Tekken's Density, Learning Curve and Visual Language - Wavedash Mirror | TheoryFighter
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- Опубліковано 25 сер 2024
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Even the tiniest bit of direction to start with would have been so helpful. I spent pretty much my first year of learning Tekken practicing b2 loops with Lee and kbd. The countless hours I spent in training mode were wasted. It poisoned the experience for me
I started Tekken when I was 2 years old and learnt it from my Family like my Dad, Cousins and Uncles because normal people outside my family usually hadn't even heard about Video games, and as I grew up I wanted to learn so I went into practice mode And checked out the movelists but when I saw Stars as inputs I was like TF??so I learned everything about Tekken besides execution and when I was 13 I hit Y on my controller in the MoveList and found out that a star means neutral so I learned about execution in Tekken but one day I found out about YT. So I am really the opposite of what you started as and I think I accidentally learnt Tekken the right way😆
How'd you find out about Tekken? And what led you to learn execution first I'm really curious.
@@ScrambledEggAbdullah I saw clips of it and decided I might as well try it out. Looked through the roster and thought Lee looked cool. Searched for Lee videos on yt and all I saw was combo videos showing b2 cancels so that was I thought I was supposed to learn 🤷♂️
@@easygoingdude9990 Im glad you picked the character you found cool and didn't think about TierLists I actually did the same thing in practice mode when I wanted to learn Lee but this was pretty recent and I still don't know much else other than his combos. My recommendation would have been to first play with Lars because that way you would have Lee's brother and wouldn't have to worry about much execution and still would learn a lot of Tekken.
@@ScrambledEggAbdullah well the issue is not so much picking Lee as not having any clear idea or direction about what to start learning. I could have just played using basic fundamentals instead of wasting time learning shit too advanced for me to apply. Wasted a lot of time
The learning curve in Tekken is actually insane. Been with Tekken since I was a kid but only in the last 3 years have I suddenly sky rocketed in skill (mainly thanks to watching/imitating tournament players and watching YT videos). I'm a Yoshimitsu Main and my personal learning curve probably looks like a friggen Right Angle.
Watching professional players and just paying detailed attention to what they do and trying to answer WHY they do it is probably the best way to learn any game imo.
Watch the pro’s as much as possible. Really try to analyze it. Copy what appeals to you.
Many people skip tutorials because they often fail to keep the player engaged in what they're suppose to be learning. Tutorials should be fun AND informative. Something Killer Instinct 2013 does I massively appreciate is that, after doing a couple of tutorials, it suggests that you stop and just play the game for a bit before coming back. That one message can make a massive difference in helping new players learn without feeling overwhelmed.
Having the Story mode serve as the Tutorial to the game's mechanics is probably the best option imo.
I feel this, been playing a lot of KI lately. Coming back to Tekken feels kinda weird. The tutorials there were a little dry, but to practical, and to the point. Only adjustment I'd have made would have been to remove the forced linear progression of the tutorials.
@@DemonKnight94 precisely, i think a great tutorial mode for tekken 7 should have been a very young heihachi and kazumi learning how to fight.
it also would have been good for the story so it's not just a random/lazy exposition dump.
but honestly, i just can't see the tekken team doing this correctly unless they're willing to get good/do better.
fighting games really need to improve the learning experience and non-online VS mode content.
I've been playing tekken for years and this game is still ridiculously difficult. It's a constant learning process and that's why I love it. You are always progressing.
This is so valuable to me. I started to play Tekken 7 starting with zero knowledge of the mechanics for this game. Sure, I've heard about the Korean Backdash and movement but I've been lost in where to start. I just jumped online and I've been 0W 92L so far, but the game is very fun so it just keeps pushing me to try to get better with my character which is Kunimitsu. Thank you for this video.
as long as you're having fun, then it's good ass tekken
Here on the channel they have some ideal tutorials to understand what the mechanics of the game are about, as well as some specific characters. I would recommend you visit PeterYMao's YT channel, he has an excellent series of videos that teach you the fundamentals of Tekken, even with small practice exercises for you to do. In Tekken the important thing is not to win matches, but to achieve small objectives within a round or match, regardless of the result obtained. The victories will come as you apply what you have learned from the fundamentals.
@@Dead-Lit Awesome, tyvm for this information. I'll be definitely checking this out.
I remember when I started with tekken 6... got my butt whooped all the time, but i still had a blast. Make sure to have fun and you'll develop your skills and character(s) over time.
@@The1337nut Will do, tyvm.
It’s not even just with block punishment, throws have examples that visually don’t make sense. Bears’ throw from HBS grabs the opponent with their face, so it’s unclear if it’s a 1, 2, or 1+2 break. Once you learn that it’s unbreakable, you have to duck it, but the animation of their head LITERALLY passes through the opponent when crouching. This is EXTREMELY frustrating to see, and is another knowledge check that feels un-necessary.
I think it’s fine to have unique properties on throws/attacks, but they need to be designed in a way that visually makes sense. With spotty netcode, pay-to-win frame data, and no communication from development, it’s no wonder that examples like this make players one to stop: they feel as if it a never-ending battle.
Thats hit boxes for you its kinda like playing tag and you grab clothes ya know
I think the grab animations in general need changes. I think if they make each grab color oriented over having the players only notice the leading hand would be much more approachable.
@@jojo7315 Colored throws sound like an awful out of place mechanic. Rather, they could just make the character grab the opponent with one arm only unless it's a 1+2 break. Though that would definitely weaken throws even more than they are already weak.
I'd rather remove the entire mechanic because it's a useless way of mixing the opponent considering the game already has a dedicated mid-low mixup option, and throws end up just being a way to punish beginner players for not knowing how to break them. They're useless on high levels anyway
@@caiobruno8006 what a strange opinion. And theres already a purple color spark indicating a grab, so it cant be out of place if im literally inspired by the game.
4:02 To be fair to Bamco, some of the training-mode improvements they made alongside the frame-data DLC were heading in that direction, trying to give targeted feedback about the characters or situations that were blowing you up. But they didn't do much to advance them further, and didn't even seem all that interested in drawing attention to them or looking for feedback. And complaining about the $4 frame data seems to have consumed all the attention the community had to focus on the training-mode changes.
good to see wavedash again!! the topic of density and not knowing which thing to learn first hits very close to home--as somebody who tried playing tekken ages ago and never got the hang of it i never knew what i was supposed to focus since there were a lot of things it felt like i needed to learn all at once. and yeah i think something as simple as changing some animations to indicate attack level or frame advantage/disadvantage would be very helpful. like some attacks are JUST high enough or JUST low enough to not actually be what they look like which is a bit irritating. idk i'm not a professional
You don't know how happy I am to see wavedash back again!
the density of tekken is what drew me to it as a new player, and kept me engaged with it. I came from Melee though, so I was looking for another fighting game that was complex with a lot of things to learn. I love getting lost down the rabbit hole of learning a fighting game.
adding visual ques would reduce degenerate gameplay so much
in the midranks people will spam their string be -9 after and immediately que up the high/low crush launcher or power crush
you punish them 10 times for it. they will stop for a few rounds and then they go right back to it bcs they only have to hit it once to take 60% of your hp
In one of Maximilian Dood's videos, where he lays out a tier list of whether a fighting game is tight or loose, he stated that the density that Tekken 7 has in how you could approach things across a multitude of levels is abysmal. A few weeks ago I was helping a guy get into Tekken 7, but he got frustrated losing a couple of matches in a row online. At first, the game does not reward you, because the moment you play in some online mode, everything you thought you knew about the game is worth absolutely nothing and that is a big kick in the teeth to all newcomers. I'm not saying that the game should lower the level of difficulty, but the game should work on bringing the player closer to learning how to play Tekken in its different levels of difficulty.
This was a really well elaborated way to try to explain this game's density level since ,in my opinion, It's dificult to even find a beginning to the argument.
I basically started really getting into tekken with the launch of tekken 7, sure I played most of the games (all until 5 dr) growing up but i forgot about them for some years, and i just picked up king cus he was the character that i still had muscle memory of the moves i spammed with him as a child and jumped into ranked.
I got rekt real hard for a while until i started watching tournaments and realised how complex the game really is.
That motivated me to relearn the game from the beginning. I started with learning how to move, then fundamentals(poking, how to check if you're plus or minus,etc), watched A LOT of informative videos and only after i really started to learn to play a character and i gotta say it really helped me a lot.
I think the main topic on this conversation should really be where the "density" of the game really lies, because as it stands, the game has two separate areas. It has the fundamental, core gameplay-driven depth; You have a tool for every situation, you can react to almost everything in several different ways, etc. This is the good part, it's what people usually associate with Tekken, and it's what allows you to express yourself in the game. The other part is the complexity, the part that makes Tekken sound bad when you're talking about how dense the game can be. Excessive moves that have little to no function that are from prior games, unintuitive and very specific knowledge checks that force you to react in a specific way, etc. This entire part is basically just there to gatekeep beginner and intermediate players from playing the game. To learn how to beat them, you NEED to lab those thousands of options several times until it becomes a muscle-memory response, and it's just not fun at all. Once you do learn how to beat it on reaction, they'll mostly become useless so people will stop using it at higher levels and you just wasted hours of your life labbing something completely useless. It's frustrating as hell to get beat up by a mediocre player using a bunch of those, then lab against them and never see anyone using it again until you forget how to deal with those. I think my argument here really shines when you look at either pro matches or matches between players who know each other a lot, or just players who know the match-up of each other's characters; Those are the most fundamental matches one can have in Tekken and to me it's the true Tekken experience. On matches like these, any gimmick or knowledge check used will be part of the core gameplay, because they actually have uses even if you know how to punish or react to it. Moves that are just made to gatekeep players will not be used at all because they lose relevance once the other player knows how to deal with them.
If you redesigned Tekken to have more of a visual language to express the mechanics of the game and made a simple clean up of things like that, I truly believe the experience would be massively better and more rewarding as well. But as it stands now, they can't change something like this without a massive amount of controversy, so I doubt it would ever happen without a reboot lol
You summed it all up right there 👍
They should make a new variant of the game with everything improved and name it "King of Iron Fist" or something related but still keep the Tekken series for the legacy players.
@@kayosensei They could just call it "Rave War".
Virtua Fighter 4 EVO still has the best training mode in any fighting game I’ve ever played.
Even if Tekken had a tutorial it would only scratch the surface of getting new players good. It’s way too many characters to not get cheese’d out by something they’re not familiar with.
Came here to comment about VF 4 training mode. At the time I came across from Tekken 3/TTT and just began playing VF. That training helped me get up to speed very quickly in VF and made me wonder why Tekken was missing that. That was nearly two decades ago. It’s surprising that Tekken didn’t try to match that training after such a long time. It would only make the game more fun in my opinion. I legit understood why I lost in VF when I did because the mechanics made sense to me.
@@pucs82 totally agree. Tekken needs some sort of in game tutorial because the game is so nuanced. Just the wake up options alone deserve a guide lol.
8:58 they do tell you about Punishment,they tell you how to Punish and Not too long but easy Combos, You have to open My replays and while watching a replay you open the menu and select the option to show Punishment techniques it will pause the replay whenever the opponent is minus and will tell you which way you can punish it.
It is not optimal. Its very basic and sometimes doesn’t show the actual best punish. Its really not too helpful other than remembering some important moves. But the thing about tekken is that there are a million situations and there are a million answers so most of it you have to find on your own
@@swagdaws8824 Sorry😅
I didn't mean to write Optimal but they do show you what's the basic way to do these things and it helps because you don't have to spend time looking at what moves are minus you can just look at the replay and it'll show you if move is punishable but what I do not like is that they leave everything else for YT. However, We do have leaks that say that they have an awesome Tutorial mode in the next game, they left the game's name anonymous but we all know that it's Tekken 8.
@@Necropantz I agree that they should have done more, it's like it's leading you somewhere and when you finish this one there will be an advanced one but there's not, so I think they directly took the Tutorial mode they were building for T8 and gave us a taste of it. Which is why it feels like it's incomplete.
Interactive tutorial at the beginning of the story mode to teach new players of the basic mechanics (frames, punishment, whiffs, pokes, combos) should be added to make the game more approachable, and therefore, more fun.
I think I was pretty unusual in that despite me not playing a lot of fighting games, I love boxing
And so the concept of playing Steve in Tekken kept me hooked long enough that I ended up learning most of the stuff within the game (I’m yellow/orange rank so take that last bit with a pinch of salt)
But for people who don’t play fighting games regularly, there are so many barriers to Tekken it’s unreal
Just explaining what block and whiff punishing is within the game on startup would help sooo much to some people
I’ve always thought having a “Tekken community” tab would be great within the menus.
Namco would effectively say “x video” is a namco approved tutorial for Bryan.
Creators get paid a bit, Tekken finally has in built tutorials within the game and you build the community
Or even having on character select having an option that plays a 20 second video on the characters gameplan
There are lows (hellsweep) where when you block it, you can SEE, you gotta attack now. They should just keep that goin for every move imo.
For beginners I recommend
1. Key charge
2. 10 hit combos
3. Rage Art & Drive
Playing tekken since tekken 2.
I've never loved and hated a game so much.
Here's a fun brain bender: Bryan at -1 with his new 1+2,1 actually sets him up almost perfectly for a punch parry counter. So it's either stopping momentum and a *safe* option to encourage an opponent to back off or it's a parry trap for those who go for a jab as their quickest punish. Alternatively, if the punish is a foot, there's only a fee characters that can punish with a low launcher, if any at all due to the pushback.
Tekken favors dedication to a character, but it would be nice to see explanations for direction and playstyle. Go try out Custom Robo on the gamecube and the competitive circuit to see a really good example of instructional gameplay with depth.
Tekken is one of those games that I enjoy watching but I don't want to actually play
Tekken 4's "Training Mode" was excellent. i wish that they expanded upon it in the later games or at the very least kept it in. i spent hours in that mode as a kid, and it honestly helped me to understand the idea of 'key moves' at a really early age.
Tekken 5 had an accompanying strategy guide by bradygames that also listed each character's key/best moves, and i used to be obsessed with reading the guide's description of the strengths and weaknesses of each character. i just wish the game itself took an effort to actually portray itself as a learning experience
Command attack was something that helped me learn character moves. I hope they bring that back one day.
The problem with a practice mode in Tekken, i thought recently, is the sheer arbitrariness of everything.
The tutorial can't say "hey there are all these different things you can do, you can use + moves to keep pressure, you can Backdash, you can sidestep, you can just block and punish unsafe moves, you can use throws, which have different breaks depending on the animation, low parry, and much more!"
Because then it has to show you those concepts, and it will have to acknowledge all the weird arbitrary things like unparryable lows, highs that look like mids and mids that look like highs, dozens of moves that look innocuous but are +4 or something, weird evasions, throws with weird properties, unblockables and how to stuff each one, etc.
"You can't possibly see it by looking at it, but that mid launcher crushes highs AND lows"
"You can't possibly see it by looking at it, but that specific low kick is actually a knee"
"Don't block that get up tackle or you'll get floated, better to get hit on purpose"
"Yeah there are some moves that are slow as hell, horribly unsafe and with no reward, just ignore them"
You see where I'm going. Some things you can put in a tutorial in some way, but I mean, there are so many stupid, pointless knowledge checks that either have to get removed or be put in character specific tutorials which seem a bit unlikely
Tekken 8 needs new animations bad
I swear.
It's funny TheoryFighter mentioned how a lot of Tekken follows certain "rules" because that's the same thought I have and it's helped me a lot in my Tekken journey. It's something that helps a lot when don't know the exact frames on moves. Now, learning some of those rules takes times and there is stuff in Tekken that seems counterintuitive. Prime example is the aforementioned Phoenix Smasher looking like it's super plus on block, but actually being launch punishable.
Great video and discussion. Tbh im shaking with fear and anxiety over the new state of the next tekken man. 😱😫
Nice to see theory fighter on this, I've maybe already commented BUT, get the smaller Tekken creators, dunkey, Leon Massey (you've maybe had him on)
As a casual player i don't have to worry about beating Knee or JDCR at EVO finals this year, so i can concentrate on becoming better one little piece at a time. As long as i concentrate on learning it's fun and interesting and when i only think about winning a match i only get negative thoughts when i lose, so i only judge my progress, not wins.
I never really read any opinions or anything about tutorials and if people do them, but when I heard Theoryfighter ask how many people do we think played Guilty Gear Strive tutorials, I was actually surprised lol... That game's tutorial is amazing, when I bought it day one, it basically taught me the game and I wasn't really good at 2D games at the time, but I understood the basic things and everything else I didn't understand I could just go back to later and try to understand again after acquiring game experience. I wish people considered tutorials more, SF6's tutorials are also great (I still think that Strive's tutorials are the best so far)
I think the tutorials should unfold slowly. First you are allowed to fail, you get hit by a category of attack 5-10 times, say a hellsweep, or a grab in certain span of game time. Once that happens, and the session is ended, the game should unlock tutorial that tutorial and send you the notifications that the tutorial is unlocked. That's when I will definitely go check it out.
Great to have wavedash series back, started tekken 3 months ago and your content has been very helpful keep up the great work cheers
Cheers Tony!
Arya-san, i hope your passion will only keep growing! your content is amazing, very interesting and truly helpful.
I'm a beginner, last night I got into a long set in player match with a more experienced player. I thought, damn what a nice guy giving me this long set. I didn't care at all that I had lost 20 in a row. Then he plugged on the match I was about to win, in player match - which i'm only in because i don't like playing ranked in a game that 1) saves rank locally 2) still routinely crashes years later 3) has no good solution to pluggers 4) dead average netcode 5) dead average anti-cheat. There's about 50 things they could do before tweaking block animations.
@@Necropantz the discussion alluded to improvements that could be made so it's loosely related
Guilty Gear Strive has one of the best training modes and combo sharing systems I've seen implemented in a fighting game. That and the rest of Tekken's offline modes need a massive overhaul.
Regarding Guilty Gear's visual language, IIRC there are 6 levels of attack, each has the same blockstun on ground, with distinct visual effects & sound effects!
It's weird to hear Mr. TheoryFighter without a Black Metal OST
Tekken's visual language is pretty alright, yes there are those heihachi moves tht look plus but aren't, but that's exactly the point, you can distinguish plus moves from minus moves so much that an intentional exception does indeed throw you off. Strive doesn't do any of that and minus moves look the same as plus moves. Btw dust having a special effect is really weird because it's not even an unblockable. Strive and Arcsys games in general have a too much stuff on screen problem.
For visual language one can really refer to Fantasy Strike. Just like in Tekken you get a glow when you power crush, but also you glow when you are invincible (which no other 2d game does properly), you glow when you parry, and they managed to put frame data into the game via hit sparks, you would think it's gonna be distracting or make some stuff work differently, but no, you can actually barely tell in-game that it's actually an indicator. Basically when moves connect they produce a little circle hit spark on top of regular hit spark, it glows red or blue for plus or minus, and its size determines how much it is plus or minus. You normally just can't meaningfully pay attention to it mid-game, but if you really wanted some actual frame data indication, it's there. (There is full good frame data in practice mode btw). The only thing it's lacking is the punish indicator that Tekken does have, and it should have been mentioned
I definitively think Tekken's density is pushing casual and new players away from the game. Even when they buy the game because it looks cool, They get turned off when they don't understand what is going on or how much the need lo learn to start playing it properly. Even when someone is a fighting game veteran they might think they don't have the time to get into Tekken aswell. Conversely it's the density that makes it have a lasting appeal and makes it unique in many ways.
I learned of the reputation of Tekken and it's depth/density,and that's what made me want to pick it up
I made a larger comment about it in the general comments, but summarizing it I think Tekken has two different ways of density. The game is super deep because of all those options you have to react to situations, but they're not what turns people away from the game. It's usually the other side, the part that requires manual labbing and extensive match-up knowledge that does.
in my opinion is +1 very important for frame traps like CH full jab strings and for trading in your favor
It's definitely important and something to be aware of! Wanted to reinforce that you still have many defensive options though.
Yo! Theoryfighter I'll need to watch this full thing, would love a season 2 of the podcast where it is Arya and a small kinda Tekken creator.
Dunkey plays Tekken would he give you an hour and would you let a total casual talk?
I'd love to talk to Dunkey!
8:30 he says if you play for a month you will be able to deal with jab checking.
Yes, if your a fighting game player, if you just mash or your answer is use armour move (which a lot of people at a year or 2 of playing).
I think fighting game veterans forget about new players who don't know notation.
I joined a lobby tonight, the guys said oh yeah I played since 1997, they just mashed, no KBD no nothing.
A month yes you should be able to deal with jabs IF you are trying to learn frames or what have you
We're back !
Fighting yes are stuck in the past with making little inovations into improving the learning curve for newer players. Tekken needs a away to capture the attention of newer players while ensuring that older players are properly rewarded. Good tutorial modes and higher prize pools for events that are generated by the game itself.
Just play the game without the expectation to win. Just enjoy learning thru experience
If you really want to learn tekken this is my way of doing it
New-Pick a main example Lee(cause he is mine).open up practice mode and learn his moves,practice his staples and buy the frames dlc .
Beginner:open up treasure hunt and play till you lose to a character if you lose to a character go to practice mode and see which moves were beating you and try see solutions to those moves . Play treasure hunt till you feel really comfortable.
Amateur knowledge of you main still beginner:find out your playstyle ex: even though lee is a defensive character I like playing him with few + frames on block moves and counterhit baiting (works wonders on low ranks) Start playing ranked online you ll do fine till you reach a plateau in the cyan-green ranks.
Good knowledge of your character.Amateur knowledge of the game:Start Labbing characters.Start optimizing your combos for damage,walls,floor breaks etc.(plenty guides on UA-cam)Refine your playstyle and make flowcharts that challenge the knowledge of your opponent. Congrats you reached orange-red ranks.
Decent knowledge of your character,Semi-good knowledge of the game:Refine the basic things of the game Punishment,sidestepping,combos hell even mind games start abusing your cheap things cause every character has them(ex.df1 magic 4 and back 4 of lee.)use less your flowcharts and wit a lot of patience you will reach the purple ranks from here on you are on your own find your own way of ranking up cause every player from Fujin to emperor(guess that is my limit) which I reached is unique.
And !!! The biggest tip of all find a friend that also is at the same skill level as you and challenge yourselves I can’t thank enough my friend cause he is the only one that made me stick to the game when I almost quit the game 3-5 times
Evil was most known for his LG, not railgun, that was k1llsen
At 7:10, are there any visual cues to tell the player that you are at an advantage/ disadvantage or if a move is safe/ unsafe in Guilty Gear? Sorry, I'm still a newbie.
That allure of being able to excel at one specific thing in a game is one the main things that seem to draw people in to shonen manga/anime as well (and especially sports anime).
You have protagonists who are avarage to bad at the skills required for their choice of life, but they have this ONE standout skill they specialize in that allow them to excel (and a lot of times, the specialized skill might seem worthless at first, but their ingenuity makes it useful). Likewise, the antagonists have specializations of their own, but they are usually framed as cheap, overpowered, or unearned, and their over reliance on it becomes their downfall.
It kinda makes sense why the crossover of people loving both fighting games and shonen anime are as strong as it is, even beyond just general nerd culture overlap.
Honestly I think Tekken's Density is what makes the game beautiful. While it can be considered a bit much for some (and I'm willing to concede that ), It really focuses more on the player's ability to learn and understand the game, which is something I tip my hat to, espcially for a legacy fighter like Tekken!
Qqq
One piece of advice I would like to give to any newcomer is to learn the offense first. Get comfortable getting in and just hitting your opponent first that way you can start to enjoy the game. Defense in this game is the hardest skill, and that will come gradually.
Starting tekken i used to enjoy that first move what kinda mood are you in? Respect or disrespectful moves i call it greedy plays. I love greedy moves and guaranteed damage pokes vs good combos i grew into learning what i can get outta what punishment came slow needed to get beat up alot in tag 2 steve main since 6
There this mod that overlay displays more formation about moves sometimes i use it in player match becuase i dont feel like labbing. I also wish tekken had a bit more visual Clarity of what is plus, what is punishable, what is duckable, i dont think there ever do it tho.
i think the “you dont know where to start” and “the game is too dense and theres too much to learn at the start” ideas are incorrect.
where do you want to start? wherever you want. theres a near infinite things to learn, just start with what you think is important. people will say that you should learn kbd first. a new player might find that boring and not understand why its important. people will say you should learn block punishment first but the importance of that depends on your character.
if all you know how to do is mash then just mash. you can learn whatever you want at whatever pace you want. you will learn all the important skills and become a strong player if you keep playing and having fun
i mean you need to play the game to see what you need to learn next. i keep getting hit by junkyard, i need to learn to low parry. i keep getting pressured, i need to learn kbd etc
Tekken 7 is the best fighting game ever made hands down now with that being said let's get ready for the iron fist tournament 🙌🏾
Is the full podcast available?
Block animations are so obnoxious - not even for new players either.
I have something like 900 hours in T7, and there's STILL times where I look at like, Lidia's hopkick and have to remind myself "Yeah shit, that's -13." because there's just no visual clarity.
King's CD1+2 is -5 to -3 on block depending on situation, but it looks plus. People very rarely contest it on block because people don't use it very often, and who's gonna lab all 900000 King moves if they don't play him??? It's absurd, and I'm a king main lol. Labbing shouldn't be for rote memorization. Especially not when you can't even lab characters you don't own, which is a whole other can of worms.
Great vid though, looking forward to more podcasts!
lol his attempts at electric came out as dickjabs
Learning this game now is stressful
Yo, please get this info to Bamco
I did the Guilty Gear tutorials...
I really want an in game Korean back dash guide I still can't get it
GOOD
this makes me want to play some games 🤣 great work Arya!
Iron fist tournament is not for the weak 😂 I was driven to learn t7 by wanting to beat a friend haha now I Clean him up and don't eat every single raging demon 😅😅 most op move against new players lol
The simple approach:
Safe string to pressure with,
Normal hit launcher,
counter hit launcher,
reliable punish
The rest is just getting used to the games feel. (Edit:) Also never learn fighting games alone!
Doesn't "punish" come up when you punish something though? Or is that only in training/replays?
It only appears in practice mode. When it comes to a real fight, you must know the movements of the opponent; if you are at advantage/disadvantage to punish them when you block or the opponent's move whiff.
it's only in practice mode that shows punish in an actual game there is a sound q that happens or you need to to be quick to act on it .
Damn i thought it did also. Thats wild
Am I the only one that learned by getting constantly clapped by a tekken god ☠️🐆
6:00 I play the tutorials... They're just all boring af (except VF4E) :(
Tekken is now too bloated. It now involves so much homework to learn it, few players master it unless they devote all their time just to Tekken. It would be great if less bloated new 3D fighters got released but the fighting game genre is going through a trend of new 2D fighters at the moment, which is a shame.
Just say punish. NO! Please don't.
I'm fine with the animations being more readable.
Oh TF just says that MK has good block animations 🤔
First
i didnt feel what these noobs calling "hard to learn" everything was a challenge for me never in my mind I say its hard, play as long as its fun I will never grow tired of it, I was beaten down by a lot of players lost a lot of matches still never discouraged me.