Livestream: / not_keith_b Follow me: / tk_keithb Plz subscribe: / @notkeithb TIMESTAMPS 00:00 Intro 03:37 Why you get hit 05:14 What is a "dashblock" 07:20 Implement The Solution
Tekken strategies Rock-Paper-Scissors during neutral: Keepout beats running in 50/50. Running in 50/50 beats waiting/baiting whiff. Whiff punish beats keepout. Changing up your strategy to counter your opponent's constantly. Good players cycle through all three non-stop even in one round.
This is called Sansukumi. I have a printout of this: 1. Mixup pressure beats waiting for a whiff 2. Waiting for a whiff beats keepout attacks 3. Keepout attacks beat mixup pressure. This is also known as the "Three - Way Deadlock" Good stuff dude 👍
This is a very important video and I will subscribe because it helped me but please change the title to something like "How to deal with Keep out moves in Tekken 8" or "why dash blocking is good in Tekken 8." But most importantly please give us more tips like these before this is nuanced knowledge that is very important to know.
I can ask Instructor Keith to do a video all about strings, because there are good strings and there are bad strings, and how to use them (to CH for example). If he does do a video, you should get a notification for it if you are subscribed.
Strings have gaps. First two hits are generally guaranteed but by the third they either become a high or low or they're slow and can be jabbed checked. Some strings jail.
So is it bad to just train a skill you want in the lower ranks so you don’t have the stress of trying to train that skill against opponents who are actually on your level or better? I have chosen to not rank up yet bc my fundamentals are lacking, even though I’m certain I know my character a great deal more than the opponent knows their character .
Some people like to run player matches or play secondaries to practice specific skills. I think it's okay and probably healthy to not just grind ranked. But it's also okay to play ranked to focus on practice instead of just gaining points. Rank =/= player skill. if you lose a ranked match but punish a move that you previously had trouble reacting to, that's still a win in my book.
@@notkeithb I agree with this, but sometimes I get a little frustrated in the punishment practice on real people that I sometimes just let my opponents have it 😂
Is there a reason beside wonky hurt/hit boxes as to why I always seem to be on the losing side of a trade? I play Raven, and I tried his unblockable spinning kick, the one you can do after backflip-soulzone f3+4, I was well into the animation, about to land the kick and then the opponent, a Reina, casually hit me in the air with a punch. I still can't get why a move, an unblockable one too, that is already way out the startup frames loses to a normal punch. I'm sure I press way too much buttons and possibly even directions since I seem to get counter hit launched literally out of everything. On the other hand, if I focus on not pressing and being patient, I easily get overwhelmed with strings with +frames on block (I have a friend whom I spar with, he plays Reina which seems to have a lot of those), like 1-2 strings into a throw if I guard too passively. What should I try to focus on improving? I'm doing my best at learning to break throws and react to reactable lows with some moderate success, but dealing with the likes of Eddie/Law/Hwoarang flowcharts is kinda frustrating to be honest (also the fact that I'm required to buy the dlc characters to even be able to lab against them is infuriating...)
Generally speaking jabs beat air moves, it is a pretty universal thing if your opponent is doing a jumping attack you jab to float them then go into a juggle. Most if not all plus frame moves have weaknesses. Most are either slow and can be interrupted or fast but can be ducked. Most jabs are +1 so you can duck them and punish for example
Sounds like the moves you are using are too slow and are losing out to ones with a faster start ups. Seems like you could use more of smaller but faster pokes(1 jab,df1) in your gameplan, try to center your offense around them for a bit and nerd out on frame data(Check what you can do after they hit, and what can you do after they are blocked), throw in an occasional d4 too as that move has big range and imo Raven excels in mid-long range. Another recommendation is to get a feel for your counterhits and try to take note what your opponent is doing after getting those +frames and if possible try challenging that with a move that is fast enough to beat their options. If a player sees you are respecting their plus frames all the time, they will start feeling confident and use more and more of the moves that are slower but give more reward(More +frames, Reina's throw etc.). For Raven a powerful counterhit tool to steal turns is 1,2,4, not sure about the others(4,1 gave a combo in T7 but don't think its a thing in T8). In the case of Reina, 1,2,4 should be fast enough to beat all her stance transition options on block except the armor(And possibly the sweep due to highcrush, might be too slow for that though), if she enters the stance after hitting you don't bother pressing buttons(You can risk a duck though). But remember, if you are in a minus situation the enemy still has the advantage so don't try to interrupt evertime, if they will adjust they will start to mix their options - which is not that bad of a thing they will be less confident about their mix up and start using options trying to beat your possible interrupt that don't reward them when you simply block(For example Reina going for armor which you can punish).
Tekken strategies Rock-Paper-Scissors during neutral:
Keepout beats running in 50/50.
Running in 50/50 beats waiting/baiting whiff.
Whiff punish beats keepout.
Changing up your strategy to counter your opponent's constantly.
Good players cycle through all three non-stop even in one round.
Thanks!
This is called Sansukumi. I have a printout of this:
1. Mixup pressure beats waiting for a whiff
2. Waiting for a whiff beats keepout attacks
3. Keepout attacks beat mixup pressure.
This is also known as the "Three - Way Deadlock"
Good stuff dude 👍
has anyone ever told you you sound like a teenage sajam
I was thinking he sounds like the lock picking lawyer
holy shit
No idea if it helps me out but I subscribed just because of all of your efforts. Keep it up, its my first fighting game. your videos help a lot,
Thanks for this. I would love your take on dealing with aggressive playstyle
You’re dope. Exactly the vid I needed and your delivery style is very calming
Hey can you explain why i’m getting hit by King throwing strings during the start menu
This is why I do things like back walk and stop moving sometimes. I try to keep my movements ambiguous.
awsome video, alot of idea and great to make play thanks my man
Your backdash is legendary.. I still can’t do it on.. Pad player here .
I understand your pain and it is indeed a long grind.
I have an okay back dash on pad, but it is SIGNIFICANTLY better on my mixbox
No worries you got this shit bro
💪 🎉
Good stuff man!!
Lee’s b4 is much worse in T8 than it was in T7, that’s why you "accidentally" beat him out of it so many times.
Thank you instructor. Into my Tekken 8 folder this video goes. I save them all. Talk to you on Tuesday in Tekken class. 👍
70% of the time I lose match because i get hit for trying to kbd
Don't kbd up close
1:10 Deal!
thank you
Excellent tutorial 🥳🥳🥳
This is a very important video and I will subscribe because it helped me but please change the title to something like "How to deal with Keep out moves in Tekken 8" or "why dash blocking is good in Tekken 8." But most importantly please give us more tips like these before this is nuanced knowledge that is very important to know.
good vid!
Nice vid can you explain why I’m getting hit during my strings
I can ask Instructor Keith to do a video all about strings, because there are good strings and there are bad strings, and how to use them (to CH for example). If he does do a video, you should get a notification for it if you are subscribed.
Strings have gaps. First two hits are generally guaranteed but by the third they either become a high or low or they're slow and can be jabbed checked. Some strings jail.
Yo what controller or fightstick are you playing on? I like how it sounds.
I play on a hitbox style controller, the mic picks up my buttons pretty clearly lol
So is it bad to just train a skill you want in the lower ranks so you don’t have the stress of trying to train that skill against opponents who are actually on your level or better? I have chosen to not rank up yet bc my fundamentals are lacking, even though I’m certain I know my character a great deal more than the opponent knows their character .
Some people like to run player matches or play secondaries to practice specific skills. I think it's okay and probably healthy to not just grind ranked. But it's also okay to play ranked to focus on practice instead of just gaining points. Rank =/= player skill. if you lose a ranked match but punish a move that you previously had trouble reacting to, that's still a win in my book.
@@notkeithb I agree with this, but sometimes I get a little frustrated in the punishment practice on real people that I sometimes just let my opponents have it 😂
Don't practice new stuff in a high stress environment like rank
Is there a reason beside wonky hurt/hit boxes as to why I always seem to be on the losing side of a trade?
I play Raven, and I tried his unblockable spinning kick, the one you can do after backflip-soulzone f3+4, I was well into the animation, about to land the kick and then the opponent, a Reina, casually hit me in the air with a punch. I still can't get why a move, an unblockable one too, that is already way out the startup frames loses to a normal punch.
I'm sure I press way too much buttons and possibly even directions since I seem to get counter hit launched literally out of everything.
On the other hand, if I focus on not pressing and being patient, I easily get overwhelmed with strings with +frames on block (I have a friend whom I spar with, he plays Reina which seems to have a lot of those), like 1-2 strings into a throw if I guard too passively.
What should I try to focus on improving? I'm doing my best at learning to break throws and react to reactable lows with some moderate success, but dealing with the likes of Eddie/Law/Hwoarang flowcharts is kinda frustrating to be honest (also the fact that I'm required to buy the dlc characters to even be able to lab against them is infuriating...)
Generally speaking jabs beat air moves, it is a pretty universal thing if your opponent is doing a jumping attack you jab to float them then go into a juggle.
Most if not all plus frame moves have weaknesses.
Most are either slow and can be interrupted or fast but can be ducked.
Most jabs are +1 so you can duck them and punish for example
Sounds like the moves you are using are too slow and are losing out to ones with a faster start ups.
Seems like you could use more of smaller but faster pokes(1 jab,df1) in your gameplan, try to center your offense around them for a bit and nerd out on frame data(Check what you can do after they hit, and what can you do after they are blocked), throw in an occasional d4 too as that move has big range and imo Raven excels in mid-long range.
Another recommendation is to get a feel for your counterhits and try to take note what your opponent is doing after getting those +frames and if possible try challenging that with a move that is fast enough to beat their options.
If a player sees you are respecting their plus frames all the time, they will start feeling confident and use more and more of the moves that are slower but give more reward(More +frames, Reina's throw etc.).
For Raven a powerful counterhit tool to steal turns is 1,2,4, not sure about the others(4,1 gave a combo in T7 but don't think its a thing in T8).
In the case of Reina, 1,2,4 should be fast enough to beat all her stance transition options on block except the armor(And possibly the sweep due to highcrush, might be too slow for that though), if she enters the stance after hitting you don't bother pressing buttons(You can risk a duck though).
But remember, if you are in a minus situation the enemy still has the advantage so don't try to interrupt evertime, if they will adjust they will start to mix their options - which is not that bad of a thing they will be less confident about their mix up and start using options trying to beat your possible interrupt that don't reward them when you simply block(For example Reina going for armor which you can punish).
Also hey a fellow Ace combat fan, cheers!
@@razcipherff7272 Cheers to you too mate, and thx for the tips!
ive noticed something else
i am neutral blocking and their low attack breaks my guard for their string somehow
sometimes even during holding back
Yeah that is actually a thing certain strings cannot be neutral guarded.
Because the game makes little sense.