Tekken 8
Airborne trades AREN'T built equally - Tekken Quick Tip
When trading against an airborne opponent, Tornado Spins are king.
Summary:
An airborne trade can lead to a neutral reset, allowing you to recover quicker than your opponent. To determine who is winning in a panic situation, look at who is netting what. If you initiated a tornado spin, you have the advantage over your opponent who is recovering on a delay. Fight your way out and maintain pressure on your opponent. Capitalize on advantageous trades to gain space and pressure.
Recorded from my Live Viewer Match Review #12 https://youtube.com/live/IrfSA6W_-sQ
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Explaining Tekken Combos - Tekken Theory
Frame data is equally important in theorycrafting combo options, instead of always just winging it.
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00:00 - Introduction
01:16 - Explaining Frame Info shown data
01:33 - What the Parenthesis means
02:04 - Explaining Tech Roll/Ukemi
02:57 - Extrapolating Parenthesis data
04:04 - Explaining Hit/Combo decay
04:28 - Explaining Strong Aerial Tailspin state
05:25 - Explaining Combo height
07:28 - Introduction to Combo structure
07:55 - Explaining Combo Damage scaling
08:43 - Explaining "Front Loading" damage
09:56 - Explaining different Launcher types
11:03 - Quick concept review
11:25 - Why Tornardo Spin is a big deal
12:41 - Why Heat Burst matters in combos
13:31 - Circumventing combo decay (via Heat Burst)
13:52 - Outro
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Intro to Movement Techniques (Stair Step, KBD) - Tekken Theory
Tekken allows for sidestep and sidewalk, but doesn't do a great job of catching the diagonal axis. In a way, it plays more like a 2D fighter versus something more robust like Soul Calibur's 8-Way Run system. This is a (quick) history of movement from Stair Stepping to KBD (and even older).
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0:00 - Intro to Stair Stepping
0:55 - Lack of 8-Way Run
1:55 - Transition to KBD
2:27 - SWY Problems
2:58 - "Naughty" Step
3:22 - Outro
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Tekken 8: Kazuya's Pewgf Staple Combo...(dont forget to sidestep left after bound, experience says)
Tekken 8 Kazuya ff2 pickup combo. New option when hitting the side wall.
— Pajcsi78 (@GyorgyPajor)
壁コンで4RPRK(4LKLP)1LPRPヒートダッシュはヌンクラが繋がらないが、クマパンだけ繋がる
かなり減るので覚えといてください
— るり/ruri (@ruri6523)
LET'S DESTROY LEROY in 5 Minutes! | Maximum Punishment Guide! | Tekken 8
Are you ready an Anti-Leroy and ready to dominate and beat Leroy in Tekken 8? In this 5-minute guide, we'll show you the ultimate punishments to destroy his moves and take control of the match! From whiff punishers to devastating counters, learn everything you need to punish Leroy like a pro. Watch now and level up your Tekken skills!
#Tekken8 #Leroy #MaximumPunishment #TekkenGuide #TekkenTips
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00:00 Launch Punishable on Block
01:04 Punish on Block (Neutral / Standing)
02:39 Punish on Block (While Standing/While Rising)
02:55 Parry / Sidestep End of String
03:43 Duck / Dodge End of String
04:23 On-hit Moves
How To Punish Jack-8 in Tekken 8 - Blocked & Loaded
A guide on how to block punish Jack-8's moves in Tekken 8.
This is from the perspective of using Nina Williams, but can be applied to any other character, though how the punishment is categorised and the range of punishment options may vary.
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0:00 Intro
0:08 10f
0:22 11f
1:21 12f
3:19 14f
3:43 15f
4:12 18f
5:29 11f WS
6:22 13f WS
6:55 15f WS
7:03 18f WS
7:59 OTG Punish
8:08 Float Punish
8:16 Obscure Punish
9:12 Outro
This video was reuploaded to correct incorrectly listed notations.
Kazuya doesn't make sense to me in this game. I don't understand why this is a thing. Is this a bug or is this intentional?
— MaK (@ThuhRealMak)