ChamplooJones
Formerly Momotaro
Funny enough I was planning to try Josie and Katarina to see which one I liked better.
1 - 10f startup, +1 block, +8 on hit
2 - 10f startup, -5 block, +8 on hit
3 - 14f startup, -9 block, knockdown property, +2 on hit
4 - 16f startup, -9 block, knockdown property, +2 on hit
Hmm...
Fighting Game Noob Thread. Should be interesting. Never been any good at those, lemme see...
Laters.
Hmm...
Fighting Game Noob Thread. Should be interesting. Never been any good at those, lemme see...
Laters.
Laters.
Hmm...
Fighting Game Noob Thread. Should be interesting. Never been any good at those, lemme see...
Laters.
noooooooooooooo
I can't think of any game with links harder than SF4. Third Strike was a cakewalk in comparison
Um. You can just ignore it. This thread is going to have different levels. All I was doing was making a point about reading Tekken frame data. Anyways, I just used it so I could see how fast the moves the more advanced players were using because they use them are pokes very frequently, and it's a good idea to try to understand as to why so that when the game drops I'm already familiar with my characters go to moves and why I should be using them. As opposed to wasting my time going through hundreds of moves and figuring it out myself.
All I did was look at numbers and compare them to the number of 10 (startup) and 0 (on block and hit) and see where they landed, looked at the command, and then compared it to video footage to see if that was the command. Honestly, frame data is nothing. Ask me about option selects. Just ignore it if you're not familiar but it's not that hard. I'm not high level lol.
I think you're being unreasonable.
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.
Hmm...
Fighting Game Noob Thread. Should be interesting. Never been any good at those, lemme see...
Laters.
I am a newbie tho. Numb beating my ass 10 times outta 10 with no remorse is proof of that T_T
Hashtag I made up lol.
He does that to everyone D=
But the tyranny of Mokujin is almost over!
Dude...I am a noob don't listen to these folks
Somebody was an asshole and did something mean. They messed up the list and wrote hate stuff on there.Street Fighter V User Database - add yourself! Anyone can edit the document, so don't be an asshole and do something mean.
Thinking about picking up Tekken 7. Are there any good basics/fundamentals resources? Preferably in comparison/contrast to SF.
Wow. Yeah, I'll find a way to make a new list.
I already got rid of the hate message & restored the old table.Wow. Yeah, I'll find a way to make a new list.
Hmm...
Fighting Game Noob Thread. Should be interesting. Never been any good at those, lemme see...
1 - 10f startup, +1 block, +8 on hit
2 - 10f startup, -5 block, +8 on hit
3 - 14f startup, -9 block, knockdown property, +2 on hit
4 - 16f startup, -9 block, knockdown property, +2 on hit
Laters.
Thinking about picking up Tekken 7. Are there any good basics/fundamentals resources? Preferably in comparison/contrast to SF.
So guys I played a lot of Tekken 3 and TTT back in the day, but never really played most of the sequels after that. Do I have to relearn everything for Tekken 7 or is any of my ancient Tekken knowledge is still useful? will my muscle memory from these games come to aid me? I used to be good with the Mishimas, Lei and King. Could consistently pull off the EWGF that hit mid.
So guys I played a lot of Tekken 3 and TTT back in the day, but never really played most of the sequels after that. Do I have to relearn everything for Tekken 7 or is any of my ancient Tekken knowledge is still useful? will my muscle memory from these games come to aid me? I used to be good with the Mishimas, Lei and King. Could consistently pull off the EWGF that hit mid.
I already got rid of the hate message & restored the old table.
This is so easy to learn once you can visualize what it's inferring, i promise you. Once you do, you can read it and know exactly what it means without even thinking about it. And no, you don't need to study anything. At least, when you understand it, the properties of the moves in question will be easy to memorize because they'll start feeling almost intrinsic. (I don't know why, but just trust me on this.)
Startup = How long before this move comes out.
+/- Block = Advantage (+) or Disadvantage (-) in frames when your attack is blocked.
- This is important only relative to other moves, never on its own
- In Tekken, i believe the fastest jab comes out in 10 frames. So a 10f startup is going to beat anything with higher startup frames.
- This is all about reference.
- There are basically 2 modes to operate in. Whether you have "Advantage" (+)or "Disadvantage"(-).
- When you have "advantage" you can basically subtract the (+) number from the startup of your next move. (Faster is always more advantageous) At "disadvantage", you add the (-) number to the startup of your next attack. (slower is always more disadvantageous)
- So basically, on Advantage, your next move effectively comes out (+X) many frames faster. On Disadvantage, your next move comes out (-x) frames slower.
Examples (Consider both opponents at point blank range so nothing misses)
1) You throw out a 15f startup kick. --> Your opponent throws out a 10f startup jab.
= You get hit, because his attack connected 5 frames faster than yours.
2) You make your opponent block an attack that is (+2) on block, which means you have (+2) advantage. --> You throw out a 15f(-2) startup kick. ---> your Opponent throws out a 10f startup jab.
= You get hit, because your opponent's jab connected 3 frames faster than yours.
3) You make your opponent block an attack that is (+6) on block ---> You throw out a 15f(-6) frame kick attack ---> Your opponent throws out a 10f startup jab
= Your opponent gets hit, because your attack connected 1 frame faster than his.
It probably sounds complicated still right now. But I promise, if someone just sat you down with a controller and physically demonstrated this concept to you, it would make sense really fast.
The only real complicated part about frame data is learning the properties of your opponents moves...most typically advantage/disadvantage on block.
If an opponent keeps catching you with an attack that feels oppressive ("He shouldn't be able to spam that!"), then most of the time, a peek at the frame data will reveal the strength/weaknesses of said attack, and make it easier for you to work around it and see why you were getting hit.
I am a noob don't listen to these folks
http://cephiria.blogspot.nl/2017/05/tekken-7-frame-data-for-new-players_27.html
I wrote that followup about frame data for new players, explaining frame advantage.
It ended up pretty long so i added a TLDR at the top.
Another great write up.
How do you like my move picks? I've settled on these and some of them aren't too safe, but have good range and good properties. Should I add her hopkick to the mix?
BNB: 1, 2, 4, 4, 4, 3, 3, 3, 3, 3
What are unblockables for? Since I'm new to Tekken I figured it was worth having on the list because I'm not sure of its use despite it being a 60 (!!!) frame start up.
Why are 10 strings not a bnb?
What are unblockables for? Since I'm new to Tekken I figured it was worth having on the list because I'm not sure of its use despite it being a 60 (!!!) frame start up.
Why are 10 strings not a bnb?
Good edits and suggestions.
Why are 10 strings not a bnb?
Unblockables are just too slow. Largely. Some characters (like King and Yoshimitsu and Bryan) have ones that are faster or have very good range so they're usable, but for most characters they're either unusable trash or something you use once in a blue moon when the opponent is on the ground and/or in the corner and hope they get up into it.
10 strings don't actually combo, only the later parts of them do and they're very unsafe on block and even on hit when stopped early. They're basically gimmicks that you can use to scrub some wins out, and the weaker your opponent the better it'll work.
I'd advise to learn real combos instead, ie. at least decent juggles off your launchers. (Go for reliability and consistency over absolute max damage at first)
(That said, learning all the 10 strings for all the characters is a lot of work so you can totally use one to pull out a surprise win even against experienced players. Occasionally. )
Well, they hurt like hell. They're pretty much reserved for when you've either:
a) got your opponent so shook that you know they're just going to stare at the animation and get hit, or
b) you put them into a position where they basically have to eat it. (rare)
Because they're always the same, don't naturally combo, and the opening always appears in the same place.
If the opponent sees it coming, you're just going to get low parried or worse. At a certain level, everyone is going to know your 10-hit string.
Gotcha. Doesn't seem like an actual bnb and her unblockable seems so pointless.
How's the wake up game in Tekken compared to a street fighter. Especially, what do you do as the attacker.
How's the wake up game in Tekken compared to a street fighter. Especially, what do you do as the attacker.
I used to be a pretty good fight gamer, but I fell off WAAY back in the day. Tekken Tag on the OG 'Station was the last game I dedicated serious hours a day on. I'd love to get back to decent, but my old 46 year old fingers don't quite work the same, and due to family and work, I don't have the same ability to practice on it for hours at a time.
I'm going to jump back in with either Tekken or Injustice. Which is less frustrating? Thanks! Great thread!
Unblockables are just too slow. Largely. Some characters (like King and Yoshimitsu and Bryan) have ones that are faster or have very good range so they're usable, but for most characters they're either unusable trash or something you use once in a blue moon when the opponent is on the ground and/or in the corner and hope they get up into it.
10 strings don't actually combo, only the later parts of them do and they're very unsafe on block and even on hit when stopped early. They're basically gimmicks that you can use to scrub some wins out, and the weaker your opponent the better it'll work.
I'd advise to learn real combos instead, ie. at least decent juggles off your launchers. (Go for reliability and consistency over absolute max damage at first)
(That said, learning all the 10 strings for all the characters is a lot of work so you can totally use one to pull out a surprise win even against experienced players. Occasionally. )
Had a fun time losing at USF4 all morning. Got to watch my 50BP that I got from my one victory turn into 0.
Doesn't Asuka have a unblockable setup on wall? I think i saw it hit twice in tournament setting. But yeah, I saw unblockables close to never used in tournament play.