Fuck me why is movement so hard in this game, Marvel is easier to move around in than this. My inputs are a perfect B > B > DB > N > B, Iām looking at my damn input history but get no follow-up backdash.
when you input the DB you also need to get the last input be a Back before going to neutral, otherwise that method doesnāt work.
so itāll look like bb,db,b, N, b,db,b, N, b,db,b, N, b etc
Iām pretty confident in backdashing on p1 side nowā¦but p2 is tough.
Now i actually need to learn to play the game fml.
They share some moves, but if you try and play Josie like Bruce you wonāt have much succes.
Sheās more of a āI borrow some of your moves and add them to my own!ā character, than a clone.
Success!
I remember sitting there as a youngin, trying to do Paulās ultimate tackle into ultimate punishment for 2 hours and getting it done only once by chance.
Thanks to modern technology and gaming websites, I can do that shit every time as of today!
Played Tekken 7 at my locals last night and just got a couple of quick Akuma questions.
My general gameplan so far is tending towards annoy people with fireballs and try to catch them with a sweep or 3,4 when they sidestep round and poke with df3 and d3 every now and then to change things up and potentially get a combo off confirming the d3 into tatsu.
Itās been sort of working but when I hit a knockdown Iām at a bit of a loss on how best to capitalize on it, right now Iāve just been going for a meaty fireball but I donāt feel that really cuts the mustard, any other ideas on what I should do here?
Also when I try to do b1, demonflip3 as a launcher it hits but my opponent falls down instead of getting popped up, does this mean doing this too early or too late?
Nice finds thanks, will have to check out the video over the weekend since Iām out all day tommorow but looking at that gif it looks like Iām using the wrong version of demon flip looking forward to trying with the shorter version like heās doing and seeing if that works better for me.
Yeah itās hard and that isnāt the correct input. As another member pointed out it actually needs to register another back input on the way up returning from the down back position before going to neutral or the cancel will fail. So B > B > DB > B > Neutral > B is the correct way to do it. If you hold your hand a bit closer to the the back position when you release it from down back it helps register the Back input before returning to neutral. So yeah itās back, back, down back, back, neutral, back. The trick is getting it to register the back input as you release the stick when it returns to neutral. The stick may not need a full return to neutral to register it in the neutral zone, depending on how large the dead zone is for the stick you are using. So controlling your realase so it registers the back before returning to neutral is the key. But yes itās hard because of needing the additional back to register before the stick returns to neutral. That is the trick to it.
If you arenāt using a back sway character you can use the simplified backdash method. Back > Back> QCB > Back. It is easier for some and works for all non sway characters. You can go back, back, qcb (tatsu input), back. To get the dash cancel. Aris uses that method. I use the proper method, but do struggle with my dash cancelling. It will improve over time as I get more use to the game and perfect my inputs. Iām a bit better on 2P side, also online itās just harder to do with increased lag imho.
Damn I played like 5+ hours today and just got done playing a great set with an aggressive dragonuv player. Havenāt had this much fun in a fighting game in years.
I made the best choice in switching off my mishimas and going with a less execution more pressure heavy character.
Whatās Josie playstyle centered around? I hear people say she has great punishment, but her WS punishes are kinda meh. Her mix-ups and low game are kinda weak too.
Very specifically not optimal highest damage stuff!!! Just easy to remember, easy to do stuff that has very similar structure, usually 4-7 damage off the ātrueā optimal combos.