Go to training mode.
Set the first action for the dummy to standing guard and the second action to crouching guard.
Dummy ducks after the first or second hit -> doesn’t jail
Dummy blocks the whole string -> jail
Oh wow, complaint thread! WTF is up with incomplete customization sets huh? Why does Alisa have Schoolgirl Bottoms but no Schoolgirl top? It bothers me to no end. Also those NPD numbers were mucho disappointing. How can a game this great not make top ten in sales? I’m personally blaming the incomplete customization sets.
OK, now that I got that out of my system I feel a little better. I do want to weigh in on this one thing though:
As someone who has played Tekken for over ten years, but not as a main game, I think there is some merit to being randomly unsafe at least some of the time. However, it only applies when you are 100% sure that your opponent is more technically sound and you don’t particularly care about getting better (ie. TTT2 is not your main game). The fact is the odds are against you when you play an “honest” game of Tekken with a better player, so you want to make the game as swingy and random as possible.
Notice how Aris always talks about how much he hates slugging it out at close range in avoiding the puddle. As a weaker player, that’s what you want. You aren’t ever going to beat Aris at safe poking or whiff punishing, but if you turn the game into a giant pile of high-risk/high-reward gambits you might get lucky. It’s like playing poker with a world champion, you’re better off going all in on every hand and not even looking at your cards.
Yeah, I can see why an inferior player needs to gamble more instead of trying to “play smart” against a much smarter and more skilled player. That makes sense… If you know you can’t out-footsie Tokido or Daigo at SF you have more chances at mindfucking them with an unusual playstyle they have never seen with an underused character.
But I don’t think I could ever play truly randomly, that’s just not my style.
Even when I play chaotic with many stances to confuse and mindfuck people it’s not so random. Every poke, stance and follow up I do has a purpose. Either to condition, bait a tag crash, make them whiff something, catch side step, fish for a counter hit or setup a mixup.
:eek: Actually, I have an actual complaint. This is really ticking me off, actually.
What’s the deal with boosters online lately? Normally, I wouldn’t care because they’re in their own little corner of the interbutt ranking up for no real reason, but now it affects me slightly because their shit is completely clogging the Tekken Channel. I haven’t seen one legitimate replay ALL WEEKEND…Tekken Channel was kinda like my “stream,” in the sense that I’d put it on when I had to do something else but could still watch and learn at the same time. Unfortunately, that value has all but dried up now and I am the MOST sad.
P.S. - Taking a week off from the game when you’re shitty makes you…SURPRISE…more shitty. SMH =___=
Been sitting here for like 15 min trying to get electricity to come out of Jin and its not going very well. Its a 2 frame window right? I never miss 2 frame links in SF4 why am I struggling with this?!
:eek: Part of the reason is because the window is for a lever input and a button input instead of two consecutive button inputs.
For all intents and purposes, you should be treating this as a 1-frame just frame input anyway. Not sure on the details, but I think electrics vary between the Mishimas, or so I remember.
IIRC the universal rule is hitting 2+d/f at the same time. I can do it easier with Jin but I have a harder time with Kazuya(team is Jin/Kaz). I got a visual cue for Kazuya but none for Jin.
One thing I find that helps is that on a sanwa you will hit the microswitchs for the diagonal before you hit the gate, so you have to press 2 just before your stick hits the corner rather than when it hits the corner.
Well I think that’s how it works anyhow, I could just be moving my right hand slower and compensating without realising, but seeing as how you don’t have to ride the gate to do stuff it seems likely and has been working for me regardless.
lows are pretty much a way to break your opponents guard and get extra damage chipping away at them leaving them “fff- got hit” and leaving you usually at negative frames. the more punishable lows on block give you a higher reward be it damage or +frames or even juggles.
I enjoy the game alot but I really cannot see anyone who doesn’t have a good few years Tekken matchup experience prior to entering TTT2 sticking with the game at all.
:eek: It’s all about whether or not your enjoyment is wholehearted enough to see your way through to getting the experience and knowledge you need to get better.
If you enjoy it, play. Can’t all be winners all the time, especially at something new. Something I want to stress is that people who have been playing Tekken FOREVER can STILL be heard saying things like, “Oh, x move does y behavior in z situation? I had no idea,” and, “What the hell was that? I’ve never seen that before,” so everyone is constantly learning. If someone playing doesn’t like it, that’s fine, but if someone has a genuine enjoyment for the game, that enjoyment will fuel their desire to learn and succeed.