A few tips/clarifications: 1. Generally-speaking if the combo route allows for multiple QCF1s the launcher doesn't matter, meaning even if you launch with QCF1 itself it should not be counted towards the total QCF1 count of the combo. 2. Doing two QCF1s in a row (again, after whatever launcher) is completely doable (consistent) even on an arcade stick. 3. Having said that doing QCF1s on a hitbox (also tournament-legal, depending on layout) is even easier than doing them on mixbox/keyboard, due to SOCD shortcuts. And the hardest on an arcade stick, especially on a japanese lever. 4. (From Tekken 7, have not tested yet in T8) You can do four QCF1s in a row (after launcher), but they require to be frame-perfect after the second QCF1. In Tekken 7 that also required a different corkscrew route (iWS32), but I haven't tested that particular combo route in Tekken 8 yet. 5. Once you start getting the hang of the QCF1 loops you'll realize it's addicting and you're slowly turning into one of those Mishima degenerates who practice Electrics all day long, instead of actually playing the game. P.S: Some of these rules/tips have been simplified in order to be a good base/starting point. As an example (of combo complexity), though - every QCF1 slightly turns your opponent off-axis so with certain launchers you can't actually do 3-4 QCF1s, only 2 (or in some cases even just 1). Other launchers may require a sidestep to re-align the combo to get the Tornado to connect and other oddities.
Followed your King guides when I first started and got him to garyu (Claudio and Kazuya soon after.) Now I'm learning Paul and I'm glad to see you have guides up for him. Appreciate your vids boss 👍
I've played a tiny bit of Paul and picked him up as my secondary for tekken 8, for me, what worked the best was watching the apex of the launch, and then you can press the move just after they start to fall, and it was immediately more consistent for me, another trick that worked for me is once i got the timing, just practicing randomly tapping my table when watching tv at the correct timing just so I can get my right hand muscle memory to stick
took me multiple months to master this, i would definitely say its on par with electrics in terms of mastery, electric is still considerably harder. kinda similar to taunt jet upper in difficulty imo great video btw 👍
The fastest way of doing a cs1 which is the right name of the movement is to input d, f+1, you don't really need de df in the middle, that works for the CS movements but SWAY requieres d, db, b +X to be registered properly.
I practiced qcf so much in tag two and tekken 7 doing two is nothing to me now but 3 I did that only twice once in tekken 7 and once recently in tekken 8
That's because every QCF1 after the 2nd (launcher is irrelevant to this counter) needs to be frame-perfect. So launcher > QCF1 > QCF1 is fine, but then (adding) another QCF1 would have to be frame-perfect.
A few tips/clarifications:
1. Generally-speaking if the combo route allows for multiple QCF1s the launcher doesn't matter, meaning even if you launch with QCF1 itself it should not be counted towards the total QCF1 count of the combo.
2. Doing two QCF1s in a row (again, after whatever launcher) is completely doable (consistent) even on an arcade stick.
3. Having said that doing QCF1s on a hitbox (also tournament-legal, depending on layout) is even easier than doing them on mixbox/keyboard, due to SOCD shortcuts. And the hardest on an arcade stick, especially on a japanese lever.
4. (From Tekken 7, have not tested yet in T8) You can do four QCF1s in a row (after launcher), but they require to be frame-perfect after the second QCF1. In Tekken 7 that also required a different corkscrew route (iWS32), but I haven't tested that particular combo route in Tekken 8 yet.
5. Once you start getting the hang of the QCF1 loops you'll realize it's addicting and you're slowly turning into one of those Mishima degenerates who practice Electrics all day long, instead of actually playing the game.
P.S: Some of these rules/tips have been simplified in order to be a good base/starting point. As an example (of combo complexity), though - every QCF1 slightly turns your opponent off-axis so with certain launchers you can't actually do 3-4 QCF1s, only 2 (or in some cases even just 1). Other launchers may require a sidestep to re-align the combo to get the Tornado to connect and other oddities.
Thanks for the breakdown- very helpful stuff!
If I ever landed this in a match (and I never even landed it in practice yet) I would be so shocked there is no way I'd remember to combo lol
This is also true for Kazuya CH DF2 into PEWGF, I would just freeze up in shock!
Holy shit. Just seen this thought I’d have a go in prac. Hit it twice in about 30 mins. Wow shit is crazy hard wowow
Followed your King guides when I first started and got him to garyu (Claudio and Kazuya soon after.) Now I'm learning Paul and I'm glad to see you have guides up for him. Appreciate your vids boss 👍
Great job- I haven't tried playing my Kaz at all yet in T8 but I'm really liking the changes to Paul, he has a lot more mind games now than before!
I've played a tiny bit of Paul and picked him up as my secondary for tekken 8, for me, what worked the best was watching the apex of the launch, and then you can press the move just after they start to fall, and it was immediately more consistent for me, another trick that worked for me is once i got the timing, just practicing randomly tapping my table when watching tv at the correct timing just so I can get my right hand muscle memory to stick
took me multiple months to master this, i would definitely say its on par with electrics in terms of mastery, electric is still considerably harder. kinda similar to taunt jet upper in difficulty imo
great video btw 👍
Honestly as someone that plays Mishimas and Paul I think this is harder to do tbh I can hit electrics pretty consistent, this I can only hit 1/5 times
I can do 3-5 electrics off WR2 on DJ and main Kaz I can't do this shit. Ofc I only tried for like an hour but still this is tough lol
@@GarzaTheFather Same dude this is in PEWGF ballpark although ofc PEWGF is frame perfect
@@GarzaTheFather it seems subjective, I can’t electric worth a shit, but Paul df2 > qcf1 feels easier. Then again I’ve been a Paul main forever
electric is much easier for me than this
The fastest way of doing a cs1 which is the right name of the movement is to input d, f+1, you don't really need de df in the middle, that works for the CS movements but SWAY requieres d, db, b +X to be registered properly.
There’s a Pad method that makes this way easier
I practiced qcf so much in tag two and tekken 7 doing two is nothing to me now but 3 I did that only twice once in tekken 7 and once recently in tekken 8
That's because every QCF1 after the 2nd (launcher is irrelevant to this counter) needs to be frame-perfect. So launcher > QCF1 > QCF1 is fine, but then (adding) another QCF1 would have to be frame-perfect.
So stick players are screwed is what I understand
I think there's positioning as well as timing. He shouldn't be right up close to the opponent at first
Range doesn't matter, only the launcher in question and the axis of the opponent.
is mixbox banned in tourney rules?
Yep, although 'Hit Box' was the more popular choice in T7- Super Akuma and Jodd being the two biggest players.