after df+3+4, it leaves you back turned(bt). That slappy move she has is bt 1+2(1+2 while back turned).
as for the dash, UF,4, after the 12 jabs, dash forward then high jump. if they techroll hit 4 just at the peak of your jump and you’ll hit them in the back. While their back is exposed to you you have a few options, although only one matters here, and that’s bt 1+2 again. That will combo for free. You can do other funky shit, but that’s cash right there.
I don’t know all the changes, but there are some easy ones. SBN were toned down (they’re still good, but not stupid good), Mishimas are top yet again, and some mid/lower tiers got buffed (Asuka, Bruce, etc.). You also have Lili, Dragunov, Eddy, and Armor King. Even former bottom tiers like Kuma and Lei have something to use now, so this basically becomes one of the most balanced Tekkens out there (it’s not perfect, but it’s much better than 5.0).
There’s probably someone who can give you a better explanation, but this is what I see to be the most obvious changes.
for bruce… the diagonal up/forward + right kick at the same time will launch.
I suggest you get used to the numerical notations as well. 1 = left punch, 2 = right punch, 3 = left kick, 4 = right kick. There is a whole bunch of other stuff as well. You should really check out tekkenzaibatsu.com and look at the legend over there
I logged on to the network they said my Ghost is Elegible to be in the next Ghost Pack.
My Ghost is JOHN MISHIMA
I don’t know if the Ghosts are accurate portrayals of the users style or not, Other wise I’d upload my ghost and have you all analize it and tell me where I need Improvement.
i heard they play just like the computer but do your juggle and that’s it.
and if your playing vs the cpu well that’s the 1st noob habit you gotta stop doing.
That’s right, no more high crush for the duration of the move like before, even though Christie/Eddy still get safe on block db+1+2 high crush WITH backdash:rolleyes:. I don’t know why they did this, it’s not like it was abusable at ALL, and it’s not like the acrual crush window was that big anyway, considering there were quite a few notable highs that still hit it. =/
Judging by juggle difficulty I’d say Nina’s a 3.5/5.
Bruce is the first character I learned and the is the first juggle I learned(I’ll use PS2 controller notations since you might not understand the standard notation yet).
(launcher)
up/forward+circle or down/forward+triangle
(juggle)
X,X, back+circle,X,circle
Also like l337 suggested, join TZ and learn the notation. If Nina is the character you want as your main then look her up in TZ.
Bah, I went to CF yesterday and there were like 3 Lili players there and ALL THREE did three different juggles when given the opportunity to do so. What the fuck.
One did u/f+3, u/f+2, 1,2,4.
Another did what I listed earlier, d/f+1, d/f+1, 1,2, f+2, 1+2.
One more still did 1, b+2, 1, d+2, 2, 3.
The first guy practically had my costume too, bitch!
STICK WITH ONE JUGGLE DAMN IT!
Also it’s apparent I have no fucking idea how to block in this game ever, nor how to get up properly either. A Ganryu player righteously perfected me twice in a row, after which I decided to choose my corner and began to weep like a baby.
I don’t know if I should even bother, the T5 scene here in NJ is literally non existant, and really it’s an entirely new ballpark to accustom myself to coming from a 2D plane.
anyways, on getting up, it can be tough, but you gotta make sure to mix up the way you get up. always doing the same thing to get up, like back roll, is about as bad as letting your opponent know that you’re always going to be blocking low. just mix it up with side roll, back roll, stand straight, and the occassional 3 or 4. also helps to know what the oki options are for the character that the person you’re playing is using so you know what your safe options are.
You sound like you’re just trying to learn how to play, so I’ll help you however I can. As far as juggles…
u/f+3, u/f+2, 1,2,4: It doesn’t do alot of damage, but u/f+2 turns their body around in the air, making it harder to get up(if you END a juggle with that anyway…)
d/f+1, d/f+1, 1,2, f+2, 1+2: It does the most damage out of any Lili juggle I know, but it lands them far away on a non walled stage, and more than likely slam them against the wall in any walled stage. Either way be prepared to chase after them afterwards.
1, b+2, 1, d+2, 2, 3: Does pretty good damage, and if you land this from the middle of any walled stage you’ll probably get a wall splat. You can land d/f+3+4 on their head after they slide from the wall in this case, but you need good timing.
The three most important things in doing juggles is damage, position, and difficulty. Keep in mind all three when deciding/making juggles.
As far as blocking goes, that just comes with experience. It’s alot more complex and fustrating than say 3S when all you have to look for is the occasional overhead. Only really concentrate in blocking/anticipating the dangerous lows(Bryans df+3, Hellsweeps, Jack’s d/df+1, etc), and breaking/seeing throws. As for waking up listen to ^.
Tekken is a fun game, but you have to keep working at it to be really good.