When I host tournies, I always put “4 Bar” in the title, and kick 1 bar players.
I went to a small local Monday meetup yesterday, it was fun for me to run into new players and see their mistakes.
They know combos, but the application of putting moves together isn’t there. I guess I take for granted the experience I built up.
I played against a Leo player who was a Virtua Fighter player and a Shaheen player who came from Smash, and they had the same exact mistakes/approach.
So I was lecturing the Shaheen player afterward and felt like an old man…hopefully I didn’t overwhelm him.
Basically told him that he needs to be more aggressive and pay attention to what is happening after he puts me in certain situations…and taking advantage of frame advantage or pauses/unfamiliarity from the other player.
I played Heihachi vs Shaheen and I don’t know anything about Shaheen, so naturally after blocking certain moves I would continue to block, or backdash as a safe option. I told him if he observes hesitation, he needs to follow up and continue with attacking or doing mixups (stringing moves together)…the way he has to learn not to attack is if he gets punished or counterhit…which I wasn’t doing at all.
Told him he needs to start using more jabs, df+1, and quick moves if anything as a “check”.
I was doing 1,1,2 on block with Heihachi and he didn’t try to jab check me or punish afterwards…
Basically he was putting me in block stun situations, I didn’t push buttons…the next time he put me in the situation… he would still do nothing, which allowed to be like “ok it’s my turn.”
you really want to end you combos with hellsweep, 1
1,4 is only for wall carry and to position them closer to the wall the hellsweep ender allows for crouch dash mixups
normally kazuya doesnt have alot of hits in his combos they are straight damage so df,1,4 is only when you have the most amount of hits and you do the tail spin for wall positioning.
if you do that ender without wall then they can instant get up since its not a hard knockdown. then anybody that knows mishimas knows that you go left against them to avoid most of the mixups
you being smart will see this. it will create hesitancy and now they have reset the neutral
GDHs post are the enders you mostly wanna do along with f4 for spike situations
I dont use ff3 enough with him yeah it can be stepped but you arent supposed to be pressing alot of buttons with kazuya anyways. you should be constantly realigning yourself.
the hellsweep is something that nobody wants to get hit by and they will occasionally twitch duck
and it they are doing that that means they arent moving as well as they should be. which means you can fish for it more often.
sidenote i faced someone who liked to twitch duck/fuzzy guard alot
and i get irritated by them the most but always remember that they arent moving well if they are doing that then and they are inviting the mixup.
You got the CD>throw(KD), ff+3(combo starter), Hell Sweep(KD), uf+3(KD), EWGF(combo starter)and Twin Pistons(combo starter). Twin Pistons is also hit confirmable. But yeah, as stated above your go to combo ender is Hell Sweep+1. You take that and mix in df+4(hit confirm)4,f+4, WD into B+4(that Devil Jin kick) , df+3 or 1, and your jabs. A lot of people ignore uf+3 because it doesn’t lead to a combo but it does low crush. Mix in some CD into a SS and pop an EWGF some times.
I hear you on that weak offense he got. Sometimes, just mess with another Mishima and it’s a world of difference.
Seen Knee play Bryan makes me want to learn that character.
Man this game has so many good characters that you want to play them all, but is so complex that is too hard to be able to do that. I’m guilty myself on not concentrating enough in one character.
so glad to see knee win hes one if not my favorite players
some players are feel players but their awareness is so high so they are constantly analyzing the landscapes formulating how to close in on windows, how to back off when to intercept and when to move to another angle
his subtle adjustments and his knowledge, fundamentals and overall game sense are a big reason why hes one of my favorite players
I haven’t played T7 for a while, and I think the biggest detriment for me right now is that I feel I’m at a point where if I want to get any better at the game, I’d need to learn the ins and outs of every opponents most common strings and if they need to be sidestepped, ducked or parried during certain points, otherwise the opponent is just gonna bully me on the lack of MU knowledge.
Am I wrong in this assessment? Am I missing some universal cues to tell when you are good to SS/duck someone or do you just have to learn the hard way?
You learn all that shit bit by bit tbh.
Just mass a lot of ranked matches, after a while you find people playing deathmatches with you where you gather a lot of matchup knowledge just by playing and find a reason to motivate yourself to research all that shit.
On top of that the better your movement and whiff punishment gets, the more you can equalize shit you can’t deal with. If that motherfucker can’t reach you with that unknown move or string and gets launched for it a couple of times you just managed to take that shit out of his effective repertoire without knowing anything about it.
Also with pretty much everything, at least for me, even if I know what to do against it in theory, I gotta play tons of matches seeing the move to be able to apply counters.
But yeah I feel like Tekken is not a game you get good at quickly. Feels like a long process. But I’m also an old fuck with a learning deficit. I couldn’t even get good at SFV after playing that shit for a year.
Strings are usually punishable in one way or another, without having to be sidestepped. The rule of thumb is that if a string ends in a mid or low, it’s usually unsafe. Strings ending in highs are often safe on block, but they can be ducked.
There are exceptions to this, of course, but learning that basic rule helped me out a lot. Getting used to the different animations is going to take time.
Also, don’t underestimate the power of pre-emptively backdashing out of the range of a string to punish it on whiff, or pre-emptively sidewalking to do the same thing. Knowing how to beat a string is useful, but being in a position where the string can’t even hit you is even better.
^ learning match ups in T7 is hella hard, there are characters you run into all the time such as law, paul, jin, kazuya etc.
and once in a while you run into a Panda player and you have no clue what’s going on lol
I was going to reply back and say “neither, just block or backdash” at the below quote:
But your advice is much more helpful.
Makes sense if you play Kazuya though, since you’re limited on moves, you gotta focus on learning how to block and avoid stuff well.
One tip you can do in player matches when you’re not playing seriously to win. Just block, stand there and block, dash up and block. When it feels like your turn…don’t even push buttons, keep blocking.
You have like 6 rounds to figure it out.
This is the equivalent of playing Ryu and walking forward blocking without doing a low mk.
*You will notice after blocking some moves, where the opponent does not follow up with an attack. That is a clear indication, that it was your turn to attack, and your opponent was respecting your turn. Make a mental note of that move down in your head…you just learned something new about that string.
Liang: Against Panda, sidewalk right from medium range. punish his df+1,2 (twin pistons) on block. punish his b+1 armor break move on block. punish 1~1, or 1~1,1 on block. Don’t attack after blocking a standing 1 or a db+2 (low swipe) on hit and be aware for people who like to use his hellsweep after you lose your turn.
If you play Paul, I think Panda is decent since he can punish deathfist on block pretty easily…and his legs are too short and further back so demolition man is not as effective as it is against other characters.
Set your Steam name to something that isn’t related to fighting games and sounds casual like DavidFutenburg504 and everyone will accept you, 100% guarantee
Maybe have a profile picture of Bono or something to seal the deal
i pick akuma all the time for bears lol
gotta do it tired of having to deal with them laying down and hunting stance
akuma makes them play different with fireball spam and staying in the air so he has to focus on that
and dive kicks
i love akuma against bears
When I said earlier that I thought electrics were easy on hitbox, it turns out I was wrong. It was easy on keyboard, not on hitbox.
I have no idea why, but I just can’t do them on hitbox, while keyboard was really easy. Tested both just now; 80% hit rate on keyboard, 5% on hitbox. Weird. Might be how my hands are positioned.
Oh well. Means I’ll have to stick to a non-Mishima rather than practicing electrics all day. Which is probably for the best My movement’s still a lot more crisp on hitbox though.
Yo dudes, I got permission to mod the Tekken subforum so I can clean up the stickies and whatnot. I’m definitely adding @Appomo’s thread to the stickies and this general thread. Anything else people had thoughts on posting to add to the top?