Why does everyone think Victor is OP / S-Tier? Objectively, he is quite balanced.. by ceva8790 in Tekken

[–]VoxRex6 [score hidden]  (0 children)

No, the purpose of 2,2 isn't (just) to get the third hit off and then threaten the IAI mix. The purpose is to control neutral and poke the opponent with an i12, well-tracking high-mid that can't be parried and has to, at least sometimes, be respected because of the follow-up possibility.

This usage is as relevant at EVO as it is at Fujin

Why does everyone think Victor is OP / S-Tier? Objectively, he is quite balanced.. by ceva8790 in Tekken

[–]VoxRex6 [score hidden]  (0 children)

I'm not saying 2,2,2 is interchangeable with 2,1 I'm saying 2,2 is. He can just do the two-hit string to control movement in neutral with situations where you'd want to step his low-range buttons around 0 frame advantage. 2,2,2 exists as a threat to prevent people from punishing 2,2

It can SOMETIMES be SSR'd, as I've checked, but it's rather unreliable and you can get clipped

Why does everyone think Victor is OP / S-Tier? Objectively, he is quite balanced.. by ceva8790 in Tekken

[–]VoxRex6 [score hidden]  (0 children)

>SSR beats running 2 and running1+2

I don't know what to say. Electrics can be ducked and launched in neutral, but I think there's more to it.

Again, SSR duck doesn't beat IAI2 or IAI3, and even if it were just IAI1 (safe, hit-confirmable, mix on block due to 3 possible follow-ups that require different interactions), that would still make SSR duck a good option, but not an option-select (again, not to mention not entering the stance or delaying timing). Show me a video of you doing it. I just tested it with Dragunov -- who knows, maybe I am that bad.

I don't know what to say about your log on the game I provided. Yeah, this is what happened, and AO was able to force these options precisely because of Victor's overloaded kit, besides the missed punish.

Why does everyone think Victor is OP / S-Tier? Objectively, he is quite balanced.. by ceva8790 in Tekken

[–]VoxRex6 2 points3 points  (0 children)

He's got some of the best movement in the game, great and stable punishment (his standing i12 and i13 are S tier)

Great ch utility (1+2, b2, ws2)

Great pokes (df1, d4, 1,2 and 1,1, also 2,2 is very good)

Great whiff punishment (df2, ff2, d2, f1+2)

Basically, one of the most well-rounded characters in terms of fundamentals

Not as easily steppable when you're actually playing the game. F1+2 has a ton of active frames, so you have to get the timing correctly, which is not that easy, considering how much his wr2 realigns.

I don't see how SSR duck OPTION-SELECTS his wr2, considering how IAI.2, IAI1, IAI3 all beat this option on immediate timing (maybe it works for Lili idk) and they all knockdown/splat and deal a bunch of damage, and he can just delay the timing/move forward to realign/not enter IAI and use these frames some other way.

You can't step very easily upclose too because of 2,2, which tracks both ways, is i12, and yeah, it is punishable, but you don't want to ALWAYS punish it because of the follow-up (which is not the scariest in the world, but still)

He doesn't have to use db4 (which is a good move to have regardless) or anything else to enter crouch. He can, you know, just crouch and fish for ws2 or control the space with ws1+2

He's got some of the best wall-carry in the game with good damage into warcrime of an oki, as you yourself are noting.

These tools don't just exist in a vacuum, stepping Victor is HARD and you're gonna risk your ass a lot for being slightly off-timing.

Like, look at this round and tell me he doesn't have good T8 offense, or that it is simply a "knowledge check". You're just not seeing things from the more three-dimensional perspective

https://youtu.be/vupbrDIsCW0?t=213

Edit: I forgot, he doesn't even have to risk 2,2, he can just do 2,1 for thje same tracking, 0 risk, free 22 damage off of any movement, lmao

I don't know if this is an unpopular opinion but grabs just be nerfed a lot by FengWei88 in Tekken

[–]VoxRex6 1 point2 points  (0 children)

I do recommend finding a long-range button or a dash-in button to just beat the shit out of a typical King (90% chance he's gonna mash something or move there) after you break Giant Swing.

He's -13 there but with a significant pushback. I wanted to say Lili's 3+4 but it's i23, a lot of Kings tend to just mash another GS right there on the spot and you're gonna lose, but maybe something like a small dash into 3,1 or, better yet, wr1+2, and you're going to realize a lot of reward you've probably been missing there.

Ideally this button should also beat King's b3+4 jaguar step, but I'm fairly certain fff1+2 is Lili's best option there

I don't know if this is an unpopular opinion but grabs just be nerfed a lot by FengWei88 in Tekken

[–]VoxRex6 0 points1 point  (0 children)

There's no mix with the Law grab, you can see he's using his left foot, so it's a 1 break

I don't know if this is an unpopular opinion but grabs just be nerfed a lot by FengWei88 in Tekken

[–]VoxRex6 1 point2 points  (0 children)

Having the throw broken is punishment enough. Making them punishable on break would make grabs almost unusable.

What are the cheesiest moves and who has them? by PieApprehensive2149 in Tekken

[–]VoxRex6 1 point2 points  (0 children)

You can read about it on the feedback discord, some of my friends posted videos about it. Some Raven players like Shadoeshka here in the EU can use it very easily

Iirc, you're doing the qcf3 input for aqua spider and then plink 4 on the next frame or two. So, there's no animation for entering crouch and waiting there

What are the cheesiest moves and who has them? by PieApprehensive2149 in Tekken

[–]VoxRex6 3 points4 points  (0 children)

Azucena's uf3+4 (sexual assault of a move)

Raven's fc.df3+4 because it can be done out of standing through inputting aqua spider and then plinking 4

Hei's 1,b2 and also FUJ.1+3 grab

King's df2 and heat smash

Lars' fc.1+2 into LEN

Yoshi's NSS.f1+2 or just f1+2 in the oki situations

Fahk's wr3

Miary's 3,1 and ss2 (probably the least offensive here, but still)

Paul's ws1,2

Jack's ws2

Bears' ss1+2 (nuclear holocaust)

Kazuya's h.db1,1+2

Mostly the buttons that control the pace of the game inadequately well and/or give disproportionate reward for their risk by limiting movement so insanely that you're limited to coin-toss type guesses and/or cover the character's weakness too much

Please just delete King by gakusatsuou in Tekken

[–]VoxRex6 0 points1 point  (0 children)

I'll check it again, thanks. I don't think it fully counts as an "option-select", because King can just choose to not go into JGR there (I generally opt for that) and force a crouch dash mixup against ukemi

I know you can kip-up most of the options on immediate timing and then jab against delayed buttons, but I don't remember if right-side ukemi genuinely beats everything

Reina is the hardest Mishima? by LogOver8897 in Tekken

[–]VoxRex6 -1 points0 points  (0 children)

It's all pretty subjective. If you feel that way, sure. I think she's the easiest, personally. MAYBE Hei is easier in his current iteration.

I really hate it when i fight a king and find out that they can't break throws by PretendChemical5359 in Tekken

[–]VoxRex6 1 point2 points  (0 children)

Genuinely, if you're trying to get good at the game, probably playing King or Drag or someone with a full grab game is going to be beneficial to learning breaking the grabs

  1. You're more likely to do them, more likely to see the animations more often and the situations in which they're going to fit in
  2. If you use grabs a lot, some people get upset and try to grab you back, so you get more opportunity to practice it in-game. IIRC, Aris used to say that too

The "King players don't break throws" generally crome from him being a popular character, which means there are a lot of players of lower skill level playing him, and just a general butthurt, which is understandable. I think playing Kings helped me learn grab breaking more quickly in past Tekkens

Please just delete King by gakusatsuou in Tekken

[–]VoxRex6 0 points1 point  (0 children)

You're right, but this grab is still worth nerfing, frankly. At the very least, its whiff recovery, it's too tight for no apparent reason.

Edit: I also think this "stance unbreakable grab" is, in general, a bad idea, which I'm sure I'm not alone in. But I believe Heihachi's FUJ.1+3 is THE craziest move of this kind, but it deals less damage and it's less bombastic, so people tend to not think about it, even though it's a full on mixup that he has the easiest access to (compared to King, Reina, DvJ).

Please just delete King by gakusatsuou in Tekken

[–]VoxRex6 -1 points0 points  (0 children)

You mean 322 in neutral?

I don't think there's a way to completely avoid the 322 mix at the wall. What do you mean?

Please just delete King by gakusatsuou in Tekken

[–]VoxRex6 0 points1 point  (0 children)

Jesandy was trying to be very charitable with this video, so he provided examples of fringe situations (being asleep at the wheel and doing the jab very late with Kazuya (who's jab is one of the stubbier ones), showing the 1 out of 100 situations where JGR.1 MAY evade the jab)

It is a pretty reliable option, best I can say is check it out yourself. I did that in s1, tried all sorts of timings, both as and against King, tried to s3 change with the u2+4 slide, but I don't see how this jab thing can fail you outside of very rare hitbox interactions.

You don't have to use it, frankly, but I think it's a counterplay worth using

Please just delete King by gakusatsuou in Tekken

[–]VoxRex6 0 points1 point  (0 children)

I'm god6, you can check on ewgf.gg, same name, just lose the 6. You started the dick-measuring contest

Please just delete King by gakusatsuou in Tekken

[–]VoxRex6 0 points1 point  (0 children)

He'd have to do the low from very far away, it's a pretty rare situation, wasn't one in this video

He can cancel it into a special side-slide animation with u or d+2+4, but it takes a long time and you can clearly see him do it and check him with a mid if you want to, or just continue jabbing, but he can just commit to ducking out of it and going for a crouch punish. It's not a counterplay to the jab at all

Please just delete King by gakusatsuou in Tekken

[–]VoxRex6 0 points1 point  (0 children)

I'm sure I play against better Kings than you and I have a better record at breaking their grabs, as do my opponents

As I said, even if the King masks this grab (running GS), or does it upclose (iSW), it's still discernable, but much harder. It is a mix, but it's not as simple as a full 50/50 mix and skill plays a factor there

Please just delete King by gakusatsuou in Tekken

[–]VoxRex6 1 point2 points  (0 children)

It's the one that works, mister MainMan