TEKKEN 7 | Lounge

Check out Fergus’ character overview guide to see which character fits your playstyle, ease of use is also listed there along with a whole lot more details:

Fergus Character Overview Guide (GoogleDocs)

On this board are two people who discuss T7 more intensiv and detailed, than the entire SFV section for SFV in this whole f**king forum!

There it’s basicly, this game sucks, I still play it, wait for a better game, this game sucks, I’m back to play this shit.

Needs to be stickied.

The more people that can see this the better.

EDIT: “poor keepout tools” for Law? Jin hard to pressure? Don’t agree with all of it, but hey.

There have been some great responses already. First of all what kind of characters interest you?

While you should be able to pick up every character and do well. There are many where after a certain level the execution barrier gets incredibly tough.

Many characters differentiate and require a certain style of play. Such as Steve Fox having no kicks and instead duck, dodges etc. Can utilize position switch, blue spark (extended duck) being +15 hence can link certain moves. Strict requirements since he is in ducking stance and hence either link a move under 15 or crouch cancel into IWS (instant while standing.) Has slow launchers, no WS launcher and doesn’t have good punishes. And relies heavily on counters (delays, lots of +frames etc.) Which is mentioned in the guide Bilal posted earlier.

Strong dodging moves, alb, side step into left/right weave to cover more distance which can even avoid same direction tracking/circulars. Unique Ducking wave dash linking to ducking moves and isw. Tekken sidesteps have hitboxes unlike VF so frames/timing play a big part in dodging.

If you’re interested in Hwoarang, Jin and Steve. I could probably throw in a few pointers. I haven’t played Tekken Rev, 7/Fr so I can’t help much as I’ve had enough of spectating.

Level up your game has great character Guides. While not for T7. Most of it should still be of use, also shows many hidden moves.
https://www.youtube.com/playlist?list=PLVYulCamEPqJaEfJPWqLtBI5pYE6GYypI

Tekken notation.
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=113442

Videos of mechanics for the game.

On a basic level learn to utilize buffering early on so it becomes second nature. Helps greatly with execution.
Also, BDC (back dash canceling) isn’t all about speed outside of hitting back quickly from crouch back as you want to get the longest backdash possible as opposed to half dash cancel repeat. Certain characters have better dashes and some are tougher if they have sways.

TTT2 frame data.
http://rbnorway.org/ttt2-frame-data/
T7
http://rbnorway.org/t7-frame-data/

As for Jin being hard to pressure. He has like the best i10 punisher in the game. 2,4. Top damage, knock down. Add that with the best parry (one of the best moves in the game, can’t chicken.) Allowing you to punish things better than anyone else by making moves recover slower. Often giving you D+3+4 or at the least 2,4 and hence pressure is over. Command grab, buffed omen stance, cds, solid side step attack moves, low/high crush, hop kick and WS launcher. Fastest homing move in the game (standing 4.) Also EWHF and strong pokes.

Great moves with built in avoidance, strong punishes, parry, keep away moves etc.

When it comes to backdash cancelling the correct method is to do b,b,db,b then just repeat the b,db,b this way even if ur using a sway character u won’t get a backsway instead of a backdash.

From P2 side

Korean Back dash

b~B,d/b,b,n,B,d/b,b,n,B
→,★,⇨,:arrow_lower_right:,→,★,⇨,:arrow_lower_right:,→,★⇨

Wave dash

f,n,d,d/f,f,n,f,n,d,d/f
←★↓↙←★←★↓↙

Electric Sidestep still exists it is just not as good. Especially in Tekken Tag 2.

[details=Spoiler]https://youtu.be/5kuFsg30c8s
t=1m31s
https://youtu.be/icaOdA7HSOU
t=23m4s[/details]

I tested the video I provided for raw sidesteps and it appears you were correct with respect to the console versions. However, after testing the PSP version on an emulator there was a significant difference.

[details=Spoiler]>Law Sidestep visual length tested by stopwatch timing 60fps video at 15fps or 0.25x speed.
-Tekken Tag 2 console:
1.94s 2.00s 2.03s 2.06s 1.93s
avg = 1.99s; 1.99s4 = 7.96s; 7.96s(1f/1.66s) = 4.80f
-Tekken 6 console:
1.84s 1.88s 1.87s 1.92s 1.87s
avg = 1.88s; 1.88s4 = 7.52s; 7.52s(1f/1.66s) = 4.53f
***Difference: 0.27f

>Law Sidestep visual length tested by stopwatch timing Tekken 6 on PPSSPP running at 25% speed.
-Tekken 6 PPSSPP
1.69s 1.63s 1.57s 1.72s 1.55s
avg = 1.63s; 1.64s4 = 6.52s; 6.52s(1f/1.66s) = 3.93f
***Difference: 0.88f[/details]

You are saying that smaller hurtboxes/hitboxes produce contact at a greater distance, which is an oxymoron. Smaller area to interact is directly tied to a lower probability of overlap/contact. While there are undoubtably changes in hitbox/hurtbox sizes for most attacks, there are undoubtably more unintended interactions in Tekken Tag 2. Perhaps my assumption that it is caused by increased hitboxes is incorrect, but the result is not explained by a hitbox/hurtbox decrease across the board either.

Leo does not have qcf 1+2 in Tekken 6. However, Feng’s shoulder does go under u/f 2,1 if timed right. In Tekken 6 after sidestepping Alisa’s b 1, Raven’s f,f 3 nails her dead in the face instead of hitting 4 feet away as she is recovering. It would seem to me that the most likely cause is her oversized hurtbox in Tekken Tag 2…

Chreddy in HSP, Xiaoyu in AoP, Lei in sSNK, and Zafina in MNT are prairie dogs caught in a lightning storm. The rest are grounded.

No, if you attempt to string backdashes together it creates small openings. Also lows, throws, and certain unblockables can still hit you in backdash when you continue to hold back to block.

The CPU did the sidewalk, so that is unlikely unless you are saying the CPU does not know how to sidewalk. You are welcome to test it again yourself if you like. I no longer have access to Tekken Tag 2.

My VF4:Evo Tier List:
Top - Akira, Lau, Kage, Jacky, Lei-Fei, Sarah
Middle - Pai, Vanessa, Lion, Aoi, Shun, Wolf, Brad, Jeffry
Low - Goh
*It is equally as subjective as any other you will find since most VF players only know how to use a single character effectively.

When playing Tekken 6 on PSP and then Tekken Tag 2 on PS3 back to back there was definitely slowdown. You may be correct with respect to the console versions (my disc drive has been broken for many years, so I haven’t been able to play Tekken 6 on it for comparison). I have provided eyeball level sidestep data above and data about input lag in the previous post if you care to read it.

Out of all the Tekkens I do prefer Tekken Tag Tournament’s gameplay system overall. However, Tekken 6 on the PSP seems to offer the best compromise with respect to character tools available, responsiveness, and consistency of impact.

Point was that attacks animate longer than they used to and with the addition of built in input lag, it changes the pace of the game and utility of its mechanics, some of which date back to the start of the series. I am well aware Tekken 6 evened out the fastest attacks (with the exception of Ganryu). I believe that their approach was wrong and should have instead made most attacks faster in the process of evening them out. Despite that, I do believe evening the startup frames of similar attacks was the right thing to do.

they cant do it on reaction they basically have to guess
its whatever thats its was patched but lets not act like there wasnt things that guaranteed grounded damage ogres, kings.
alot of shit in tag 1 was way worse than this
play dead and take the hit.

guaranteed damage>tech trap damage

backdashing is not completely safe technically it has a frame of vulnerability were if a hit box is inserted you can take damage but
between chasing someone like JDCR who would easily sidestep such a attempt and the attack that would have the hit box necessary is too predictable.
tekken 3 and tag were stupid
based on the directional input standing jabs actually had more advantage on block and or damage with guarantee followups
kazuya and king were culprits of this.

and that frame data for seven got some iffy things
there no way b 4 for devil jin is jab punishable

Maybe a mod or OP can add it to the first post?

Fergus doesn’t think very highly of Law, now or even back in TTT2. I kind of disagree with Law’s poor keepout as well since he has 11f magic 4, shaolin kicks, safe df2, hopkick, flips (risky though), jab strings. Maybe he’s only referring to ranged keepout, but that’s different.

With regards to Jin, he has a really really good parry; uf2 evades stuff, although not as much as Feng’s; b1 and especially b1~4 goes under many moves. EDIT: Forgot to mention his mid/high punch sabaki, it’s safe and gives him a free ff2 for chunky damage. So it’s hard to pressure him with jabs, df1 etc. and especially with characters like Steve.

So you are agreeing that sidestep cancelling is not better (even worse than T5) in TTT2 than in previous recent Tekkens? Great, that was the point I was trying to make 2 days ago.

If there is no difference in console version, the argument ends here. PSP version is not the same and not even tournament standard, and on top of that it’s being emulated on PC – being far from comparing apples with apples.

Reven’s knee did not hit her from “4 feet away”, the weird thing in that video was that Reven went over her when she was too low to the ground and the knee hit Alisa in the back when recovering from b1 made her hurtbox bigger again. Raven’s knee had a hitbox behind his knee. You cannot test how big the hitbox behind his knee is unless you can reproduce it or modify the game to see the hitboxes in T6.

Again, if ff3 is nailing her every single time from front, that means hurtboxes/hitboxes are bigger in T6. And you actually admitted that, so we are in agreement here.

Yes, but it would not make any sense for generic mids like df1 and df4 to hit these stances. Again, you are kind of contradicting yourself. You doesn’t seem to tolerate moves hitting opponent when they not literally touching yet you want generic mids to hit a character whose body is only a few inches above ground?

Also, why RLX should be grounded on hit while AOP should be floated? RLX has better mixups and avoids more stuff because capos are literally lying on the floor.

That was not what you were saying. You said you had to BDC because single backdash covered little space and slow recovery which didn’t allow blocking. It is wrong, you can block throughout the whole animation. Of course, stuff that beats standing guard with beat it, you are standing after all.

Amazing, so you don’t know how to properly test sidestepping either. You just put CPU to sidewalk and did random moves? I gave you benefit of the doubt, but I’m sorry you have lost all your credibility with practical Tekken knowledge. You do not even need to go to practice mode to know some of these moves are linear, people build this knowledge just by playing the game, with or against the character.

I will try to record a video tonight with my phone with testing at least a couple of moves I listed before. You can literally walk to his back and launch him BT.

I don’t believe 10 people agreeing that Brad is bottom tier in a tier list discussion thread because they obviously suck at using Brad, I also don’t believe most VF players know how to play more than one character including top Japanese players, I don’t agree with any reputable tier list so here’s mine which is as good as one compiled by top players or Arcadia lists.

Great reasoning right there. I also think Mishima are mid tier in DR and obviously my opinion is as subjective and valid as somebody who says they are top tiers. I mean, you can duck both EWGF/hellsweep and punish their unsafe WS launchers on block. Steve is also worse than Zafina, he cannot even properly punish launch punishable lows and mids, his lows are really bad too. Majority of his movelist is weak against punch parries, unchickenable reversals and sabakis. Zafina has a great df2, hopkick, WS launchers, evasiveness but also great range low pokes unlike Steve. She also has mixups from stances, plethora of delayable strings, lots of launchers and isn’t as vulnerable to anti-punch tactics as Steve.

Testing one game on PSP (or emulated on PC) and another on PS3 would not be a reliable and controlled test. Even SF4 has different lag between PS3 and X360 version and it was the same game.

Unless you post some actually tested data, there is no argument to form. T7 has not been out and people have tested sidestep data for it.

For the last time, input lag does not only effect sidestep. The move you are stepping will also come out 2f late making end result same with or without input lag.

So you dislike:

> BDC “defect”
> Glitchy movement
> Broken or overpowered moves
> Option selects or at least movement based option selects (BDC had no recovery frames in TTT)
> Ling’s evasiveness and AOP
> Unbalanced games

Yet your most preferred Tekken is the one where you have all of above in spades?

But it doesn’t support your argument. Magic 4s were slowed down in Tekken 4, low jabs were slowed down in T5, jabs were slowed down in T6. Moves were slowed down way before TTT2 input lag. Ergo, they are completely unrelated. There is a reason they did not speed up all jabs, they specifically wanted to avoid that.

Either the knee hitbox or recovery hurtbox being bigger would explain the interaction. Both being smaller would cause no interaction at all.

There is nothing contradictory about a kneeling uppercut striking below belt. They may need slight reanimation for realization, but are not fantastical by any means.

I wasn’t testing for sidestep in Tekken Tag 2, I was testing for tracking and sidewalk was appropriate for that goal. Linear moves outside of strings with tracking are not part of that list.

If you do test it do make sure to test both sides. Also, do not forget that P stands for partial, which means the attack can in certain instances be sidestepped. Either way this is the first time I have ever made use of practice in Tekken as I do not play Lars and needed a controlled testing environment.

Name a published first hand source instead of talk on the grapevine and then we will talk about credibility.

No offense, but I do not care enough about you or being incontrovertibly correct to invest hundreds into testing equipment.

Input lag affects everything from perception to reaction. The less room you have to react, the more you need to anticipate. The less you are able to react, the less you are able to come up with creative solutions to a problem and the more you rely on repeating training patterns. The less you engage the brain’s problem solving capacity, the less engaged the brain becomes. If you prefer to autopilot during your time with Tekken that’s your business.

Name an existing Tekken game without any of those non-character specific issues. Bottom line is they are the most polished offerings the series has that also overlap with my personal preferences.

Pipes are not installed with rust or plaque. It takes time for them to form. If you compare an old air sealed pipe with the same pipe that has been in use for a decade, the latter will have some rust and plaque. Will they both work equally as well? No, one of them is going to have greater resistance and potential loss of pressure due to leaks.

Here is the video I promised earlier, excuse the quality and angle because I recorded it with my phone:

https://youtu.be/OlJgRhCH1Ko

As you can see, she doesn’t even need sidewalk to get around some of the moves, even a small sidestep will evade them. No Lars player will ever think, “hey the other guy is walking to the right all the time, let’s throw out a random df1+2 or b34 so he can BT launch for free.” Admittedly, Lars’ moves have fat hitboxes and arbitrary tracking on certain moves depending on distance and advantage which is why he is so good at controlling space. But even Jack can walk some of the moves I tested and he has one of the worse lateral movement.

Yes, and that does happen. If ff3 is timed correctly so that Alisa doesn’t fully recover “standing” by the time ff3 active frames are over, Raven completely goes over her without hitting her at all. I believe I mentioned it earlier.

Putting that aside for a moment, the sheer coincidence of him going over her which wasn’t possible in T6 implies at least one of the them (hitboxes/hurtboxes) is smaller allowing ff3 hitbox to not interact with Alisa’s hurtbox while she is recovering from b1. The end effect would not be much different because hit occurs when both collide.

But they are not kneeling uppercut, most df1 and df4 hit above belt and shouldn’t be hitting Ling, Leo, Zafina, Lei, Capos who are lying on the floor or only couple of feet above the ground. And that’s exactly what is happening since T3.

If you reanimate them as “kneeling uppercuts”, they will also start hitting on siderolls and other oki positions, combo pickups, oki pickups, going cleanly under other moves etc. etc. Creating more problems than solving them. Even moreso if you still want them to be as fast as they are.

LOL at calling VFDC tier discussion thread “talk on the grapevine”, do you think TZ tier discussion threads also offer nothing more than random ramblings? If you think so lowly of fighting game forums and discussion threads, why even bother coming here?

I linked you to a tier list discussion thread in which nobody disputed Brad wasn’t bottom and lacked tools. Here is a list from Arcadia Magazine:

A Class:
Akira
Sarah
Lau
Jacky
Pai
Kage

B Class:
Aoi
Lion
Shun
Lei Fei
Vanessa

C Class:
Wolf
Jeffry
Brad
Goh

I find it funny how I have to come up with the sources and testing stuff properly to prove something that isn’t right in first place.

Great deflection, bravo! You probably don’t know you don’t need to buy testing equipment to test something very simple. People didn’t buy “hundreds worth of equipment” to find out frame-data of T7. If you know how to do it, it doesn’t take more than a few minutes. I am not forcing you to buy or even test anything. If you don’t care enough about being right or finding out the correct information, simply drop it.

Nobody can sidestep quick moves on reaction. It is a guess, read, yomi or whatever you call it. Even anti-side step stuff is not on reaction, again they are guessing or reading the opponent’s movement patterns. If you can sidestep pokes on reaction, you can probably duck electrics on reaction too. Ducking only takes 1 frame as opposed to few frames required for a successful sidestep.

The issue isn’t that this isn’t present in other Tekkens, but TTT has them ALL and the whole game is based around it. It has the best BDC and the game is about running away. Ling is more evasive in 3 and tag than any other Tekken and actually top tier, TTT balance is pretty much like MvC2, many characters has abusable stuff, glitchy movement is at its finest. Basically, it has everything you dislike times ten. Just found it fascinating, nothing else. :slight_smile:

EDIT: For the record, I like TTT a lot. But I don’t hate the things you do. Wish I could find more local players for it.

What does this have to do with what I said? Those changes were independent of TTT2 input lag, nobody knew there was going to be a TTT2 and it will have extra input lag when those changes were made. Gaming was on CRT back then. The correlation you were drawing is not plausible and there were other reasons behind those changes.

I don’t necessarily disagree with you, there was a lot more abusable stuff in older Tekkens. But there is no guess on part of Hwoarang player. Like I said, it was like T5.0 Bryan’s 121 snake edge at wall. You mentioned Tag1 and Ogres, it is kind of like TOgre’s horns but worse because of tag assault pick up.

Let me explain it again:

  • Hwo comes in and do RFF f3 into unblockable then he does a pick up move with other character (e.g. Bryan db2)
  • Opponent has two choices, tech or not to tech
    -> If he techs, pick up move whiffs and he eats UB into another combo
    -> If he doesn’t tech, Bryan db2 picks him up and reset the combo counter. UB will now hit at 50% scaling and Hwo player gets a mini combo after it.

True, not teching is still better, but now he is eating 50% scaling unblockable into a mini combo. ONLY because if he techs, he will even eat more damage. Hwo player does NOT have to guess, he does the same thing on either option and it’s win-win for him. Like I said, it’s like tag1 TOgre’s horn. TOgre player does horns after KND, you tech you eat a combo, you don’t tech you eat horns on the ground. You take less damage, but still think what a BS move that is! I mean even Hwo players wanted it to be taken out of the game, it made him kinda scrubby. It was something interesting and creative, too bad they completely took the whole thing out instead of fixing hit properties and damage. It was an easy fix but took something unique completely out of the game. :frowning:

It is not BS by old Tekken standards, but again Changs’ had 8f safe CH launcher leading to half life, unbreakable waning moon, Bryan had launching b1, special mid EWGFs, mid WGF etc. etc. If any of those things come back in new Tekkens, it will have an effect on overall game balance and probably make that character instant S tier.

EDIT:

So you NEVER used practice mode in Tekken ever (really? How do you test tech-traps, frame-traps, set ups, combos, oki, baits, punishment, tracking and option selects etc. or you don’t simply bother?), don’t know the character, don’t know how to test and just posted some useless pseudo-test as “28 of his moves track, look 15% more tracking than T6!!!”.

I am sorry, that is why I hate stuff like this. Tekken community has been plagued with wrong information for decades because of posts like this. If anyone read that thread who was new to Lars/Tekken, he would take that “tested” data as gospel and start using those moves to track their opponent only to find out they do not really track. The whole “testing” was inherently flawed and waste of your, mine and everybody else’s time. And it’s even worse because you are not even taking responsibility for spreading wrong information.

NYM, you don’t happen to be Jaguar King by any chance, do you?

Great link, thanks!

So I’m thinking I either wanna play Jin, Katarina or King…

https://www.youtube.com/watch?v=otLZPzxUSws
Proudly announcing the Tekken World Tour: a worldwide competitive Tekken gaming league in partnership
with Twitch! Players: get those pads and stick ready to travel at events across Europe and online leading up
to the worldwide finals this November 2017! Learn more at http://www.tekkenworldtour.com/

Man there is real money in fgs now it’s crazy. I don’t have any intention of goin to tournaments but it will b awesome for Tekken community

Hold the phone! Tekken Tag 2 built in CPU Sidewalk setting in Practice mode is useless?

Ling’s head is crotch level in AoP, Lei’s head is crotch level in sSNK, Zafina’s head is crotch level in MNT, Capo abdomen is crotch level in HSP. There is nothing more generic than kneeling uppercut. Kazuya’s df1 hits crotch level visually and doesn’t go under anything I am aware of. I see no issue in implementation, but whatever…

For discussion between people who at least know something about fighting games and to shoot the breeze. Majority don’t play the games for rankings or profit.

You mean the same magazine that created this list for Final Shodown in 2012:
S: Akira, Jacky, Taka, Lion
A: Goh, Vanessa, Brad, Jean
B: Shun, Wolf
C: Lau, Aoi, Pai, Kage, Sarah, Blaze
D : Eileen, Lei-Fei, Jeffry

And then corrected it in 2014 to:
SS: Akira
S: Taka, Lion, Brad
A: Jacky, Jean, Vanessa
B: Goh, Shun, Wolf

(Large Gap)

C: Sarah, Kage, Lau
D : El Blaze, Jeffry
E: Aoi, Pai, Lei-Fei, Eileen

*Considering that kind of inconsistency, it is hard to take their lists as definitive especially considering they did not have the luxury of revising the list for Evolution.

Well, I can duck electrics, but it has more to do with the sound. I don’t sidestep until I see a certain telegraphed blow coming, which is made much more difficult by input lag. Luckily, Tekken’s characters do not mimick trained fighters or else I would need to really break down their patterns.

Well, if its any consolation, I play the game 1 vs 1 exclusively. I also despise MvC2. I still don’t quite understand the direction the franchise took after this fantastic release.

I still play my console games on a CRT. Correlation is that the base system had a lot bogged down sub-systems grow on it, causing a change in the way the game was played.

Would you care to elaborate on those reasons? I personally find the sacrifice of offline responsiveness for online stability to be unforgivable. The rest I often fail to even comprehend.

I test things while fighting people or cpu opponents and don’t keep a record. It is just entertainment for me, not a religion or scientific study. The tests may have been flawed on my end, but on the flip side you created recorded evidence which others may or may not reference in the future. I think I have seen Jaguar King in the general discussion videogame thread. Here is a link: Video Game General 4.0: You wanna enjoy your console? There’s an app for that

I hope that those of you getting Tekken 7 are not getting it for the story.

Tekken 7’s full offerings:

[details=Spoiler]

http://i.imgur.com/TZ08R2D.jpg

https://img4.hostingpics.net/pics/982806Capture.jpg

https://media.playstation.com/is/image/SCEA/tekken-7-digital-deluxe-edition-preorder-art-01-ps4-us-23jan17?$MediaCarousel_Original$

http://i.imgur.com/ZoERulO.jpg

https://youtu.be/tYVCUp2Dy00[/details]

Movement in T7 isnt worse than TTT2, but the tracking seems to have been buffed in T7.

But I havent played Tekken 7 in several months.

Not gonna worry about story being short or not. Not a main purpose for me buying this game.

HYPE!

Yeah, read the tweet and also GameFAQs thread last night:

https://www.gamefaqs.com/boards/814542-tekken-7/75384692

Pretty poor performance on the Namco’s part if true, I like T5 style storyline the best but it had character prologues, multiple interludes as well as CGI endings for everyone.


All right, I had my doubts but this is definitely a troll. I love discussing Tekken anyway, so nevermind. :slight_smile:

No, you don’t know how to use practice mode and how to test things properly. But hey, you admitted that already. CPU sidewalk isn’t any different.

Yes, and guess what, it hits all of the stances you mentioned. It even hits RLX and AOP. It is not generic df1 though. Every character has moves that do hit these stances, just different commands.

I am still curious why are you giving RLX a free pass by leaving it untouched when it’s more deadly than AOP. Don’t get me wrong, SSR~AOP is an amazing panic button and my character can’t hit her out of it aside from a couple of moves but RLX is even harder to hit and has higher damage options.

OK, so you don’t believe “the talk on grapevine” when it goes against your belief but linking me to FS tier discussion threads on the same forum? What gives?

VFDC is probably the place to go for serious VF discussion and people who play for “ranking and profit” in the west are actually regular contributor there. So you disagree with multiple people who discuss VF and know about it on a forum (VFDC thread) and also disagree with people who compete for ranking and profit (Arcadia)? And want everyone to consider YOU ALONE an authority on the subject matter? A guy who just said he NEVER used practice mode in Tekken and doesn’t even know how to sidestep moves?

Yes, tier lists are updated when more stuff is found out in the game and games are played for longer. You can still see that bottom tier remained the same, if not dropped a tier further. If Brad was mid tier in Evo and improved in FT, why didn’t he become top tier when other top tiers received nerfs?

This is sig worthy material, thank you. I would love to see you play a mishima mirror vs Jaguar King and both of you ducking all electrics on reactions. Well, even he changed his stance after 8 years and doesn’t really believe electrics can be ducked on reactions. So can you can duck hellsweeps on reactions too?

I also have a hard time believing you can actually sidestep reliably on reaction in a match when you can’t sidewalk linear moves in practice mode.

Well, I respect that, but why post them on a public forum then? People here are looking for “scientific” data. Posting wrong information is much worse than posting no information,

Sidestep seems to be slowed down, can’t confirm myself before I get my hands on the game though. Entirely possible some moves to have better tracking too, again, will test when I get my hands on the game.

The early build movement sucked
The current build has good movement. sidestep slightly down more compact but quicker
You dont duck electrics on reaction
you are anticipating if anything else. its one of the reasons why devil jin is top
because all his go to options for launchers from wavedash are unseeable. EWGF, hell sweep and instant ws2.

if you let him set the pace you are screwed luckily there isnt all infinite stages where that alone (movement) is the determining factor.
in practice mode the better option to emulate real time situations is always the record function.

lars with df2, db 2 has great space control in the linear sense. b1 was nerfed in tag 2 because the hitbox was lessened. still good at zero range. admittingly its better to use moves with tracking then homing moves most of the time. if you watch even high level play koreans just use the homing moves to posture. more so they re position themselves with movement and the homing move only hits if its extremely fast like jins or its a hard read to clip them in the start up motion of their sidestep. they sidestep block really well so its better to always realign or back dash and reset the situation if you feel they are trying to set you up for a whiff punish by frame trapping you + or minus
though I think the threshold for side stepping reliably if you are in the minus is -5