One of the most well organized and best laid out tutorials ever!!! Nobody can break stuff down into bit size chunks the way you do. If you taught people how to defend against each character the same way you make your tutorials, you will create chaos in the community cause you’re that good at what you do. Cheers!
I think this kinda *does* teach people how to defend. at least the playstyle section. get some insight to what the enemy player is going for. then maybe learn about some of the stance weaknesses they fear to use, so you can check those. but there's so much to talk about in an anti-character guide, that just isn't character specific. learn your punishes and ducks, then the rest is all mental. know what I mean?
Really one of the best guides for Tekken specifically for this character I've seen. A lot of effort as well as sensibly broken down into good segments. Would love to see more of this with different characters. Helps me a lot to learn the character without having to figure out much on my own. Please keep bringing this awesome content ;)
thanks! Lili should be next. I've wanted to do Reina, but I have soooo much to learn, plus everyone and their grandmother has some Reina video or another out there. She can wait, but I'm going to make as many as I can!
Your Jun tutorials are excellent, the way you explain and space everything out with time stamps makes the information much more palatable so thank you🙏🏾
Another incredible tutorial! ❤ I was trying to improvise combos on my own but didn’t understand the building blocks. I watched a bunch of other combo guides and they were purely memorization, but I didn’t understand how people made decisions on their combo routing. All I could gather on my own is that they changed their routing based on proximity to the walls and stage hands but I didn’t know why. Seeing examples of each block in action is the best way to see this. I’ll be coming back to this video, just like your other guides. I also watched your tekken 7 guides per your recommendation, and now I understand many more gamestates better than before. It’s incredible that once you get a little bit of knowledge, you can start improving on your own and adapting on the fly.
bingo. so happy to hear that. it might be a lot, but it's a solid way to learn. now you know WHY not just WHAT. the rest will fill itself in with experience. cheers!
These guides you're making are insane. I literally waited for the combo part after watching the character overview multiple times :) first tekken game and I am sure that your guide is big part of the reason I managed to hit orange ranks. Big thanks and keep them coming :D
You really make the best guide content for Tekken. Learning Lars was a lot more difficult than Jun for me mainly because your guide on her is better than any Lars stuff I found.
I love how im only half way through and i learned and can do so much, i sucked at combos but the fact you made me understand each part of a combo step by step and explain their purpose really helped a lot🙌🏾🙌🏾 great video
Thank's again for the video man! Gonna be watching part 1 and part 2 over and over and over and over and over again and have it playing in my sleep Jun is my Bae I love her kicking style and shi its just so fun and she's classy and cute and all that cool stuff lets go man thank's again for the super detailed video!
Izumo 4 is also a ch launcher but you have to not do the follow up and you can pick up with upf2 Also b2,1,2 last hit and while rising 1,1,2 is the same
IZU 4? I didn't know that! Leo's db41 hellsweep got that feature in like Season 3 last game. cool! did I not mention the b212? crap, must have gotten lost in notes.
Like I said in the video, I doubt hat will be around after the next round, but if it is? party time. If it's not, you can easily forget it. :) and thank you.
Really good guides. I've played some casual Tekken all the way back to Tekken 1, but I never did any combos, frame data, or anything like that. Just happily mashing with my friends and family. Really nice to try and learn all the mechanics that are really in these games. If I were to give one piece of feedback, for us who are really green, it would be nice if the command history would be turned on, just so we can see "behind the scenes" how you do some of these. Like for some combos, the timing is so narrow, I struggle a lot to hit them. An example would be the "f+4 → b+4,2" from the high launcher. The correct timing for these to connect seem really small. I've tried to do only the correct buttons, but to try and hit them at least 50% of the time, I'm doing something more like this: WS 3+4, hold forward + 444444444444 until it starts, then hold back + 4444444444, 2 etc. Not sure if this will bite me in the ass down the line, but I find it super hard to connect without it
it is definitely best to do things as timed, and not mash. many times mashing will give you a different out put. with anything like these combos, if it drops, you probably did it too late, and if your buttons don't come out, you did it too soon. I don't think the command history will be of much help, as it will look like fffff22 fffddddddd dfdfdfdfdf44444fffff without much guidance. that's why everything I talk about is on screen notation at least once. believe me it can take a long time for notation to set in. my first 25 years playing this game was on playstation, and the button icons in the game are colored as such. pc/xbox notation are completely different colors, and now they're just white button indicators. combine with 1,2,3,4 for new players it isn't easy. take your time always consider why things are happening, instead of just doing them. I'm always here to to try and help answer questions!
I will also say when it comes to doing launchers, it's very important to be ready. that f+4 you mentioned must be done almost immediately to allow the rest of it to work. you can only do that if you were mentally primed to see the df+2,1+2 hit then let it fly. if you forgot about what comes next, the launch may catch you by surprise and it will be too late. when you press df+2,1+2 be ready to combo ASAP if it hits and back off if ti doesn't constant decision making, but you must be prepared the higher you go.
@@mastermind6000 Thank you for the reply :). I understand that command history might not always be of use, but I personally would still like to have it on at times. A few times I'm not really sure what move you're referring to (not very often), but especially for combos, it would be fun to see how you execute it yourself. One other question I had, pretty much everywhere the D+3+4 is listed as a counter-hit launcher. However, when I try the move in practice mode, it seems to launch just fine on a normal hit? Is the counter hit different somehow? Because I don't see much difference in the launch height etc with counter-hit set to on or off.
@@mastermind6000is there a more stable followup for the high launcher? Even when spamming the buttons my hit rate on f+4, b+4, 2 is abysmal. Especially from ws 3+4.
@@BlueSkiesStudios you can do f+3 in the beginning of most combos and it catches just about everything. but you lose some height, and the end might be harder? worth a try.
@@mastermind6000now a audio button with this stuff in the video would be amazing that’s super organized dude I’m really amazed did it take a long time to make it
@@dudleygt3327 it ultimately takes me a week or so to research, compile notes, play a little bit, add some new details, then recording, editing and publishing is like 2 or 3 days.
Me: “I’m so glad I decided to be a Jun main for Tekken 8.” Friend: “Is it because she’s really strong?” Me: “No. Because it was the first character guides that Mastermind did on UA-cam, and those are gonna carry me just like they did when I started Tekken 7 with Kazumi.” 😂
I’m kind of new to jun, liked and subbed. Thank you, i was looking for combos and variations also wall enders and wall splat options. What are the best combo ender against female characters, and the best ones against male characters?
take your time. just learn the basic sequence, and then worry about that little variation or that random counter hit later. just get f2, can-cans, uf3 under your belt first. most of it doesn't require actual timing, but some of the later things do. one step at a time and you'll be fine.
I'm pretty sure that's written in the doc, but it's rarely going to work after 7 hits. or maybe it's 8. the hitbox on the 1 is not big enough to use it for T! after like 4 hits and as an ender after 8. that makes it much better to use more hits before that point, so you have no reason but to use f,f+2. i checked. :)
For the wall ender, have you tried the uf + 4, 3 MIA 2? It seems very precise, and is hard to do, but when it hits, it seems to be a good extra chunk of damage. Not sure where the timing is critical, if it is timing the uf + 4, 3 when he's sliding down the wall at some particular stage, or if it is timing the MIA 2. As an example: UF+1 (wall splat) -> D+1+2 - > B+2,1, B -> MIA 2 75 damage -> UF+4,3 - > GEN 4 -> 1+2 76 damage -> D+1+2 - > UF+4,3 -> MIA 2 84 damage (:O) I can't hit it consistently at all yet, but it seems very good.
yeah! that shit just does not work. I've looked at it 100 different ways. hit early, wait for the slump, different T!, you name it. I cannot get it to hit at all, let alone with any consistency. I've seen it in vids, but never sure if it's current or old patch. I've got zero advice for doing it. anyone out there has any insight, let us know!
@@mastermind6000 Same. I've tried to see if there is some magic to it, but I can only make it hit maybe 1 out of 10 times. It does register as a combo in practise mode (current patch), the few times I do hit it, but I don't know what I'm doing differently then.
so I've been looking at the uf+4,3 situation and found it's not just 'do it early' or 'do it late'. it's a VERY short window, right in the middle. the hits of uf+4,3 always result in the same opponent position, so it doesn't seem to matter if they were higher up on the wall or not. the only part that matters is the just-frame window to input 2. what I'm trying is - watch her hands spread wide as she enters 'come at me' stance. the INSTANT her hands open to their widest position, then hit that 2. that methodology works perfectly for me, it's just a matter of hitting the frame.
@@mastermind6000 Nice! I'll try that out. Also. Those times you hit, but it doesn't up the combo counter, can the opponent actually dodge the damage? Another person I played with said that if you try to tech roll or do anything, it will still hit you, even if technically it's not a natural combo, or what you call it. Like if you set the cpu to do side ukemi or somesuch
not a fan of that big boy combo at 27:34, when playing Jun I like to use my heat engager in a full combo so I don't lose any health as my main bnb uses 2 self damaging moves and that big boy combo doesn't really let you do that
it spends the most health to do the most damage. you can always do less damage without Kazama Power. but it's SO much less damage. Heat Engager combos will save your own health, but they scale your damage even more, so it doesn't really change a whole lot. it should be a fine balance of manging your own health, but I really feel like it's just a side effect. hard to really say.
yeah I won't lie, I suck at doing it, get accidental F+2 so many times when I try to do FF+2, it's definitely a combo that separates the big boys and mediocre players like myself@@mastermind6000
the height is the key. you're probably taking too long with the f+4. it is possible that you are actually too far away when starting the combo. I've had that with f+2 a few times - just can't reach the juggle. but what you're describing is usually solved by f+4 as fast as you can see the launch, then b+4,2 just as fast.
probably doing it to fast. she will cover some distance with the stance itself. otherwise, you're probably shorting the f,f+2 part. draw that out. both parts need to move her forward.
eventually. I don't have a plan, but that's a character I really have to get used to for a minute. very different. several guides I will likely do first.
Has the guaranteed ground follow up with MIA 1 or d 1+2 been patched? I can't get it in practice and I read a comment on another vid saying it was patched
it was still working yesterday. the only thing changed in the 1.04 patch was the wall combo with ff3,3+4 and the knockdown of uf+1. the izumo spike still works, but it's super situational to get the needed side angle. it doesn't just work everywhere.
@@mastermind6000 I'm probably canceling the side step too soon, cuz when I do it in practice, they are only a bit sideways and their head is on the opposite side of the videos I see
@@john1marinermy key to success was dashing up, stepping left, then waiting juuuuust a bit for their legs to fall, then do the next hit. that delay is what made the game choose "hit from the side" and allow the rest to work like that. it's not easy, but that really clicked for me, and if I focus on the perfect delay a get it most of the time.
I think u are missing out on her low launchers. She got non on normal hits, but izu 4, FC df+2, db4,4 are all counter hit low lauchers, the only one u covered is d 3+4. Her low game is weak, at least she has 4 counter hit low launchers.
I didn't know about IZU 4, and I've already added that to the description. FC df2 is in the main guide under playstyle and it's in the document notes for this video. how is db+4 a launcher?
Second and third hit of db+4 leg cutters used to be counter hit launchers in the previous games for asuka and jun, should still be the same. But tbh.. it’s not really practical, as it would be parried when used in neutral, it has situational usage near the wall to catch oki relaunch on counter hit. Maybe do dragon wheel kick b+3 as a wall combo ender followed by leg cutter for oki, and if they wake up with an attack during the second and third hit of leg cutter, would be caught by the counter hit launcher. If they stay grounded, will risk getting hit grounded.
@@mastermind6000another one, white heron lower dance 1+4, 2, d+4 used to be another low launcher on normal hit as well, pretty sure they removed it in t8 for both asuka and jun. Not sure if it might be a counter hit Low launcher now or just gone completely, or might give a mini combo instead. Also, ss+4, while it is a heat engager now, and in heat mode will also lead to a combo, it used to be another counter hit launcher in previous games, not sure if it still retains that property, once heat mode is used up, might still give a counter hit launch when it no longer triggers heat?
Do you know if the combo ender for the early tornadoes such as B3,2 got hit by a patch or something? I'm finally able to get a lot of these combos down, but the GEN2 ending for these ones never seem to connect properly. As in, they don't show up as part of the combo, and the computer is able to dodge it. Like this one: b+3,2 T! -> GEN 4 → b+4,2 → f,f+2~f → GEN 2. I can never get the f,f+2 to hit anymore. It always drops the combo somehow. Another example: uf+4,3 T! MIA~f → GEN 4 → b+4,2 → f,f+2~f → GEN 2. Running into the same problem here, I've never made the f,f2 hit in practise where it counts as part of the combo. Have tried doing it fast, and the regular slowed down version that seems to work best for the other combos. I can get the ender to work on pretty much all other combos, but this one stumps me.
it works. it's one of the hardest timing this to do in here. Gen 4 to f,f+2 is "do it instantly, the 4 has no recovery." whereas b+4,2 to f,f+2 is "delay until her hand comes back down, but go fast." best way I can describe it. this will start to fail after more than 8 hits, but still works in those you mentioned.
@@mastermind6000 I see. Thank you :) yea the timing is really tiny there. Hard for a beginner ;D I was trying to decide between Jun and Lili when I started playing, then you made this nice guide for both of them, makes it even harder :). Thank you for all your hard work! I'll try to see if I can get the timings down
@@mastermind6000 yea. I think the green combo might be better for me in this instance, my hit rate is so low at this stage trying to go for the yellow ender. Btw, what are your best damaging combos for a low parry? I couldn't find any low-parry combos in the google docs. Like vs Paul's ff2,2. If I block it, it seems to push my character too far away, if you low parry it there should be some followup possibilities. Right now I'm using low parry -> 4 -> green combo. Are there any alternatives?
@@BlueSkiesStudios that's pretty much it. you don't get the big GEN 4 in the beginning, but 4 works, right into green combo. I thought I had added that already, but I will.
you mean after the knockdown? it doesn't hit as easily on all four of those. the angle is kinda picky, as is the distance. d+1+2 is *very* reliable and does more dmg, since it uses Kazama Power anyway. 3+4 was in the notes in the beginning, but it's just better to use d+1+2 all around.
At 30:06 for the red combo what are your inputs to connect the yellow ender ? After IZU 1,1 if I press f,f2 I get a whiff. If I press f,f,n then f,f2 to close the gap I get a demon slayer attack instead (f2).
I just answered this for someone else. stretch the inputs: the f,f part can take up a lot more space than you think. if you're getting f+2 then you're starting too early. Jun hasn't recovered yet. start the input appropriately, but slow don the f,f. you can taaaaap taaaaap the f inputs, then hit 2 and it covers a ton of ground. press them slowly and hold the 2nd one, then 2.
that's because it's f+4 for those two high launchers. fast as possible. they need to be high in the air for b+4,2 if they're going to be farther away. you cannot waste time admiring the float. as soon as that launch goes up, f+4, then b+4,2 should be just fine. no delays at all on this one.
@@dTekken have you tried it from the heat engagers, like IZU 3? otherwise, f+4 - b+4,2 will only work from the two highest launcehrs - df+2,1+2 or WS 3+4
@mastermind6000 I haven't had any problems with it during the heat engagers. But just from Df2, 1+2, I've had the B4,2 whiff many times after the F4 in battle.i took it into practice to see why, and I noticed that at least when testing point blank, like in the face of the other character pretty much touching them, the B4,2 will whiff after the F4. Give it a try in practice. Walk up as close as possible to the dummy and try the df2,1+2, f4, b4,2 etc combo. Always whiffs for me at the b4,2
@mastermind6000 I went ahead and uploaded a video of what I mean. I had this discussion on discord earlier and it seems I'm not the only one noticing this inconsistency in the Combo ua-cam.com/video/ihy_bQj7Jf0/v-deo.htmlsi=XWDcP-Iu7OpZ9WXl
I'm having a hard time landing the yellow ender after the red tornado. I always seem to be too far away, but if I try and dash up I end up with a f2 instead of ff2f. Any tips for landing this?
the f,f part can take up a lot more space than you think. if you're getting f+2 then you're starting too early. Jun hasn't recovered yet. start the input appropriately, but slow don the f,f. you can taaaaap taaaaap the f inputs, then hit 2 and it covers a ton of ground. press them slowly and hold the 2nd one, then 2.
Okay thanks Edit : so I just tried the green combo with low parry and it's 40 damage so it's not the best combo. It seems consistent at least but yeah still looking for max damage combo from low parry.
that's probably my treasure battle rank. :) I rarely play online. it put me at like 2nd dan, and it's not worth my time to grind upward. I just pay attention and learn.
One of the most well organized and best laid out tutorials ever!!! Nobody can break stuff down into bit size chunks the way you do. If you taught people how to defend against each character the same way you make your tutorials, you will create chaos in the community cause you’re that good at what you do. Cheers!
I think this kinda *does* teach people how to defend. at least the playstyle section. get some insight to what the enemy player is going for. then maybe learn about some of the stance weaknesses they fear to use, so you can check those.
but there's so much to talk about in an anti-character guide, that just isn't character specific. learn your punishes and ducks, then the rest is all mental. know what I mean?
I say release one on every character
@@animakingX someday....
Really one of the best guides for Tekken specifically for this character I've seen. A lot of effort as well as sensibly broken down into good segments.
Would love to see more of this with different characters. Helps me a lot to learn the character without having to figure out much on my own. Please keep bringing this awesome content ;)
thanks! Lili should be next. I've wanted to do Reina, but I have soooo much to learn, plus everyone and their grandmother has some Reina video or another out there. She can wait, but I'm going to make as many as I can!
Not just the best Jun guides I’ve seen, but possibly the best Tekken guides I’ve seen period. Thanks for the work you’re doing!
Your Jun tutorials are excellent, the way you explain and space everything out with time stamps makes the information much more palatable so thank you🙏🏾
This is exactly how people should make a combo video. Well done sir!
thanks! they don't all need to be an hour long, but there's a lot to talk about!
Another incredible tutorial! ❤
I was trying to improvise combos on my own but didn’t understand the building blocks. I watched a bunch of other combo guides and they were purely memorization, but I didn’t understand how people made decisions on their combo routing. All I could gather on my own is that they changed their routing based on proximity to the walls and stage hands but I didn’t know why.
Seeing examples of each block in action is the best way to see this. I’ll be coming back to this video, just like your other guides.
I also watched your tekken 7 guides per your recommendation, and now I understand many more gamestates better than before. It’s incredible that once you get a little bit of knowledge, you can start improving on your own and adapting on the fly.
bingo. so happy to hear that. it might be a lot, but it's a solid way to learn. now you know WHY not just WHAT. the rest will fill itself in with experience. cheers!
the actual best jun guide
These guides you're making are insane. I literally waited for the combo part after watching the character overview multiple times :) first tekken game and I am sure that your guide is big part of the reason I managed to hit orange ranks. Big thanks and keep them coming :D
You really make the best guide content for Tekken. Learning Lars was a lot more difficult than Jun for me mainly because your guide on her is better than any Lars stuff I found.
I love how im only half way through and i learned and can do so much, i sucked at combos but the fact you made me understand each part of a combo step by step and explain their purpose really helped a lot🙌🏾🙌🏾 great video
that was the plan!
Thank's again for the video man! Gonna be watching part 1 and part 2 over and over and over and over and over again and have it playing in my sleep Jun is my Bae I love her kicking style and shi its just so fun and she's classy and cute and all that cool stuff lets go man thank's again for the super detailed video!
Disgusting how few views and subs the channel has...
The Jun series obviously was a labor of love (he did say she was his favorite character).
Never played Tekken before. Immediately was drawn to Jun from day 1. Thank you for showing me her toolkit
there's a playlist on my channel of Tekken 7 beginner guides. still 99.9% accurate. check em out. lot's of simple things can go a long way.
Best guide hands down
Izumo 4 is also a ch launcher but you have to not do the follow up and you can pick up with upf2
Also b2,1,2 last hit and while rising 1,1,2 is the same
IZU 4? I didn't know that! Leo's db41 hellsweep got that feature in like Season 3 last game. cool! did I not mention the b212? crap, must have gotten lost in notes.
I added those to the updates int eh description. thanks so much!
@@mastermind6000 😃😃😃
Your guides are the best I've ever seen. And I don't even use Jun lol
You sir..are a legend, thank you so much for this you are great at explaining things keep it up man!
"dont live your life worrying about what ifs" dang i needed that, and also the combos but also that too.
Like I said in the video, I doubt hat will be around after the next round, but if it is? party time. If it's not, you can easily forget it. :) and thank you.
Thanks man! Your videos are one of the most comprehensive Jun Kazama guides online so far. Hopefully you would make some Jun gameplan guides soon
that's part 1. it's linked in the description.
I’ll be honest, majority of this stuff I thought I knew so it wouldn’t matter, but you somehow STILL managed to teach me something new!
I went through everything I could find. plus a few additions in the description already :)
@@mastermind6000 you did your thing! I re watch your jun guides so much to refresh my memory, who are you planing for the future?
@@Zero_winterz Lili is next
@@mastermind6000 PERFECT!
Amazing...Hidden gem...
damn i love your channel. Thanks for the video
thanks!!!
Really good guides. I've played some casual Tekken all the way back to Tekken 1, but I never did any combos, frame data, or anything like that. Just happily mashing with my friends and family.
Really nice to try and learn all the mechanics that are really in these games.
If I were to give one piece of feedback, for us who are really green, it would be nice if the command history would be turned on, just so we can see "behind the scenes" how you do some of these.
Like for some combos, the timing is so narrow, I struggle a lot to hit them. An example would be the "f+4 → b+4,2" from the high launcher. The correct timing for these to connect seem really small. I've tried to do only the correct buttons, but to try and hit them at least 50% of the time, I'm doing something more like this:
WS 3+4, hold forward + 444444444444 until it starts, then hold back + 4444444444, 2 etc. Not sure if this will bite me in the ass down the line, but I find it super hard to connect without it
it is definitely best to do things as timed, and not mash. many times mashing will give you a different out put. with anything like these combos, if it drops, you probably did it too late, and if your buttons don't come out, you did it too soon.
I don't think the command history will be of much help, as it will look like fffff22 fffddddddd dfdfdfdfdf44444fffff without much guidance. that's why everything I talk about is on screen notation at least once.
believe me it can take a long time for notation to set in. my first 25 years playing this game was on playstation, and the button icons in the game are colored as such. pc/xbox notation are completely different colors, and now they're just white button indicators. combine with 1,2,3,4 for new players it isn't easy. take your time always consider why things are happening, instead of just doing them.
I'm always here to to try and help answer questions!
I will also say when it comes to doing launchers, it's very important to be ready. that f+4 you mentioned must be done almost immediately to allow the rest of it to work. you can only do that if you were mentally primed to see the df+2,1+2 hit then let it fly. if you forgot about what comes next, the launch may catch you by surprise and it will be too late. when you press df+2,1+2 be ready to combo ASAP if it hits and back off if ti doesn't constant decision making, but you must be prepared the higher you go.
@@mastermind6000 Thank you for the reply :). I understand that command history might not always be of use, but I personally would still like to have it on at times. A few times I'm not really sure what move you're referring to (not very often), but especially for combos, it would be fun to see how you execute it yourself.
One other question I had, pretty much everywhere the D+3+4 is listed as a counter-hit launcher. However, when I try the move in practice mode, it seems to launch just fine on a normal hit? Is the counter hit different somehow? Because I don't see much difference in the launch height etc with counter-hit set to on or off.
@@mastermind6000is there a more stable followup for the high launcher? Even when spamming the buttons my hit rate on f+4, b+4, 2 is abysmal. Especially from ws 3+4.
@@BlueSkiesStudios you can do f+3 in the beginning of most combos and it catches just about everything. but you lose some height, and the end might be harder? worth a try.
Incredible tutorial, thank you!
PSA: You guys should be liking and subscribing if you found it helpful!!!
Insanely good vid..thank you!!
Ahhhh!!!! Thank you!!!!
Bro you need to make a book this was amazing thank you for the guide
the google docs are like 10 or 11 pages long. that's pretty book-ly :)
@@mastermind6000now a audio button with this stuff in the video would be amazing that’s super organized dude I’m really amazed did it take a long time to make it
@@dudleygt3327 it ultimately takes me a week or so to research, compile notes, play a little bit, add some new details, then recording, editing and publishing is like 2 or 3 days.
@@mastermind6000 holy crap dude thank you for everything you’re doing great stuff I’m a new sub I couldn’t get enough of your vids
Thank you !!
Me: “I’m so glad I decided to be a Jun main for Tekken 8.”
Friend: “Is it because she’s really strong?”
Me: “No. Because it was the first character guides that Mastermind did on UA-cam, and those are gonna carry me just like they did when I started Tekken 7 with Kazumi.” 😂
damn right!
I’m kind of new to jun, liked and subbed. Thank you, i was looking for combos and variations also wall enders and wall splat options. What are the best combo ender against female characters, and the best ones against male characters?
all those mentioned should work across the board. no need for exceptions so far.
taking multiple watches to get it but i think i understand.
take your time. just learn the basic sequence, and then worry about that little variation or that random counter hit later. just get f2, can-cans, uf3 under your belt first. most of it doesn't require actual timing, but some of the later things do. one step at a time and you'll be fine.
15:42 Oh wow
right? homing is homing!
15th Dan rn with her and I watched part 1
At 38:53 isn't the final hit d1+2 instead of MIA 1 ?
39:30 is where you demonstrated the full combo
they both work. MIA 1 is like 2 more dmg. a little bit slower.
@@mastermind6000 Good to know thanks !
B2,1, (stance) 2 as an ender actually does one point more damage than FF2,(stance)2 as an ender a lot of the time. Not a big deal tho
I'm pretty sure that's written in the doc, but it's rarely going to work after 7 hits. or maybe it's 8. the hitbox on the 1 is not big enough to use it for T! after like 4 hits and as an ender after 8. that makes it much better to use more hits before that point, so you have no reason but to use f,f+2. i checked. :)
For the wall ender, have you tried the uf + 4, 3 MIA 2? It seems very precise, and is hard to do, but when it hits, it seems to be a good extra chunk of damage. Not sure where the timing is critical, if it is timing the uf + 4, 3 when he's sliding down the wall at some particular stage, or if it is timing the MIA 2.
As an example:
UF+1 (wall splat)
-> D+1+2 - > B+2,1, B -> MIA 2 75 damage
-> UF+4,3 - > GEN 4 -> 1+2 76 damage
-> D+1+2 - > UF+4,3 -> MIA 2 84 damage (:O)
I can't hit it consistently at all yet, but it seems very good.
yeah! that shit just does not work. I've looked at it 100 different ways. hit early, wait for the slump, different T!, you name it. I cannot get it to hit at all, let alone with any consistency. I've seen it in vids, but never sure if it's current or old patch. I've got zero advice for doing it. anyone out there has any insight, let us know!
@@mastermind6000 Same. I've tried to see if there is some magic to it, but I can only make it hit maybe 1 out of 10 times. It does register as a combo in practise mode (current patch), the few times I do hit it, but I don't know what I'm doing differently then.
@@BlueSkiesStudios I have no idea. it's a needle in a haystack to me. :)
so I've been looking at the uf+4,3 situation and found it's not just 'do it early' or 'do it late'. it's a VERY short window, right in the middle. the hits of uf+4,3 always result in the same opponent position, so it doesn't seem to matter if they were higher up on the wall or not. the only part that matters is the just-frame window to input 2. what I'm trying is - watch her hands spread wide as she enters 'come at me' stance. the INSTANT her hands open to their widest position, then hit that 2. that methodology works perfectly for me, it's just a matter of hitting the frame.
@@mastermind6000 Nice! I'll try that out. Also. Those times you hit, but it doesn't up the combo counter, can the opponent actually dodge the damage? Another person I played with said that if you try to tech roll or do anything, it will still hit you, even if technically it's not a natural combo, or what you call it. Like if you set the cpu to do side ukemi or somesuch
I got a question though big dog, were these made pre-balance or post-balance adjustments??
if you mean 1.04, then post. as I did not need to include the ff3,3+4 wall combo.
not a fan of that big boy combo at 27:34, when playing Jun I like to use my heat engager in a full combo so I don't lose any health as my main bnb uses 2 self damaging moves and that big boy combo doesn't really let you do that
it spends the most health to do the most damage. you can always do less damage without Kazama Power. but it's SO much less damage. Heat Engager combos will save your own health, but they scale your damage even more, so it doesn't really change a whole lot. it should be a fine balance of manging your own health, but I really feel like it's just a side effect. hard to really say.
yeah I won't lie, I suck at doing it, get accidental F+2 so many times when I try to do FF+2, it's definitely a combo that separates the big boys and mediocre players like myself@@mastermind6000
I need some help on the execution of f4, b42 when doing a high launcher combo I can't get the b4 to hit. It seems like the f4 pushes them too far.
the height is the key. you're probably taking too long with the f+4. it is possible that you are actually too far away when starting the combo. I've had that with f+2 a few times - just can't reach the juggle. but what you're describing is usually solved by f+4 as fast as you can see the launch, then b+4,2 just as fast.
That GEN 2 ender is super inconsistent for me, it doesn't reach about half the time, any idea what I'm doing wrong?
probably doing it to fast. she will cover some distance with the stance itself. otherwise, you're probably shorting the f,f+2 part. draw that out. both parts need to move her forward.
What other characters are you enjoying? Im playing mishimas but i kind of expected to see a Azucena guide from you (which i would not miss).
Hey! Quick question...did they ever fix the spike? xD
yup
Can you do a Jin guide next?
eventually. I don't have a plan, but that's a character I really have to get used to for a minute. very different. several guides I will likely do first.
@@mastermind6000 sounds good I saw you there's re in a stuff in the doc so I guess it's safe to assume your learning her next?
@@rawgorem562 lili is being edited now. then it's gonna take ne a minute to learn reina. for now.
Has the guaranteed ground follow up with MIA 1 or d 1+2 been patched? I can't get it in practice and I read a comment on another vid saying it was patched
it was still working yesterday. the only thing changed in the 1.04 patch was the wall combo with ff3,3+4 and the knockdown of uf+1. the izumo spike still works, but it's super situational to get the needed side angle. it doesn't just work everywhere.
@@mastermind6000 I'm probably canceling the side step too soon, cuz when I do it in practice, they are only a bit sideways and their head is on the opposite side of the videos I see
@@john1marinermy key to success was dashing up, stepping left, then waiting juuuuust a bit for their legs to fall, then do the next hit. that delay is what made the game choose "hit from the side" and allow the rest to work like that. it's not easy, but that really clicked for me, and if I focus on the perfect delay a get it most of the time.
I think u are missing out on her low launchers. She got non on normal hits, but izu 4, FC df+2, db4,4 are all counter hit low lauchers, the only one u covered is d 3+4. Her low game is weak, at least she has 4 counter hit low launchers.
I didn't know about IZU 4, and I've already added that to the description. FC df2 is in the main guide under playstyle and it's in the document notes for this video. how is db+4 a launcher?
Second and third hit of db+4 leg cutters used to be counter hit launchers in the previous games for asuka and jun, should still be the same. But tbh.. it’s not really practical, as it would be parried when used in neutral, it has situational usage near the wall to catch oki relaunch on counter hit. Maybe do dragon wheel kick b+3 as a wall combo ender followed by leg cutter for oki, and if they wake up with an attack during the second and third hit of leg cutter, would be caught by the counter hit launcher. If they stay grounded, will risk getting hit grounded.
@@mastermind6000another one, white heron lower dance 1+4, 2, d+4 used to be another low launcher on normal hit as well, pretty sure they removed it in t8 for both asuka and jun. Not sure if it might be a counter hit Low launcher now or just gone completely, or might give a mini combo instead. Also, ss+4, while it is a heat engager now, and in heat mode will also lead to a combo, it used to be another counter hit launcher in previous games, not sure if it still retains that property, once heat mode is used up, might still give a counter hit launch when it no longer triggers heat?
Do you know if the combo ender for the early tornadoes such as B3,2 got hit by a patch or something? I'm finally able to get a lot of these combos down, but the GEN2 ending for these ones never seem to connect properly. As in, they don't show up as part of the combo, and the computer is able to dodge it.
Like this one: b+3,2 T! -> GEN 4 → b+4,2 → f,f+2~f → GEN 2. I can never get the f,f+2 to hit anymore. It always drops the combo somehow.
Another example: uf+4,3 T! MIA~f → GEN 4 → b+4,2 → f,f+2~f → GEN 2. Running into the same problem here, I've never made the f,f2 hit in practise where it counts as part of the combo. Have tried doing it fast, and the regular slowed down version that seems to work best for the other combos.
I can get the ender to work on pretty much all other combos, but this one stumps me.
it works. it's one of the hardest timing this to do in here. Gen 4 to f,f+2 is "do it instantly, the 4 has no recovery." whereas b+4,2 to f,f+2 is "delay until her hand comes back down, but go fast." best way I can describe it. this will start to fail after more than 8 hits, but still works in those you mentioned.
@@mastermind6000 I see. Thank you :) yea the timing is really tiny there. Hard for a beginner ;D I was trying to decide between Jun and Lili when I started playing, then you made this nice guide for both of them, makes it even harder :). Thank you for all your hard work! I'll try to see if I can get the timings down
@@BlueSkiesStudios that's why i always explain with a range of combos and other options. not everything needs to be that hard. but it's there!
@@mastermind6000 yea. I think the green combo might be better for me in this instance, my hit rate is so low at this stage trying to go for the yellow ender.
Btw, what are your best damaging combos for a low parry? I couldn't find any low-parry combos in the google docs.
Like vs Paul's ff2,2. If I block it, it seems to push my character too far away, if you low parry it there should be some followup possibilities.
Right now I'm using low parry -> 4 -> green combo. Are there any alternatives?
@@BlueSkiesStudios that's pretty much it. you don't get the big GEN 4 in the beginning, but 4 works, right into green combo. I thought I had added that already, but I will.
ch4 3+4?
you mean after the knockdown? it doesn't hit as easily on all four of those. the angle is kinda picky, as is the distance. d+1+2 is *very* reliable and does more dmg, since it uses Kazama Power anyway. 3+4 was in the notes in the beginning, but it's just better to use d+1+2 all around.
What does he mean when he says, “on counter hit” ?
Also, how does he do the sparkle hands, and why?
I'll save you the 5 seconds of figuring it out your self. ua-cam.com/video/KBk6jGwCHIc/v-deo.htmlsi=mreR0Xw4g6Gr1WxA&t=784
At 30:06 for the red combo what are your inputs to connect the yellow ender ? After IZU 1,1 if I press f,f2 I get a whiff. If I press f,f,n then f,f2 to close the gap I get a demon slayer attack instead (f2).
I just answered this for someone else. stretch the inputs: the f,f part can take up a lot more space than you think. if you're getting f+2 then you're starting too early. Jun hasn't recovered yet. start the input appropriately, but slow don the f,f. you can taaaaap taaaaap the f inputs, then hit 2 and it covers a ton of ground. press them slowly and hold the 2nd one, then 2.
Oh my bad I didn't see that comment.
I'll try that thanks
@@EternalGruntSetsu no prob. good luck!
At 29:50, After the f4 find the b42 to be very inconsistent. Tried it point blank in training and it always dropped. Any other recommendations?
that's because it's f+4 for those two high launchers. fast as possible. they need to be high in the air for b+4,2 if they're going to be farther away. you cannot waste time admiring the float. as soon as that launch goes up, f+4, then b+4,2 should be just fine. no delays at all on this one.
@mastermind6000 sorry i did mean f4. Try it point blank, like touching the enemy. Always whiffs for me
@@dTekken have you tried it from the heat engagers, like IZU 3? otherwise, f+4 - b+4,2 will only work from the two highest launcehrs - df+2,1+2 or WS 3+4
@mastermind6000 I haven't had any problems with it during the heat engagers. But just from Df2, 1+2, I've had the B4,2 whiff many times after the F4 in battle.i took it into practice to see why, and I noticed that at least when testing point blank, like in the face of the other character pretty much touching them, the B4,2 will whiff after the F4. Give it a try in practice. Walk up as close as possible to the dummy and try the df2,1+2, f4, b4,2 etc combo. Always whiffs for me at the b4,2
@mastermind6000 I went ahead and uploaded a video of what I mean. I had this discussion on discord earlier and it seems I'm not the only one noticing this inconsistency in the Combo ua-cam.com/video/ihy_bQj7Jf0/v-deo.htmlsi=XWDcP-Iu7OpZ9WXl
I'm having a hard time landing the yellow ender after the red tornado. I always seem to be too far away, but if I try and dash up I end up with a f2 instead of ff2f. Any tips for landing this?
the f,f part can take up a lot more space than you think. if you're getting f+2 then you're starting too early. Jun hasn't recovered yet. start the input appropriately, but slow don the f,f. you can taaaaap taaaaap the f inputs, then hit 2 and it covers a ton of ground. press them slowly and hold the 2nd one, then 2.
you will truly understand the window for this input if you start learning the GEN 4 variations toward the end :)
Do the combos work after the patch?
yes. the Izumo spike still works, for now.
Df4 on knockdown thank me later
what knockdown? the CH4 stuff?
What's the best low parry combo(s) ?
the "green combo" probably. the T! comes first, so anything that works for those launchers will work.
Okay thanks
Edit : so I just tried the green combo with low parry and it's 40 damage so it's not the best combo. It seems consistent at least but yeah still looking for max damage combo from low parry.
i never noticed before how high your rank is but i guess that's expected 😅
that's probably my treasure battle rank. :) I rarely play online. it put me at like 2nd dan, and it's not worth my time to grind upward. I just pay attention and learn.
Wow too much to absorb at once
@@okokokok1457 what about 8:59?
@@mastermind6000 bookmark for myself Ty friend
24:25