SquirrelSoup
Member
I am a newbie tho. Numb beating my ass 10 times outta 10 with no remorse is proof of that T_T
He does that to everyone D=
But the tyranny of Mokujin is almost over!
I am a newbie tho. Numb beating my ass 10 times outta 10 with no remorse is proof of that T_T
Tekken seems easier to get into frame wise than SF for some reason?
So I'm not crazy then. Looking forward to it!
Not at all. In fact, good job noticing it!
Katarina really doesn't have many tools that are large advantage on block. In Tekken, a +1 or +2 doesn't matter as much as in SF, because people can still sidestep or backdash whatever you do at such minor disadvantage.
Her main advantage on block tool is 1,1,2 as that is advantage enough to where people need to respect your mixup. It's duckable but she has 1,1,1 which is not, to mix it up with. (Or there's like 1,1 hopkick if you have the read and feel like being a jerk to someone.)
Her Rage Drive is advantage on block too. Most of them are.
But aside from that you need to score a hit to put folks at enough disadvantage to lock them down.
00:23 looks like df+1
00:24 looks like d+3
00:25 I think you're correct.
https://www.youtube.com/watch?v=9ULnuW253cw < This might be useful for you, Cindi. Doesn't have the new FR moves but still.
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embrace it breh
Im fine with it regularly, but in the noob thread?
This is good to know, I need to have stuff like this handy for when I start to learn the game.One thing to notice about frame data as well:
At -10 a move is generally considered punishable. The pushback might be too high for jabs to reach though.
At -15 a move is generally considered "launch punishable" because most of the d/f+2s across the cast is 15 frames fast. This does not apply to WS punishers. There's characters like Bryan and Mishimas who have faster launchers than that and characters like Steve who can't launch you until you're at ~-17.
Mid launchers are usually punishable with few exceptions. Low launchers are usually launch punishable or at least unsafe with few exceptions (King says hi). Sweeps stagger on block and are heavily punishable.
There's moves with crushing properties. Most of them crush highs or lows at pretty early frames. There's no mid crushing move. So you have to be careful at treating the game like an equation by just filling in numbers.
Hope that helps. Cool to see you wanting to get seriously into Tekken, Cindi.
One thing to notice about frame data as well:
At -10 a move is generally considered punishable. The pushback might be too high for jabs to reach though.
At -15 a move is generally considered "launch punishable" because most of the d/f+2s across the cast is 15 frames fast. This does not apply to WS punishers. There's characters like Bryan and Mishimas who have faster launchers than that and characters like Steve who can't launch you until you're at ~-17.
Mid launchers are usually punishable with few exceptions. Low launchers are usually launch punishable or at least unsafe with few exceptions (King says hi). Sweeps stagger on block and are heavily punishable.
There's moves with crushing properties. Most of them crush highs or lows at pretty early frames. There's no mid crushing move. So you have to be careful at treating the game like an equation by just filling in numbers.
Hope that helps. Cool to see you wanting to get seriously into Tekken, Cindi.
To be fair, SFV frame data follows the same pattern across characters as well.
Going across the three 3D fighters(Tekken, Virtua Fighter, DoA which has 5 Frame throws though), the fastest move seems to be always the jab at 10 frames startup.
Just in case, there are also descriptions with videos for the new system mechanics on the official Tekken 7 site.
Power Crush seems like an universal high/mid crush by armoring through the attack. So in a way, Tekken 7 introduces an universal mid crush as a system mechanic(which is a first outside of Tekken Revolution?).
I don't like how people are 'scared' of frame data so I wrote some simple stuff about it for (very) new players:
http://cephiria.blogspot.nl/2017/05/tekken-7-frame-data-for-new-players.html
Might do a followup on punishment if folks think that would be useful.
I don't like how people are 'scared' of frame data so I wrote some simple stuff about it for (very) new players:
http://cephiria.blogspot.nl/2017/05/tekken-7-frame-data-for-new-players.html
Might do a followup on punishment if folks think that would be useful.
Nope. Some characters fastest moves are cr. Lk, c.lp, st.lp, & st.lk. There is zero consistancy. All those moves also have completely different properties.
There's exceptions to that like Xiaoyu's b+1 which is 8 frames fast but has no reach and does nearly no damage. Hwoarang's LFS f+3 and RFS f+4 is also 8 frames but is from his flamingo stances.
I wouldn't consider power crush moves crush moves because you still take damage doing them. It is close to it though.
Yo. People said Tekken frames are hard to understand. Nah. Tekken frames are easy as fuck to understand. By placing a baseline, you can figure out a characters game plan with ease. Holy shit. It's like I'm seeing action with numbers. Not to discount other aspects of Tekken, but I thought I needed a PHD, brehs?
The basic stuff should be easy. The harder part is recognizing moves of the cast and knowing what you can punish with what.
I don't like how people are 'scared' of frame data so I wrote some simple stuff about it for (very) new players:
http://cephiria.blogspot.nl/2017/05/tekken-7-frame-data-for-new-players.html
Might do a followup on punishment if folks think that would be useful.
Please write that follow up. This is a great resource.
Sure. But that goes for any fg.
It's not just you links were made generally easier in SF4
Yup. Not to dismiss Tekken at all and I hope it doesn't took like I am, but I'm expecting a different set of difficulties learning Tekken compared to learning SF. Some aspects that are harder in SF and easier in Tekken in vice versa. Ultimately, like NWS said to me privately, SF is about reads/yomi while Tekken is about reactions. It's really interesting.
Some bits are pretty easy. Move and combo execution is (generally) kinda easy. No 360s, no qcb-hcf motions, no 1f links (or that many links at all really). On top of that since stuff is generally slower it is moved a bit more into the reaction space than the anticipation space like in most 2D fighters. Like whiff punishment.
That's the thing. Half the struggle in 2d games is learning a character - their game plan, their style. Learning even that can take weeks if not months. And here I am figuring out how a Tekken character is supposed to be played in 5 secs by looking at the frame data. It's a surprisingly good feeling.
My friend and I have decided that we are going to get gud at a "real" fighting game. All we play is smash, and we're good at that, but we want to try something more technical. We have a copy of Capcom vs SNK 2 for the gamecube. Any tips would be appreciated.
Combos still have to watch out for character orientation, like hitting sideways. I don't remember any links in Tekken, but juggles aren't necessarily easy either. I often see drops in tournament play. There are also situational combos like hitting opponent off the air, counter hit, low parry, ground break and walls.
subt-L made a pretty cool graph showing how moves generally work in Tekken
https://twitter.com/NORCALsubtL/status/866114211759366144
Highs are typically better on block, mids more rewarding and lows are almost always unsafe e.t.c.
I've mentioned this multiple times in other threads but I think it's worth throwing out here as well. Fergus, an Irish player, spent God knows how many hours making this brief primer about the Tekken 7 cast and it'd be a massive waste if it goes unnoticed. I think it's a fantastic resource to introduce anyone unfamiliar with each character's gameplan:
https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/edit
Holy shit that's a damn good image.
I've mentioned this multiple times in other threads but I think it's worth throwing out here as well. Fergus, an Irish player, spent God knows how many hours making this brief primer about the Tekken 7 cast and it'd be a massive waste if it goes unnoticed. I think it's a fantastic resource to introduce anyone unfamiliar with each character's gameplan:
https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/edit
I've mentioned this multiple times in other threads but I think it's worth throwing out here as well. Fergus, an Irish player, spent God knows how many hours making this brief primer about the Tekken 7 cast and it'd be a massive waste if it goes unnoticed. I think it's a fantastic resource to introduce anyone unfamiliar with each character's gameplan:
https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/edit
Holy shit that's a damn good image.
If I play Sarah in VF what would be a good character for me in Tekken?
In the scenario Hwoarang's moveset becomes too overwhelming:
-If you get the more satisfaction out of Sarah's Edge Kick executions I recommend Lee Chaolan since you can get something similar with Lee's acid rain.
-If you get the more satisfaction out of Sarah's Shadow Step & Shuffle stances give Josie a try.