@@Padlock_Steve trying to counter hit hei's ff2 will most probably cause him to duck under your jab instead. Also not advisable vs higher rank hei's cause even otgf has a certain part where it ducks under highs :(
when you think about it its another layer of risk reward. you let go of guard in the prediction of the move and as a reward you get special punish propperties.
Neutral guard is very important bc of how heavily movement based tekken is already. We need an extra layer to assist with guarding in tight areas that our muscles wont account for when it gets tired from holding back.
you should have also mentioned, there are strings you can not neutral block. Heihachi uf3,4 is one you cannot neutral block as it will make the second hit connect
The distance difference may also depend on the distance the move was blocked at. You can easily make yoshi cd1 launcher safe at tip range. Also kazumi df2 becomes unpunishable at tip range or off axis. I find it easier though punishing certain moves with a bigger launcher when auto guarding especially if you need qcf or fff input for the punish. I like autoguard and you get a feel which moves work with autoguard so sometimes i just do nothing to chill and still defend.
Well that explains a lot. It does bug me a little that for certain punishes on certain moves, you essentially have to stand there waiting on the move. Unless they're being *absurdly* predictable, how often are you just going to stand in one spot waiting on a Heihachi to do a ff2?
Actually that’s heihachi’s main tool and you should always expect it. Every character has a move that you need to mindful of. Alisas boot all the way to Hwoarangs backlash. Even primes will through that move out frequently on ranked. You should just hold back or kbd until u see an opening
I think this concept of variable spacing works better in Soul Calibur, where you would use approach guard in place of neutral guard to safely apply your spacing specific punishes. There’s no option for that in Tekken, since there’s no block button
Please no xD It's so straining for the hand to always have to hold back. Just get used to tapping back as a standard way to stop movement. You'll notice how much more agile/relaxed your hand is and how much faster you will be able to react to wiffs etc. when you're not holding a direction all the time.
No wonder blocking is a key mechanic for sidestepping. If your opponent's closer, your sidestep is more effective and further away causes your opponent to re-align into your sidestep by just pressing forward.
You should always actively block moves and never rely on neutral as neutral will straightup stop blocking some strings. However there are some moves with so much push back (Paul deathfist, hei ff2) that some characters can only punish if they neutral guard the attack. Meaning you can fish for these moves and punish them.
I would like to know, how do I make a especific move when I run into a oponent during a combo without using a running move? like, if I want to do a DF1 when I get close but instead my character do a WR1?
The best way is to just go from F to DF input. So you press F, F, F (Hold), DF,1 when in range. A good way to practice and understand how this works is with Kazuya's SS3 ,DF1,4 pickup
If you're pressing nothing and you guard an attack that's considered a neutral guard. Some attacks go through that, which is why it's advisable to always hold back when you want to block.
Ive played this game for so long Im a Tekken King online and I had no idea. This is one of those meticulous things you can absolutely deem unnecessary.
and you should've say that for making sure a move is punishable by your character, records the move you want to punish and press instantly back after doing it
"Neutral guarding can make attacks create less space"... I don't get it, this sounds like a good thing and runs counter to the video's idea of avoiding whiffs when you punish. If neutral guarding can make an attack create less space then it would be easier to punish. But you say to "always hold back" so which is it?
Because many attacks go through neutral guard, it isn't a viable tool. For example, Heihachi's Hell Axle goes through neutral guard. So if you're trying to neutral guard his f,F+2, then you'll get hit by other stuff. Thus, making sure to hold back to block is important so that you get accustomed to using punishers that will consistently reach.
@@asianbabyboy pretty sure I'm talking about the video which is about avoiding whiff when you punish. The narrator completely contradicts himself... he tells you to be careful not to whiff when you punish... but then he also says that if you DON'T hold back then you create less space when blocking.... less space would be a good thing because then you WON'T be whiffing your punish. Does English make sense to you? Always holding back or down/back to block is not even a tip you should have to tell anybody since almost all Tekken players do this without thinking about it. Also, check out my Tekken videos, I'm really not someone who needs to be told to always hold back. Fun fact: some advance techniques in Tekken for you newbies... if you are just out of range of your opponent's attack but you don't hold back to block... then your character won't automatically block the hit... this can result in your opponent whiffing the move. Hard to do because you have to be standing just at the right distance. Expert stuff.
@@asianbabyboy "if you have a hard read on the opponent then neutral guard"... So you're telling me this after you just got done recommending to always hold back. Uh huh. Not only is English hard for you, but common sense as well.
He literally says in the video "make sure to always hold back" and I like how you literally pulled it out of your farting ass that he said "if you have a hard read on the opponent then neutral guard" when he made no reference to this at all. I mean the video is 30 seconds long, it's not hard to check. You'd have to be a moron to think anybody would believe you and you'd have to be dumber than a moron to agree with you. He never even once recommended to neutral guard but somehow you think he said this and then to top it off you add that you don't know what's so hard to understand about any of this as if you actually knew what's going on but you've proven with your responses that you actually don't know anything at all either. It's really quite hilarious. Seriously, please go put your helmet on so you don't hurt yourself and stop making up B.S..
I'm too paranoid to trust neutral guard anyway
This is the right answer lmao
I appreciate this video for highlighting Heihachi for the war criminal he is.
Haha! He is!!
the fact its tracks so much pisses me off even more
@@Padlock_Steve trying to counter hit hei's ff2 will most probably cause him to duck under your jab instead. Also not advisable vs higher rank hei's cause even otgf has a certain part where it ducks under highs :(
Thanks, kinda wish neutral gaurd wasn't a thing, the times where it's useful are so far and few between
when you think about it its another layer of risk reward. you let go of guard in the prediction of the move and as a reward you get special punish propperties.
@@ap_po I think Tekken does not need that layer on top of all the stuff it has...
@@giuliopugliese6952 but I'm lazy I don't want to hold back for everything + by not holding back it sets up my thumb immediately for my next motion.
@@ap_po the fucking lasagna, how many layers
Neutral guard is very important bc of how heavily movement based tekken is already. We need an extra layer to assist with guarding in tight areas that our muscles wont account for when it gets tired from holding back.
I honestly had a feeling about the spacing after guarding input for such a long time but you've put it into actual format! Thanks for this!
you should have also mentioned, there are strings you can not neutral block. Heihachi uf3,4 is one you cannot neutral block as it will make the second hit connect
The distance difference may also depend on the distance the move was blocked at. You can easily make yoshi cd1 launcher safe at tip range. Also kazumi df2 becomes unpunishable at tip range or off axis. I find it easier though punishing certain moves with a bigger launcher when auto guarding especially if you need qcf or fff input for the punish.
I like autoguard and you get a feel which moves work with autoguard so sometimes i just do nothing to chill and still defend.
Good ol Salami always there for us.
Well that explains a lot. It does bug me a little that for certain punishes on certain moves, you essentially have to stand there waiting on the move. Unless they're being *absurdly* predictable, how often are you just going to stand in one spot waiting on a Heihachi to do a ff2?
Dash block is a thing. You don't need to hold it after you cancel the dash into block.
Actually that’s heihachi’s main tool and you should always expect it. Every character has a move that you need to mindful of. Alisas boot all the way to Hwoarangs backlash. Even primes will through that move out frequently on ranked. You should just hold back or kbd until u see an opening
this is the type of stuff people are talking about when they say tekken in unnecessarily hard
Honestly, I think Namco should just remove neutral guard all together.
Neutral guard is fine. You can even use it to find players who rely on neutral guard by using string extensions
Nah let's prioritise defence esp with Tekken 8 around the corner
I think this concept of variable spacing works better in Soul Calibur, where you would use approach guard in place of neutral guard to safely apply your spacing specific punishes. There’s no option for that in Tekken, since there’s no block button
Neutral guard and active guard should behave the same - this would standardize for differing types of player.
Please no xD It's so straining for the hand to always have to hold back. Just get used to tapping back as a standard way to stop movement. You'll notice how much more agile/relaxed your hand is and how much faster you will be able to react to wiffs etc. when you're not holding a direction all the time.
Thanks for the information. Much appreciated
No wonder blocking is a key mechanic for sidestepping.
If your opponent's closer, your sidestep is more effective and further away causes your opponent to re-align into your sidestep by just pressing forward.
OH WOAH! So this is reason why some of my punishers whiff..
You should always actively block moves and never rely on neutral as neutral will straightup stop blocking some strings. However there are some moves with so much push back (Paul deathfist, hei ff2) that some characters can only punish if they neutral guard the attack. Meaning you can fish for these moves and punish them.
Or moves -8 or -9 on block can be punish by a !10 in an online.
I would like to know, how do I make a especific move when I run into a oponent during a combo without using a running move? like, if I want to do a DF1 when I get close but instead my character do a WR1?
You should cancel run with the back input
The df input should take priority over the running motion. Just make sure you're ordering df and then 1, not at the same time
The best way is to just go from F to DF input. So you press F, F, F (Hold), DF,1 when in range. A good way to practice and understand how this works is with Kazuya's SS3 ,DF1,4 pickup
Of all the mechanics you shared, this might actually be the most bullshit one.
Tysm TBS
Of all the comments you shared, this might actually be the most bullshit one.
I never knew this
So what puts you closer? Holding back or neutral guard??
Neutral guard puts you closer, holding back pushes you farther away. And in a real match, you'll be guarding with back basically always, so yeah...
IT'S BULLSHIT
WHY WOULD I 50/50 A DEFENSIVE OPTION
@@Scorpio7500 because life is a 50/50 defensive option & the more technical variation the game has, the more fun it is
I just hold forward instead so I'm closer to the next round.
Just when you think it’s just a guard… they pull me back in!
Would it not be worth it to learn how to use neutral guard effectively in a real match?
It's almost impossible as how the hell are you gonna now that now you gotta neutral guard as your opponent is going to do a suitable move for it
Is neutral guarding a thing in all tekkenz? Or just 7?
Been a thing since Tekken 3. I'm not sure about 1 and 2.
Nice video.
Who's the mad lad just going around neutral guarding in a real match???
i'm sorry, but what is neutral guard?
If you're pressing nothing and you guard an attack that's considered a neutral guard. Some attacks go through that, which is why it's advisable to always hold back when you want to block.
@@ramireini Note that only strings and only some of them break neutral guard. For example Heihachi's jump kicks, is it uf3,4?
@@ickerolig yes
Ive played this game for so long Im a Tekken King online and I had no idea. This is one of those meticulous things you can absolutely deem unnecessary.
and you should've say that for making sure a move is punishable by your character, records the move you want to punish and press instantly back after doing it
Sounds like something for a training mode video
No need to, the game tells you if it is a punish
Life saver ....
Wow, Tekken really has no type of tutorial mode 😂
well, i started playing tekken on ps1 in 96, and i still need some tutorials from time to time. so yea...
For real. I hope Tekken 8 breaks this tradition.
@@mm76.9 that’s the thing, they actually broke the tradition already in Tekken Tag 2. The SPINOFF.
lesgo
I mean yeah but why only post this towards the end of the game's life cycle? Lol
A lot of this probably carries over to tekken 8
"Neutral guarding can make attacks create less space"... I don't get it, this sounds like a good thing and runs counter to the video's idea of avoiding whiffs when you punish.
If neutral guarding can make an attack create less space then it would be easier to punish.
But you say to "always hold back" so which is it?
Because many attacks go through neutral guard, it isn't a viable tool. For example, Heihachi's Hell Axle goes through neutral guard. So if you're trying to neutral guard his f,F+2, then you'll get hit by other stuff. Thus, making sure to hold back to block is important so that you get accustomed to using punishers that will consistently reach.
🤦♂I see that English is just too hard for most people understand.
@@asianbabyboy pretty sure I'm talking about the video which is about avoiding whiff when you punish. The narrator completely contradicts himself... he tells you to be careful not to whiff when you punish... but then he also says that if you DON'T hold back then you create less space when blocking.... less space would be a good thing because then you WON'T be whiffing your punish.
Does English make sense to you?
Always holding back or down/back to block is not even a tip you should have to tell anybody since almost all Tekken players do this without thinking about it.
Also, check out my Tekken videos, I'm really not someone who needs to be told to always hold back.
Fun fact: some advance techniques in Tekken for you newbies... if you are just out of range of your opponent's attack but you don't hold back to block... then your character won't automatically block the hit... this can result in your opponent whiffing the move. Hard to do because you have to be standing just at the right distance. Expert stuff.
@@asianbabyboy "if you have a hard read on the opponent then neutral guard"... So you're telling me this after you just got done recommending to always hold back. Uh huh.
Not only is English hard for you, but common sense as well.
He literally says in the video "make sure to always hold back" and I like how you literally pulled it out of your farting ass that he said "if you have a hard read on the opponent then neutral guard" when he made no reference to this at all.
I mean the video is 30 seconds long, it's not hard to check. You'd have to be a moron to think anybody would believe you and you'd have to be dumber than a moron to agree with you.
He never even once recommended to neutral guard but somehow you think he said this and then to top it off you add that you don't know what's so hard to understand about any of this as if you actually knew what's going on but you've proven with your responses that you actually don't know anything at all either. It's really quite hilarious.
Seriously, please go put your helmet on so you don't hurt yourself and stop making up B.S..