My problem with this game, besides never playing T6 for more than a few hours, is that I can’t figure out how to move. Everything feels awkward. When I tech, it’s like I’m always teching at the wrong time, or every one of my opponents is reading me somehow. Or maybe I just don’t understand how teching actually works. Sometimes my character just doesn’t get up and gets OTG’d forever.
On my feet, it just feels like I’m constantly underwater. When I watch people who actually know how to play, they look like they have a freedom of movement that I just don’t understand. I thought the secret was just backdash canceling, so I spent the better part of a day learning it, but that only lets me retreat faster, not dance all over the stage like I own the place. I have combos, I have patience, and I have my characters (Asuka x Kunimitsu). All I need now is to figure out how to not stand still like an idiot or flop around like a Magikarp.
So movement is the main difference between Tekken and SoulCalibur (if you’ve ever played SoulCalibur). In SoulCalibur, everything feels much more fluid and just easier all-around. Tekken is a bit of a different story and requires tricks to move, as you’ve already discovered. The secret to movement is essentially backdash canceling, but not just the backdash part. You can take the mechanics of the backdash cancel and apply it to other directions of movement as well.
Forward dashes can be canceled back tapping d, d/b, or b. This way, you can kind of use backdash canceling in tandem with canceling your forward dashes to create a bobbing effect. You aren’t limited by backdashing and then forward dashing and then backdashing again, either. As long as you get comfortable with canceling your forward dash, you can use it repeatedly to create a cautious advance with the readiness to back off at any time. You can combine these dash cancels with sidesteps to create a slightly vulnerable weaving motion (completely unnecessary), but it keeps the playing field in motion if your opponent relies on very linear attacks and you feel that you’re at a safe enough distance while doing it. You can cancel steps with d or d/b as well, so you can extend the cancel mechanic into your sidesteps and other dash cancels to create continuous movement.
If you try a character that has a command dash, you can use that instead of your regular forward dash to apply really intense in-your-face pressure while still retaining all the contingency options that a regular forward dash cancel does.
You’re almost there, gotta keep plugging away.
I think I’m going to make a movement thread tonight to help people out with this. Super important.
Thanks for the advice. I’m comfortable moving around in pretty much every 3D fighter except Tekken, which really blows my mind seeing as VF5:FS is supposed to be super technical in every aspect, but movement in that game is super simple compared to this. I’ve been trying to imitate some top players’ movement patterns to see if I could get it down, but it always felt like I was missing something. If you can just cancel any direction with d/b, though, that explains a whole lot.
dont feel bad, i feel the same way, im wondering if since this game might have been made and developed for arcade cabinetes long before SCV worked on making the 100 pound sandbag effect and controls more responsive and the reason it was not implemented in this since its a pimped out console version of a Arcade game? today after i install my new router im spend some time getting the side stepping down and see if my octogate in my stick is impairing my game as i feel . my down down side step usually wont come out but , up up comes out just fine
Just went into training mode for testing, then online to see what I could figure out. Looks like the thing I was referring to was specifically canceling out of sidesteps by pressing b and d/b. I can’t do it nearly as fast other players I’ve seen… like, every other player I’ve seen. Literally every player I’ve ran into in the last few days can do this stuff and make it look hella easy.
Just look at some of the movement here: [media=youtube]WohacufVhHI[/media]
So I’m really liking the combo at 4:30 on this video. I can’t test it right now but do you guys think it’d work on smaller characters?
[media=youtube]vnGK4mTEvho[/media]
I’ve played Tekken casually throughout the years so I know a little bit about it. I only know rudimentary stuff though. I don’t know what competitive play entails.
Would you say that the main thing to learn is how to wake up? Because I know there’s like a million different wakeup options.
Tekken is SO strict with its inputs. I’m guessing there are so many moves, there is lots of overlap so you need to be very precise. For example, I often get a 1, 2 string instead of 1+2, or I’ll get down, down-forward when I just wanted down-forward. Trying to do dash, df+1 and I get f, d, d/f which gives me a crouch-dash upper instead.
No, I’m just not used to performing 2 button motions, or rather 2 button motions which are quite strict (in comparison to say getting an EX in SF). Obviously it has to be strict because of the overlap, If I press 1 on the frame after 2, I should get a 2, 1 (which is a legit string) and not 1+2.
:eek: Funny story. I started it that night and ended at 1:30 in the morning with not everything finished.
The same thing happened the next two nights in a row.
There’s a ton of stuff and I don’t want it to be too wordy at the same time. I’ll promise to try to get it done at the end of the week if people are still interested.
awesome, I’d love to give it a read. I feel like that was a huge part left out of the guide. It’s talked about briefly but not enough that I feel confident moving around.
Reading DarryH’s post on the front page of SRK makes me realize that I need to write a short guide to understanding Tekken. Not necessarily a tutorial and not necessarily an in-depth look at the game that will go above everyone’s head. Instead something that explains Tekken and why you shouldn’t really be afraid of a 50+ character roster.