Knee(Bryan) vs JDCR
SEA Major was my favorite event to watch.
Itās so good to see a Devil Jin win.
Qudans was the third generation Jin god of Korean Tekken imo.
You had Jang Ik Su in Tekken Tag 1 (Jin/Kaz, Jin/Hei)
Maddogjin (Jin in T4-Regular Jin)
Qudans (T5 5.0 or DR)
Then they nerfed mishimas in T6 and took away the knockdown one hit hellsweep
Jin is basically the Ryu of Tekken and Qudans is like Daigo to me so that was awesome to watch.
dem nina players are pressing more buttons all the time non stop online than hwaorang players do
itās like they are feelin they are in plus frame all the time
crazy stuff lol
It was good to see Qudans win
a very methodical, precise, devil jin
hes my favorite to watch because you can tell he is very patient and observant of the neutral and breaking his opponent down and when he needs to explode on offence or make a very precise, fast movement or read he can.
he knows jdcr better then alot of people and he used to beat him in tekken 5 pretty handly
checks him pretty good with normals and has excellent movement to match his. He made great adjustments to norma as well
To be fair, JDCR is only casual and young back then. Qudan is good at using pokes. He is good at utilizing other moves by DVJ. Other DVJ players focuses only on wavedashing, cd cancels and ewgf. I canāt wait to see him against JDCR or Saint at the finals of TWT at November 12. At Tokyo TWT, Saint 3-0 Qudan. At Taiwan, JDCR 6-1 Qudan at the grand finals. Qudansā win against Noroma is impressive. Noroma is also at the finals.
I love how people in SF insist on shit like overheads being reactable when they got a 20 frame startup and shit like dragonās tail in Tekken at 22 frames is hella hard to react to and Tekken people usually agree that moves at and below 22 frames startup are not reactable.
I think moves are easier to react to in 2D fighters because of fixed perspective while on a 3D plane the perspective can change.
Not only that but in 2D fighters moves are more animated in a way their silhouettes are read more easily, focusing on keyframes instead of full smooth animations.
This generation also has a problem with higher input delay on a bunch of fighters.
Anyway i personally canāt react to 20f overheads on PC in USFIV(Yun, Juri) but i can if they are around 22-23.
Another thing to keep in mind is twitch reaction and a reaction thatās based upon visually confirming the move. If i know an overhead is coming and i see the startup of a move, any move iāll stand regardless and i would block the overhead. But i would get clipped by a low. Twitch reaction is MUCH faster.
I find a lot of moves in tekken are difficult to differentiate from other moves during the early frames so reacting to āreactableā lows is already much more difficult for me than an overhead in 2D fighters(familiarity also plays a part ofcourse)
What iām trying to say is that you canāt really compare it by the numbers solely.
Taking input delay into account also, itās a bit bigger in T7. I found blocking hard-to reacts in T7 a real problem because of the delayed inputs, especially parrying them.
Smaller movesets also make reacting easier since you have fewer options you need to look out for. Plus, the vast majority of SF-players telegraph their overheads, making them easier to react to since youāre already expecting them.
Itās a lot easier to block stuff like dragon tail once Iāve seen my opponent resort to the option once or twice before, compared to blocking it if itās the first time itās being pulled out in the set.
Input lag also matters. I find it a lot harder to block hard-to-see lows without having to resort to guessing on PS4 than on PC.
I always felt itās somewhat harder in Tekken due to how fluid the animations are per move in approaching realism (no sudden quick movement in most cases) and can account for similar looking body positions.
In 2D games, or ones with your standard creative animation, the cutoff into a move that looks to be an overhead in terms of visual aid is quicker. Ibuki overhead for example? Leaves the ground in nearly the 2nd frame or so (visually assuming). Ryu doing overhead? His hand quickly shifts to his shoulder instantly. Keep in mind, most overheads in 2D fighters doesnāt usually have a crouch-shifting position.
In 3D fighters, some characters like even Claudio has a low thatās hard to assume that it is a low from the get go, where the first couple of frames matches his b1 (or maybe b2 as well) but then gets to the point where itās spottable after some time passes by. Josieās f,d,df3 (FCDF3) looks awfully similar AND plays the same audio cue for her f,f3 so you kinda have to rely on fuzzy guard (mid early, low late actually itās low early, mid late when looking at the frame data. Even I have trouble with this, but SS can help alternatively) or identify the low midway through the animation.
Would like to see universal/general procedure in fuzzy guarding through the cast and the philosophy of approaching it in a match. There is a Paul video for it, but idk about the use in general (since having a good understanding of it should avoid even universal high strings such as Josieās 1-2-4 shenanigans in most cases).
deff a matchup i have to look into to get a feeling how to handle her but barely anyone plays her so she is on the far end of my learning mu list.
so much to learn in the game but i take a break from that for now and try to have just some fun before i get deeper into it.
still have not finished the paul/josie list which i wanted to do for fengā¦
http://www.twitlonger.com/show/n_1sq8rjq
Katsuhiro Harada explains why Anna, Lei, and other legacy characters are not in Tekken 7.
So basically is saying that if we want characters to return, we better actually play them when they are actually in the game.
was watching Tekken 6 and then tekken 5 videos of Qudans today.
Really like Julia in Tekken 6ā¦but it seems like the same is just non pokes and attacks, the games are over fairly quick. Doesnāt seem to have much spacing and movement. Lots of the stages are close, no tension. I think this is why I didnāt like the game back then. I never really got into it.
There are actually lots of videos of Qudans playing Tekken 5 on youtube and holy shit the game looks fast or his movement looks much faster back then.
Heāll bust out 4 crouchdashes in a second into a ws+2 easily. Even Knee looked a lot better back then.
Tekken Tag 2 seemed to bring back movement but the tag and juggles seemed too complex.
Tekken 7 is easily the most enjoyable tekken to me.
I believe Tekken 5 is a faster game. Arguably Tekken 7 has the best game play among the Tekken series.
I think when I first tried Tekken 6 on console it felt somewhat slower than what I was used to in Tekken 5, but it might be a placebo from the motion blur effects added in Tekken 6. Otherwise, I can agree to the notion that it felt more fast-paced.
Tag 2 felt slightly better for me, but by that time, SFIV had a strong grip on me. I pretty much stopped around early lifespan Tekken 5 DR (online was terrible back then.)
Tekken 7 felt like how things left off for Tekken 5 but in a different way thatās still good.
Been saying this for months now.
Damnit, I wish Marduk was more popular. Gigas is a waste of space.
Tag 2 was the first Tekken I tried getting into, but something about that game always feltā¦ off. I canāt quite put my finger on what it was either. I can point towards several issues with the game, but none of those were actual dealbreakers for me. I guess it just wasnāt my thing.
I know what you mean Tekken 6 felt slower and more choppy, it was like Tekken 4 to me, which some people liked but I didnāt like.
SFIV and MVC2 had a grip on me when T6 came out, MVC2 was just addicting for yearsā¦even last week when I went to WNF off season to play tekken 7 casuals, I ended up at the MvC2 area talking to old friends for most of the night.
I was out of state when Tag 2 came out and didnāt play much fighters after 2012.