Tekken 5: Dark Resurrection Part 2!

Some match of a tournament here in PR.

http://www.youtube.com/profile?user=TekkenPR

I cant break throws for shit. I can do juggles and blocked with moderate accuracy but i cant break throws for my life. Tips?

Doing the same juggle all the time is boring in Tekken, especially when certain juggles have certain purposes.

I’m sure you meant df+2. And that juggle is ugly and stupid. But it is easy. The df+2 not only flips them, but raises them enough for those jabs. But why do that when you can do 2, 1,2, 1,2,4?

Good, someone has been XCOPYing then. =p

That’s a day 1 juggle, and it’s strong in it’s own right. Replace the d+2,2,3 with df+2 and you just found the unblockable tech trap.

BORING~

Get Arturo and Henry to teach you how to block. Be prepared for some late nights. AND GET THE FUCKING PSP VERSION

Go to practice mode and choose defensive training. Pick someone with a quick double break throw, and a few variations on left and right throws(Jack is good for this). Set only throws on(basic left, basic right, one double break at least, and as you go on, turn on the ones with slightly smaller break windows), and set the interval to HIGH. From here, it’s just watching the arms and reacting accordingly.

What are some simple juggles for Steve or Dragunov? I’m sort of a noob at Tekken so the best juggles are a bit difficult for me.

I know some Dragonov… let me think. Launcher= d/f+2, qcb+2, qcf+2, ws+2

Launcher, f+4, d+2,2, d+4,1,3

CH f,f,2 or CH b+4, d+2,2, d+4,1,3

u/f+4, d+4,1,3

qcf+2, u/f+4, d+2,2 d+4,1,3

Thats all i can think of for now. Forgive me if they are newbish or not.

qcf+2, f+12, d+4+4, d+4,1,3 is another one I use often

Dragunov:
After d/f+2(works after WS+2 also)
-2,1, f+4, d+4,1,3
(works after a low parry. 52 damage.)
-f+4, d+4,4, d+4,1,3
(57 damage)
-2, 2,1, 1,3,2
(easy. 51 damage.)
-2, ff,n, 2,1, b+4,2->oki options
(d+3+4 will hit backrollers. d/f+3 will spike backrollers down in front of you for continued oki, I think that in theory an opponent that continues to backroll will never escape if you continue to do this. d+4,1 will pick up backrollers, the 4 will hit grounded and the string recovers before the opponent can punish after a techroll. The 2~dash is optional, just to add more damage. The juggle alone does 44 damage. My favorite.)
-2,1,3, d+4,1,3
(Earlier it was believed that this was Dragunov’s strongest juggle from the above launchers. But after the PSP release it was discovered that f+4, d+4,4, d+4,1,3 does one more point of damage and is easier. This juggle isn’t really worth doing anymore as it is relatively difficult to time and it’s unreliable because of poor tracking. 56 damage.)
-b+2,1, f+1, 1, d+4,1,3
(55 damage.)

After qcf+2
-3, ff,n, d+4,4, d+4,1,3
(72 damage. Quite difficult.)
-f+1+2, d+4,4, d+4,1,3
(68 damage.)
-u/f+4, d+4,4, d+4,1,3
(67 damage.)

After d/b+3
-ssu~d+4,4, d+4,1,3
(d/b+3 recovers in crouch. If it sweeps up the opponent then you have enough time to cancel your crouch by sidestepping up and then quickly picking up the opponent with d+4,4_1. 54 damage.)

After u/f+4
-d+4,4, d+4,1,3
(sidestepping down before d+4,4 will make the juggle more reliable. 55 damage.)

Just made some corrections.

Can someone give me some tips for Anna. What are good juggles and other good stuff with her thanks in advanced.

Hi, my name is Captain Obvious.

df2, df1, df32, db1 fc mix-ups

df2, df1, df32, df314 wall carry

ff2 catches sidesteppers

d4 is dope

df12 is a good mid string

df, df1 is a great throw

uf+1+2 is great for getting the opponent near the wall

Well I’m a Tekken n00b so I was unaware that juggles had actual purposes outside of simply doing damage. It never occured to me that one would need to think of spacing and distance when juggling; ie how close am I to the wall, is there a wall to begin with, will I be too far after the last hit, so on. I was under the ignorant impresssion that, OK they’re in the air, now it’s time to do my juggle that results in the most damage, then mix up to get in if needed afterwards, rinse, lather, repeat :S.

Yes you’re right, I meant df+2, sorry. And as for doing 2, 1,2, 1,2, 4, well I don’t freaking know, why is that better, tell me ;(!

<3

Unblockable tech trap :O? Plz explain!

Sorry, didn’t know any better.

D:

‘-’ GOMEN NESIZE (yeah I wrote that phonetically, HA).

I’ll talk to Art and Henry.

And I already have the PSP version you BOOB.

hahaha NOOB >=O But yeah, in infinite stages(no walls) you should almost always go for max damage unless your character has a disgustingly good okizeme game and an easy way to force it unless you’re a Mishima in which case you do the same juggles anyway.:rolleyes:

Simplicity. If you ever brainfart on a juggle, just throw some jabs then do 124/d+223. lol

This is some week one shit so you shouldn’t do it real often. Launch them(with anything) then do your standard filler(2, b+21, or whatever you use), then df+2. It’ll flip them over in the air to face down feet away, which is usually a bad place to be on the ground. It’s even worse because in this particular case, left and right techrolling won’t roll to the side as far. Right after the df+2, do her unblockable(b+1+4). If they’re stupid enough to tech to the side, they lose about 50%. Quite a few characters have “tech traps” like this, where if you do nothing or roll backwards out of their range you’re safe, but if you love to tech roll they’ll smack you.

hahahaNOOB >=O

Bah =x

Then you don’t really need them. =/ They’ll help you with shit that you can’t learn to block by playing the computer(because they won’t do cancels and shit), though. But do like I said with the other guy, go in defensive training and turn some random moves you see whored a lot on.

Thanks for all the help guys, I’m slowly but surely incorporating some of these into my game.

Steve Juggles:

CH d/f+2, or dck2:

d/f+1,2,1 f+2,1~B into flicker stance flk1, alb 2
~f+4, f+2 d/f+1,2,1~B~f+4, 1
~f+4,f+2 f+4,1 f+4,1 b+1~B~f+4, 1

CH b+1:

f+4,1 f,b+1,2,11
Hold B into flk, flk1,1 (no longer in flk) 1, 1, f+2,1~B~f+4,1
f+4,1 d/f+1,2,1~B~f+4,1

Just a few combos of his to get the ball rolling.

WTF at the guy who got 999 survival wins with mokujin and beat time atack in 45 seconds. I call shenanigans.

Thanks. :tup:

Hey guys i have a few questions about Tekken DR for the psp.

Can you use the analogstick? What would be better if u can use the analog stick or the pad? Should i do the pad hack on my psp? I normally play tekken 5 on a hori stick.

Question about feng.
Ive seen some ppl do. qcf+3; d/f+1; d/f+1; f+4,3 ok here they would do d+4 which is the stomp. what else can be done?

I agree. No one else yet has sat around long enough to hit 999. Did he do time attack with Mokujin too? If that’s the case then he definitely cheated, because some characters are simply incapable of <7 second rounds, and it’s damn near impossible to get a sub 50 second time…

As far as I know, he beat it with Paul, but I still think something’s wrong here.

The analog ‘nub’ is not good for fighting games period , I would suggest getting the pad hack. As for you playing on a hori stick a friend of mine who modded my D-pad also hacked his psp to use a joystick not sure how he did that though but i know he broke one psp in the process :sweat: