The timing on Kazuya is different. Based on a conversation I had with Speedkicks, Kazuya and Jin (Regular Jin) Just Frame CD2 have the same timing.
I favor Heihachi heavily, but it is more of issue of me playing him since the DR. Devil Jin is reportedly the most âwell-roundedâ of the three Mishimaâs.
When somebody pressures you with 1, you can duck that shit and press 1, sidestep it since itâs very linear, or sweep that fuck for a full combo (if your character has a low launcher).
Normal throws (1+3 or 2+4) can be broken with either 1 or 2 and command throws can be broken with 1+2.
When you get knocked down itâs safest to tech roll with 1 or 2, or to hold back.
At the start you wonât know what you can block punish, so find a good whiff punisher and hit people with it, since all those noobs online loooove to hit buttons in the air all day.
First thing I tried to learn was ws+2 punishes. Those slow low attacks that usually launch, are so unsafe that you can launch punish them with ws+2 for a full combo.
Everything else can usually be punished by ws+4 since almost all lows are unsafe to a certain extent.
Find your top 15 moves including your whiff and block punishers (theres an article on the internet, google it)
Find your launchers and practice some super basic combos (launcher>filler>screw attack>ender)
Block high, react to or read lows (thatâs the hardest for 2d players since in SF itâs the other way around)
Go online and get fucked, then learn the game by examining moves that fuck you up in training mode and rinse and repeat until you git gud.
Also watch Hagridâs videos.
But yeah thatâs basically Tekken when youâre a noob:
You get fucked up by moves and strings, research the counters to them and try to apply what you learned. When youâre bored you practice movement and execution.
I guess somewhere in the future that huge puzzle comes together and starts to make sense, or at least I hope xD
Thanks for the tips man, really do appreciate it. Quick question though, what do you mean by ââws+ââ? Iâm sure itâs not while standing, I just really have no idea what it means. Getting used to blocking predominantly high is also probably what is fucking me up the hardest. Literally never played tekken or any of these 3D fighters before, save for SCII button mashing when I was 12. And here I thought learning GG was hard. Itâs way easier in comparison.
Iâm falling in love with the game though, and iâve quickly found a main in King.
Having hard time with Elizaâs DP. There is a strict timing to execute it seems for her. Mostly ends up doing the Dark Wave.
Doing Akumaâs DP is totally no problem.
This is literally making me inconsistent with my combos =(
Iâve been playing everyone tbh, I havenât really decided who I want to main because thereâs too many avenues with each character. Lars is nice and honest/pokey/punishes mistakes but then characters like King, Heihachi and others play totally different games.
I really want Lei back as well, I miss drunken fist.
Iâve tried Devil Jin a bit, but I like Kaz better. Part of it is design (I never really liked Devil Jinâs design, while T7 Kaz is fucking baller), but the big thing is that Kazâ playstyle fits how I want to play the game really well.
Youâre right about DJ being generally stronger though. Thatâs just what happens when youâre comparing characters with similar toolsets, but one character is designed to have a very pronounced weakness while the other one is incredibly well rounded. Donât think Kaz has ever been above DJ on a tier list; at best theyâve shared spots as top tiers (TTT and TTT2).
You have two possible input timings for it, so you can screw up the input slightly and still get the EWGF.
Deathfist is pretty much compareabel to Kenâs H Shoryuken.
Just the punishwindow isnât that obvious.
Iâm currently in a character crysis, I have no idea who to play.
I keep juggeling between Eliza, Josie and Asuka.
I tend the most into the direction of Eliza.
But I realy like Josies poke nature and that I can punish a lot of shit pretty easaly
Asuka is only on that list, because I remember some of the basic shit I did with her in the past.
So Eliza or Josie, I canât decide
Spoiler
Or I can play Lucky Chloe for the rage, the salt and the people adding me on Steam just to tell me I should kill myself.
Just out of curiosity, I throw randomly jabs out to check if I can interrupt strings or stop moves with it. Of course this doesnât end always well, but is someone doing something similiar?
I would say no in general itâs not a gd idea. A lot of strings r designed to catch u mashing. I have found that itâs better to learn when u can duck/SS in a string or even wait till then end of a string since most r punishable. If u wanna just test it once that fine but I wouldnât recommend using it as a legit strategy
Tekken players are not exactly right in the head, so instead of saying âWhile Risingâ they say âWhile Standingâ and use that in their annotations.
Itâs the state between full crouch and standing up.
Josie and asuka are similarly mid-range tier imo, but asuka has better tools from my experience.
Random 1âs are never a good idea. Also, most strings are canned so either learn how to block then punish or look for spots to low parry then punish.
You have to discipline yourself from throwing out random inputs. Better to focus on defending properly than to guess and risk getting hit in any random attempt.
If you want to counter jab anyone, standing jabs are not what you want to do. If youâre going to do a jab, crouch jabs are better. But thatâs usually against characters that do stances like Leo, Steve, Eddie. But even then I would advise to try SSing out or maybe a safe WS punish.
I think I just labbed up the extent of craziness that is Tekken 7âs defense and getting optimal punishes in this game without compromising your defense.
Just experimented with 3 attack strings of Leo that all start from the same starter, with every single one ending on a different attack level (high, mid and low).
So far I thought I would just have to guess and since 2 of 3 outcomes hit high and mid and the low doesnât do too much damage, I just assumed to block standing to minimize potential damage intake.
Turns out I was wrong because you can duck under the second hit in all 3 scenarios, as long as you stand up afterwards to block the rest if he didnât go low.
Then thinking further: When I am able to duck in all cases, why not just go for a low parry every time, and stand up to block if my assumption was wrong? Turns out I get a small punish if he ends in a mid from a 13f or faster punish, a low parry into Demolition Man for 30 damage, or being pushed back by the high, ending the exchange.
So I found 1 defense technique that works on a string with 3 branching pathes, and the worst that can happen is that we reset to neutral.
Obviously if my opponent notices me doing that all the time, he can just do the 1,2 end there and hopkick my face when I duck for the low parry or block. But damn the amount of mindgames that arise from this shit is insane.