Tekken 8

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Kazuya 3, 1, (4) Launch - Test with Ground Technique, Tekken 8
Kazuya 3, 1, (4) Launch - Test with Ground Technique, Tekken 8
During Heat: 3, 1, (4) on CH dash d/b+1, 2~ f should be Launch (hard) SUPPORT Jika merasa channel ini bermanfaat dan bila ingin support channel ini, bisa melalui: DIRECT DONATION Indonesia: [Sociabuzz] https://sociabuzz.com/harryhaw [Saweria] https://saweria.co/DPWU International: [Paypal] https://streamelements.com/dpwu_game/tip TWITCH Twitch - https://www.twitch.tv/dpwu_harry ️ MY GEAR ️ Laptop Lenovo Legion 5 Fantech HG22 DS4 Arcade Stick Myoungshin Fanta DPWU Tekken Belajar bersama dalam game Tekken, tujuan perkembangan diri sendiri untuk menjadi lebih baik. Belajar bermain Tekken: 1. Mental. 2. Skill. Di channel ini bebas bertanya seputar Tekken. Semoga bisa menjadikan kita lebih baik daripada sebelumnya. Salam. Tekken Zaibatsu Discord https://discord.gg/tekkenzaibatsu My Playlist Story, unlock Gallery, Customization https://www.youtube.com/playlist?list=PLSQmwKjUYLFSkrxYy_oFse8QNsU6vz_K- Tekken 8 - Match - Kazuya https://www.youtube.com/playlist?list=PLSQmwKjUYLFRflb2vzTGSE6q8HVmg_9oV Tekken 8 - Match - Nina https://www.youtube.com/playlist?list=PLSQmwKjUYLFRYCCdy79-ytuQ1OM9_neGF Tekken 8 - Sparring Match https://www.youtube.com/playlist?list=PLSQmwKjUYLFQfGdOQALrt-1aPCwxaVdJu Tekken 8 - Friendly Match https://www.youtube.com/playlist?list=PLSQmwKjUYLFSAyku3jeH6dAGB-uw5maTP Tekken 8 - Fundamental https://www.youtube.com/playlist?list=PLSQmwKjUYLFTgIz98lfkjnSTZm1-m_gXN Powered by Restream https://restream.io #tekken8 #tekkenindonesia #dpwu #tekken8kazuya
mario050987·youtu.be·
Kazuya 3, 1, (4) Launch - Test with Ground Technique, Tekken 8
HOW TO DEMOLISH ANY LARS IN 6 MIN
HOW TO DEMOLISH ANY LARS IN 6 MIN
#tekken8 #guide #tutorial #Lars #tekken #fgc Are you losing ranked points to annoying Lars players who just breakdance the entire game? Well, in this vide...
mario050987·youtu.be·
HOW TO DEMOLISH ANY LARS IN 6 MIN
HOW TO DEMOLISH ANY LILI IN 4 MIN
HOW TO DEMOLISH ANY LILI IN 4 MIN
#tekken8 #guide #tutorial #lili #tekken #fgc Are you losing against spammy Lili players who just jump around everywhere, evading all of your moves? Well,...
mario050987·youtu.be·
HOW TO DEMOLISH ANY LILI IN 4 MIN
HOW TO DEMOLISH ANY KING IN 7 MIN
HOW TO DEMOLISH ANY KING IN 7 MIN
#tekken8 #guide #tutorial #king #tekken #fgc Are you losing ranked points to mashy Kings that deplete all of your HP in one grab? Well, in this video, I...
mario050987·youtu.be·
HOW TO DEMOLISH ANY KING IN 7 MIN
Retired Pro Mike Ross's "DEFINITIVE" Tekken 8 Guide!
Retired Pro Mike Ross's "DEFINITIVE" Tekken 8 Guide!

🎮 Retired Pro Mike Ross’s “DEFINITIVE” Tekken 8 Guide — Structured Summary Overall Summary (High-Level)

The video presents Tekken 8 through deliberate chaos, humor, and misinformation to highlight a core truth: 👉 You don’t need deep system mastery to start winning in Tekken—you need confidence, pressure, and simplicity first.

Mike Ross (former Street Fighter pro) and his co-host exaggerate ignorance, mash buttons, and “scam” the system to show:

How new players actually experience Tekken

Why winning first builds engagement

How Tekken’s complexity can be bypassed early with basic offense and mental pressure

The guide mocks elitism while promoting a “win now, learn later” onboarding philosophy.

Condensed Bullet-Point Review

Tekken is overwhelming—embrace it instead of understanding everything

Winning early matters more than playing “correctly”

Simple mids + occasional lows = beginner success

Blocking is simpler than it looks (neutral/back = block)

Launchers → jabs = real beginner combos

Online rank placement can be “gamed” unintentionally

Movement and side-stepping matter later, not first

Tekken rewards confidence and pressure, not hesitation

Button mashing works until it doesn’t

Fun > correctness for retention and growth

🧩 Chunked Breakdown (Self-Contained Sections) Chunk 1: Tekken Is Overwhelming on Purpose Summary

Tekken’s massive movelists, 3D movement, and unclear rules make it intimidating. The video leans into confusion to show how most players feel at the start—and why that’s okay.

Key Concepts

100+ moves per character

High / mid / low not intuitive at first

Side-stepping feels useless without timing knowledge

Comprehension Questions

Q: Why does Tekken feel harder than 2D fighters initially? A: Because of 3D movement, unclear hit levels, and massive movelists.

Q: Is understanding everything necessary to start playing? A: No—early success comes from simplicity.

Action Steps

Accept confusion instead of fighting it

Focus on playing matches, not studying systems

Allow yourself to “not know” while learning through experience

Chunk 2: Win First, Learn Later (The Core Philosophy) Summary

The video’s biggest message: players quit when they lose constantly. So the priority is winning—even with bad habits—before refining skill.

Key Concepts

Early wins increase motivation

Losing discourages long-term engagement

“Scrubby” tactics are valid early

Comprehension Questions

Q: Why is winning emphasized over correctness? A: Because motivation keeps players learning.

Q: Are bad habits unavoidable early? A: Yes—and they can be fixed later.

Action Steps

Choose simple, strong characters

Repeat moves that work

Ignore optimization early

Chunk 3: Simple Offense Beats Knowledge Gaps Summary

Repeated mids, occasional lows, and basic launchers overwhelm beginners—even without combos.

Key Concepts

Mids are safe and reliable

Lows force mental pressure

Launch → jab → jab = “combo”

Comprehension Questions

Q: What’s the simplest offensive plan in Tekken? A: Spam safe mids and sprinkle in lows.

Q: Do you need optimal combos? A: No—basic follow-ups are enough early.

Action Steps

Learn 1 launcher

Learn 1 low

Repeat until opponents prove they can stop it

Chunk 4: Blocking Is Simpler Than You Think Summary

Blocking in Tekken doesn’t require complex inputs—neutral or back blocks highs and mids; down-back blocks lows.

Key Concepts

Neutral = block

Back = block

Down-back = low block

Comprehension Questions

Q: Do you need precise blocking inputs? A: No—keep it simple.

Q: When should you block low? A: When you expect a low—not constantly.

Action Steps

Default to standing block

Only crouch when you expect a low

Avoid panic blocking

Chunk 5: Rank, Ego, and Online Reality Summary

The video jokes about “scamming” rank placement but highlights a truth: online systems don’t reflect real skill early on.

Key Concepts

Rank ≠ mastery

Early matchmaking is chaotic

Ego hurts learning more than losses

Comprehension Questions

Q: Should you care about early rank? A: No—it’s a learning environment.

Q: What’s the real danger? A: Ego preventing experimentation.

Action Steps

Treat ranked as practice

Ignore rank swings

Focus on learning what works

Chunk 6: Movement and Mastery Come Later Summary

Side-stepping, spacing, and advanced movement matter—but only after fundamentals are internalized.

Key Concepts

Movement is situational

Side-step timing > spam

Mastery is layered

Comprehension Questions

Q: Should beginners focus on side-stepping? A: No—offense and blocking first.

Q: When does movement matter? A: Once opponents punish predictable offense.

Action Steps

Delay advanced movement study

Add one defensive concept at a time

Learn through losses, not tutorials

🧠 Super-Summary (Under 1 Page)

Tekken 8 is not about understanding everything—it’s about surviving long enough to learn.

This video uses comedy and chaos to deliver a real truth: 👉 Confidence, pressure, and repetition beat knowledge early on.

Beginners should:

Win first to stay motivated

Use simple offense (mids, lows, launchers)

Ignore optimization and elitism

Accept bad habits temporarily

Learn movement and systems after engagement

Tekken mastery is a layered process, not a starting requirement.

🗓️ Optional 3-Day Spaced Review Plan

Day 1 – Exposure

Watch matches

Play ranked casually

Focus only on landing hits

Day 2 – Simplification

Identify 3 moves that work

Block more, mash less

Ignore combos

Day 3 – Reflection

Review losses

Add one defensive idea

Keep what wins, discard what doesn’t

mario050987·youtu.be·
Retired Pro Mike Ross's "DEFINITIVE" Tekken 8 Guide!
TezzyGames🕹️ on Twitter / X
TezzyGames🕹️ on Twitter / X
Never seen a Kazuya player pull off a combo like that at the end but damn it was epic!#XboxShare pic.twitter.com/g3kNKTtjx4— TezzyGames🕹️ (@Tezzy_Sama) April 24, 2024
mario050987·twitter.com·
TezzyGames🕹️ on Twitter / X
The Only Punishment Guide You Will Ever Need - TEKKEN 8
The Only Punishment Guide You Will Ever Need - TEKKEN 8

🎯 Summary (Core Concepts & Lessons)

This video is a complete punishment framework for Tekken 8, explaining what punishment is, why it defines risk–reward, and how to apply it consistently across block punishment, whiff punishment, duck punishment, and long-range punishment.

The creator emphasizes that punishment is the backbone of Tekken’s mind games. Without punishment, opponents can spam risky options freely. With punishment, you reshape their decision-making, force safer play, and open up higher-level interactions.

Rather than memorizing every move’s frame data, the guide teaches recognizable rules, patterns, and design logic that let you punish correctly even without perfect knowledge.

⚡ Condensed Bullet Points (Quick Review)

Punishment = capitalizing on opponent mistakes

Risk–reward only exists if you punish correctly

Unsafe moves are usually −10 or worse

Most characters have:

10f jab punish

12–13f strong punish

14f premium punish

15f launcher

Hopkicks (15f low-crush launchers) are almost always −13

Safe launchers (like many d/f+2s) do NOT crush lows

Lows should always be punished (while-standing punishment)

Whiff punishment is stronger than block punishment

Ducking strings = forced whiffs → big damage

Pushback requires long-range punishers

Heat Engagers are excellent punish tools

Crouch throws & regular throws are legitimate punish options

Armor moves can be punished with throws → huge damage

🧩 Chunked Breakdown (Numbered & Self-Contained) Chunk 1: What Punishment Is & Why It Matters

Key Idea: Punishment is guaranteed damage after an opponent commits to a move they cannot recover from in time.

Explanation: When an attack finishes, the attacker must recover before blocking again. If you act within this window using a fast-enough move, the opponent cannot defend.

Why it matters: Without punishment, risky moves feel safe. With punishment, every decision has consequences.

Comprehension Questions

What defines a punishable move?

Why does punishment create risk–reward?

Answers

A move whose recovery exceeds your attack’s startup.

Because unsafe moves lose more damage than they gain.

Action Steps

Turn on frame data & punish indicators in training

Practice recognizing recovery, not just hits

Chunk 2: Frame Data & Punisher Structure

Key Idea: You don’t need to memorize everything—Tekken follows design patterns.

Standard Punisher Ladder (Standing):

10f – Jab (guaranteed, low damage)

12–13f – Primary punishers

14f – Premium punishers (often Heat Engagers)

15f – Launchers (full combo)

Safety Rule:

−9 or better = generally safe

−10 or worse = punishable

Comprehension Questions

Why are 12–14f punishers more important than jabs?

What defines an unsafe move?

Answers

Better damage and positioning.

−10 or worse on block.

Action Steps

Identify your character’s 10f, 12f, 14f, 15f punishers

Write them down as a “Punish Chart”

Chunk 3: Recognizing Unsafe Launchers (Hopkicks vs d/f+2)

Key Idea: Not all launchers are punishable—learn the difference.

Hopkicks:

15f

Crush lows

Launch crouchers

Almost always −13

Safe Launchers (e.g. d/f+2):

15f

Do NOT crush lows

Do NOT launch crouchers

Usually safe

Comprehension Questions

Why are hopkicks unsafe?

Why are many d/f+2 moves safe?

Answers

They beat multiple defensive options.

They are weaker situationally.

Action Steps

Practice punishing hopkicks with 12–13f moves

Stop auto-punishing d/f+2 unless confirmed unsafe

Chunk 4: While-Standing (Low) Punishment

Key Idea: Lows are designed to be risky—never let them go unpunished.

Rules:

Most strong lows are −12 or worse

WS punishment varies per character

Some lows require hopkick punish (−15)

Important: Blocking lows without punishment destroys Tekken’s balance.

Comprehension Questions

Why must lows be punished?

Why do some lows require hopkick punish?

Answers

To preserve mid/low risk balance.

Because they recover standing or with pushback.

Action Steps

Identify top 3 lows per matchup

Practice WS punishment in training mode

Chunk 5: Whiff Punishment & Duck Punishment

Key Idea: Whiffs are more punishable than blocks.

Why: No block stun = opponent recovers slower.

Duck Punishment:

Ducking highs in strings causes whiffs

Whiffs → launch punish

Low-Level Killer Skill: Learning to duck strings wins games fast.

Comprehension Questions

Why is whiff punishment stronger than block punishment?

Why is ducking strings so effective?

Answers

No block recovery delay.

Strings often rely on highs.

Action Steps

Rewatch losses → lab strings

Learn one duck punish per matchup

Chunk 6: Long-Range Punishers & Pushback

Key Idea: Pushback removes launcher range—adapt.

Solution:

Use long-range punishers

Accept reduced damage if needed

Examples:

Long mids

Heat Engagers

Advancing attacks

Comprehension Questions

Why can’t you dash into every punish?

When are long-range punishers essential?

Answers

Recovery windows are too short.

Pushback or far whiffs.

Action Steps

Identify your character’s longest punish options

Practice max-range punish consistency

Chunk 7: Advanced Punishment (Heat, Throws, Armor)

Key Idea: Punishment is not just attacks.

Advanced Tools:

Heat Engagers as punishers

Crouch throws after blocked lows

Throws vs armor moves

Floor-break throw combos = massive damage

Mindset Shift: If it’s guaranteed, it’s a punish—even if it’s a throw.

Comprehension Questions

Why are throws strong punish tools?

Why are crouch throws underrated?

Answers

High damage, guaranteed, beat armor.

They bypass limited WS options.

Action Steps

Practice throw punishes vs armor

Add crouch throws to your punishment toolkit

🧠 Super-Summary (Under 1 Page)

Punishment is the foundation of Tekken 8. It transforms unsafe moves into liabilities, forces opponents to rethink strategy, and unlocks deeper mind games. Rather than memorizing all frame data, players should learn systemic rules: unsafe moves start at −10, hopkicks are −13, strong lows must be punished, whiffs are more vulnerable than blocks, and pushback requires long-range solutions.

Every character has a structured punishment ladder (10f → 15f launcher), and modern tools like Heat Engagers, crouch throws, and throw-based armor punishes dramatically increase damage efficiency. Mastering punishment isn’t about speed alone—it’s about recognition, preparation, and consistency.

If you punish correctly, Tekken plays itself.

🗓 Optional 3-Day Spaced Review Plan

Day 1 – Foundation

Identify your character’s punish ladder

Practice hopkick & jab punishment

Day 2 – Application

Lab top 3 lows & strings

Practice WS and duck punishment

Day 3 – Optimization

Add long-range & Heat punishers

Practice throw vs armor situations

mario050987·youtube.com·
The Only Punishment Guide You Will Ever Need - TEKKEN 8