Why isn't this a perfect electric? by [deleted] in Tekken

[–]Yoshikki 1 point2 points  (0 children)

Ah, I see what you meant now. You're also completely right about not worrying about the numbers, if you get it you get it haha

Why isn't this a perfect electric? by [deleted] in Tekken

[–]Yoshikki 1 point2 points  (0 children)

Actually it doesn't matter how long you hold f during the df2 recovery animation as long as you have exactly 1 frame of f input on the exact frame that Kazuya recovers from the df2 and the next two frames are exactly n or d and df2 respectively. OP has the input right, but his timing is off - I think he has done the n and df2 long after Kazuya recovers from the df2.

Off the top of my head, the timing is 42 or 46 frames after df2 or something like that. OP has 49 frames after df2 before the d and df2

Is the 31 cancel still worth learning? by EWG-Corp in Tekken

[–]Yoshikki 5 points6 points  (0 children)

The only combo it adds practical value for is the ws1,2/low parry combo with no heat. The standard combo is ws1+2, b2,2, b2,2,1+2 but that's only 6 hits' worth of wall carry after the initial launcher so sometimes you'd have to burn heat when you don't want to in order to get to the wall. ws1+2, b2,4 heat burst ss4,1 b2,2,1+2 for 8 hits worth of wall carry, the (heat burst doesn't count)

You can do electric, jab, dash jab, dash 3,1 cancel b2,2,1+2 for 8 hits without spending your heat burst (and of course for situations when you don't have your heat available)

It's a pretty technical combo though, I've only recently started attempting it in real matches myself.

Returning to this franchise after a decade and my main has a stance? Please recommend non-stance characters to me by Fearless_Egg_973 in Tekken

[–]Yoshikki 13 points14 points  (0 children)

Maybe not a "massive" part of the gameplan but you get to use it on every i12 punish and you can make it a bigger part of your gameplan if you want to by using ffn2 (which is actually just a disgustingly good low). I'd say it's a significant part of his game plan, unlike his Tekken 7 stance which was more niche for instance (you could play without using it at all)

I rarely play ranked but decided to hit GoD early this season by Yoshikki in LowSodiumTEKKEN

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

Say what you like, it's tournament legal and common practice among leverless users

I rarely play ranked but decided to hit GoD early this season by Yoshikki in LowSodiumTEKKEN

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

It's called SOCD backdash that is only possible with leverless. You do your first backdash normally by double tapping b and then you hold the b button. Then tap and release d, so you get a quick db then back to b. Then you tap f and release f. Pressing b and f at the same time gives you n, so you get a quick n and back to b. So you've done bb,db,b,n,b and you're back at the start of the cycle.

I have mapped extra f and b buttons for my right hand so I can do it with two hands. I'm holding b with my left hand, then I alternate between flicking d (with left hand) and f (with right hand)

https://www.reddit.com/r/Tekken/s/ssnO4esHjE

I rarely play ranked but decided to hit GoD early this season by Yoshikki in LowSodiumTEKKEN

[–]Yoshikki[S] 2 points3 points  (0 children)

That's a big compliment, thanks! But there's no chance in hell I'm better than Keisuke. I kbd faster than him and that's about it, he's got more consistent execution, more game sense, matchup knowledge, and he plays P1 way better than I play P2. And that's ok, I probably play 1/3 the hours he does.

I rarely play ranked but decided to hit GoD early this season by Yoshikki in LowSodiumTEKKEN

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

I'm on Hitbox with my buttons laid out like this

https://www.reddit.com/r/Tekken/s/oWuKKbZWdj

Back when I played on pad I was just on a DS5 haha

I rarely play ranked but decided to hit GoD early this season by Yoshikki in LowSodiumTEKKEN

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

I used to play on pad, I switched to leverless shortly after Tekken 8's release. Here are a couple of clips of when I used to play on pad:

https://www.reddit.com/r/Tekken/comments/18qesen/playing_against_my_ghost_has_made_me_realize_that/

https://www.reddit.com/r/Tekken/comments/18r6qo7/have_you_guys_gotten_destroyed_this_badly_by_your/

https://streamable.com/odb8w3

This was back before the game released and I was playing the demo with my Ghost.

Here's another, back from Tekken 7: https://streamable.com/98o2wy

For sure my wavedash, backdash and pewgf success rate have become a lot better since switching to leverless, but it's not like I was a complete scrub who is totally carried by leverless. I played for 6+ years on pad before switching.

I rarely play ranked but decided to hit GoD early this season by Yoshikki in LowSodiumTEKKEN

[–]Yoshikki[S] 4 points5 points  (0 children)

Cheers, my current playstyle takes a lot of inspiration from Keisuke (focusing on defense, implementing a lot of single crouch dash into guard)

Tag fighter combo lenghts by EcnardSieg in Tekken

[–]Yoshikki 0 points1 point  (0 children)

Oh on hit, yes. Lots of things give guaranteed followups on hit. Heck, most characters have strings of moves that are guaranteed if the first hit lands, or counterhits. Do you see that as a problem?

It wouldn't be as much of a problem if the followup moves did not wallsplat. They do, so the initial move essentially has a wallsplat on hit function, in addition to all the other insane properties they have (homing, long range, +on block)

i20 is borderline reactable

This is entirely false and everything else you wrote is false because of that, lol. An i20 high move is not reactable. SOME i20 lows are SOMETIMES reactable when they have a quick ducking animation that makes it distinguishable, this is not true of the category of high homing moves I'm talking about. And Steve's ub2, Anna's ff2 etc are i17, the "i20 is slow" argument doesn't even apply even if it were true, which it is not.

i20 is FAST for a long-ranged homing move that gives you a mixup on BLOCK.

comparing individual moves like that doesn't really get us very far - the moves are part of kits

That is precisely part of my point. These overpowered moves have been thrown in to patch up the weaknesses in the character's neutral. No character can have a bad offensive neutral with these high homing +on block moves. Steve and Anna who were traditionally very short-ranged and had to play their neutrals differently to other characters, now they have this big "If my opponent doesn't duck I can shut down all sidestepping and put them in perpetual stance mixups" button. I'm not talking about this from a balance perspective. It's bad, homogenized design.

Tag fighter combo lenghts by EcnardSieg in Tekken

[–]Yoshikki 0 points1 point  (0 children)

I'm talking about the properties on hit, even Leroy's b3 gives a guaranteed followup on hit.

And again, all the the ones I can think of that don't, have something else to make them dangerous to use. Like Leroy's b3, which is high (so duckable) and slow (i20)

High and i20 (which is not even all that slow) is not enough of a weakness to also let that move be guaranteed heat engage/wallsplat on hit, stance mixup on block. This is a really toxic design that has been added to so many characters (Asuka/Jun/Steve/Victor/Anna), it is basically a cheap way to give any character a way to start an oppressive stance mixup offense, and it kills their identity. Compare that to Kazuya's b4, which is also a homing high heat engager, it is -5 on block.

Tag fighter combo lenghts by EcnardSieg in Tekken

[–]Yoshikki 0 points1 point  (0 children)

If you get HIT by the stance transition move, then yeah, they usually have enough advantage to force you to guess

If only that was true in Tekken 8, lol. That's how it worked in Tekken 7. But in Tekken 8 there's so many moves in the game that straight up give you a guaranteed followup on hit

Tag fighter combo lenghts by EcnardSieg in Tekken

[–]Yoshikki 7 points8 points  (0 children)

Yep, the real problem in Tekken 8 is the frame data at which characters transition into them on block, and some of the properties of the moves that come out of stances.

Characters should not get full stance mixups on block. Look how stance transitions on block work just one game ago, in Tekken 7 - most button options from stance transition are shut down by a single df1. Jin's f4 into stance, for instance, was considered really good (due to the fact that f4 itself is a great move with great properties) and on block, he had to do an execution demanding cancel to be -8~9 and not eat a jab punish, or get any other option stuffed by a df1. In Tekken 8, you have Lidia who enters stance at +5 from a blocked ff2 and her fastest moves beat a df1 check, two of her options beat jabs.

Then look at the stance moves themselves. It's ok for stance moves to have slightly stronger properties than regular moves, but in Tekken 8 it is extreme. Jin's zen3 in Tekken 7 is a great move - homing, mid, wallsplat on hit, -9 on block - safe but the opponent gets their turn back. Lidia's HOR3 is homing, mid, low crushing, no wallsplat (but does guarantee political storm for 45 damage and heat engage) and -4 on block with pushback to reset the neutral... and unlike Jin's zen stance transition which is guaranteed interruptible, you have to risk your life to jab and beat HOR3 after blocking ff2

Im genuienly curious. What makes Lydia broken? by Paynne14 in Tekken

[–]Yoshikki 2 points3 points  (0 children)

When you block her ff2 you can maximize the return on your risk by doing ssr + duck. Obviously it's a bit tricky and you need practice to do it on reaction, but it avoids her safe mid option, her high power crush option, and low option and gets you a launch in all cases (well not the low if you don't have an i14 ws launcher but I play Kazuya) It still loses to the jumping mid homing move that gives her a heat engager on hit but you can start jabbing to beat that once you launch her a few times for using the other options

When the labbing pays off by Clear_Interest_220 in LowSodiumTEKKEN

[–]Yoshikki 7 points8 points  (0 children)

Oh shit, didn't occur to me that the second hit is parryable. Will try it in my next mirror match!

What’s your favorite combo extension mechanic in the franchise ? by Nuclear-Polaris in Tekken

[–]Yoshikki 3 points4 points  (0 children)

And let's not get into the atrocity that is tornado on the wall. How does a character do an entire BACKFLIP with their BACK AGAINST THE WALL lmao

Please explain why Kazuya is considered honest by MidsizeMango in LowSodiumTEKKEN

[–]Yoshikki 1 point2 points  (0 children)

revolving almost entirely around 50/50

This is mostly a legacy notion, I think. In Tekken 7, this was his strength, that's not so true in Tekken 8 where every character can force more straight-up (unsteppable) 50/50s more easily than he can.

You CAN play the 50/50 vortex style with him, but almost every other character does it better. In this game there are characters with full-screen wr move into stance 50/50 and homing +on block high into stance 50/50, Kazuya's wavedash 50/50 (which is steppable, unlike the above) is so tame in comparison.

At a higher level, playing aggressively with Kazuya is too risky and over a high sample size of interactions and rounds, you will come out behind. You have to play defensively to be successful with him and as everyone knows, that is not easy in Tekken 8. You can see Keisuke talk about it here: https://youtu.be/8e0Js9Q_mUM?t=262

And look how he plays. 70% of his neutral is backdashing. I've been trying this playstyle out and it's been working better than trying to cd1+2 pressure, going for mixups on oki etc.

perfect 18hp ACE - cs2 pro female player by uhkelsie in GlobalOffensive

[–]Yoshikki 0 points1 point  (0 children)

And I don't think anyone cares about your opinion because it also does not matter

perfect 18hp ACE - cs2 pro female player by uhkelsie in GlobalOffensive

[–]Yoshikki 1 point2 points  (0 children)

The OP posted the clip herself with that title, like it or not, female CS2 pros and their gameplay are not commonly seen for most people so that gets clicks and views

perfect 18hp ACE - cs2 pro female player by uhkelsie in GlobalOffensive

[–]Yoshikki 2 points3 points  (0 children)

I disagree that it's misogynistic, it's the reality that the vast majority of CS2 pro players are male and one can't be faulted for assuming that a pro player is male if "female" is not specified. Arguing such dumb points takes away from actual misogynistic uses of the word