This has nothing to do with the video. At all. He explicitly explains that one should know how the system works even if they're just using other people's combos.
The short format of these vids works really well and gets the fundamental information across. Fundamentals like these are what's important to learn, then you can just play the game however you like while knowing the underlying systems of the game. Top comment is saying "just do what everyone else is doing." but that doesn't allow you to express yourself while playing the game or to learn how to build your own play style. Also, if you know the underlying systems and how the game works, you can understand why you lose certain match ups and improve yourself. If you're just following a 'top tier combo list' without knowing why it's considered 'top tier' then you're not really playing the game, you're just playing someone else's game.
For new players who don't understand Korean (Like me) , The section about wall combos , the word used in the subtitle is "time" and it might get confusing for newer players . I think the word use should be "delayed" . The 3rd hit , when delayed usually let you deals more damage as what JDCR said , but please note that not all moves or wall splat combos can be delayed . Enjoy tekken guys , it's a really hard game to learn , but very satisfying when you get the ropes of it ! Get ready for the next battle :)
I've been playing King since Tekken 1. Thanks for taking the time to show people the fundamentals of Tekken! You and Lil Majin are my favorite players.
Nice videos JDCR, keep it up! For the people starting to play the game, the "approaching process" for the ender part of the combo ,after the opponent got hit the floor for the 1st time (at 1:04 for example), is a basically a timed ff (forward forward) to close the distance and then the ender part. Some characters can also reach bigger distances (like the 1:34 one) by performing a While Running move. This is more like a guideline, there are exceptions, but i thought it would be interesting to comment this since i had some trouble with combos when i was starting the game.
Love the video, didn't even know about the 3 hit limit on wallsplats. I think a good word of advice for newer players is to focus on implementing the corkscrew, and followup into your combos. even if it's just those two moves/strings New players don't need to focus on optimizing so much as familiarizing themselves with the feel of combos and the combo system.
on a normal wall splat, yes but if it's like a much higher wall splat, you can get at least 4 in, for example feng's wall combo is usually 1, 3, b+1+2 (3 hits), on a higher wall splat he can get 1, 1, 3, b+1+2 (4 hits) and on a much higher wall splat he can get 1, 3, 1, 3, b+1+2 there are some other conversions that can lead to more than 3 hits on a normal wall splat depending on the move used (usually strings)
Kazumi doesn't need to, as her previous hits at the wall combo leave the opponent at the perfect height. This happens with Paul's wall combo too, along some other characters'.
kazumi's wall ender should be either f3 into fly 2 then 1+2 when you get the splat (male characters) and universal for both females and males would be 1, df 1, then 1+2
If you're doing the right combo, the opponent will already have slumped low enough when the 1+2 connects. This is how many, or even most, wall combos work. You only need to delay a move if it would otherwise hit too early.
Another tip I guess that is useful during combos and in general is button buffering. It makes certain extensions impossibly hard without it like Dragunov's f3 cancels and extensions.
Button buffering is important, but it isn't the key element in Drag's combos. The important part there is the fact that his running 3 (which is just ff+3) can be overridden by a running 3+4 input. This, on its own, has nothing to do with button buffering. You could just run in and hit 3+4 during the combo and would work just fine. Button buffering is just an extra layer of ease added on.
I feel the same like with learning in dbfz having a smash property and a wall bounce helps me know how to experiment with combos and that goes for many fighting games as far as I see it
I've been playing the game the wrong way every since I bought it lol. Tip, using the left analog when doing a combo is easier than using d pad(at least for me). Dam I should have watched this video first before diving in.
like he said there are exceptions this includes lars, kazuya, 2d chars, lee, steve, master raven, asuka, jin, etc. Actually there's quite a lot of them but you get the point
He's speaking in general. Recovery time of opponent is much faster after 3 hit so usually more than 4 hit string moves would miss at 4th hit but there's some exceptions as you mentioned. For example, when the string is faster enough than recovery time and the moves smashing down to ground not toward to wall doesn't count as a hit (only in the 1st or 2nd hit. If you spend 3hits already ,these smashing down moves won't hit unless it's fast enough)
How i find combos: 1. Pick character 2. Find launcher for character 3. Experiment with moves that might string together 4. (Optional) Give up and go in the move list to find something that i can use 5. (Optional) Go watch a character guide video 6. Play!
I believe it just comes with familiarity with stage, character and specific combos you are using. Watch pros play and notice that with the same launcher they do different combos. Some are for better wall carry, others for max damage. Sometimes you also need to shorten your combo, like do less moves before the screw or not do screw and go for wall carry instead. I think it mainly comes to familiarity and trying on the spot. That's what worked for me, not that i am a pro or something :)
Yeyeye, it's with character and stage familiarity at that point. As you launch someone, your first 2 or 3 starting hits should be on autopilot at that point while you quickly check your position on the stage and try to adjust accordingly. (Not all combos have to have the screw! In them)
Yah, although the 3 hit concept is very important some people on the comments kinda took it as an absolute rule (despite the video had mentioned Steve's exception). Also Julia has her 1 Jab df4,2,1 wall combo (4 hits), even though the Stomp wall combo deals more damage and has better oki (but kinda depends on spacing to work properly for the guaranteed ff3).
I have been asking how to hit kazyua’s wall combos more consistent which is 1,2,3,4,5! I cannot get it with out using ws 4 to push to the wall from a screw running up it’s really hard
Yea but sometimes you can do b31 or b 23 just wondering why cause I miss that one unless I screw then do the ws4 close to the wall, I have a hard time execution online, I just got back on stick too. I saw jdcr doing uf 444 at the wall too
The next Tekken needs to TEACH this stuff to players. I don't care if it's a 4 hours tutorial man, just do it for god sake. How else you expect the game to keep growing? Like it or not, much of Tekken's playerbase are legacy players. That means as they age, and grow out of or give up on playing Tekken we are going to see a decline. Sure, you might get those sales where someone picks it up and isn't playing it ever again after 3 days, but that doesn't do you any good. They need to be focusing on the new wave of potential Tekken players, and explaining to them how to even play the damn game. It is pretty shameful that things like this, chickens, sidestep cancels, etc etc etc etc are literally not mentioned at all. Even a "Clean Hit" bonus on something like Paul's Demo... not explained. It's a joke. It really needs to change. Not to mention the skill gap that is movement. The KBD exists, whether they meant it or not, they didn't remove it. So they need to explain it.
Love JDCR but srsly, I don't think he needs to be making a whole series for beginners. All this stuff has been covered by other creators. Make an ADVANCED guide that only JDCR can make! That would be gold.
Idk, most of those other videos are very old now though, and new player retention has always been a problem for fighting games, especially Tekken. I would also like to see advanced stuff though too!
I get where you're coming from but I disagree. Content like this encourages new players to pick up the game and keep playing, and he can always make advanced stuff after the beginner stuff.
@@MrIronFarmer Oh, content like this is super important, I'm not saying it isn't. Just one question: do you really think an average new player knows who JDCR is and is going to actively look for his guides? It's people like us who already play Tekken that are here to hear an expert player's opinions and advice. I know everything said in the video. You know everything said in the video. Most if not all people in the comments here know everything said in the video. It's a waste of everybody's time, including JDCR's.
I think these can be very informative for all players. Making beginners i feel should always be welcome because we always want more players if possible!
Hello JDCR. Nice video about combo's. Do you have some Heihachi combo's JDCR. That i May use. I uploaded my last Tekken 7 video today. From now on. I will upload once in the 2 weeks. Or the end of the month 30/31. I''ve got some advice of a Heihachi player. 1 of them beeing. Work on your combo set ups. Maybe somebody else besides JDCR knows a few combo's. But if somebody wants to send me it like this. Forward, Forward(hold), traingle. I'm playing at default settings. Greetz. Gamen met Rea (channel).
a great rule of thumb with combos is
"just do what everyone else is going"
cuz it's probably already optimised
if it's too hard there's almost always an easier option with damage and/or oki and/or wall carry tradeoffs
You still need to know how the combo system works so you can optimize combos for range and wall position
This has nothing to do with the video. At all. He explicitly explains that one should know how the system works even if they're just using other people's combos.
The way he is breaking this down so simply and clearly with great examples is exactly what I need.
The short format of these vids works really well and gets the fundamental information across. Fundamentals like these are what's important to learn, then you can just play the game however you like while knowing the underlying systems of the game. Top comment is saying "just do what everyone else is doing." but that doesn't allow you to express yourself while playing the game or to learn how to build your own play style. Also, if you know the underlying systems and how the game works, you can understand why you lose certain match ups and improve yourself. If you're just following a 'top tier combo list' without knowing why it's considered 'top tier' then you're not really playing the game, you're just playing someone else's game.
" There are also combos that work on 1P side but not on the 2P side"
yeah was nice meeting ya guys
aight
This series is amazing. You can't ever have enough tutorials on Tekken ^^
For new players who don't understand Korean (Like me) , The section about wall combos , the word used in the subtitle is "time" and it might get confusing for newer players . I think the word use should be "delayed" . The 3rd hit , when delayed usually let you deals more damage as what JDCR said , but please note that not all moves or wall splat combos can be delayed . Enjoy tekken guys , it's a really hard game to learn , but very satisfying when you get the ropes of it !
Get ready for the next battle :)
I've been playing King since Tekken 1. Thanks for taking the time to show people the fundamentals of Tekken! You and Lil Majin are my favorite players.
I didn’t even know the wall needed 3 hits u learn somthing new everyday
Once you see a fight stick, you know that person knows what they are doing
Nice videos JDCR, keep it up! For the people starting to play the game, the "approaching process" for the ender part of the combo ,after the opponent got hit the floor for the 1st time (at 1:04 for example), is a basically a timed ff (forward forward) to close the distance and then the ender part. Some characters can also reach bigger distances (like the 1:34 one) by performing a While Running move. This is more like a guideline, there are exceptions, but i thought it would be interesting to comment this since i had some trouble with combos when i was starting the game.
The fact that JDCR is fighting against the character he lost to is funny
Who's kazumi did he lost to?
@@usamamughal3957 arslan ash
@@JDCJR01 when? I don't remember that..
@@usamamughal3957 nvm you right that was knee who lost
@@JDCJR01 I know jdcr only played with jdcr on the weplay tournament recently and arslan didn't play kazumi there
Love the video, didn't even know about the 3 hit limit on wallsplats. I think a good word of advice for newer players is to focus on implementing the corkscrew, and followup into your combos. even if it's just those two moves/strings New players don't need to focus on optimizing so much as familiarizing themselves with the feel of combos and the combo system.
You learn something new everyday
I learned about the 3 limit last week too
on a normal wall splat, yes
but if it's like a much higher wall splat, you can get at least 4 in, for example feng's wall combo is usually 1, 3, b+1+2 (3 hits), on a higher wall splat he can get 1, 1, 3, b+1+2 (4 hits) and on a much higher wall splat he can get 1, 3, 1, 3, b+1+2
there are some other conversions that can lead to more than 3 hits on a normal wall splat depending on the move used (usually strings)
therr are actually a few character that has 3 hits combo like julia,lucky chloe and eliza
Damn this series is pretty damn good.
I didn't know about the delayed 3rd hit at the wall. I wonder if Kazumi can do this with the 1+2 at the wall. Great video!
No
Kazumi doesn't need to, as her previous hits at the wall combo leave the opponent at the perfect height.
This happens with Paul's wall combo too, along some other characters'.
kazumi's wall ender should be either f3 into fly 2 then 1+2 when you get the splat (male characters) and universal for both females and males would be 1, df 1, then 1+2
If you're doing the right combo, the opponent will already have slumped low enough when the 1+2 connects. This is how many, or even most, wall combos work. You only need to delay a move if it would otherwise hit too early.
If it whiffs you're probably trying to do the f3,2 on a female character or noctis and leo which in that case you do 1 df1 1+2
Another tip I guess that is useful during combos and in general is button buffering. It makes certain extensions impossibly hard without it like Dragunov's f3 cancels and extensions.
Button buffering is important, but it isn't the key element in Drag's combos. The important part there is the fact that his running 3 (which is just ff+3) can be overridden by a running 3+4 input. This, on its own, has nothing to do with button buffering. You could just run in and hit 3+4 during the combo and would work just fine. Button buffering is just an extra layer of ease added on.
Ok, nice video! But am I the only one who is missing parts 2-5 😂?
Yeah me too
Same!
잡다님 팬으로서 이런 영상 항상 감사합니다,
오래오래 해주세여!!
벽콤에 있어서 바닥뎀이 뭔지 몰랐는데 잘 배워갑니다!
This man right here is the only reason i have not quit tekken
i dont know why but i find it funny when i combo one of the dainty, little characters and just start hitting and kicking them across the map.
Man, I freaking love this guy.
I feel the same like with learning in dbfz having a smash property and a wall bounce helps me know how to experiment with combos and that goes for many fighting games as far as I see it
jdcr best teacher ever. period
Kazuya really stretching it with the 5 hit wall combo then
Ganryu has the 47 palm slaps too.
It's the height JDCR talks about and the ender Kazuya does give more damage than his old enders which was df 3 2 1. I can explain further if you want.
I've been playing the game the wrong way every since I bought it lol. Tip, using the left analog when doing a combo is easier than using d pad(at least for me). Dam I should have watched this video first before diving in.
4:20 i dont know about other characters but lee can do 4 moves at the wall which is d4,4,3,3
Jin can do 2, db 2,2,3
like he said there are exceptions this includes lars, kazuya, 2d chars, lee, steve, master raven, asuka, jin, etc. Actually there's quite a lot of them but you get the point
He's speaking in general. Recovery time of opponent is much faster after 3 hit so usually more than 4 hit string moves would miss at 4th hit but there's some exceptions as you mentioned. For example, when the string is faster enough than recovery time and the moves smashing down to ground not toward to wall doesn't count as a hit (only in the 1st or 2nd hit. If you spend 3hits already ,these smashing down moves won't hit unless it's fast enough)
How i find combos:
1. Pick character
2. Find launcher for character
3. Experiment with moves that might string together
4. (Optional) Give up and go in the move list to find something that i can use
5. (Optional) Go watch a character guide video
6. Play!
I wish he also explained how to adjust combos if you're nearer/farther from the wall
edit: or how to adjust during a sidewall situation
I believe it just comes with familiarity with stage, character and specific combos you are using. Watch pros play and notice that with the same launcher they do different combos. Some are for better wall carry, others for max damage. Sometimes you also need to shorten your combo, like do less moves before the screw or not do screw and go for wall carry instead. I think it mainly comes to familiarity and trying on the spot. That's what worked for me, not that i am a pro or something :)
Yeyeye, it's with character and stage familiarity at that point. As you launch someone, your first 2 or 3 starting hits should be on autopilot at that point while you quickly check your position on the stage and try to adjust accordingly. (Not all combos have to have the screw! In them)
Not all characters follow that 3 hit rule. Like Asuka, Master Raven, Steve, and kazuya with his 5 hit wall combo
Yah, although the 3 hit concept is very important some people on the comments kinda took it as an absolute rule (despite the video had mentioned Steve's exception). Also Julia has her 1 Jab df4,2,1 wall combo (4 hits), even though the Stomp wall combo deals more damage and has better oki (but kinda depends on spacing to work properly for the guaranteed ff3).
Did you watch the whole video? He says there are exceptions.
@@bilbobaggins7075 We only complemented JDCR with more examples. The thing is if you look at other comments ppl kinda took it as an absolute rule
They need to add character statistics like most common combo used etc.
Great Video as always i like that you are trying to Help new Players
I wish there was a video like this for PS4 controller users
저같은경우는 기본콤보60에 마무리하면
날리다가 벽광되고 하면 거기서콤보하시면
70-80하면 철권하는데는문제가없었읍니다
고수들은 .기본콤보70에 벽광되고 더써게
때리면돼겠지만 어차피 무한맵아니라면
콤보한번이면대부분 벽까지가는데
벽콤 잘하는게 운영의묘인것같습니다 콤보는
벽돌리기로 때릴수는있는데 액자단구간에서는 콤보실수을안하는게
정답같습니다
i have just 100 hours in tekken 7 but im always learning
Do these tips also work on t6?
I think this is more of a advanced guide to tekken than a beginner guide...great video anyway
Sometimes I think people refer to quarter circle and I play on key oard so I have no clue what it means xD
Really legend jdcr🖤
Much informative. Thanks
I have been asking how to hit kazyua’s wall combos more consistent which is 1,2,3,4,5! I cannot get it with out using ws 4 to push to the wall from a screw running up it’s really hard
Rheinard it’s 5 hits ws 4 splat, 1,4 1+2
Yea but sometimes you can do b31 or b 23 just wondering why cause I miss that one unless I screw then do the ws4 close to the wall, I have a hard time execution online, I just got back on stick too. I saw jdcr doing uf 444 at the wall too
B 2,4 rather
Never been good with combos. I press to fast for it to register...
What is the name of joystick used please?
Hitbox Crossup
But it’s delayed from Covid for a year I waited a bit and dropped a dongpal lever in a rap 4
Nice jdcr
The next Tekken needs to TEACH this stuff to players. I don't care if it's a 4 hours tutorial man, just do it for god sake. How else you expect the game to keep growing? Like it or not, much of Tekken's playerbase are legacy players. That means as they age, and grow out of or give up on playing Tekken we are going to see a decline. Sure, you might get those sales where someone picks it up and isn't playing it ever again after 3 days, but that doesn't do you any good.
They need to be focusing on the new wave of potential Tekken players, and explaining to them how to even play the damn game. It is pretty shameful that things like this, chickens, sidestep cancels, etc etc etc etc are literally not mentioned at all. Even a "Clean Hit" bonus on something like Paul's Demo... not explained. It's a joke. It really needs to change.
Not to mention the skill gap that is movement. The KBD exists, whether they meant it or not, they didn't remove it. So they need to explain it.
i love u jdcr
Love JDCR but srsly, I don't think he needs to be making a whole series for beginners. All this stuff has been covered by other creators. Make an ADVANCED guide that only JDCR can make! That would be gold.
Idk, most of those other videos are very old now though, and new player retention has always been a problem for fighting games, especially Tekken. I would also like to see advanced stuff though too!
I get where you're coming from but I disagree. Content like this encourages new players to pick up the game and keep playing, and he can always make advanced stuff after the beginner stuff.
@@MrIronFarmer Oh, content like this is super important, I'm not saying it isn't. Just one question: do you really think an average new player knows who JDCR is and is going to actively look for his guides?
It's people like us who already play Tekken that are here to hear an expert player's opinions and advice. I know everything said in the video. You know everything said in the video. Most if not all people in the comments here know everything said in the video. It's a waste of everybody's time, including JDCR's.
@@furytheredhead Just don't watch the video if you feel you've wasted your time. Not everyone are the same.
I think these can be very informative for all players. Making beginners i feel should always be welcome because we always want more players if possible!
Tekken looks so nice fighting games in general but I suck so hard feelsbadman
Me too man
Part..6?
무슨 스틱인지알수잇을까요?
영상 안에 스틱은 Hitbox CrossUp 스틱입니다! 아직 정발은 안 되었고 곧 출시 예정입니다.
I still can't land a 4 combo
Thanks
Now we need keyboard tutorial
Nishant Hadda watch mixbox players
Hello JDCR. Nice video about combo's. Do you have some Heihachi combo's JDCR. That i May use. I uploaded my last Tekken 7 video today. From now on. I will upload once in the 2 weeks. Or the end of the month 30/31. I''ve got some advice of a Heihachi player. 1 of them beeing. Work on your combo set ups. Maybe somebody else besides JDCR knows a few combo's. But if somebody wants to send me it like this. Forward, Forward(hold), traingle. I'm playing at default settings. Greetz. Gamen met Rea (channel).
I Am Play Tekken 6 PSP on Android :)
Nice
3rd hit rule doesnt apply to jin players haha
Nice