during the couple times i’ve played this after the world arena update, every connection in player match results shows 1 bar. even against a friend who lives nearby, it’s 1 bar although gameplay is fine. anyone else getting this? it makes filtering by connection quality useless.
Its not playing Randomly, its testing your opponents knowledge and abusing his/her ignorance. Its not really an “inferior” thing.
Quick question about the alliance chart.
How significant does the +1,-1,-2 affect the rage activation?
Also, does it have any ‘bonus’ effect if you use a team of both liking\hating each another? So for example, Leo and Asuka both have +1 against each another. Does that mean their rage activates even sooner? Similarly, Anna and Nina both have -2 against each another. Does that mean they won’t activate their rage at all?
Typically, at about what health does rage activates? Or it depends on other factors?
Why do niggs get so salty towards 10 hits? Tekken fanbase is straight confusing sometimes…
:eek: Someone please correct me if I’m wrong on any of this.
The bonuses are pretty significant if you are not getting hit by tag assaults. Gaining rage naturally over the course of a match doesn’t happen often.
Teammates with positive relationship ratios will activate rage sooner, but only on a relationship to relationship basis. That is to say, the bonuses only apply once and do not “stack.” Teams with double negative relationships tend to have an extremely low health threshold for rage activation, however, so be careful.
This is correct.
Although I’m not sure why Jin and Hwoarang are best buds.
:eek: Tekken 3~
Is that ending canon though?
Jin is a loner and if I’m not mistaken he has a better relationship with Hwoarang than any of his other potential teammates. I could be mistaken about that though but I do remember it being better than his karma with Jun.
I’m actually contemplating between using Alisa, Leo or Miguel as partner for Asuka.
I like Alisa individually, but find that Alisa/Asuka combo lacks a bit of synergy. Leo on the other hand, seem like a better character than Alisa. Miguel has good burst options to balance with Asuka.
What you guys think? I would like to hear your opinions on these 3 characters to partner with Asuka. I really need to put down my main team and start training. Right now I’m all over the place with my second partner lol.
:eek: I play Asuka/Leo. It’s good.
I hate the Leo nerfs for this game and her playstyle just doesn’t mesh well with what I like to do, but I find she’s one of Asuka’s better partners.
How well does Asuka/Miharu work together?
What are ways to escape a long wall carry juggle?
The ones where even mashing a tag crash, or desperately trying to block, doesn’t work.
Perhaps this might be better suited for that Q and A thread.
But if you’re caught in a juggle (especially by a character who’s forte is wall carrying, like Lee or Bruce), you’ll have to tough it out and wait until they get done with their combo or screw up their combo.
Best thing you should do is be on the lookout for any potential launcher attempts and keep yourself safe from such as much as possible (i. e. don’t throw out moves that have slow enough recovery that nearly ANYTHING can hit you right back afterwards).
And Tag Crash will ONLY work if your partner has rage AND you are still laying down on the ground.
I wasn’t sure if it was simple enough for the Q and A.
I certainly get punished a lot, and from what I can tell I sometimes don’t get put on the ground for quite a while (which is why I can’t tag crash like you said).
As long as I’m not missing anything other than “don’t get punished” then I consider the question answered
However, is learning a wall juggle step 1 in character training? It seems like everyone I play online has some 10 hit combo that carries me to the wall and annihilates me once I get there.
Also, what’s the best way to get away from the wall when you keep getting crumpled by it? Tough it out and keep trying to work an opening for a tag, or roll away? The wall escape seems very difficult to perform in that situation as first I need to be able to get into a block (which I can’t do).
The usual thing people do after eating a wall combo is just tag crash, it’s the closest thing to safest but again you’re killing alot of red life and the rage…
The 2 options you can do without tagging is to tech at the wall slump, which is the fastest option you got, though be careful and guard up. Second is, just stay there lying on the ground and wait until your opponent does something stupid (which is a underrated skill). Remember too that always guard up since you don’t want to get wallsplatted again…
Don’t worry though if your back is in the wall, you can actually use this to your advantage. Wall jumps are a nice option (Jaycee wall jump is legit). Kuni u+3 is also a nice jump over option if you use her. You can also use throws to put yourself on the other side, and some throws like Steve’s wallpush, King’s u+1+2~B and Giant Swing are scary when your back is in the wall. Look for some of your options and you’ll be surprised by some of your options that you’ll even love being backed at the wall…
Thanks you two, really appreciate it
I think my tendency is to guard low at the wall because I see my character falling and so I’m thinking low.
What tech is it for the slump? I wonder if in my panic I may be teching, guarding low, and getting hit mid.
Use a combobreaker.
Just got a few more questions.
Besides Asuka and Ogre, who else is good at long range pokes and keepout?
Is Devil Jin better than Jin at keepout? (been messing with his pokes and it seems like he should be but I figured it’s better to make sure)
If the answer to the above question is no, what moves should I be using with Jin to keep my opponent off me, and if it is yes, what are Devil Jin’s good keepout moves?
Thanks for any answers.
I recently picked up jin and these are the poke moves I often use.
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f+3 is his fasted mid attack, 12 frames if I’m not mistaken.
It doesn’t have a whole lot of range, it’s the same range as his b+4 I think. So it’s best to use this if they are really upclose, almost in jab range. -
d+4 is also pretty good since it hits lows and dodges high attacks.
It has a bit more range than his f+3, u can poke them with f+3 and follow up with a d+4 I think. -
uf+2 evades most mid and high attacks, he lunges forward a little and punches in the stomach of the opponent. Around the same range as d+4
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f+4 is his best poke move overall, this move gives u a free juggle opportunity on counterhit and has the most range, you can also transition into mental alertness with this move. Just don’t use it if they are too close cause it’s not that fast
I just started using him so I don’t have a whole lot of experience with him, but I think that using b+1 can also be pretty good to make your opponent whiff attacks and counter them.
Thanks, those are pretty much what I’ve been using atm minus the f+3 so it’s good to know I’m comparing the right stuff to Devil Jin’s pokes.