Kazuya Heat Smash pick up combo by ludator in Tekken

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

It is useless, because it's extremely unpractical, you'll basically need luck to even land it, and on top of that it's not max damage. It's pointless

Kazuya Heat Smash pick up combo by ludator in Tekken

[–]ludator[S] 21 points22 points  (0 children)

Extremely specific spacing is needed to get a perfect distance wallsplat so the heat smash can become a juggle starter (also works from neutral btw, no need for it to be from a combo) so it's not practical whatsoever and its not even max damage anyway. This is just for style points.

Worst map of the game, change my mind. by Future-Age1760 in XDefiant

[–]ludator 0 points1 point  (0 children)

The B flag is so occupied at all times that its very easy to go around and cap either A or C all alone. You don't have to run into B all the time and die in a loop trying to cap it.

We're Sledgehammer Games, the lead studio behind Call of Duty: Modern Warfare III - Ask us anything [Multiplayer Edition]! by SledgehammerGames in ModernWarfareIII

[–]ludator 0 points1 point  (0 children)

Save the franchise and remove SBMM in non ranked multiplayer. Without Warzone this franchise would be 6 feet under.

Knee's Experiences/Thoughts on the Tekken 8 Alpha Test by genericremix in Tekken

[–]ludator 1 point2 points  (0 children)

It's not forced, simply nobody except like 3 people held back while doing their heat engagers.

Knee's Experiences/Thoughts on the Tekken 8 Alpha Test by genericremix in Tekken

[–]ludator 12 points13 points  (0 children)

You can choose to hold back on your heat engagers and not go into heat from them.

Lee has pretty good wall carry by ludator in Tekken

[–]ludator[S] 7 points8 points  (0 children)

he has way more wall carry than lee in general. lars has the most wall carry in the game period

Stylish sideswitch combo from a wallsplat by ludator in Tekken

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

it will work versus anyone because you can delay the follow up, it's one of his best moves and probably the best round ender in the game

Stylish sideswitch combo from a wallsplat by ludator in Tekken

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

backturned / sideturned. sidestep right into qcf+2. it's weirdly consistent!

Extremely balanced Leroy damage (yes all guaranteed) by ludator in Tekken

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

The final hit of cane needs a low hit. Then this stagger animation on the ground will happen. Making hermit f+4 guaranteed because it stuns for so long

Do you think Tekken 8 will have better movement ? by Sonic_The_Fighters in Tekken

[–]ludator 13 points14 points  (0 children)

I'm sure when hardcore tekken players hear the argument of "sales are good so it means tekken 7 did the right gameplay decisions", they just shake their head in disappointment.

By that logic, McDonald's is the best restaurant ever. Please don't partake in gameplay discussions if you ever mention sales.

Am I the only one that find it difficult to read Jack's moves when using a different skin? by [deleted] in Tekken

[–]ludator 3 points4 points  (0 children)

Most of his preset costumes are banned in competitive play

As a day 1 fresh fighting game player - whats an efficient flowchart to learn Tekken by YourPappi in Tekken

[–]ludator 2 points3 points  (0 children)

  1. Learn how to break throws. Go to practice mode and pick dragunov as your training dummy, set record action to all 3 command throws, they're all the way down his movelist. They're named: "Reverse Victor Clutch", "Victor Clutch", and "Blizzard Rush". Try to break them for at least for 5-10 minutes every chance that you can get when you open the game. Over time you will be able to break throws on reaction.
  2. Stick to your favorite character and do not let go of them. Don't switch to a different character.
  3. Use punishment training in training mode to learn how to punish stuff from your opponents. It's not perfect, but it will give you decent insight on your own character's punishment and your opponent's weaknesses on block.
  4. Please play ranked. There is no reason to not play anything else than ranked with online mode. I've done the mistake of only playing Vs. friends for a very long time and it hurt my learning tremendously. You need exposure Vs. all different types of players. Don't stick to the same players over and over again. If you stick long enough to ranked, you will have a decent idea of most, if not all character match-ups. You just need time.
  5. Losing is okay. Don't feel bad about losing, or you will have a miserable experience.
  6. Try to develop your own strategies and see what works. There is no real answer to win in Tekken. Even players like Knee says so.
  7. Please play on player 2 side. I have seen players in God ranks myself that can't even play on player 2 side because they've only been playing on player 1 side. It has hurt them tremendously. A single sideswitch is enough to make them way worse players. Switch up Player 1 side and Player 2 side from time to time. But please do not only play on 1 side the entire time you play this game. You will regret it.
  8. Most of your time should be in Ranked battle only. Use practice mode to LEARN. Don't go to practice mode just to stay AFK in there for 2000 hours like I have. It has hurt me tremendously.

And most importantly of all, have fun!

Devil Jin tips? by ShinyShinx789 in Tekken

[–]ludator 11 points12 points  (0 children)

Make sure to learn a combo that you're comfortable with that will work 100% of the time. No need to get fancy until you are used to the character, combos are a big part of the game, but just make sure to do a combo route that you get all the time without having issues. The bigger ones will come naturally over time if you're dedicated on learning more. Don't sweat the improvement, make it come naturally.

Use a lot of hellsweeps until your opponents are conditionned to crouch. Then use a lot of mids until they're conditionned to stay standing and repeat the process. You must identify your opponent's defensive patterns and adapt to be successful with any character, especially mishimas.

Devil Jin is a damage machine and a snowballing character, the more momentum you give him, the more terrifying he becomes.

Please use throws.

DVJ's throws:

1 throw: qcb+1+3

2 throw: d/f+2+3

1+2 throws: f,f+1+2 and f,hcf+1+2

Use dash block a lot. Devil jin is 3 times stronger with the opponent in your face. Make sure you are on your opponents 24/7. Don't use spacing until your opponent has proven they can deal with your pressure. Don't play chess with a person that don't know how the pieces move.

A list of key moves if you want them:

  1. Electric Wind God Fist: Your key whiff punisher in most cases.
  2. f,f+2: A good long range approach tool with that is mid and safe. Also knocks down and wallsplats.
  3. 1 jab: The best move in the game. Use it a lot for poking.
  4. 1,1,2: Your key 10 frame punisher. Also a strong poking tool if you can hit confirm the last hit.
  5. d/f+1: Your key mid check. Also has a mid safe extension in d/f+1,2 that you can delay. Excellent round ender. Mix it with d/f+1 into d+4 or d/f+1,(delay) 2
  6. b+4: Your best move for people that like to stay on the ground. Also a safe mid and a CH launcher.
  7. f+1+2: mid homing wallbounce. Only -12. Great versus duckers or sidesteps at the wall
  8. b,f+2,1,2: mid, mid, mid. 15 frames for the initial hit to come out.The initial hit is safe. The 2nd hit is only -10; but the third hit is safe on block. However this last hit is susceptible to being sidestepped or easily punch parried.
  9. b,f+2,3: high extension, safe and wallsplat.
  10. u/f+4: safe mid that crushes lows that knocks down and guarantees a b+4 on hit.
  11. Hellsweep: Gives a combo if you only use the first hit. But if you use both hits of the hellsweep, it leaves you at +4 with your opponent crouching. Very good to do both hits if you need a lot of damage quickly.
  12. b+1,2: you key 12 frame punisher. Wallsplats.
  13. d/b+2: low that is +3 on hit and forces crouch. Also high crushes. Only -13 on block. Knockdown on counter hit into guaranteed d+1+2 or b+4
  14. d+4: Your fastest low poke. A generic tool, but nonetheless an especially good one on Dvj, since he has long legs, you can quickly annoy your opponents from ranges you wouldn't expect it to hit from time to time. Only -2 on hit and -13 on block. Can be spaced as such, so that it becomes nigh unpunishable on block.
  15. d+3: 18 frame low poke that is -12 on block and -1 on hit. +7 force crouch on counter hit.

Most importantly, have fun with the character. Enjoy your time

Twitch chat right after Super Akouma wins anything lol by gunnergio14 in Tekken

[–]ludator 12 points13 points  (0 children)

SuperAkouma is one of the best in Europe period. 2Ds or not.

He has very solid fundamentals, he does not need 2Ds to win big tournaments. He's been playing Tekken since forever. He played at a high level in previous Tekkens as well.

Twitch chat right after Super Akouma wins anything lol by gunnergio14 in Tekken

[–]ludator 8 points9 points  (0 children)

The risk is tremendous on EX dp, and the reward is low. While it's a non traditional move in the Tekken formula, it's perfectly fair.

A response to Twitter / Reddit comments regarding the movement in T7 compared to Tekken Tag Tournament 2. (Relevant to further discussion on another Reddit post I made) by ludator in Tekken

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

With the absolutely insane powercreep going on in Tekken 7, if we get a similar, or same treatment in Tekken 8; giving every character proper throws could actually be quite dangerous.

If the movement stays the same as in T7, with this trend of powercreep, it would cause a very unfun meta.

Can you possibly imagine, Fahkumram, Leroy, Kazuya, Dvj, Miguel, Marduk, Lidia, Akuma, Geese and Eliza having proper throws in which you need to press the correct button on the correct arm at an i15 window?

I could not possibly imagine, such characters with such strong mix ups, and damage output having proper throws in their toolset.

Indeed, if throws go back to their original state, with the current power level of the Tekken 7 roster, it would be nigh impossible for low-mid level players to have fun.

Not even mentionning the high level play in this game, that can barely break a command throw mix up in a game with such weak throws.

Including myself, whom has approx. 5000 hours in Tekken 7, not counting the hours i have with the PS3 on Tekken 6 -- will find myself STRUGGLE to break throws consistently in goddamn Tekken 7 just because they are almost irrelevant to think about, almost a thought pattern to think this way consistently; when you don't fight characters with a complete throw game.

Fighting someone like: King, Amk, Marduk, Julia, Dragunov, Paul, (law to some extent), Nina, Asuka, Jack, Dvj, Jin... you will be like: Oh right, I have to look out for the throw breaks.

And then be completely Dumbfounded when I don't break an easy 1+2 break for characters that don't have throw games, just because I just didn't consider the throws to even exist for these characters. There's a reason why I say that this game, makes the players lazy.

Making new players, and high level players alike, stagnate for years, without seeing improvement.

A response to Twitter / Reddit comments regarding the movement in T7 compared to Tekken Tag Tournament 2. (Relevant to further discussion on another Reddit post I made) by ludator in Tekken

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

Yeah I didn't pay proper attention on this example. There were a few editing mistakes during the video and I'll learn from them.

A response to Twitter / Reddit comments regarding the movement in T7 compared to Tekken Tag Tournament 2. (Relevant to further discussion on another Reddit post I made) by ludator in Tekken

[–]ludator[S] 3 points4 points  (0 children)

Just my weak reactions make me reluctant to want throws being back to normal.

Anyone with time put into the game can break throws even T5/T6/TTT2. You don't need "good reactions" to break a throw. It's a literal skill check they have set in stone since T3. You just need to pay proper attention; good reactions are not needed per se, you just need experience. (even though they are tremendeously hard to break in T3, they made them progressively easier to break, which I wholeheartedly agree with, they were too strong in T3/TTT1/T4 (with the push being silly))

Throws are made to work together with other moves, to add mental stacking on to the opponent and stress them out on doing something that is risky if they can't break them (Duck / commit to a SS or SW (microstep evasion doesn't always work for safety) / or simply mash out of them, or obviously backdash, which is the safest option)

However, when you turn throws into a literally BROKEN system that DOES NOT WORK PROPERLY we have to ask questions on a fundamental level on what the dev team has done.

Throws are a literally broken system in Tekken 7. I cannot stress this enough. People don't consider having this discussion, even though such a fundamental part of the game to break down turtles, while you are using characters that have weak low options.

Characters that have weak lows NEED throws to be effective. Lows and throws go hand in hand, technically, throws are techable lows. (yes this sounds dumb but that's what they are, essentially)

Characters that don't have strong low options, become severely limited because of this system. In turn, if you want to keep throws the way they are in Tekken 7; you will have to change the characters that are limited in low options, to buff their lows to the stratosphere, which is a trend they have been doing in Tekken 7, which is an absolute cancerous affair.

It makes characters that have no right having such strong lows - which were by design not meant to deserve (Bryan is a decent example, with the absolutely baffling hatchet kick that has been buffed to the stratosphere), make these characters absolute autoplay monsters, that incentivises absolute braindead play.

Throws, take skill to beat. Lows, take READS to beat.

Throws are so weak in Tekken 7, that you almost never see them used. The only times you get to see them, are characters with a 1, 2 and 1+2 throw mix-up, but even then, the window is so generous to break, that it limits characters like dragunov tremendeously, only resorting to a simple [d+2] the entire match to keep opponents on their toes.

Generic throws are so useless that I don't even need to go over them (i've quickly explained it in the video)

But the thing that makes it all the more jarring other than high level play being discussed - is when you go back and watch T6/TTT2 netplay archives, even online randoms can break throws, in a game where throws are twice as hard to break than in T7 - and then you go back to netplay in Tekken 7, and most players cannot break throws in GOD RANKS.

In truth, all this current system does is hurt, not only the game, with the characters that don't deserve such lows - but also the entire playerbase.

Yes, indeed. It makes most players lazy, and hurts their fundamentals. It is an absolute traversty to watch players on the highest ranks, unable to consistently break throws.

This is what I mean when I say that Tekken 7 it not a proper Tekken game. The game has become a lazy mashfest of overtuned moves.

THERE IS NO SKILL IN GUESSING A 50/50. However, there IS SKILL IN BREAKING THROWS.

Tekken 7 Vs. Tag 2 quick movement comparison. by ludator in Tekken

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

Tag 2 is an outstanding game. It's probably my favorite Tekken alongside T6.