I feel like if you practice this for Jun, JIn, Kazuya, Dragonuv, and Reina you'll have study for at least 80% of the players you will no doubt face in Rank.
First of all. You are amazing. Secondly - I knew this video was going to be amazing off of the first tip. “Don’t sidestep too early” it seems like common sense, but it really isn’t! I really love this video. Thank you so much for taking the time to make this. I have to share it.
Dude your videos helped me so much. I never really got into Tekken but now with Tekken 8 i started to enjoy it a lot. You seem to be the only Person to actually give extremely helpful advice to new players about stuff that veteran players don't even think about like getting up from the ground properly or the high crushing launcher against abusable low spammers. Keep it up man!
Just a great video overall! Plus I main Law and showcasing some of the technical details for up and coming players to catch up on is really a great help. You have Hwoarang, Kuma and Viktor counter strat vids. Those are so far my favorite content to consume right now as I'm having a better grasp at the core combat mechanics with your help and watching lots of tournaments online. Just being able to absorb frame data and options that are available on mixup opportunies really helps in plotting out a gameplan against every char. I want to main Law and get higher in the ranks and just feel better with every match up before trying to learn a new character. Thanks a ton! Currently in Fujin!
Yup. One reason to throw fast recovery launchers at range 3-4 like electrics. If the opponent throws a slow keep out move, 9-10 they’re getting launched cos they extended they’re hit box.
@@austingoyne3039 i feel like that's massively incorrect, but i guess we've had different experiences. Expanding your hitbox is a really good thing; expanding your hurtbox is a really bad thing. There _needs_ to be a distinction.
4:00 law has a good refloat ive found... Using ff4 in combos so... Df2 4,u3 ff4 2 ff4 ff2,3 T! If you delay the 2nd ff4 you can refloat and some crazy wall travel for about he same damage
Cool, i find useful. Kinda stuck in reds with Law, wanna at least get outta that pit and this is cool business to know. Super casual playing only gets you so far and i've been that since tekken 1.
Problem with the community is that the advice they give is either for green rank beginners or for really high levels looking to make a few adjustments, to reach pro. I was looking to make videos on how to improve from Orange ranks to Blue ranks. Which is low end intermediate to high end intermediate. But I wanted to record the matches and the progress first. People just wanna be first and make videos quick. I picked up Jack at I think Orange ranks and I find out that advanced set ups and tips given by high level players don't work against scrubs that don't block and always spring kick. How to get out of red ranks? Don't be ashamed to spam. And punish the spam yourself. You can't use high level gameplay at low level. You have to spam. But will it give you bad habits? You can fix those as you rank up. There's unsafe moves that I can't use at Bushin but they're the only way to stop spam at purple ranks. Spring Kicks. You can launch punish them and you'll get at least 3 per round even at blue ranks. Make sure you punish those.
@@jinpachichulo7561just so much work for getting up there, and I don't mean 'work' work. Not fun work. Had someone earlier today wall spam me for a quarter bar KO and just got discouraged cuz that's not the point of the game. Respectful competitive is something one can't find anywhere in mid-ranked.
One idea I would love to see is how to play neutral generally speaking. On a very basic level I’m coming from 2D games where I’m a solid player (max rank in GGST, played SF casually for years etc.) but in this game I am a total 100% confused scrub Tekken pretty much lacks conventional block strings, cancelable normals, and easy access to plus frames so I feel like I’m in the void whenever I try to play this game In 2D my “turn” is basically getting a block string or big mixup opportunity but in this game I feel like most things are minus on block so it’s like my entire turn is just pushing 1 button Idk if you can relate to what I’m saying but I find the match flow of tekken neutral & generation of pressure very strange and different than what I’m used to
I'm not an expert, but one concept that is true in 2D games and also in Tekken is that your turn doesn't need to end just because your move is minus on block. For example, as King, mixing up 1,2 / 1,2,1 / 2,1 / df1,2 etc - these are are short strings that can usually be extended or shortened, so the enemy will hesitate to take their turn even if they're minus on block. Using a series of quick, unfinished strings can allow you to (literally) string together a series of turns. If your enemy is always pressing into your blocked 1,2, then it's time to hit them with 1,2,1 (or whatever) and then build off the counterhit. In other words, take full advantage of "mental frames" on moves that can be extended (but you usually don't), or else moves that are quick and not very minus, so that the enemy is not able to react assertively to the minus frames.
Neutral works by either pressuring an opponent to land mixups, keeping out an aggressive oppoment through backlashing and preemptive keep out moves, or by baiting a defensive opponent into whiffing their keep out, again through movement. Pressure works by earning frame advantage to land mixups. through you plus on block or lightly minus moves. You can maintain pressure at minus frames through specific moves, like sabakis, or more generally through movement. If you do lightly minus moves, but sidestep after, you'll make their retaliation whiff. This discourages them from pressing even at minus frames.
3:30 protip: if you wanna know if you got reset or not cuz you found yourselfi na prolonged combo. if your HP bar turns from red to greyed out for chip, or just reduced and the red disappears, thats the game telling you "you coulda techrolled this." 7:45 specifically if you wanna know if your low crushing launcher would beat the low in the first place, a easy way to check is thus: you get evasive airborne properties after 9 frames on your hopkick, brian doesnt have one. this goes for most low crushing launchers, some have 8, some have 10, most have 9. if the low crushing launcher comes out before the move is finished, or the move is finished after 9 frames have elapsed, you will launch. in some rare cases this means you can hopkick frametrabs like dragunovs WR2 into DB4, that being said, i dont recommend you get into this habbit, its just useful to know.
Been happening to me lately. SSing only to get hit. I used to see it more as slipping the punches to Jet Upper. Now i get clipped. It's really annoying and should be fixed.
Very good tips. Might I suggest you use more graphic overlays to make the video more appealing instead of just explaining. For example "Tip #1 title.." It might attract more subscribers. Of course it takes more time to make these videos though!
😂 I will give tips... dont hold back. GO full on, show no mercy to ur opponent. Play dirty if u have to. Its ranked nobody care to play decent with respect. Its not casual mode or offline play.
Horrible advice. It’s a more aggressive game but mindless offense isn’t what you need to win. Pro active defense is a valuable tool to have, especially if it’s a lot of people who think like this 😂😂
I feel like if you practice this for Jun, JIn, Kazuya, Dragonuv, and Reina you'll have study for at least 80% of the players you will no doubt face in Rank.
inb4 Paul Phoenix comes along
With the TMM Kazuya tech, if your opponent knows to quick stand to block ff4, you can put them in a 50/50 by hellsweeping or doing db4.
This is true, its a legit 50/50
"YOU DON'T ALWAYS HAVE TO RESPECT PLUS FRAMES" u dont have to tell this to people in ranked
Lmao nobody knows when their opponent is on plus anyway
This channel seems criminally under-discovered.
Thanks for all the work you put into these videos.
Agreed, keep the videos coming IE!
very kind of you to say, i appreciate it dude!
First of all. You are amazing.
Secondly - I knew this video was going to be amazing off of the first tip. “Don’t sidestep too early” it seems like common sense, but it really isn’t!
I really love this video. Thank you so much for taking the time to make this. I have to share it.
Dude your videos helped me so much. I never really got into Tekken but now with Tekken 8 i started to enjoy it a lot. You seem to be the only Person to actually give extremely helpful advice to new players about stuff that veteran players don't even think about like getting up from the ground properly or the high crushing launcher against abusable low spammers. Keep it up man!
The Kazuya combo is exactly what my friend has been doing to me. Tip#2 is extremely helpful, will try it out!
Just be careful cause once you start blocking ff4 they start hell sweeping so watch for that
Just a great video overall! Plus I main Law and showcasing some of the technical details for up and coming players to catch up on is really a great help. You have Hwoarang, Kuma and Viktor counter strat vids. Those are so far my favorite content to consume right now as I'm having a better grasp at the core combat mechanics with your help and watching lots of tournaments online. Just being able to absorb frame data and options that are available on mixup opportunies really helps in plotting out a gameplan against every char. I want to main Law and get higher in the ranks and just feel better with every match up before trying to learn a new character. Thanks a ton! Currently in Fujin!
SS punishing expands your hitbox from what ive been told.
Yup. One reason to throw fast recovery launchers at range 3-4 like electrics. If the opponent throws a slow keep out move, 9-10 they’re getting launched cos they extended they’re hit box.
Maybe hurtbox?
@@Giraffinator I feel like people don’t like saying hurtbox because even FGC pros tend to say hitbox for both
@@austingoyne3039 i feel like that's massively incorrect, but i guess we've had different experiences.
Expanding your hitbox is a really good thing; expanding your hurtbox is a really bad thing. There _needs_ to be a distinction.
@@Giraffinator yeah I agree it’s an important distinction
This video was super helpful, shoutout to the old tekken music I need to update my tekken 8 playlist settings
4:00 law has a good refloat ive found...
Using ff4 in combos so...
Df2 4,u3 ff4 2 ff4 ff2,3 T!
If you delay the 2nd ff4 you can refloat and some crazy wall travel for about he same damage
Crazy how low Riena’s df1 hits.
Most of these I had to learn the hard way.
Cool, i find useful. Kinda stuck in reds with Law, wanna at least get outta that pit and this is cool business to know. Super casual playing only gets you so far and i've been that since tekken 1.
Problem with the community is that the advice they give is either for green rank beginners or for really high levels looking to make a few adjustments, to reach pro. I was looking to make videos on how to improve from Orange ranks to Blue ranks. Which is low end intermediate to high end intermediate. But I wanted to record the matches and the progress first. People just wanna be first and make videos quick.
I picked up Jack at I think Orange ranks and I find out that advanced set ups and tips given by high level players don't work against scrubs that don't block and always spring kick. How to get out of red ranks? Don't be ashamed to spam. And punish the spam yourself. You can't use high level gameplay at low level. You have to spam. But will it give you bad habits? You can fix those as you rank up. There's unsafe moves that I can't use at Bushin but they're the only way to stop spam at purple ranks.
Spring Kicks. You can launch punish them and you'll get at least 3 per round even at blue ranks. Make sure you punish those.
@@jinpachichulo7561just so much work for getting up there, and I don't mean 'work' work. Not fun work. Had someone earlier today wall spam me for a quarter bar KO and just got discouraged cuz that's not the point of the game. Respectful competitive is something one can't find anywhere in mid-ranked.
@@bracket0398 You think them not pressuring you at the wall is respectful competitive?
@@IndraX77 i didnt say anything about wall pressure
@@bracket0398 "Had someone earlier today wall spam me for a quarter bar KO"
1:20 No worries, i drop my combos all the time!
Extra points for Jin Tekken 3 music
This was actually really helpful.
Nice mate, covered some very important stuff 💯
thanks man, more on the way very soon
Also, ggs for earlier
One idea I would love to see is how to play neutral generally speaking. On a very basic level
I’m coming from 2D games where I’m a solid player (max rank in GGST, played SF casually for years etc.) but in this game I am a total 100% confused scrub
Tekken pretty much lacks conventional block strings, cancelable normals, and easy access to plus frames so I feel like I’m in the void whenever I try to play this game
In 2D my “turn” is basically getting a block string or big mixup opportunity but in this game I feel like most things are minus on block so it’s like my entire turn is just pushing 1 button
Idk if you can relate to what I’m saying but I find the match flow of tekken neutral & generation of pressure very strange and different than what I’m used to
I'm not an expert, but one concept that is true in 2D games and also in Tekken is that your turn doesn't need to end just because your move is minus on block.
For example, as King, mixing up 1,2 / 1,2,1 / 2,1 / df1,2 etc - these are are short strings that can usually be extended or shortened, so the enemy will hesitate to take their turn even if they're minus on block.
Using a series of quick, unfinished strings can allow you to (literally) string together a series of turns. If your enemy is always pressing into your blocked 1,2, then it's time to hit them with 1,2,1 (or whatever) and then build off the counterhit.
In other words, take full advantage of "mental frames" on moves that can be extended (but you usually don't), or else moves that are quick and not very minus, so that the enemy is not able to react assertively to the minus frames.
Neutral works by either pressuring an opponent to land mixups, keeping out an aggressive oppoment through backlashing and preemptive keep out moves, or by baiting a defensive opponent into whiffing their keep out, again through movement.
Pressure works by earning frame advantage to land mixups. through you plus on block or lightly minus moves. You can maintain pressure at minus frames through specific moves, like sabakis, or more generally through movement. If you do lightly minus moves, but sidestep after, you'll make their retaliation whiff. This discourages them from pressing even at minus frames.
6:12 when he says bound, he means tornado on this one 👍 bound was from Tekken 6 and TTT2
Ah yes low crushing mids that launch. Novel idea but Kaz has none lol 😢
Very good imformative video 😊
Yes please, more videos like this!
awesome, more on the way dude
Me trying to even remember and master one normal combo takes a whole week
3:30 protip: if you wanna know if you got reset or not cuz you found yourselfi na prolonged combo. if your HP bar turns from red to greyed out for chip, or just reduced and the red disappears, thats the game telling you "you coulda techrolled this."
7:45 specifically if you wanna know if your low crushing launcher would beat the low in the first place, a easy way to check is thus:
you get evasive airborne properties after 9 frames on your hopkick, brian doesnt have one.
this goes for most low crushing launchers, some have 8, some have 10, most have 9.
if the low crushing launcher comes out before the move is finished, or the move is finished after 9 frames have elapsed, you will launch. in some rare cases this means you can hopkick frametrabs like dragunovs WR2 into DB4, that being said, i dont recommend you get into this habbit, its just useful to know.
Nice tips thanks
I messed up so many times near the wall that I'm really particular about what I do now.
nice ones!
This amazing thank you
ty you help a lot thumb up
Last tip u don't need to tell anyone lol. No one respects plus frames until they get CH a few times
love these videos. please do more. thank you
thanks man! Yeah, there are more videos like this on the way
Been happening to me lately. SSing only to get hit. I used to see it more as slipping the punches to Jet Upper. Now i get clipped. It's really annoying and should be fixed.
good job
Very good tips. Might I suggest you use more graphic overlays to make the video more appealing instead of just explaining. For example "Tip #1 title.." It might attract more subscribers. Of course it takes more time to make these videos though!
Does Reinas sentai 1,2 powercrush beat opponents checking with jabs?
I think the 1 is the move with the power crush property, but if they are only jabbing once they can still block after potentially
if a Reina does ff2 on block, you can jab once and still block the first hit of sentai 1,2
Is first track from tekken 5?
Yip
Just spam strings. That's what everybody does, and develop carpel tunnel in their 40s-50s.
😂 I will give tips... dont hold back.
GO full on, show no mercy to ur opponent. Play dirty if u have to.
Its ranked nobody care to play decent with respect.
Its not casual mode or offline play.
Believe me, this kinda useless. This is a trap for you guys to become more defense minded while this game need offense to win. 🤣🤣🤣🤣🤣🤣🤣
Horrible advice. It’s a more aggressive game but mindless offense isn’t what you need to win. Pro active defense is a valuable tool to have, especially if it’s a lot of people who think like this 😂😂
@@BigIronSol yea ik, but actually this isnt the way high ranks think about. It s more about spacing timing