UltraDavid must had wrong numbers...
DOA5 outsells TTT2
Probably has to do with the fact that a lot of people in Japan already have been playing the arcade release for a year. But regardless, I think the game could be doing a lot better sales wise. Probably would have sold more if Fifa 13, Borderlands 2, RE6 and DoA5 weren't all releasing so close.
DEATH™;42838299 said:
Sayah, I'm interested in playing the Williams... Where do I start?
I hope this will be useful and not repetitive information that you already know about.
If you want to know my boring Tekken story, read below or otherwise you can just skip to the next paragraph.
I didn't sort of use tutorials or anything. And I learned Nina and Anna differently. I got into T6 after years of taking a break from Tekken. I continued with my longtime main (Nina) in T6 and started with very basic knowledge (pretty much blonde bombs and a few other moves that I remembered). Just spent a lot of time in practice with her and learned new combos and strategies on my own or by seeing other Nina players in ranked matches and adapting portions of their playstyle into my own. Each time I learned something, it was like "Wow, I didn't know I could do that." Really great feeling and probably why Tekken 6 had been such a rich experience. Anna, on the other hand, I picked up some months/a year or so before TTT2 arrived. By then, I already had good knowledge of the game and picked her up fast. And of course, Anna is also easier to learn than Nina.
Anna/Nina pretty much both rely heavily on mixups and cancels (as you probably already know
). Both of them have the well-known d+4,1 --> sidestep cancel or u/f+4,3,4 --> sidestep cancel. Nina has more options from the sidestep cancel whereas Anna does not. However, Anna makes up for that with all the crazy mixups in her judgment stance.
So, with
Nina from the sidestep cancel, you can:
1. Do 4 - low - (juggle on counter hit - punishable on block)
2. Do 2 - high - (launcher)
3. Do 1+2 (usually not used)
4. Do SS, 1 (You can do forward dash (f) or back dash (b) after SS, 1).
During forward dash, you have the following moves:
A. 1, 1+2 (Extremely useful move - Very quick. It's also very good to use near walls as it leads to a wall splat - If the opponent blocks 1 [flapping butterfly], then it's best not to do 1+2).
B. 1+2 (grab move - follow up with different variations if the opponent starts to break your grabs).
C. 3+4 (grab move - same note as above)
Note: If you're a King/Armor King player that likes doing long grab chains, then Nina/Anna can
partly accommodate for that.
D. 4,3 (Not used too often after sidestep cancel - mostly good to do 4,3 in certain situations while rising from ground).
E. qcf+1 (launcher - good to use).
F. qcf+2 (no longer a launcher in TTT2).
Backdash can also be followed up with a grab move (1+4 - I think), a launcher (4) or her u/f+4.
Nina's launchers b+1+4 and d/b+3+4 are punishable but with the way you will be playing and doing mixups, the opponent will probably be confused. You're pretty much all over the place and don't give your opponent time to think and make them panic. And with that, they will hesitate to punish.
And of course, as you know I'm sure, you can also do sidestep from d/f+3,2 with Nina.
Now, with
Anna:
From the d+4,1 or u/f+4,3,4 cancels, there's isn't much as I already said. Pretty much, you can:
1. Do 2 (low move)
2. Do 1+2 (launcher)
3. Do 3 (bound move - not very useful when doing mixups).
So pretty much, stick with the first two during Anna's SS cancels and mix them up.
Now, the Judgment stance with Anna.
Judgment stance is b+3. But all of the below moves can also be cancelled into the Judgment stance:
1. d/f+1,2,3
2. f+3,2
3. d/f+4,1
4. f,f+3,4,3
5. WS 3
From the Judgment stance, you have many options to keep your opponent guessing as to what you'll do next. You can do:
1. 2,1 (mostly safe to use and is good with overriding any moves your opponent might be planning to punish you with).
2. 1 (if it hits, follow up with f+2+3)
3. u/f+4 (launcher - excellent for crushing lows)
4. d+3,3 (low move - use often - mix up with other moves)
5. 4 (low move - used sometimes but d+3,3 is better)
6. f+2+3 (looooooove this move)
Note: All of Anna's QCF moves can be done during the Judgment stance. But during judgment, you can press d/f instead of qcf to do them. Moves include:
6. d/f+1
7. d/f+2,1
8. d/f+4
9. d/f+3,2
10. You can also parry from the Judgment stance. I've done it by accident a few times but I don't actually even know the inputs for how to do it. Will have to research this further and I don't think it's listed on Anna's command list.
So with both Nina/Anna, use the cancels and the mixups to create pressure and confuse the opponent. You also don't want to always "cancel" or mixup. Sometimes, it's better to just do the whole chain/move without doing any sort of cancelling/sidestepping.
Of course, all the juggles/combos and the rest of the huge command lists of the William sisters require their own exploring. There's so much you can do and there's different ways of playing both of them so it's also up to your playstyle/preference. I come across many different Anna/Nina players and they all sort of have their own unique ways of creating pressure.
I hope that helps.