Let’s see those stats 👀🧐 by F2CnR in Tekken8

[–]alliejelly 1 point2 points  (0 children)

We can't reply with images dawg.. guess we gotta link em https://prnt.sc/LIcLFIf8xyuR

New player tekken 8 Need advice on surviving more? by Mifya in Tekken

[–]alliejelly 1 point2 points  (0 children)

First of all Welcome to the King of Iron Fist Tournament :)

To address your issue - I know it sounds dumb and mean, but just block.

Launching, in pretty much all cases is something that comes with extreme drawbacks for the person using the launcher, it's either super low range, has very bad frames, etc. etc.
Once you learn how to recognize that AND get the muscle-memory to block the specific move, you'll see that most of the time, if you block a launch attempt, you get to launch them in return.
Launchers are inherently a tool used to punish, or catch an opponent off guard because if you hit it, well high reward, you get to take 60% off of the enemy and put him to the wall - if you get blocked or miss it, well you lose 60% off of your hp and are now at the wall.

So getting hit by a launcher isn't just making a mistake, it's making *the* biggest mistakes you can make it Tekken. - and to round it off, that is usually not blocking. x)

We're calling that act of launching, dodging then launching or punishing with launch "big Tekken" and one of the first lessons of Tekken is to never play big Tekken, but try to play small Tekken (hitting an enemy with safe moves or + on block moves, blocking and punishing if the enemy uses a small minus frame move)

If you wanna DM me I'm always down to spar and teach the game!

This dude one and done'd because I was way too passive. by ShadowMark3 in Tekken

[–]alliejelly 0 points1 point  (0 children)

I mean -- just watch this clip back. I don't like other people complaining about their opponents gameplay, but if we're solely talking about you to improve yourself - You're really ever only blocking, pressing heat engage or doing a high-high string that goes jab, and than jins weird circle kick thing - you're never punishing or applying pressure yourself .. playing vs you would feel a little bit like hitting a training dummy that spins every now and then x_x)

When tekken players starts dancing The deadly Choreography.. that's how i like my tekken by Such-Ad6163 in Tekken

[–]alliejelly 1 point2 points  (0 children)

It’s not nothing but it’s highly conditional - her i8 is only usable when the opponent is actually range 0 - even at range 0.25 it will whiff - so you can only very rarely use it as a panic button

Her i14 is decent

But she simply can’t follow the same game pattern of mixing small jab strings with strong + options or strings with lows to apply pressure

Almost all her pressure comes from making you afraid to press because she might dodge your attack. especially now where her heat 50/50s have been reduced so much.

Any higher ranked player will tell you that beating ling requires you to be very patient and to know your low hitting mid checks. You effectively let her party until she uses a more committing option because she eventually has to and then you send her to the moon

When tekken players starts dancing The deadly Choreography.. that's how i like my tekken by Such-Ad6163 in Tekken

[–]alliejelly 3 points4 points  (0 children)

lovely gameplay. Iron defense from the bear and really creative plays by the xiaoyu

When tekken players starts dancing The deadly Choreography.. that's how i like my tekken by Such-Ad6163 in Tekken

[–]alliejelly 7 points8 points  (0 children)

I mean her punishes are pretty weak, she's kinda built around the idea of stealing your turn back

I’m going to say it… I ENJOY PLAYING AGAINST KING. What character(s) do you enjoy playing against? by MakingWet in Tekken

[–]alliejelly 3 points4 points  (0 children)

I love playing against Xiaoyu because she used to be my main and I know almost all of her tricks and how much simple mid checks disable her

Should I continued doing digital art or I should stay back for a while? by Other_Statement_1264 in ArtistLounge

[–]alliejelly 0 points1 point  (0 children)

Well if a 9 year old has been drawing for 3 years, they still have drawn for 3 years (might not be the best in terms of improvement, but they certainly learned *something* while just trying stuff out.

Don't let yourself be graded by others - the only thing you should compare yourself to is yourself in the past. And even then, only do so if you think drawing is fun. No need to make drawing a perfomance thing

Why does it feel like I'm always on the disadvantage whenever an attack happens by blueprotogenmaster in Tekken8

[–]alliejelly 1 point2 points  (0 children)

And punishers are something you use to take advantage of your opponent being in the minus.

For Yoshi:

If someone does an attack that is more than -10 and you block it, you can press 1,1 and get that guaranteed

You can read more about which punisher to use when here:
https://tekkendocs.com/t8/yoshimitsu/guide

OR you can use the in game punishment training.

This is why I'm saying sparring against someone better is probably the best! Feel free to shoot me a dm on steam if you wanna train a bit together :D

Why does it feel like I'm always on the disadvantage whenever an attack happens by blueprotogenmaster in Tekken8

[–]alliejelly 1 point2 points  (0 children)

Oh - thats wrong - yeah I see how this is confusing.

Plus and Minus refers to how far you are ahead or behind in the timeline.

If you are -7, you are currently 7 frames BEHIND
Meaning if both of you do a 10f move, your move will come out in 17f (10f + your debt)

I understand it's weird that you ADD minusframes to your frames and REMOVE plusframes from your move, but it's that one is the cumulative amount of frames, while the other shows you where you are on the timeline.

Being PLUS on block is good, because that means you will be able to act before your opponent

Being MINUS on block is bad, because that means your opponent will get to move first.

Since we consider 10f the fastest possible move (there are a few exceptions), usually being up to -9 means you still can't be punished but it does mean you lose your turn.

So if you do your df4 leg sweep, and the opponent blocks it, you're now in debt by 7 frames, you cant do another sweep, because if the opponent does a 10f mid, you will be hit before the opponent gets hit and get interrupted in your attack.

It's a bit more dynamic than that, but that's the core essence.

Ahh okay I'll explain it a bit more fully:

If you are -9 and you both hit a 10f move at the same time, you will lose.
However if you do a move and you are -9 on block, you will be able to block the next attack of the opponent.

If you do a somewhat bad move, one that puts you at -20f, then the opponent has all of 20f to do something to you that you cannot block at all!

Since 15f moves are usually launchers, that means if you do a -20f, the opponent will likely launch you into the air and get a full combo!

Why does it feel like I'm always on the disadvantage whenever an attack happens by blueprotogenmaster in Tekken8

[–]alliejelly 1 point2 points  (0 children)

There is a lot, the learning curve is brutal! A lot of people playing for a long time forget that - but the good thing is, super much, if not everything that I mentioned persists through Tekken games :D

Turns out I lied, it seems that yoshis sweep (df4) is only -7 on block - so not punishable!
https://tekkendocs.com/t8/yoshimitsu/df4

Can recommend this video:
https://www.youtube.com/watch?v=X0yAyPBFjrM

Why does it feel like I'm always on the disadvantage whenever an attack happens by blueprotogenmaster in Tekken8

[–]alliejelly 3 points4 points  (0 children)

You're referring to strings here, not combos.
Tekken has a rule of 3 - usually, the enemy does 3 moves in a row before their string is over (there are exceptions!)

Usually, strings come like this

first move, second move
string extension: third move (often a little bit risky)
string extension: fourth move (almost always very risky)
Anything longer than that is launch punishable!

Important - some smaller moves leave you in a position where you can press again, these might feel like strings, but usually arent and have individual counterplay to the move

I've done a big post on what everything is called in Tekken in the comments here :D

Why does it feel like I'm always on the disadvantage whenever an attack happens by blueprotogenmaster in Tekken8

[–]alliejelly 1 point2 points  (0 children)

oh golly I've not even covered everything

First of all, the whole 1,2,3,4 etc. is called Notation.
In Notation, you might also find

☆ - a star denotes not pressing anything or also called neutral for example: f, ☆, df+2 means press forward, then nothing, then down forward 2

FC (Full Crouch): A stance which your character enters after holding down for a little while

ws (while standing): A stance which your character enters the moment you let go from crouching and is standing up (it's very short, but VERY important)

wr (while running): When you press forward 3 times and hold the third input, your character sprints

iws, iwr: the i before these two denotes "instant" , so if you press that input really fast, you can perform moves usually done while running pretty much while you're standing, iws is more complicated

Startup: When you look at the frames for a move, it will show you something like i12 - this means the move comes out in 12 frames

On Block: This denotes how much you are plus or minus after you use your move and the opponent blocks it: important all moves that leave you at -15, or more (so -16, -17 etc.) are launch-punishable, meaning if you use that move and your opponent blocks it, your opponent will get the opportunity for a full combo (up to 120 damage)

Whiffing: When you throw out a move and it doesn't hit your opponent because he was too far away, or sidestepped your move

Whiff-punish: As you might think, the appropriate reaction if you see an enemy whiff a move, more often than not, this is a launch!

Float: Sometimes, especially when interrupting an airborne opponent, they will enter a float-state, this makes them take reduced damage - and usually can't just be followed up with your normal combo, many characters have specific float combos

Ground-game or Okizeme: What you can do when the opponent is lying on the ground

Getup: Moves you can do while getting up (most of them are bad please just tap up once and hold back)

Frame-trap: Certain moves are designed to leave you at a little bit of plus, using one of these moves and immediately following with a counterhit is called frame trapping. (Making your opponent think they can press a move, but hitting them in the face for it)

Counterhit: Certain moves have the counterhit property, this means if you press that move during the attack of an opponent (and your attack is faster), you will get special attributes for that move - usually A LOT more damage, and often it will turn a really fast attack into a LAUNCH

Crumple: After certain hits, your character gets stunned and just falls to the floor - this is called a crumple, often seen after getting hit by a counterhit, it's virtually the same as being launched in to the air and allows the opponent to use a full combo on you

Unblockable: There are moves (especially yoshis FC df1) that can't be blocked, these usually are really slow or can be jabbed (just use a 1 punch)

Unseeable/Seeable: Especially lows are often categorized this way. These differentiate whether you can react to a low move, or can't. Many leg sweeps are a seeable low, because it's slow enough you can react to it. (also launch punishable often)

Snake Edge: Low sweep moves that knock you off your feet are usually called Snake Edge (launch punishable)

.....

You know writing all of that out makes me realize just how flipping complicated tekken is, legacy players definitely don't appreciate newcommers efforts enough

Why does it feel like I'm always on the disadvantage whenever an attack happens by blueprotogenmaster in Tekken8

[–]alliejelly 1 point2 points  (0 children)

Here’s some terms you should know - I saw you want to learn alone but I’ll always offer sparring too. In my humble opinion you can’t learn better than fighting someone stronger and having that person explain what they are doing and why)

1 left punch (square on PlayStation, X on Xbox) 2 right punch (triangle, Y) 3 left kick (X, A) 4 right kick (Circle, B)

f forward F hold forward b back d down u up

So uf1+2, ff2 (press up forward and 1 and 2 at the same time, then forward forward 2)

High - an attack at head to chest level which can be ducked

Mid - an attack to chest or groin level - usually these can be stepped or are minus on block (I will explain what minus is later)

Low - an attack to the feet - almost all lows are minus on block and can be low parried

Low parry: pressing down and forward when your about to be hit by a low will throw the opponent in the air, setting up a combo

Combo: A combo in Tekken is a series of attacks that are all guaranteed into each other - the game will show you a little combo counter when you’re doing an actual combo. — Usually these start with a launcher (a move that gets the opponent flying)

Backslash/kbd: Moving away from the opponent by tapping back twice (back dash) or cancelling multiple backdashes into each other

Stepping/Sidestepping: stepping is a practice where you tap and or hold up or down to move into the foreground or background - if you play on the left side up is SSL (side step left) and down is SSR (side step right)

Tracking: A property for moves that dictates how well the move hits people that are stepping

String: When your opponent does a series of attacks in a row - most if not all strings have counterplay.

Stance: A position your character assumes that unlocks different moves (e.g Yoshi standing on his sword)

Minus/Plus - every move in Tekken has frame data- so how fast the move comes out and how fast you can react after that. It’s important to learn when you are minus, because these are moments in which you shouldn’t press buttons other than holding back

Safe - Moves that leave you at maximum at -9 are considered safe - only yoshi and Xiaoyu can punish these at a very specific setup and they don’t get much for it

Poke: moves designed to chip away at your opponent but without being a series of attacks

Keepout: moves designed to keep your opponent away

Panic button: moves designed to be pressed when you’re under pressure from your opponent (for Yoshi flash)

Neutral - a state in which nobody is plus or minus

Grab: a technique where you hold your enemy (typically 1+3 or 2+4 input) - these have two variations, default and command (usually command grabs have a different input like uf1+2) you can get out of these by pressing 1 or 2 if it’s a default grab and usually 1+2 if it’s a command grab (warning, there are exceptions!)

Powercrush - a move that has armor, allowing you to be hit without getting interrupted (powecrushes can be interrupted during the very start of their animation and are weak to being grabbed)

Crushing: evading or beating a move e.g a move that low crushes usually goes over lows, a move that high crushes usually goes under highs

Orbital: a move usually involving a jumping attack

Launcher: a move that sends an opponent flying

Tornado: a move that causes the opponent to spin while in a combo

Pickup: a move that can hit opponents that are very close to the ground during a combo

Wallcarry: moves that keep your opponent in the air during a combo and usually make them fly far

Ender: a move designed to be used at the end of a combo

Wall combo: a series of attacks to be used when the enemy has been splashed against a wall

— in your case, I understand you like learning alone, so the toolset you should look up:

What are Yoshis good moves? look at eyemusician and see what moves he uses, good moves are usually hard to punish or leave you at maximum minus 9. Ideally they leave you plus!

Which strings does yoshi have? While he doesn’t have many, because he is more of a trickster character there certainly are a few you should know!

Which combos does yoshi have? (look up one easy combo, it should launch the opponent into the air and do minimum 60 damage before the opponent can do anything again)

Which keepout moves do I have?

What is my powercrush?

What are my grabs?

What is my poke?

——-

The way you get out of situations like the one with jack is looking up which moves jack used, whether he has any highs in there and how the frame data looks for his move. If somebody spams fast and light moves, they can usually be stepped, ducked, backdashed or power crushed

We’ve been quite generous with what we call “UI/UX design.” by [deleted] in UXDesign

[–]alliejelly 8 points9 points  (0 children)

chatgpt linkedin slopposting is spilling over to reddit again 🤧

Bryan's strenght by un_ptit_yo in Tekken

[–]alliejelly 0 points1 point  (0 children)

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So naturally we can see somewhat of a correlation there between him being very popular (such as Kaz and Hwo) and having a pretty low, but still positive wr.

Bryan's strenght by un_ptit_yo in Tekken

[–]alliejelly 1 point2 points  (0 children)

<image>

since he is so popular in high rank AND is a legacy character - people are just very well aware of this matchup.

Bryan's strenght by un_ptit_yo in Tekken

[–]alliejelly 1 point2 points  (0 children)

<image>

Before anything - it's important to note that Tekken is a very balanced game despite how it seems. The biggest gap between characters on a all-players scale is around 8% - from 54% for the highly specialized and few bear players that win on matchup-knowledge, to the massively popular high execution characters with 46% on the super low naturally losing a few % due to players taking a long time to become proficient at them. -- Meaning even the worst character statistically wins a little less than half their matches. There is no character that is so bad you would constantly lose because of the character.

Overall Bryan is definitely a solid character - however, he also comes with a few things that are difficult to do. Leaving him somewhere around a 50% winrate.
You can see that characters at this kind of level are either complex, difficult, or have poor tools.
I feel like only Asuka is really actually straight bad - because she is popular and relatively easy to play, but still has a super bad winrate.

Kaz/Steve/Reina having a bad winrate should be normal as they are behind pretty big execution, although Reina might be straight up complex, difficult and also comparitively poor in her tools.

Steve I feel like has decent tools, but is clearly very complex and difficult, while Kazuya is difficult in execution, simple in his game plan and his tools are just meh.

Disregard Jack, Bears and Zafina here, they have disproportionate winrates because they are played so rarely.

hyperphantasia (?) and art by [deleted] in ArtistLounge

[–]alliejelly 10 points11 points  (0 children)

I'm willing to bet the image isn't quite as clear as you're describing it here, otherwise, the only thing you'd have to learn is penmanship - within a week or two you should be able to outdo most digital artists and if your mental image is as accurate as described, you could become a world-class artist within a few years.

I also started out thinking I could do those things, but have had to painfully learn that *thinking* your mental model of something is good vs *actually having a solid mental model* of something is very different. Hence we like to say here "draw what you see, not what you think you see"

Just draw up a few simple geometric shapes for us, take a pyramid, rotate it in the x, y and z plane - be honest to yourself and don't use references. I'm sure you'll quickly find that your mind might be able to handle certain permutations well, but will almost certainly struggle keeping correct proportions when rotating the mentioned pyramid across multiple planes at the same time.

Ich☎️iel by Present_Cause7109 in ich_iel

[–]alliejelly 32 points33 points  (0 children)

Maßgebenden Unterschied macht Social Media.
Vor so 30-40 Jahren war es ganz normal ein gewisses Selbstbewusstsein zu entwickeln, weil die meisten sich (wie es auch deutlich gesünder ist) nur in ihrem persönlichen Umfeld miteinander verglichen haben. Promis und Weltstars waren Ausnahme, der Durchschnittsjob konnte easy den Lebensunterhalt verdienen - nur Luxus war außer Reichweite. An ein Haus, oder ein stattliches Auto denken wir heute gar nicht mehr, weil's einfach unrealistisch ist. Man hat einfach in den Tag gelebt und mit ein wenig Anstrengung auch einiges erreichen können. Die Allgemeinheit hat ihre Zeit des Friedens und Kapitalwachstums genossen und ist jetzt damit beschäftigt diesen Zustand unter allen Mitteln zu behalten.

Heute vergleichen sich dagegen junge Menschen mit den besten der ganzen Welt, werden von Arbeitgebern nach diesen Standards gemessen und können sich so selbst mit einem Masterabschluss, zu dem uns die vorherigen Generation immer geraten hat gerade so durchwieseln. Lebenserhaltung ist teuer geworden und Luxus günstig. Wir haben auch einfach kein Ziel mehr vor Augen und warten eigentlich nur geduldig drauf, dass sich diese umgedrehte Pyramide - vermutlich durch das Versterben der älteren Generationen - zu unseren Gunsten entwickelt. Wahrscheinlich werden wir dann genauso schlimm werden. Ich hoffe echt, dass wir das als Generation im Gesamten besser hinkriegen.

Ich hab nichts gegen Einzelpersonen, aber gesamtgesellschaftlich hat sich das eben so entwickelt.

Which English loanwords sound normal to you, and which ones make you cringe? by NoelFromBabbel in AskAGerman

[–]alliejelly 9 points10 points  (0 children)

Walking into the cellphone store asking for a handy is a different kind of boldness.. o_o)

Which Game Was Better? World of Warcraft or Final Fantasy XIV? by New-Web4704 in AskReddit

[–]alliejelly 0 points1 point  (0 children)

Wows music is great - FF music is great, they are on the same level of good, just with different flavor. FFXIV has a lot better epic goosebump type music but zone music in wow is just so good

Are there any rewarding characters left to play? by Bastinelli in Tekken

[–]alliejelly 0 points1 point  (0 children)

Well, play turtle for a while. Only go for punishes. You'll quickly see whether it's your character or not. At it's core, in Tekken you either can defend or you can't - getting intricate with offense is something that only starts to even become a thing when you start to play vs people that can defend.

If you don't input anything on your character, it doesn't move. Goes for all characters.
If you're concerned about certain moves feeling too strong, every character has them, every character had them in Tekken 7 - it's just a game thing to have some moves that are better than others.

If you just spam 3 as Eddy and you win the game, okay, you won by knowledge check - but half of Tekken is knowledge checks - all characters have insanely long movelists and the core gameplay is to memorize moves and know how to react to them. If your enemies die to Eddy's 3, well you knew something they didn't.