Thanks for the vid ! One thing I love/hate about FGs is that we inherently have 'a' timing. Mid game, when you and your opponent start adapting, that timing changes. But on the first round or if you or your opponent do not adapt, then you keep your natural timing. This leads to situation where one player seems waaaaay stronger than the other ; "Whatever I do I get Counter hit !" "How did he know I'd press ?!" Well... He didn't. Both your natural timings match in a way that every time you tried to input a move, he already inputted his a few frames before. I love it
great video, especially with Kazumi df1 example. though if you dont mind my paragraph i am a nerd about this topic: in general, timing is present in either frame tight situations (after a move connects or after a knockdown) or in neutral (most importantly around 3 or 4 backdashes away) in terms of in the neutral, you can "react" the the opponent's dashing in with a fast high rewarding move like Steve b1 or Paul df2, then enforce a dash block or less aggression that way. this becomes a lot harder when youre closer to them and you need to move horizontally more to properly enforce the moves they choose to press. e.g. instead of pressing EWGF to try to beat Lidia ff2 at range 2, you might want to ssl to desl with that move, then theyll have to do a delayed move to deal with it that you can ewgf next time instead of stepping in terms of frame tight situations, the simplest way to think about it is (as implied in your video) "instant timing" or "delayed timing". it doesnt always have to be a frame trap, and both players play this game, but you either play your frames to beat buttons, or you step button/tracking button/slow button to beat movement into button, duck into button, etc. an example would be Steve 2,1b. its +3, and flk1 frame traps. it tracks pretty well, so they might want to duck and punish it. so as Steve i can 2,1b into flk2 (i18) and beat them trying to duck into a button for a ch launch. now of course they could do an i14 or faster move, or swr, but thats why flk1 is usable to enforce this hope this was helpful for anyone reading!
2:18 - the dash in and block reminds me of when I was learning Soulcalibur. I wonder if it's kind of a universal in 3D fighters? Probably has utility in Virtua Fighter and DOA as well.
I guess this depends if the game allows you to use dash safely. Tekken lets you cancel the animation at any given moment, while in a lot of 2D games, a backdash or dash is a huge commitment as you are completely vulnerable during the entire animation.
Thanks for posting this🙏🏾 I was thinking about addressing this on Reddit, while talking about fundamentals. This is the most neglected topic in Tekken and is the skill that separates advanced Tekken from the rest. In T7 I was a Yaksa, while I was able to play neutral with Gold ranks, my offense was trash vs them. Thanks to Exkean and Peacecrab I started implementing timing on my offense and defense(with fuzzy guarding). When you're in the zone, it's incredible how great you play, it is as if you're cheating and now that I know what's happening, I see it everywhere in Pro play😅. Obrigado e abraços de Portugal
The idea works despite of button or character, but sometimes it won't be the best moment to use this concept and you might be able to adapt to your opponent other ways. To make understand it easier, try to find moments where, when you are pressuring, the opponent doesn't press... Then you apply this concept. If they don't respect, just play frame traps and use your fast buttons to stop their threats.
oh god, even in t7 that Alisa skin looks so much better... What the hell is legacy outits in t8... The boots has no textures at bottom, the stockings are black and flying, white parts are grey, hair looks poor... Anf her new face ofc
All of Tekken 8 looks janky if you're on anything below a 3080 line GPU tbf. So it's a combination of the original models look bad ported over to the new engine, and most people can barely run the game.
dude, your videos are allways super high quality! love the shorts as well, they are helping a ton in memorizing strings, much love parça
Thanks for the vid ! One thing I love/hate about FGs is that we inherently have 'a' timing. Mid game, when you and your opponent start adapting, that timing changes. But on the first round or if you or your opponent do not adapt, then you keep your natural timing. This leads to situation where one player seems waaaaay stronger than the other ; "Whatever I do I get Counter hit !" "How did he know I'd press ?!"
Well... He didn't. Both your natural timings match in a way that every time you tried to input a move, he already inputted his a few frames before. I love it
The intro to the problem is literally what I am facing as heihachi these days. Thanks
great video, especially with Kazumi df1 example. though if you dont mind my paragraph i am a nerd about this topic:
in general, timing is present in either frame tight situations (after a move connects or after a knockdown) or in neutral (most importantly around 3 or 4 backdashes away)
in terms of in the neutral, you can "react" the the opponent's dashing in with a fast high rewarding move like Steve b1 or Paul df2, then enforce a dash block or less aggression that way. this becomes a lot harder when youre closer to them and you need to move horizontally more to properly enforce the moves they choose to press. e.g. instead of pressing EWGF to try to beat Lidia ff2 at range 2, you might want to ssl to desl with that move, then theyll have to do a delayed move to deal with it that you can ewgf next time instead of stepping
in terms of frame tight situations, the simplest way to think about it is (as implied in your video) "instant timing" or "delayed timing". it doesnt always have to be a frame trap, and both players play this game, but you either play your frames to beat buttons, or you step button/tracking button/slow button to beat movement into button, duck into button, etc. an example would be Steve 2,1b. its +3, and flk1 frame traps. it tracks pretty well, so they might want to duck and punish it. so as Steve i can 2,1b into flk2 (i18) and beat them trying to duck into a button for a ch launch. now of course they could do an i14 or faster move, or swr, but thats why flk1 is usable to enforce this
hope this was helpful for anyone reading!
nice read! good tips for a practicing heihachi & zafina :)
2:18 - the dash in and block reminds me of when I was learning Soulcalibur. I wonder if it's kind of a universal in 3D fighters? Probably has utility in Virtua Fighter and DOA as well.
I guess this depends if the game allows you to use dash safely. Tekken lets you cancel the animation at any given moment, while in a lot of 2D games, a backdash or dash is a huge commitment as you are completely vulnerable during the entire animation.
You’re the best tekken content creator please keep going and upload more i really love your content
I miss Kazumi 🥺
Once again, thank you for the helpful content and the T8 Library!
Thanks for posting this🙏🏾
I was thinking about addressing this on Reddit, while talking about fundamentals.
This is the most neglected topic in Tekken and is the skill that separates advanced Tekken from the rest.
In T7 I was a Yaksa, while I was able to play neutral with Gold ranks, my offense was trash vs them.
Thanks to Exkean and Peacecrab I started implementing timing on my offense and defense(with fuzzy guarding).
When you're in the zone, it's incredible how great you play, it is as if you're cheating and now that I know what's happening, I see it everywhere in Pro play😅.
Obrigado e abraços de Portugal
Maluco , eu tava esperando esse vídeo e não sabia , vlw man . Tentando aprender o Bryan devagarinho heheh
Lesgo my man ❤️
As Bryan, timing is almost the only way I can open up the opponent. f3 is the best.
Can we talk about his insane electric execution? Punishing -15 with electric is very hard (at least for me xD)
I can't even blue spark shining wizard more than 1/10 times. I'm always a frame slow and idk how to make my fingies do it faster
Ah, Kazumi cameo is appreciated
I’ve literally been searching for this for the last month or so. As I Bryan main, I can never get f3 to work in neutral
I wonder what Leo move would work for this. Most of their ch's like d2 and d1 are too slow to match kazuya df2.. does anyone know?
The idea works despite of button or character, but sometimes it won't be the best moment to use this concept and you might be able to adapt to your opponent other ways.
To make understand it easier, try to find moments where, when you are pressuring, the opponent doesn't press... Then you apply this concept.
If they don't respect, just play frame traps and use your fast buttons to stop their threats.
jab
2:46 - Rip band-aid on a name lol
Oh well. lol
Hopefully his wound was healed already
@@justApplay lmao
Kazumi
First main in t7 and the love of my life
Timing timing timing!!!
Orgulho do brasil
Seus vídeos são incríveis!!
I see you also learned how to play the game with Kazumi (bring her back pls namco i beg)
timing is more of a steve thing tho not bryan the thumbnail would be more accurate with steve.
oh god, even in t7 that Alisa skin looks so much better... What the hell is legacy outits in t8... The boots has no textures at bottom, the stockings are black and flying, white parts are grey, hair looks poor... Anf her new face ofc
Even the devs don't care about alisa
All of Tekken 8 looks janky if you're on anything below a 3080 line GPU tbf. So it's a combination of the original models look bad ported over to the new engine, and most people can barely run the game.
Im a gooner
This would be a great Video if Timing would be an acutal thing u could practice or use in Ranked.