You're Doing It Wrong (Addressing common mistakes/misperceptions with solutions)

D

Dat baby face

/no homo

Great show! Eagerly anticipating more of these.

Don’t you mean “no pedo”

I disagree with your 1st paragraph entirely. Who cares about turning the game into a turtle fest? Winning comes 1st obviously. Having low health is never a good idea. No psychological advantage is worth the risk of the next touch killing you. Mauling your opponent & poking are usually the same thing in this game since those safe pokes can be easily hit confirmed into 30%+ combos. Poking is “pathetic”? Again we’re here to win. I also challenge you to tell me why it’s not a good idea.

Also your point character doesn’t go back on point when you land a team super.

Yo Jibbo, any chance this could make it to the top post?

I meant that it’s pathetic to turtle when you’re down on life, plus it’s just a bad idea because it doesn’t work. The other’s guys going to sit just outside the range that you can do anything from and just inside the range to punish your raw tag.

If you want to raw tag out, you’re just going to find yourself in exactly the same position, your point on a significant life deficit and once again you need to find an opening. I suppose if you absolutely need your other character on point because the match up is unwinnable with the one that’s currently in, then it’s fine, but otherwise you just threw away half your other character’s life for no good reason and are in exactly the same situation you were before - losing and in need of a comeback.

And you’re on low health anyway, you didn’t choose to be, you just are, so you may as well face it and try to use it to your advantage by playing with your opponent’s expectations. You know what he’s waiting for? He’s itching to do his 4-600 DMG combo when you raw tag. Use that anticipation against him and surprise him with a better tagging out option.

I’ve tried it before, it’s never worked for me. It’s also never worked for my opponents to the best of my knowledge - everytime they make that decision I think to myself ‘OK, I’ve won.’

If Hugo or Gief is full screen away, you can safely raw tag, that’s completely different. But I just don’t buy the “better to lose 90% life then 100%” attitude, as it just prolongs the process of losing.

There are situations where sacrificing life can be advantageous, but raw tagging is virtually never one of them, IMHO.

You won’t always have perfect tag in options. You don’t think people eventually learn to punish dp switch cancels? Or you’re good enough to land that clutch hit everytime? In a 2v2 game, where 100% combos don’t exist (yet), sacrificing half of your (full health) character’s health is a risk you must be willing to take once in a while.

It’s not though. The idea that raw tagging out and gauranteeing your opponent a max damage combo is a good plan is based on the premise that you are 100% going to get hit and KOed, which isn’t actually true.

You don’t need to DP. I’m playing Kaz a lot and he has a ton of safe taggable moves which are too easy to land.

Dealing with jab spamming b*tches like Rolento, Cammy and Raven:

Well, where to start. Obviously it’s highly annoying as there isn’t much you can do. But what you have to realise is that’s all they have if your reactions are good and the connection is stable. As both Raven and Rolento’s overheads are remarkably slow, and Cammy…well we all know about her. Granted, they have some tricky mixups, but they really do need them.

Ryu’s HK Joudan is broken, IT HAS TO BE NERFED!

Please note, reversals with invincibility and a good start up time can beat this “string”. Such as SRK, Flash Kick and Law’s Fist Fury Rush EX. I also managed to beat it (Cr.Mk, HK Joudan) clean with Kazuya’s Cr.Mp, but that needs a LOT more testing.

My Tekken character has no viable anti airs!

Get creative. That’s all I can really say. I look at characters like Vega, Abel and Gouken as shining examples. As they don’t have a “one size fits all” anti air such as Ryu. But would you jump in against a good Abel or Vega? A quote from Jozhear regarding Vega’s anti airs:

“Walking under someone is essentially a good anti-air as you avoid jump ins and can punish their landing in some cases.” That can be applied to your character also.

OK, smartass. Tell me, how do I get past those assist gem users?

Pick a grappler. As crazy as it sounds, this is a TEAM game. You wouldn’t pick Marduk and Zangief against Sagat/Dhalsim would you? I feel they are necessary for good team synergy, as a grapplers metagame can be powerful when people just want to block. And also, Abel’s combos are so easy to do now, such as Step Kick St.Hp. And if you don’t want to play a grappler, then I advise you to…improve your game. As there is always a way to defeat an opponent.

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Regarding Hugo:

Yeah…just watch the video, granted he can be tricky to anti air, but it is very possible. For Kazuya players, use St.Mp it stops his jump ins clean.

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Tekken strings are too tricky to block, NERF THEM!

They are tricky when encountering for the first time. But the Tekken characters strings aren’t that hard to block. But I don’t believe that it’s possible to block them on reaction, if you don’t know which way to block. So you have to spend time in training mode familiarizing yourself with their strings.

I’ve left the link for the frame data below, so that you can figure out which way to block.

I abuse these a LOT. But Lili’s Sunflower Lance MUST be blocked high, and you can mash like crazy if she tries to play it like a Rekka. EG, pausing and then following up.

For you newer players, Kazuya’s Slaughter Hook has to be blocked high, I’ve lost track at the amount of times I’ve seen this hit!

Ken:

Ken’s Cr.Mk/Hadoken is not safe! He’s -9 on a normal Hadoken, and -1 on a EX Hadoken. As for his air Tatsus, I’d say dash under him. It’s easy enough to do with practice.

Timeouts:

I’m certain that they wouldn’t happen if people learned real combos, and not all this ABC Launcher rubbish. And if people learned how to keep momentum and punish tag ins sufficiently. Although, Abel with yellow gems…wow, just wow.

The stages are too big, this game sucks ass!

I love these wide stages, it makes trying to control the mid range even harder. And if your opponent wants to give you all the space in the world, take it! An opponent that turtles is just a sitting duck, and you should exploit that.

Feel free to post your problems with the game, and hopefully me or somebody else will be able to help you.

The wide stages are okay. Some characters specials or whatever can punt you right across the screen so it doesn’t even matter greatly.

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Stop putting point chars as anchor chars and vice versa.

Most SF chars are point chars and vice versa for tekken chars. Ryu and Ken is a bad team btw. Two point chars = SHIT!!!

I honestly dont think that’s the case. I dont feel like there’s as much of a point/anchor style with this game, but rather you should think of your team as one character. Switching back and forth is so common that designating one or the other as a point or anchor isnt really an issue. I decided on my team (Raven/Hwoarang) becasue

A: I wanted to play Raven even before the game came out because he was my Tekken main in 5. When playing SFxT his zoning game is so good and he’s just an all around great character so that ended up being a real bonus for me.

B: I feel Hwoarang can cover up some of Raven’s weaknesses, he’s got a decent wakeup dp move along with some really dynamic footsie tools and can do very respectable damage with any meter that Raven might build.

So yeah basically I just picked my team because each member kind of covers the other ones’ weaknesses. Raven zones and generally just fucks people up, Hwoarang is solid footsies and good wakeup. Raven builds lots of meter, Hwoarang can use meter well. Meanwhile, my opponent has to adjust to the two characters’ differing playstyles.

A team like Ryu/Ken is actually good though because Ryu is solid and Ken is solid. Neither one has glaring weaknesses that the other has to cover for, they can do good damage together without requiring a ton of execution, the only problem is that they are both kind of meter hogs.

Actually, in regards to that… is there an actual general team building thread? Maybe something along those lines is in order - a thread that focuses on how to build a team for this game in particular or how it differs from team-building in other games? Maybe putting some emphasis on who works better up front, choosing teammates based on damage and setups, etc.?

Just kicking that idea out there, as I feel I’m really not knowledgeable enough to elaborate on it myself (yet!) but it could help others who might have trouble understanding why their team isn’t working out well. :slight_smile:

Except Ken is NOT solid and that team is dependent on Ken gimmicking people with air tatsu into boost combo and Ryu doesnt hit hard enough to maximize these opportunities.

Raven and Hwoarang can play any role. Hwoarangs damage is rather mediocre compared to most tekken chars though. The reason you have point and anchor is mostly damage related. on point want sumone that sets up tag combos and boost ccombos easily and in the back a hard hitter that ideally covers the poit chars weaknesses.

The way most people play Ken right now isn’t solid but he does have excellent footsies. Problem is most people are too herp derp tatsu and herp derp it’s broken cause I have poor reactions and don’t know how to space anti-airs sherpa derp… to deviate to anything different.

Step kick is good. His low forward is good. He has a fireball, granted not the best but it’s there. His dp is still a dp. Standing RH crumples on CH (wuuuut). He has an overhead causes ground bounch on CH… He’s got plenty of solid tools.

I kinda want to pick him up now just to show people how it’s done :stuck_out_tongue:

U can play footsies with ken but its hard and requires really good spacing his low fwd is -5 on block although it does start up in 5frames, his far standing rh is -9. Or 7 his step kick is -2 and u could react to his fb easily and its also -9 on block and his frame traps and pressure is really weak I’ve played ken and everygame but when he has such few options against people that know how to play him. I had to kinds drop him and keep him in back when I want an easy win

Ken isn’t that hard to play footsies with. Spacing has always been important with any footsie character. Even if he’s negative after some of his stuff, it’s not like you just throw it out there. Step kick is for stopping forward movement when your backing away, far RH is for counter poking, low forward fireball is used to punish and you generally just throw it out of the opponents hit box so they walk into it.
This plus the fact that he has that x up tatsu, or just a jump RH, or an empty jump makes him really dangerous.

If I had to list the characters I’m most scared of fighting right now, it’d be:
Sagat- I hate being zoned out
Ken- I have no clue what my opponent is capable of and his derpyness makes him scary at every level
Guile- fucking Guile
Xiaoyu- Overhead to half life
Ryu- Annoying ass donkey kick
Julia- low short/forward reach half screen, (okay, I’m exaggerating, but that shit is far)
Chun- I have never like fighting against Chun
Rufus- Dive kick into herpaderp launcher combos which are usually safe

If u try to counter poke with rh and they block it the he’s in for bigg punishment. Cr.mk’s hitbox is to short its not like ryu’s and against opponents who are walking towards u is easily baited with a simple walk fwd pause whiff punish and the recovery sucks. And against some chars it seems like u can’t space low fwd xx fb enough. And spacing in general is hard with ken because of his walkspeed he also only one safe chain, cr.lk xx cr.mp, and that’s -2. And maybe if step kick led to more dmg it would be better and counter poking step kick with lights is pretty easy and leads to a lot of dmg. There is really any good kens online so just treat them all the same, they’re gonna dp a lot step kick out of range and tatsu randomly they might even throw fbs and think that there’s nothing u can do about them. Maybe I see it a lot easier than others because I’ve always played ken idk. And watch him in the air if u see him tatsu then block the other way or if he’s more than half a screen dp it and if ur unsure take the hit in the air w/o pressing buttons. And if he jumps in on you than he jumps in on u so what, what’s he gonna do put u in a blockstring with his shitty advantage, at most u will take a throw or get hit by a weak oh

You know what makes this game difficult for me? The fact that mid range zoning was nerfed to hell in this game. I’ve always liked weaving in and out of poke range in every fighter I’ve played. Here, the only good way to do damage is to get as close as possible to someone and spam jab. I’ve tried to stick to my guns here, but I just can’t get a feel for this game. Is there anything I’m missing? I’m currently experimenting with Poison/Steve.

Jab pressure is not all it is made out to be. Footsies are super, super important. How else could ricky and pr rog make it to grand finals just using boost combos? Because they outfootsied everyone.

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