TN Thread: Johnny Nutsacks Bizarre Adventure!

Ahahaha oh god really. Whats the real difference between always connected and once a day?

Always connected would mean that none of your games would work unless you ALWAYS had an internet connection, once a day just means its going to verify your games’ product keys every 24 hours or something to that effect.

Still presents alot of hassle if a tournament venue planned on using it…

LOL oh I know the actual difference. Its just funny to me that Microsoft made a big deal about it doesn’t require always on and it turns out that its once a day.

Oh yeah I forgot about this. Your kinect is never really turned off. Its always going to be listening on the new box so you can give commands. A camera that is always watching and listening. In your living room, connected to the internet. Yeah. No privacy issues at all…

I just wanna change the Xbox name to Jarvis so I can feel like Tony Stark at home

Batgirl has a super easy infinite omg you guys are gonna hate me til they patch this

There is no way they will continue to allow people to do that MB for a sliver of meter, lol.

I wonder how that even got past testing, but then I remember that it’s Netherrealm.

You knew it was coming… Once someone makes a great game or series, it goes downhill within 2 years and turns into “how much money can we make by catering to stupid people”.

From the looks of it - at least they updated their d-pad.

Dude… Batgirl’s broken lol. She’ll obviously get banned but besides her brokenness she’s quite good. still she’s broken as fuck and im going to stay far away from online.

Maybe at venue a little early with injustice and skullgirls in play.

Michael is getting off work late, so we’re not going to make it tonight.

I bet you those trojan ranbat and tournament suggestions don’t sound so bad now does it?

I think I should do a video review on the new xcock system, what you guys think? Lol

Who else is coming down. 2 marvel and 1 injustice setup so far.

Not coming tonight

Sorry that I couldn’t make it. I’m pet sitting for this week and next week.

GG’s to all I played, still had a nice little turnout. Big thanks to @DaxManinEffect for helping me with my Bane control issues. Changed my life.

@Kinetik give me a little bit. Ill post up everything I know about tekken and aking.

@Kinetik
Glossary:
1 – Left Punch
2 – Right Punch
3 – Left Kick
4 – Right Kick
CH – Counter Hit
TA – Tag Assault. Calling in your partner to extend your juggle. Used by hitting a B! move and the TAG button simultaneously.
TA Filler – The string that your tagged in partner does while called in to extend the juggle. You can only do strings or single moves, rare exceptions.
C1 – Point character, character that is currently active.
C2 – Partner character, character that is waiting in the back.

B! – Bind move, or ground bounce move. Causes extended juggle state when used on airborne opponent.

Now understand that I’m not an expert, and other Tekken players, please feel free to chime in or correct me. But this is how I understand the flow of Tekken to be.
Tekken revolves around using good footsies and spacing, combined with the usage of tools like safe pokes, frame traps and counter hits, to force your opponent to make a mistake you can punish, or get them in a mixup that leads to a combo.
Then on wakeup, a further layer of oki begins. Waking up the wrong way leads to taking more damage, or getting refloated back into a full combo and the cycle begins again. Mashing quick get-ups or waking up in a predictable manner is gonna get you blown up.

However, depending on your character, you may have more options. Some characters can poke with moves that also launch or otherwise lead into combos. Some characters have low combo starters or grab starters. This is going to be matchup specific though. For your particular team, you have a nice well-rounded list of options.

Paul: Phoenix Smasher is great mid, usually safe on block, crazy damage on CH. Strong frame traps. Good low starter. Attack reversals. Strong Mixups.
Armor King: Good footsie tools. Great whiff punish. Strong throw game. Strong CH game. Good mixups.

TAG SYSTEM: You can freely switch between your characters as long as you are in neutral. This can be punished in the same way raw tags can be punished in Marvel.
Your character in the back will slowly regain their red life. If your point character takes enough damage, or is hit by a tag assault combo, your backup character becomes Raged, shown by their lifebar blinking red. They gain a damage boost if you tag them back in regularly.
You can Tag in your partner during your combo to extend the combo. This is a Tag Assault. Think of it like using an assist to extend the combo in Marvel.
You can also do a Tag throw, by going 2+TAG button, this does a throw and swaps characters. It can be broken with 2.
You can do a Tag Crash, which does a very SAFE char switch, by holding 2+TAG while you are knocked down and not in an ongoing combo. You MUST have your backup character in RAGE mode to do this. Also you SACRIFICE any red life your backup character has by doing this, like you lose red life if you call in another character who is healing in Marvel.
You ALSO sacrifice red life and rage mode by doing Tag Assault combos, however you can do a TA combo anytime, regardless of the backup char’s rage or red life status. This is why you may sometimes want to do a SOLO combo, to let your tagged out character heal as much red life as possible.
You can also cancel certain launchers directly into a Tag, I will elaborate on this later.

Back on topic. Your big damage is going to come from juggle combos. The usual flowchart of a juggle combo is:
(C1)Launch, filler, B! (ground bounce)xx TA,(C2) TA Filler, (C1)combo Ender. – Tag Assault Combo
(C1)Launch, filler, B! Ender – Solo combo.
You want to learn what your characters main launchers are, how fast they are, and how to set them up. You also want to learn your characters’ best TA filler. TA filler can be geared towards damage or wallcarry. Certain characters are very strong at the wall because they have strong combos against a wallsplatted opponent, or nasty mixups or resets near a wall. Walls can exponentially increase your damage if you are good enough at wallcarry early in a combo. Plus of course the obvious advantages of having your opponent essentially cornered.

That’s all for now, it’s getting pretty long, lol. Ask if you have specific questions.

I had a great time at the venue last night, ill definitely be returning.