This is actually a subject that I feel is always glossed over so I'm super glad you covered this. I think one of that hardest things about the way we play and the way Asian players play this game is their ability to ss. I'll be honest and say your opponent did tend to step a lot with out reason. Also he never ssc so a few quick forward dashes to keep alignment would have hurt him a bunch. If you watch it back he always stepped then attacked never used wavedash to change his timing and mix you up. It's a lot more complex then I'm saying, but it's something I've really been focusing on my gameplay for a long time. But in a matchup like that I'd recommend staying in 0 to 1 range and using movement option selects to align and block accordingly. Good luck and Tekken on!
Yea I totally agree. I didn't commit to any forward dashes in this match (I guess I was scared of getting clipped by Electrics =p)--the closest thing I did was a quick tap forward into df+1. Rewatching this vid I realized my movement is still really fragmented overall. One of my biggest flaws is that in the neutral game I move just fine but once the opponent is in my face I forget to continue moving =p
This is a good video.I learned something new that I didn't know before when it comes to anti sidestep.I wouldn't mind if you made future videos on this subject but that is a suggestion purely up to you.The video shows something things about frames that I haven't seen before which is cool.I have to say your videos on frame data really helped me improve my tekken gameplay and my understanding of frame I'm still new to it but the way you explain frames makes a lot of sense.On a different note I had meant to ask you how would a throw in Tekken have block frames/advantage since throws are unblockable?I'm asking because I saw it on one of the websites talking about Tekken's frame data.I'm just wondering if I'm mistaking what I read or is it that the website had the wrong info.
Glad you learned something man. As for throws, since they are still animations on the screen, the rules of frame data still applies to them--doesn't matter if they're unblockable or not, even unblockables have frame advantage. For example they have startup frames (forgot how fast generic throws are but it's fast but reactable in a sense). Then we get to active frames (invincibility frames) but they are only invincible if you don't CH them out of the throw or don't break the throw. Let's say you don't break the throw, well now you are in hitstun which is a form of frame advantage because there is a period of time when you are stunned on the ground and can't get up immediately--which would mean that the opponent technically has frame advantage. Now let's say you do break the throw. Most of the time, both opponents will be +0 after the throw break, but certain throws have leave the defender and attacker in different states of advantage. I can't confirm if it's frame advantage in the purest sense but for example if you ever play against Kazuya, a lot of Kazuya players like to spam 2 throws I think. If you break the throw Kaz will still be relatively close to you and backturned, letting him do a BT low on you or some other mixup--it's an interesting dynamic. Furthermore, at a high level, people do throws expecting them to be broken because many throws switch sides upon breaking them. It doesn't have to do with frame advantage but it is situational advantage for sure. But yea hope I answered your question without being too confusing.
Say you're on 1P side, if the opponent sidesteps into the background, you also sidestep into the background and tap forward or tap ff so the camera doesn't really change. If they step into the foreground you, you do the same and tap forward to lock back onto the opponent. It's not that important at low level, but if you ever fight against a high level player that can change their rhythm at will, sidestep and forward realign is how you can match their rhythm. Fighting movement with movement.
hey bro some good stuff here i have made a new tekken channel myself if you would be able give me some feedback and tips it would really help bro keep up the good work
This is actually a subject that I feel is always glossed over so I'm super glad you covered this. I think one of that hardest things about the way we play and the way Asian players play this game is their ability to ss. I'll be honest and say your opponent did tend to step a lot with out reason. Also he never ssc so a few quick forward dashes to keep alignment would have hurt him a bunch. If you watch it back he always stepped then attacked never used wavedash to change his timing and mix you up. It's a lot more complex then I'm saying, but it's something I've really been focusing on my gameplay for a long time. But in a matchup like that I'd recommend staying in 0 to 1 range and using movement option selects to align and block accordingly. Good luck and Tekken on!
Yea I totally agree. I didn't commit to any forward dashes in this match (I guess I was scared of getting clipped by Electrics =p)--the closest thing I did was a quick tap forward into df+1. Rewatching this vid I realized my movement is still really fragmented overall. One of my biggest flaws is that in the neutral game I move just fine but once the opponent is in my face I forget to continue moving =p
For anyone still confused you should watch this condensed JDCR lesson by the Bum on youtube: ruclips.net/video/dsXvwKiJ_oM/видео.html
Brightness 200%
I apologize--my capture card's video settings are mad difficult to figure out, can never find the perfect balance =p
I thought it was Back On The Rocks from Initial D the music at the start lol.
Amazing vid, so much value in this
beautiful adjustments, your oppenent seemed super frustrated lol. How do you get your combo damage, counters and punishes to show in match?
Thx. If you go to profile and press on All replays you can rewatch your matches with all those combo counters and punish notifications and stuff.
This is a good video.I learned something new that I didn't know before when it comes to anti sidestep.I wouldn't mind if you made future videos on this subject but that is a suggestion purely up to you.The video shows something things about frames that I haven't seen before which is cool.I have to say your videos on frame data really helped me improve my tekken gameplay and my understanding of frame I'm still new to it but the way you explain frames makes a lot of sense.On a different note I had meant to ask you how would a throw in Tekken have block frames/advantage since throws are unblockable?I'm asking because I saw it on one of the websites talking about Tekken's frame data.I'm just wondering if I'm mistaking what I read or is it that the website had the wrong info.
Glad you learned something man. As for throws, since they are still animations on the screen, the rules of frame data still applies to them--doesn't matter if they're unblockable or not, even unblockables have frame advantage. For example they have startup frames (forgot how fast generic throws are but it's fast but reactable in a sense). Then we get to active frames (invincibility frames) but they are only invincible if you don't CH them out of the throw or don't break the throw. Let's say you don't break the throw, well now you are in hitstun which is a form of frame advantage because there is a period of time when you are stunned on the ground and can't get up immediately--which would mean that the opponent technically has frame advantage. Now let's say you do break the throw. Most of the time, both opponents will be +0 after the throw break, but certain throws have leave the defender and attacker in different states of advantage. I can't confirm if it's frame advantage in the purest sense but for example if you ever play against Kazuya, a lot of Kazuya players like to spam 2 throws I think. If you break the throw Kaz will still be relatively close to you and backturned, letting him do a BT low on you or some other mixup--it's an interesting dynamic. Furthermore, at a high level, people do throws expecting them to be broken because many throws switch sides upon breaking them. It doesn't have to do with frame advantage but it is situational advantage for sure. But yea hope I answered your question without being too confusing.
How do you perform SS realignment? And what's its purpose?
Say you're on 1P side, if the opponent sidesteps into the background, you also sidestep into the background and tap forward or tap ff so the camera doesn't really change. If they step into the foreground you, you do the same and tap forward to lock back onto the opponent. It's not that important at low level, but if you ever fight against a high level player that can change their rhythm at will, sidestep and forward realign is how you can match their rhythm. Fighting movement with movement.
cutcc Ok that's what I thought it was but just wanted to make sure. Thank you Mr.Cutcc
GG M8
That was you in the vid? !!!!
Nah... but I said it because of how good you played.
=)
This is all very basic really.
very informative though.
hey bro some good stuff here i have made a new tekken channel myself if you would be able give me some feedback and tips it would really help bro keep up the good work
Nice video as always but I think we can do without the images. But that's just me haha
Bweep Tabop yeah that's just you