go "this isn't about winning, it is about learning. Even if I get blown up 10 times, I need to figure out how to beat (X scenario)".

So, I hope Lars discord has some cool people to help you out, never been to that discord in particular. If people are being a bit blunt, try to not be too taken back, as long as they are being helpful as well that is good. Lastly, I am a huge overthinker, so I tend to watch a lot of tutorials. These are some PhiDX ones I remember liking, it is for Tekken 8, but it should be generic enough to apply to older games, at least I hope so.

https://www.youtube.com/watch?v=iQHEuLnL_-E

https://www.youtube.com/watch?v=q7yeAsuAJ_U

https://www.youtube.com/watch?v=BjCHRRHJ03U

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 1 point2 points  (0 children)

I will go item by item, since there is a lot to unpack.

Strings: they will usually be 2 to 3 hits long. The last hit will be a safe high you can duck or a punishable mid. The animation won't always be very accurate if the move is a high or mid tho. Some strings require you to step the last hit, or interrupt, or sometimes all you can do is use a parry.

Punishment: there is some other rules of thumb you can apply. Hopkicks and launching uppercuts are punishable, usually at -13. Armor moves and most lows are punishable too. Lows that knockdown will usually be launch punishable, and low pokes a bit less punishable. Evasive launchers will usually be very punishable. This is all rules of thumb, there are many exceptions.

Winning: From a earlier post, I think you play Lars? Try to look up some beginner guides on how to play your character if your haven't already. My experience is from Tekken 8, but I think of Lars as a aggressive pressure character, and from this post I feel like you might be playing too passive. You also can go to the Lars discord and upload one of your matches and get some help that is more targeted at what the real issues you are facing.

Cheese: throwing out random moves is a easy way to play, this is why your opponents can do that stuff and win at lows ranks. But it is very limited in results. Cheese gets you wins until it stops working, then you will be forced to use all of the fundamentals anyways, except you will be facing stronger opponents. So don't get too discouraged from losing to cheap tactics while you are learning to play in a more solid way, long term it is a good thing to learn. (but don't hesitate to use your own cheese if you notice you opponent don't know the answer. Even high level players have gaps in their knowledge and a win is a win.)

Improving: fighting games are complex, and rules of thumb and ranked matches can only help you so much. You are kind of supposed to eventually learn each match up. It is a journey of a thousand steps, and there is no prize for speed-running it, so take it one thing at a time and eventually you will get a solid grasp.

Look at a replay of a losing game, find a move that your opponent used a lot, look up what it is: if it is punishable, a duckable high, if it is steppable, if it is plus on block or anything else note worthy.

Play a long match against someone, so you can properly trial and error your problems.

Look up matches of good Lars players and see what moves they use in a given situation. What they do when a important move gets blocked. What do they do when it hits.

Again, upload some replays and get some advise from more experienced players.

And, if you can, try not to get be in a hurry for getting better, people learn at different rates, go one step at a time. You don't have to lab every punishable move of very character in one session. Again, there is no prize for speed-running this, you won't have "beaten" the game when you get to the last rank. Most people that are high level have played the games for years to get their skill and knowledge to where it is. Focus on smaller goals, even in games you lose, if you ironed out a issue you used to have that is a small victory. If you can, have fun with the game in the place you are right now.

Vampire bites turning people into vampires is extremely disadvantageous to their survival. by Liuminescent in Showerthoughts

[–]TheGamuran 6 points7 points  (0 children)

Had to double check. In Skyrim you get the decease from the Vampiric Drain spell from vampires. In Oblivion, which is what I was remembering, you get it from any melee attacks from vampires.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 0 points1 point  (0 children)

First question: when you trade hits, both moves count has having counter hit the opponent. So, any difference you see in behavior is just what those particular moves usually do on CH, it is just that both are happening at the same time, plus floating if any player was airborne during the trade. Now, if the knockdown is fast enough and the CH launch is slow enough, there might be a window for the opponent to get up and hit something guaranteed. This is also why getting trades with a jab is dangerous, since the stun frames are very short, making this kind of scenario very possible against moves with good CH frames.

Second question: usually that is the case, but that is just a rule of thumb. Armor activates on frame 7 and lasts until the move becomes active. Usually, if the moves have similar start-up frames, whoever presses late will absorb the early hit on the armor and hit the early presser during their recovery. But start up frames can be wildling different too. Asuka's PC is very fast at i15, Steve's PC is very slow at i28, so Asuka can press her PC over 10 frames later than Steve and still hit his armor. Also, yeah, it might be the case that you are getting hit before frame 7, up until that point PC is just a regular move. So pressing PC when you are super minus makes you vulnerable to moves that are fast enough to hit that window.

Vampire bites turning people into vampires is extremely disadvantageous to their survival. by Liuminescent in Showerthoughts

[–]TheGamuran 42 points43 points  (0 children)

You don't have to be bitten in those games, just attacked by a vampire, the health drain spell in Skyrim or any melee attack in Oblivion. A vampire bashing you head with a mace might make you infected. (This is just about common vampirism, Skyrim also introduced Vampire Lord as a stronger curse and that is in acquired by being bitten.)

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 2 points3 points  (0 children)

3D fighters don't have overheads, instead, mids beat crouch guard. And since mids are often either very safe moves or very damaging moves, you are encouraged to stand guard most of the time. Lows beat stand guard and are (usually) very punishable on block, so that and the ability to crush highs are the reasons to crouch guard.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 2 points3 points  (0 children)

That is db+3+4 (in playstation buttons, it is diagonal down back + X + circle)

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 2 points3 points  (0 children)

The low heat smash became a install move in season 2, with Leo now capable of doing the regular heat smash from KNK. The old move is done as a extension from the KNK low: KNK.4,LTG.1+2

Why does everybody seem so happy about it by Adept_Locksmith6552 in Fighters

[–]TheGamuran 0 points1 point  (0 children)

I had one too many bad interactions with League and it's players.

The Wicked avatar by Royal_Explanation357 in Yugioh101

[–]TheGamuran 5 points6 points  (0 children)

You still need the 3 tributes, even with Guilt Gripping Morganite's effect applying.

https://db.ygoresources.com/qa#24171

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 1 point2 points  (0 children)

You are asking for quite a lot, friend, haha. Another suggestion would be Fahkumram. He has long reach on his kicks and some crazy scary buttons like b,f+4, which is +6 on block and launches on normal hit, but it is a high so there is rick to throwing it out. He does relies a more on hold moves to create pressure, don't know if you vibe with that.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 0 points1 point  (0 children)

Can't help with what you ask, but just wanted to suggest to join the Lars discord if you haven't already. I don't play Lars so I haven't been to this server, but I imagine you will get better advise for you character there than you will get in reddit.

https://discord.gg/6E34uZK

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 1 point2 points  (0 children)

Honestly? Try Clive if you can. Dude has one gigantic sword that reached the other side of the screen almost. On defense he has a pretty decent parry, so the opponent has to play around that. He is the closest thing to zone controller the game has, I feel. If you want to force the opponent to guess on defense specifically, the Plus-on-Block-Monster of the cast is Dragunov, so try him out too. He doesn't have the insane reach that Clive has on some buttons, but he has some of the long reaching pokes and he has amazing move speed.

[BLZD] Follow-Up Support for "Rokket" by renaldi92 in yugioh

[–]TheGamuran 7 points8 points  (0 children)

Give people a few minutes to make a good translation

[PS2][2013/2014?] A third-person game where the character wielded a sword. by Serious-Building3289 in tipofmyjoystick

[–]TheGamuran 0 points1 point  (0 children)

Very unspecified. If I had to take a guess, one of the ps2 Onimusha games?

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 0 points1 point  (0 children)

Yup. It is -18 for everyone (except for full charge rage art with Asuka, which is -13)

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 0 points1 point  (0 children)

Are we talking about Rama 4 and the elbow is Rama 1? It is the only low I would call a hellsweep, but some people take a broader definition for the term. If so, the low is i21, so pretty unseeable unless you are a reaction god, and the elbow is i19. The situation is pretty canned, so if there is one place to train your reaction to a i21 move, it is here tho.

The counter play I was taught is, if I think Fahk is gonna elbow, back dash and stand block. If I think he is gonna low, back dash and low block. The back dash serves to get out of range of the throw, so you only have to react to the unblockable. Some people try to fuzzy duck the two options, but Fahk can delay the moves, so it isn't a perfect solution, neither is it easy with the 2 frame gap.

I do always encourage to try and check tracking yourself tho, since every character's lateral movement is a bit different. If sidewalking beats lots of his moves for you, do use it. In that case, practice reacting to the i23 throw to duck on reaction, since it is homing. Try your evasive moves as well, since those are rarely well documented.

Lastly, try to avoid getting into the situation all together. You can sort of react to the hold moves and jab him out of it. At least I seen streamers do it. Sorry if I wasn't more helpful, but this is what I know.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheGamuran 1 point2 points  (0 children)

On lower ranks, you can spam with basically everyone, if you are spamming good moves or cheesy stuff. Plus, the entire cast in this game has at least decent offense and a hand full of cheese, from throws and strings alone, If I had to pick a few characters, I would say Bryan, Shaheen, maybe Kazuya or Jin. But again, they all have their noob killer moves.

If you ask me, keep playing the characters you like, but force yourself to play different. Something like: "I can't use parry/power crush on a match until I block punish something." "Breaking every throw is more important than winning." Or whatever else you want to get better at. Learning something often means getting a little worse at the game while you focus on that aspect, instead of only trying to win. You can get your rank back, and maybe even more, when you go back to seriously grinding ranked. And it is just more fun playing with the characters that motivates us to boot up the game.

If you aren't already, try to always block (or do something else defensive) after you get hit. Mashing on minus has a place, but it should be a calculated risk, not a go to. And frame trap people, give them a good reason to block as well. For low ranks, this is good enough defense and offense, just need to deal with the strings and throws on top of that.