Technical info: all throws have a 20 frame break window after you've been grabbed, meaning from the moment you are grabbed you have 20 frame to input your throw break, and moreover you have only one chance to break, you cannot mash all three breaks to escape throws, after one attempt the game cancels your other inputs and you are thrown
I've heard that command grabs have a shorter break window, though - do you know if that's true, and if so, what frames those are? Also, as far as I can recall, Fahk had his wall splat grab to 14f when he first came out, which I've now heard has been fixed, but didn't Nina have one too?
I wish Namco would use your template for an in-game tutorial for stuff like this that they do not cover in practice mode. They do some of this for punishment training and combos, but you guys make it look seamless/flawless.
Bro ive been playing so long and i had no clue you could break side throws, lmao its my fav thing to do after a sidestep and i dont think ive ever seen them broken
Yeah thats the main problem, not being able to clearly see what arm is extending forward, its easy in training mode when you know its coming but online+lag+weird camera angle make it a guessing game plus characters have commamd grabs that are only 12f so you need to react even quicker to these
@@mandarinduck5507 I've noticed that good movement evades 90% grab attempts. Like when AK does f4 for +4, you can just step it. Small step and block so you don't get clipped by homing options. That way enemy only grabs on +6 or more and even then you can twitch duck. This means that you can also predict the attempt when you have narrowed down the opportunities.
Great video but you forgot universal solution to avoid throws: *crouch* I am used to crouch throw attempts in neutral on reaction. Especially in poke situations since i main kazumi. In negative frame situations or while moving it gets harder but those are mostly flow charts so also detectable. Then you can punish them with a ws move. In tekken 3 this was the best option since escape window was smaller and almost impossible due to lag and certain throws like ogre lead to death since they were not escapable.
You all just made me love and hate tekken even more. I've been playing since 5 and throwing is something that is still feels so foreign to me. But to see it broken down so simply, and with them adding all this new mechanics to make fighting easier for noobs and doesn't give us at least mediocre tutorial is beyond me. I learned a lot. Keep up the good work.
I spend about 10 minutes practicing breaking Dragunov's throws most days. I'm very slowly improving, but I break it down into 4 parts: 1) Mix-up between his 1-break and his 1+2-break. 2) Mix-up between his 2-break and his 1+2-break. 3) Mix-up between his 1-break and his 2-break. 4) Mix-up between all three. I set my phone's timer for 2.5 minutes on each part. Longer than 10 minutes on just this and I start to lose concentration.
Doing a better job than the devs. I wonder how long their excuse "the game would be too easy with frame data/tutorials" holds up for future releases. Hope they get proper funding to ship a feature complete game.
This is a fantastic video for beginners! I do not get why something like this is not in the game already. Bamco is being carried by content creators like you so hard right now.
I have a question on Anna and Nina's combos throw. The initial is an 11frame grab and 2 button to break, and this can be instantly broken if the opponent is expecting it. However, it generally takes less than a second to input an entire combo throw command set, for instance Anna's Rolling Arm Break: (which is actually 3 separate inputs, the initial grab, then the arm break extension, then the actual command to do the rolling arm break part) which does about 70 damage. Now the question is, this entire throw lasts about 4 to 5 secs, however its actual input is less than 1 second. So, as the opponent trying to break these combo throws: Do I have to break within 20 frames of the actual "1 sec" of command input, or is it based on the 4 to 5 seconds of "what I see on the screen" animation"?
I never went as far to check how many frames, but if you enable "Recovery Animation" on Practice Mode and look at when your character is free to input, it's a rather small window, so I would bet it's the same amount of frames. So spamming the break input during the whole animation is advised, as timing it properly would be way too difficult
My problem is my reaction time. Im mashing the button after the break window has already passed. Also its hard to differentiate what arm is extending when you are playing. Or im not really paying attention to the grab and im just waiting for my turn 😭
I need help on how to escape feng grabs and throws what buttons do you press on ps4 it's that one move where he grabs you in the air and starts to punch the stomach
The throw system is one of the reasons I don't play anymore. Even a months worth of consistent practice on both sides versus Dragunov and many other characters didn't help in real matches. I could barely even react to the startup of most throws let alone see the hands. Seems like it favors people with good reactions or people who enjoy the extreme grind that is throw breaking in this game
It requires some dedication, indeed. I don't have the fastest reaction time, but I still managed to learn to break throws on reaction, though. Took me like a month to start seeing progress, and online doesn't help, since the delay can make it harder to break it in time. Still very important to practice it, though, if you are serious about learning the game.
@@justApplay tekken players are used to throws working like this in the game so it certainly won't change and I'm okay with that. Maybe a built in throw breaking drill mode with varying speeds of animations and timing etc would help people like me.
There is an app for android that can help your training. Also, be sure to play in a low latency monitor, throws are very seeable and reaction time doesn't vary that much from person to person, is just practice. In bad connections, throws can be rather strong tho.
I loooove the editing that makes it look like an in-game tutorial!
What could've been.
I thought this was an in game tutorial!!!
@@kennethboozer6148 yep bamco should hire him/her
I thought it was real for a moment
Technical info: all throws have a 20 frame break window after you've been grabbed, meaning from the moment you are grabbed you have 20 frame to input your throw break, and moreover you have only one chance to break, you cannot mash all three breaks to escape throws, after one attempt the game cancels your other inputs and you are thrown
I've heard that command grabs have a shorter break window, though - do you know if that's true, and if so, what frames those are? Also, as far as I can recall, Fahk had his wall splat grab to 14f when he first came out, which I've now heard has been fixed, but didn't Nina have one too?
I wish Namco would use your template for an in-game tutorial for stuff like this that they do not cover in practice mode. They do some of this for punishment training and combos, but you guys make it look seamless/flawless.
Less than 10mins, no talking, great editing, no bluh bluh bluh = the perfect tutorial
Great tutorial! Would be great also to have an advanced tutorial on how to break wrestlers' signature throws (e.g. King, AK, Marduk)
This. I would love to find a way to remember how to get out of RDC
Incredibile Editing. The developers should see this, this is a perfect example of how an hypoyhetical tutorial should be!
This is amazing editing, looks just like an in game tutorial that they could've done. What software(s) do you use for editing?
I use Adobe Premiere.
Bro ive been playing so long and i had no clue you could break side throws, lmao its my fav thing to do after a sidestep and i dont think ive ever seen them broken
this will clear so much up to beginners
See Namco, this is what a tutorial should look like in your game in the first place.
Dude would love if you make more tutorial like this, It's very well made and easy to understand and i actually thought this was in game tutorial lol
0:47 Oh damn I never knew that.
Also consider the camera angle. Some throw animations are very hard to see if the camera is in weird position (my personal problem :D)
Yeah thats the main problem, not being able to clearly see what arm is extending forward, its easy in training mode when you know its coming but online+lag+weird camera angle make it a guessing game plus characters have commamd grabs that are only 12f so you need to react even quicker to these
@@mandarinduck5507 I've noticed that good movement evades 90% grab attempts. Like when AK does f4 for +4, you can just step it. Small step and block so you don't get clipped by homing options. That way enemy only grabs on +6 or more and even then you can twitch duck. This means that you can also predict the attempt when you have narrowed down the opportunities.
CLEAN. TO THE POINT. someone should make a modpack and put your videos in the game
Awesome tutorial! Thank you!!
Subscribed!!!
Thanks man. Kwiss recommended this and I'm impressed keep up the good work
Thank you for the hard work. Love the Video.
pretty neat work man. Im an old player, but its cool to keep basics updated. Cheers
Why good content is always under rated.. even i didn't know about you before TBS told me..and i feel bad for that
Great video but you forgot universal solution to avoid throws: *crouch*
I am used to crouch throw attempts in neutral on reaction. Especially in poke situations since i main kazumi. In negative frame situations or while moving it gets harder but those are mostly flow charts so also detectable. Then you can punish them with a ws move.
In tekken 3 this was the best option since escape window was smaller and almost impossible due to lag and certain throws like ogre lead to death since they were not escapable.
This was really done well and Makes a lot of sense... Thank you for sharing!
Thanks for this awesome guide
Really helpful tutorial for a beginner like me
Great video. This might help me overcome my immensely deep hatred for King players.
You all just made me love and hate tekken even more. I've been playing since 5 and throwing is something that is still feels so foreign to me. But to see it broken down so simply, and with them adding all this new mechanics to make fighting easier for noobs and doesn't give us at least mediocre tutorial is beyond me. I learned a lot. Keep up the good work.
very good editing. BNE needs to hire you.
I spend about 10 minutes practicing breaking Dragunov's throws most days. I'm very slowly improving, but I break it down into 4 parts:
1) Mix-up between his 1-break and his 1+2-break.
2) Mix-up between his 2-break and his 1+2-break.
3) Mix-up between his 1-break and his 2-break.
4) Mix-up between all three.
I set my phone's timer for 2.5 minutes on each part. Longer than 10 minutes on just this and I start to lose concentration.
Doing a better job than the devs. I wonder how long their excuse "the game would be too easy with frame data/tutorials" holds up for future releases. Hope they get proper funding to ship a feature complete game.
Great video.
One request.
How to chick for beginners.
This is a fantastic video for beginners! I do not get why something like this is not in the game already. Bamco is being carried by content creators like you so hard right now.
I have a question on Anna and Nina's combos throw. The initial is an 11frame grab and 2 button to break, and this can be instantly broken if the opponent is expecting it. However, it generally takes less than a second to input an entire combo throw command set, for instance Anna's Rolling Arm Break: (which is actually 3 separate inputs, the initial grab, then the arm break extension, then the actual command to do the rolling arm break part) which does about 70 damage.
Now the question is, this entire throw lasts about 4 to 5 secs, however its actual input is less than 1 second. So, as the opponent trying to break these combo throws: Do I have to break within 20 frames of the actual "1 sec" of command input, or is it based on the 4 to 5 seconds of "what I see on the screen" animation"?
I never went as far to check how many frames, but if you enable "Recovery Animation" on Practice Mode and look at when your character is free to input, it's a rather small window, so I would bet it's the same amount of frames.
So spamming the break input during the whole animation is advised, as timing it properly would be way too difficult
@@justApplay Aright, thanks.
thx bro
Here I am watching this even though I know how to break throws just because of the sheer quality of these videos.
Graet video as always keep it up 👍🏼
My problem is my reaction time. Im mashing the button after the break window has already passed. Also its hard to differentiate what arm is extending when you are playing. Or im not really paying attention to the grab and im just waiting for my turn 😭
What about crouch, ground, and multithrows?
Great video. Need to lab
I need help on how to escape feng grabs and throws what buttons do you press on ps4 it's that one move where he grabs you in the air and starts to punch the stomach
For that grab in specific, you gotta press both punch buttons.
@@justApplay Thank you very much
Haha boa APPLAY
Finally!
The throw system is one of the reasons I don't play anymore. Even a months worth of consistent practice on both sides versus Dragunov and many other characters didn't help in real matches. I could barely even react to the startup of most throws let alone see the hands. Seems like it favors people with good reactions or people who enjoy the extreme grind that is throw breaking in this game
It requires some dedication, indeed. I don't have the fastest reaction time, but I still managed to learn to break throws on reaction, though. Took me like a month to start seeing progress, and online doesn't help, since the delay can make it harder to break it in time.
Still very important to practice it, though, if you are serious about learning the game.
@@justApplay tekken players are used to throws working like this in the game so it certainly won't change and I'm okay with that. Maybe a built in throw breaking drill mode with varying speeds of animations and timing etc would help people like me.
@@khumbolawomussa1935 Yeah, would be cool to have something like that in the future
There is an app for android that can help your training. Also, be sure to play in a low latency monitor, throws are very seeable and reaction time doesn't vary that much from person to person, is just practice. In bad connections, throws can be rather strong tho.
Lesson complete
King: *RDC INTENSIFIED*
The tutorial the game is missing. Only missing a tiny bit of info.
Hey Alright
Can they hire you to make tutorials already please
Finalmente. E mesmo eu sendo casca grossisima na porrada, tomo muito grab
Music name ?
That's the theme for the Arena stage in Tekken 7.
how to break armor king running grab
Both punches together (1+2)
@@justApplay thanks
now i can counter my brother's spam
Brooo