Thanks, didn’t realise you could sidestep away from linear pressure, thought it was mainly used at midrange or in pressure, what I was mostly hoping for was an idea of what my tools were so this is helpful already.
Kind of tricky to give specific examples because at this point it’s near enough any pressure that finish’s me lol, guessing as Tataki says that’ll come move with experience lol.
One thing I do find though is attempting to use a low crush to get out of high pressure, so many just seem to get stuffed before they start crushing, about the only thing I manage to do it with is the generic db+1, should I be starting my own pressure after something like that hits, or should I be backdashing out of there as fast as I can to get the distance again.
that all depends on what you wanna do after you interrupt your opponent. as for high crushes (you mentioned low crush, but a move that beats high moves is a high crush), you have to be certain the move you’re doing actually fulfills that function. for example, if you try to hopkick (a low crush) jabs (high moves), the hopkick will lose and you’ll get juggled (in theory). make sure the move you’re performing is actually a high crush…which will probably be a low move in your characters move set (not always).
in addition, you should also be aware that (i haven’t tested this specifically for ttt2 yet, but traditionally speaking…), there are certain high moves that will beat some moves with blatant ducking animations like (fast) magic 4’s (generic standing 4’s with some characters, like jaycee), hence why they’re called “magic”.
Thanks for the info, making having someone close a little less of a total nightmare than before lol, would’ve kept trying to low crush uncrushable moves otherwise thinking I’d just got the timing wrong.
Well i recently picked up the game for my brothers birthday and i must say im having alot more fun then i expected. I really like the game and decided i wish to get a bit more competitive. I know little about this game. I know that I will be using Violet for sure but for now I will use Lee to prepare. My partners will either be Leo, Bruce, or Lars. I really like Lars in SFxT, so I am thinking Lars most likely. What I want to know is how do i play at pro level? I mean from wether i should pad or stick, guides, tips and whatever. When when I mean pro tips i mean tournament pro, not cheap ways to win online and stuff like that lol. Also I know that many characters in this game are intermediate and looking at Lars’s moveset tells me he is one of them. So should I start off with Lars or use simpler characters to get a feel of the game before playing?
Lars is very High Risk/High Reward and he does crazy damage, but alot of his momentum is start off of unsafe stuff. But he is a fairly new character so If your opponent didnt play T6 its gonna be hard to see his mix-ups.
How do I tech this king grab that keeps on going?
Mainly what’s the input for the first grab that starts it? After that I’m guessing it’s a tossup between 1 or 2?
king has many chain throws. some are two throws, three throws, four throws, five throws, and six throws (iirc). http://www.tekkenzaibatsu.com/tekken6/movelist.php?id=king
the escapes are on the right under the multi throw art section.
for now, i’ll assume you’re getting thrown by ss+2+4/d/f+1+2 series (they’re the same, but have different escapes in addition to the sidestep version automatically transitioning into the second chain throw in the series when king grabs the opponent from the back or side instead of the front, as opposed to the d/f version which will just be a normal back/sidethrow if it ever connects on a backturned/sideturned opponent (iirc)).
if my assumption is right, the series you’ll be looking for is the FULL NELSON series. you may actually want to learn them (and the variations) yourself so you know how to escape them in real matches.
general rule of thumb—kings chain throws are not useful for the most part against seasoned players. even average players won’t get grabbed by them much. they’re too slow the majority of the time, and will either get ducked and punished or escaped. use them sparingly if even that much. they are, however, great scrub killers.
well, ewgf comes along with a lot of benefits, so its not the easiest move to execute in tekken considering how powerful a move it is…but its not that hard either (and is certainly worth mastering). typically, ewgf takes precision, and requires the player to do two things accurately…
make sure you’re allowing the stick/pad to go back to neutral during the motion. this is important.
make sure to hit 2 during the early frames of crouch dash. any later and you’ll just get regular wgf
not really any grab, but his command grabs like giant swing (f,hcf+1), shining wizard (f,f,f+2+4), tombstone (d/b,f+2+4) and tijuana twister/GS2 (f,hcf+2) to name a few.
according to the movelist, if the sidestep version grabs you from the front, its a 1 or 2 break; if its the crouch throw version, its a 2 break; if its the crouch dash version, its a 1+2 break; if the sidestep version grabs you from the back/left/right, the first throw will become cannon ball, and is unescapable, but the latter parts can be escaped like usual.
I think he was in fight lab and he tried to equip a dlc attack to him and the game stopped working.
I’m not sure now cause I didn’t get to ask him it .he sent a a txt message saying that when he was using combot the game glitches out and he can no longer play ttt2 I’m gonna get him to give me a phone call when he gets home from school and see what he did.
Learn to move, that’s the most important thing to begin with. Tekken isn’t something that you can pop-in, learn one thing and then be instantly great at, but if there was something akin to that, it’d be movement. Alongside that, learn how to space yourself correctly and try and hone your reaction speed. Another good training technique that I’ve found is getting a friend to join you in the online training mode, and then have him do strings into different types of throws, so you can learn how to break them on reaction.
Those are the core basic things to get you started, but as for your character choice: Lee is an incredibly difficult character to learn how to use, and since Violet is basically the same character with minor differences, we need to boil down the team to its core components. Lee is one of the rare examples of a ‘turtle’ or ‘heavily defensive’ character in Tekken, he excels at sitting back and having the opponent come to you, as opposed to putting on pressure or throwing out one or two jack-of-all-trades moves constantly. So alongside that, we have Lars, with good punishes, simple combos, an emphasis on movement and positioning and some of the best Tag Assault fillers in the game.
While all of that is well and good, the latter isn’t really needed with Lee, since he has some of the best, if not THE best wall carry in the game, rendering some of the usage of TA useless. It isn’t a bad match by any measure, mate, so I’d say go for it and give them a try. Ultimately, if you’re passionate about the character, you’re better off learning the ropes with them anyway.
So, I hate to sound like a scrub, but I still haven’t decided on a second character.
My first character is Devil Jin, and I’d like to use him on point.
I’m looking into characters with good wall carry (that’s the point of EWGF+5, right?). Bruce seems alright, and Knee uses that team. What do you guys think?