Frank… you should’ve just WGF with Kaz all day if they were spamming counters. It counted as an elbow and thus couldn’t be countered. At least back in tag… not sure if this still holds true. Lee’s knee works like this too. Counter-happy Asukas get KNEED IN THE FACE all day long… they don’t have good punishment for it on block, either. =P
Axe kicks are not punishable if you mean f+4… still + frames but fewer + I think and don’t force crouch. Kaz is still plenty beast. Just maybe not S class like T6.0. Still has 1,1,2 (no splat), b+1,2 splats and is 11 frames. WS+2 ALWAYS stuns on hit now… even at max range. CD+4,1 still sends them up on the wall for a combo off the low (more than almost anyone gets off a quick non-CH low). EWGF still like +5.
I definitely get the thing about lack of players, though. With 38 move sets (Christie and Eddy also have varying possible juggles on a couple launchers), there just aren’t enough people playing in Seattle to get enough to main every character, much less have several extremely competent users of each character.
… even in New York they only have enough good players to REALLY use a handful of the characters, at the moment. That’s why I’m trying to get as much experience as I can here, before I move back. At Green last night there were over 100 players in the arcade, cycling in and out on the 20 machines (couple out of order at the moment, actually).
I’ll be in Vermont from late August, but I’ll be online if someone wants to train and I have some time. =) As soon as it releases I’m gonna make a Lee vs. DVD showing punishes and strats with Lee against each character, also telling the frames each character is punishable by. If you learn your character and their punishes, watching that will give you a good idea of how to fight against other characters’ stuff and what to punish with. As for me, I take a notebook with punishes by frames, and punishable stuff by frames on block with me every time I go to the arcade (and which throws are what on break, and what position they leave you in)… gotta add string that are duckable or fuzzy guardable to it, then combos (it’s in part to learn Mokujin, and how to get better at fighting everyone). I try to get games in when I see high level players with rare characters so I can learn to play against them well, too (Yoshi and Miguel yesterday, yellow and red ranks). Anyway, if Seattle wants a jump start in Tekken despite the smaller scene size, I’d be more than happy to photocopy (you just pay for the copies) the entire notebook. This will greatly accelerate players’ competency in punishing and matchups I think. When a move is annoying you, look on the page and see what it’s at on block, if it’s a steppable/duckable string, or whatever else. Like a giant quick reference thing. Just buy a folder with 40 clear sheets, get copies from me, and slide them in–instant quick reference guide to get you started on and against all characters… at the start of each match flip to the page of the person you’re fighting. If a move is pissing you, try and work around it, check on it between rounds, and if you find something about it otherwise, add your own notes after the match (yesterday found the best anti Yoshi ff+4 might be backdash after block… BT options whiff and I took free juggles… added to notes).
So yea, my typing is longish–sorry. The scene does lack new faces. Though I will be moving out of state for 10 months (back next summer), I’ll be online and I think my notes will be GREAT for a head start for everyone (sorry I can’t send them in a file… my work blocks the sites I use and I have no printer at home, so everything is hand written). I’m hoping my notebook will get everyone up to speed and maybe attract some new players from other fight games in Seattle, because it’ll help them understand the game and the matchups much more quickly. If they start a new character they can look at a page, see throw options, and punishments by frames instantly without having to wade through TekkenZaibatsu’s incredibly cluttered forums (I couldn’t find shit there for many characters so I started putting stuff together myself).
Example: Steve’s duck 2 uppercut it pissing and you’re playing Marduk (And your name is Robert Plummer? … Maybe not…). You check the list and see Steve’s Duck 2 launcher is -14 on block and that Duk has b+4 at 14, so you start punishing it every time you block. Steve’s Peek-a-boo shoryuken launcher you look and find is -15, which means you’ll get a launch with almost all of the cast (generic hopkick_uppercut, EWGF for Mishimas, JU for Bryan, ff+3 for Julia, etc…). It’s a quick guide to punishing and such without having to test as much…
So by the time I get back, each paper will have a collection of:
-Punishers by frame (from standing and from crouch)
-Throws’ escape input and frames/situation on break
-Moves punishable on block by frames
-Duckable strings
-Some fuzzy guardable/steppable strings
-A collection of combos
-General game info (wakeup kick frames on hit and block, stepping slides and dives, etc.)
-Other notes
That should be plenty to get anyone started playing AS or AGAINST any character of the cast. For more info I’m sure the TZ forums will have more stuff and will hopefully be more organized by the time the game releases on console. Consider this help to keep people from plateauing quickly and to get people up to speed.
So, if you are willing to pay for 39 double-sided copies (38 character sets + 1 general system paper), and a 40-sheet folder, you’ll basically have an initial game guide that might well have more info than the official guide that’ll come out later. If you want it after I’ve left for school, you can get copies from whoever already has it.
Later, when I do the Lee DVD thing after console release (SHOWING anti-char strats and punishes, fuzzy guardable strings, etc.), I’ll see that the files are uploaded to Preppy’s site. The info in the vs. videos will prolly be pretty useful whoever you play. Warning: IT WILL BE LONG!