Gelatin
Gelatin
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Why you keep losing Round Start
Follow me on Twitter:
GelatinLab
Since the release of Tekken 8, I've seen a lot of complaints about the game "eating" inputs at round start. Hopefully, this video will explain why inputs seem so inconsistent at round start.
➽ TIME STAMPS:
0:00 → Introduction
0:31 → Tekken 8 round start
1:02 → Tekken 7 round start
1:20 → Side-by-side comparison
2:01 → Big change in Tekken 8
1:43 → Even veterans don't know
1:56 → Harada official statement
---
Music (in order of appearance):
GunBound - Results Screen (Now Loading)
New Super Mario Bros DS - Overworld Theme
Переглядів: 20 878

Відео

Tekken 8's Input Buffer is NOT Broken
Переглядів 44 тис.5 місяців тому
Follow me on Twitter: GelatinLab Many long time Tekken players have asked me why the input Buffer feels so off in Tekken 8. After doing some digging, I've learned that while the input buffer itself is fine, there's something else that is seriously harming our ability to time inputs... ➽ TIME STAMPS: 0:00 → Introduction 0:21 → Input buffer definition 0:40 → Tekken 8 input buffer 1:43...
Throw breaks in Tekken 8 are really weird
Переглядів 102 тис.5 місяців тому
Follow me on Twitter: GelatinLab New game means new bugs and behaviors! Throws are really all over the place in Tekken 8 so I'm going to share every little quirk I've discovered. ➽ TIME STAMPS: 0:00 → Introduction 0:27 → Normal hit throws 1:31 → Exceptions: normal hit throws 3:11 → Counter hit throws 4:37 → Exceptions: counter hit throws 5:33 → Punish throws 7:01 → Throw lockouts Mu...
How to perform King's new Blue Spark grabs
Переглядів 77 тис.5 місяців тому
In Tekken 8, King got three new Blue Spark throws that have a unique execution requirement. Unfortunately, the game doesn't really tell you HOW to perform these throws. So after a bit of labwork, I'm here to show you the finer details! Hope this helps! (Sorry about my voice, I'm sick) ➽ TIME STAMPS: 0:00 → Introduction 0:26 → Giant Swing & Tijuana Twister 0:45 → Requirement 1 0:57 → Requirement...
Two new (minor) bugs in Street Fighter 6
Переглядів 6 тис.9 місяців тому
With the A.K.I. patch, two small bugs(?) have been discovered in Street Fighter 6. The JP Command Grab bug is related to a hitbox property called [CantHitBehind]. The hitbox (like many others) cannot hit any entities behind the user. However, for some reason, this property breaks the throw when two players are facing the same direction. The A.K.I. "bug" is a simple oversight in how the move was...
The Unexpected Reason You Didn't Tech That Throw
Переглядів 25 тис.11 місяців тому
Street Fighter 6 has throw tech lockouts! Did you know that certain inputs will prevent you from teching throws? If you press any non-light attack in the throw tech window, you will be unable to tech. If your LP LK input can be read as a motion input, then you will be unable to tech. ➽ TIME STAMPS: 0:00 → Introduction 0:13 → The basics 0:27 → Leniency 0:42 → Lockouts 1:03 → Motion Input Lockout...
What is a 720 in Street Fighter 6?
Переглядів 2,5 тис.Рік тому
Defining the 720: A 720 is a 360 followed by 3/4ths of another 360. Remember that a 360 is Left(4), Down(2), Right(6), and any Up direction (7, 8, or 9) in any order. Additionally, you cannot have back-to-back directions. ➽ TIME STAMPS: 0:00 → Introduction 0:07 → Component 1 0:23 → Component 2 0:34 → Component 3 0:40 → Definition of a 360 0:57 → Examples of a 720 1:25 → Important exception Musi...
The Key to Potemkin's Optimal Damage
Переглядів 4,8 тис.2 роки тому
To optimize Potemkin's damage, it is necessary to learn the Just Frame kBMF (JFkBMF). The JFkBMF is a kBMF that lands on a specific frame which extends otherwise impossible combos. Note that the timing is very precise and is only necessary for absolute max damage. To execute it, simply delay the kBMF such that it lands on that specific frame. Join the Potemkin Discord ► discord.gg/xy3kyprjnv ➽ ...
Potemkin v1.10 Patch Notes - Side by Side Comparison
Переглядів 14 тис.2 роки тому
A detailed visual guide on the changes that Potemkin received in the v1.10 update. This video displays hitboxes/hurtboxes for maximum clarity. I'd highly recommend using UA-cam's frame advance ("," and ".") for a closer look when necessary. Thanks to the Potemkin Discord for the help! Comprehensive guide to maximizing Potemkin's new 6P special cancel: ua-cam.com/video/37mPN4pualQ/v-deo.html ➽ T...
kBMF made EASY
Переглядів 12 тис.2 роки тому
A brief tutorial on Potemkin's kara Back Mega Fist (kBMF) combos in Guilty Gear Strive. This tutorial focuses on the principle that a kBMF cancel requires the input to be AFTER a move has fully connected. By first familiarizing yourself with that concept, you can then WORK BACKWARD until you find the correct timing. By working backward, you confirm that the inputs are correct and ONLY the timin...
Potemkin's Kara Cancels
Переглядів 95 тис.3 роки тому
A complete tutorial on Potemkin's kara cancels in Guilty Gear Strive. Apparently, you need to be a UA-cam Partner to add links in your videos so I just threw them in the description. Big thanks to DSbro for the help on the video! ➽ TIME STAMPS: 0:00 → Intro 0:05 → Example uses for kara canceling 0:42 → How Potemkin's kara cancels work 1:00 → How to perform a kara cancel (in neutral) 1:25 → Intr...
Full Crouch Demonstration
Переглядів 3964 роки тому
Hopefully, this clears up some misconceptions regarding accessing full crouch moves from neutral
[PC] TekkenBot iSW Tutorial
Переглядів 8315 років тому
Download Link: github.com/WAZAAAAA0/TekkenBot/releases/tag/0.14.0 TekkenBot Command Inputs Explanation: There are 60 columns for 60 frames of your most recent actions The colored squares represent your current state Blue for frames where you can input something Purple for cancellable frames particularly towards the end of an animation Yellow/Orange for the active frames Red for something you ca...

КОМЕНТАРІ

  • @itsdevillion
    @itsdevillion 4 дні тому

    This is very good info, I wonder if there are cool set ups to abuse that positioning

  • @MilesLedger
    @MilesLedger 4 дні тому

    I pointed this out a year or so ago. Even with the cpu/opponent being in the exact same spot ua-cam.com/video/VgqlxB_UWDU/v-deo.htmlfeature=shared

  • @GelatinLabs
    @GelatinLabs 5 днів тому

    Heads up, everyone! The information is the video is slightly out-of-date! JP's 214K command grab (Embrace) has been patched to grab in EITHER direction on the last active frame. So it can now grab opponents from behind with no problem! However, AKI remains facing the same direction for the entire duration of Snake Step.

  • @GelatinLabs
    @GelatinLabs 5 днів тому

    Heads up, everyone! A small segment of this video is out-of-date! Upon deploying a PROPER patch to fix the "Simultaneous Input Assistance" bug, you can now plink a non-Light Attack button and still perform a throw tech! For example, you can input HK~LP+LK and still tech a throw. However, the rest of the video still remains true (motion input lockouts, delayed plink lockouts, etc.).

  • @BoozertheArtist
    @BoozertheArtist 5 днів тому

    Derp how new do you gotta be

  • @toxicmeraki276
    @toxicmeraki276 5 днів тому

    that transition was fire ngl

  • @leechaolan2801
    @leechaolan2801 6 днів тому

    Just delete king

  • @Fares.SA37-4
    @Fares.SA37-4 6 днів тому

    The only upgrade I want for King is deleting him from the game franchise

  • @SetsunaTheGreat00
    @SetsunaTheGreat00 7 днів тому

    isn't that Scott Pilgrim music in the background?

  • @zonk834
    @zonk834 7 днів тому

    The sf6 corner crossup mechanic just confuses me. I found it easier to defend while cornered in sf5 but maybe I’m just dumb.

  • @Morchunkis
    @Morchunkis 7 днів тому

    Seems more like an oversight than a mechanic

    • @Pepperboy5849
      @Pepperboy5849 7 днів тому

      Amen

    • @GelatinLabs
      @GelatinLabs 6 днів тому

      Genuinely hard to tell what is/isn't an oversight with Capcom (e.g., teleporting Akuma fireballs) so I'm just here to report how the game functions until further notice

  • @MrSolidsnake293
    @MrSolidsnake293 13 днів тому

    wait wait wait.......there is an inherent delay built into the games inputs based on what setting choice you choose.... wouldnt that invalidate all this stupid argument on oh its a skill issue and more a the developers dont know how to tie input delay to new animation frames.....because if this video is to be believed then why wouldnt the input delay read the combo and just spit out the combo that fits??? how in the sweet fugg is the animation of the game getting in the way of inputs for fugg sakes....

  • @johndoe-ok2qi
    @johndoe-ok2qi 15 днів тому

    Thanks for the info and all but wtf do you press to break these throws?

  • @Singh_itis
    @Singh_itis 17 днів тому

    But i really want help in the thing that How to press forward button 3 times so quickly.. i barely can make it on 10 frames after 1st press…. Provide some tips guys..

  • @metasin6
    @metasin6 25 днів тому

    So the devs ate basically punishing casual players for not being super accurate and effective at all times. I think the balancing team for patches is solely focus on how intricate the fighting system is or can be when they should focus on how to make players feel comfortable with their defense and follow up which is an aspect totally ruined by trying to create an image of “be all and do all” for certain characters making some them straight up super-powered. Too many character have insane power moves with VERY LITTLE start-up frames especially the armored moves of some that people will spam and call themselves a pro. I wish they would just focus on the bare bones of what martial arts fighting really is. Tekken 7 was so much more balanced without these power and aggression fight mechanics. T7 fights seemed like straight up skill battles while 8 is simply who lands the first power hit and and unrealistically long juggles with spammed strings which is then taken further with how easy it is to fail a low or overhead only to still triumph with an armored hit when in reality the other player should have every frame advantage to counter. BROOOOKEN

  • @UltimateBallaPOM
    @UltimateBallaPOM 29 днів тому

    Ah, so only 1 forward can be buffered. I wonder if it's the same thing in 8.

  • @Writtenmirror
    @Writtenmirror Місяць тому

    Hmm not a glitch it is powerful dark magic ✨️

  • @Vanity0666
    @Vanity0666 Місяць тому

    Brother this game is fucking my asshole raw and bleeding with its janky ass inputs, literally any other SF game has not given me a modicum of the issues that 6 gives me in every single match. Forward walking Fireballs coming out as DP, DI and Throw Techs just straight up not working, random ass supers coming out when doing special cancels, punish combo strings not linking, this game is fucking COOKED I have been playing since Super Turbo, 3S, and Alpha 2 were in arcades man, I am not some new head who doesn't know how to play I have been in this shit for decades and it frustrates me to no end.

  • @KanePonelas
    @KanePonelas Місяць тому

    So an exploit

  • @eien7228
    @eien7228 Місяць тому

    shit collision tbh

  • @macNcheez182
    @macNcheez182 Місяць тому

    I just did this with JP special 1 Vs Guile Special 2 yesterday!

  • @Creepo_J
    @Creepo_J Місяць тому

    What in the pkbeats

  • @LeonelCordova-cs1lg
    @LeonelCordova-cs1lg Місяць тому

    A guile nerf is never a glitch

  • @moreblack
    @moreblack Місяць тому

    it's not like he falls thru the map, as far as glitch?

  • @VictoriaStobbie
    @VictoriaStobbie Місяць тому

    Neat glitch 👍

  • @noisehero4409
    @noisehero4409 Місяць тому

    So it’s probably a glitch because you’re not sure whether that interaction was intentional or not. We just posting anything now? 😭😭😭

  • @arcadeyous
    @arcadeyous Місяць тому

    I will not be able the look at Akuma the same after that one animation with akuma cooming...

  • @arktype586
    @arktype586 Місяць тому

    Just discover this channel and this is quality content!!! Subscribed

  • @xKunoz
    @xKunoz Місяць тому

    this is so informative, i love this sht

  • @inexplicable01
    @inexplicable01 Місяць тому

    So after all these high tech graphics the game is essentially rectangle boxes hitting each other.

  • @darrylgreen5096
    @darrylgreen5096 Місяць тому

    Earthbound what u know

  • @Tanookicatoon
    @Tanookicatoon Місяць тому

    100% glitch caused by an oversight. The push should be up or down, instead of back to prevent this.

  • @younes9745
    @younes9745 Місяць тому

    Just side step it bro

  • @FinalLifeG
    @FinalLifeG Місяць тому

    Very interesting

  • @PandaNDuskie
    @PandaNDuskie Місяць тому

    Sorry but what you showed 100% is a glitch... I seriously doubt they intended that behavior and you know it.

  • @yyoshman
    @yyoshman Місяць тому

    its a quirk of the funny game engine, so i guess you can call it a glitch

  • @Fulmir-
    @Fulmir- Місяць тому

    I would argue that there is a glitch there... at least from abprogrammer standpoint. The game should be checking collision *then* handling the projectile impact effect, rather than pushing the collision boxes apart and stacking the projectile effect like that. This sort of physics check order isn't thatbuncommon in games, for example it allows some of the most iconic Super Mario Bros glitches, but it's still a dev oversight.

  • @NeonEnigmaJC
    @NeonEnigmaJC Місяць тому

    How come ppl not knowing that the projectiles having a collision box..? It's simple as that. Otherwise, it would be hard (almost impossible)for collisions, damage metrics and target hits

  • @jorgefaf
    @jorgefaf Місяць тому

    Si fuera asi bastaria con ejecutar un 1 hadoken delante sin saltar y se desaparece los otros 4 sonic booms pero no suceda aca con dispara un hadoken en el aire todos desaparecen capcom arregla este truco .

  • @LxrdOzul
    @LxrdOzul Місяць тому

    Idk but i feel like my hands are either too heavy or to fadt

  • @aserodriguez1425
    @aserodriguez1425 Місяць тому

    Awesome vid

  • @3EBstudio
    @3EBstudio Місяць тому

    Patch incoming where only one gets hit and you’ll land on the other projectiles.. thanks

  • @The_Pantologist57
    @The_Pantologist57 Місяць тому

    So in other words it works like a domino effect as long as you hit the projectile closest to your opponent

  • @Chizek
    @Chizek Місяць тому

    I love this guy's shorts

  • @Blackcherrysyrup
    @Blackcherrysyrup Місяць тому

    The fact that guile can have a sonic boom hold still should be illegal.

  • @WinterGray8888
    @WinterGray8888 Місяць тому

    Is this not still a glitch tho? Unless it was intended

  • @shona-sof
    @shona-sof Місяць тому

    I mean... unintended behavior is the definition of a 'glitch'. now if this was the intended effect, then that's another story.

    • @Goomenstein
      @Goomenstein Місяць тому

      A glitch is when a line of code does not work as intended. Here every mechanic works exactly as it should, the code is not flawed, this interaction is entirely caused by the code working exactly as advertised. It can be classified as an exploit at best.

  • @carterblunt4192
    @carterblunt4192 Місяць тому

    Oversight = glitch. That's literally what a glitch is.

  • @GuyMichael275
    @GuyMichael275 Місяць тому

    So.. it is a glitch

  • @leboiofbois1005
    @leboiofbois1005 Місяць тому

    I think what gets people is that the super priority on the fireball doesn’t blow through the weak booms