When will Michelle Chang, Angel, Ancient Ogre, and Kunimitsu will be released through DLC? I didn’t pre-ordered this game. The patch I downloaded gave me Miharu, Sebastion, and Slim Bob.
:eek: Not sure, to be honest, but they are coming.
The rest of it is probably next week or two.
There’s so much to play already. I’m overwhelmed even though these characters are mostly mirrored versions with a few unique moves.
A Mishima is like shoto in that there are X characters that share a certain style, each with some notable differences? I googled learned that it is a family in the storyline.
:eek: Mishima family is OP, it’s dumb.
But yes, they are essentially shotos in terms of having a generic style that each family member tweaks slightly.
Ok could be wrong but I need some help verifying a possible bug I found with Slim Bob on the PS3 version. Several times that I have played him since yesterday the game has froze when the second hit of his circle whopper or croque-monsieur was blocked. I don’t know if it is character specific yet since each time it has happened it was against a Combot. A few times I attributed it to online issues since I was in the search sessions screens. But last night and today it has been happening in training mode also. Any info would be helpful.
:eek: Hmmm, haven’t heard of that one. Try posting it on TZ or WTF and see if anyone has the same issue?
Got blown up on low pokes this morning. Are lows really that high risk? I can’t seem to get my mids to land as often as I would like on Jaycee.
:eek: Lows do entail risk, yes.
Some leave you negative on hit, making you give up momentum. Some leave the attacker in a very special punishable lag state if they’re blocked. They can all be low parried and they can all be crushed by hopkicks (at the very least), leading to a full combo. Some have no tracking or poor tracking and their range is also not typically amazing.
They have a place in the game and are important tools, but yes, they do carry a decent amount of risk.
I’m extremely new to tekken and not even mediocre at the game but you could try using highs/throws as well to intimidate your opponent or bait him into ducking just in time to eat a mid. As for lows it seems to be really character dependent. Some characters have lows that will scare the hell out of you. Others are not nearly as good.
An example of a SCARY low that leads to far too decent juggle damage is Sebastian’s D/B+4. Lili’s D/B+4 is just a dangerous because you can use it to keep your opponent in check every now and then. Plus they avoid Highs while performing it.
I understand what ~ is but what is it called? I can never say it while talking about tekken lol.
I was trying to throw out lows to slow down intense pressure from a Xaioyu/Miharu. It… didn’t work. Problem was my highs and throw attempts all got stuffed too. I felt like nothing was safe and had one of those “Tekken is frustrating” moments that frequently accompany my online matches. :mad:
On the converse I think I gave someone a :mad: moment when I anticipated their wakeup three or four times in a row this morning and took my first ranked match. 1-3… Need more work. Cheers all, thanks Yannick.
~ is a tilde. If you want to use it in Tekken notation, you can say tilde, but the input is called a slide input as a whole. So Michelle’s War Drum is 4~2 or 4 slide 2.
K will do…
I’ve got a question about the low parry. Are there certain lows you cannot parry? Also, can you not low parry in blockstun? I can never seem to low parry the second part of Kunimitsu’s df+3, 2.
You can’t u have to block it.
So can I now low parry that 2 then, because I found out that I can actually attack before 2 comes out - and boy does it get evil when a JGS King dodges it.
:eek: Certain moves just cannot be low parried.
Alex and Roger have a unique low that cannot be parried that uses their tail. Kunimitsu’s d/f+3, 2 cannot be low parried (but it can be crushed). You probably can’t parry this move because she’s using a weapon (her kunai) for the low.
Certain moves that jail in a specific way cannot be low parried either (the example that always comes to mind is Jin’s 5 hit Kazama-style string (1, 3, 2, 1, 4). It’s high, high, mid, mid, low–the entire string jails you so you can’t parry, mash or step. The only good part about jail strings is (if the opponent uses the entire string), you can input crouch block at any time while you’re blocking and your character will only crouch blow incoming lows without having to worry about crouching too early and eating mids.
How to verify whether a string jails or not?