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  1. 1) your jab usage is good, but you're a bit too reliant on it. especially against "tricky" characters like M.Raven, or opponents who love to try to steal their turn back with a high crush (downjab, generic d4), you want to check and use frame advantage with fast mids more often. A few good mid options in various situations:
  2. df3 - gigas's fastest mid poke, if it counter hits you get a free 1,2. great to take your turn back after you block an opponent's poke and they're still going for more. keep button happy opponents honest
  3. df1 - crazy long range, good to use to stuff opponent approaches, reaches where jab won't
  4. df2 - has a counter hit confirmable extension with df2,1 which launches. also has HUGE range
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  6. 2) you probably either know this but either find a combo to use after launchers or just stick with gigas's air throw which does hilariously good damage for zero execution. Gigas's real combos are super easy too, so dont be afraid of them. A simple combo that you can use after nearly every gigas launcher (including low parry) is f+2,1, df+2,1 s! (small dash) df+1+2,1+2 - note that the ender string won't give you any wall carry, but does huge damage due to an unscaled but guaranteed last hit
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  8. 3) Gigas's throw game. Gigas has an amazing command throw with Overkill (half circle back, f+1+2). Does BIG damage, even more if they hit a wall. buffer this into stuff if you can. You can "hold" the hcb motion during an animation, and use the throw with just f+1+2 once you're free. For example: jab, immediately do hcb, as soon as you're free from the jab animation, f1+2. start utilising this throw if your opponents dont want to stop blocking, or as a frame trap since it comes out at frame 11, also known as "silly fast".
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  10. 07:39 in M.Raven vod - random rage art, try to avoid these but you clearly already know that from your other matches
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  12. this M.Raven is EXTREMELY fond of pressing buttons. a lot. this is where your quick CH interrupt tools come in. Block a move, throw out a df3 or a df2. if she's pressing buttons she'll get counter hit for the most part. Only exceptions are plus on block moves like running 3 (most characters have some form of this), single jabs, etc. You won't be able to get any slower options out (charged b2/f4) until you force an opponent like this to respect you and let you take your turn. players generally won't let you have your "turn" unless you forcibly take it out of their hands a few times and scare them. if they're not getting scared, then you keep counter hitting them
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  16. onto the steve vod...
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  18. 1:11 okay so twice now steve fox has used his rage art literally as soon as he has the option. you're going to be seeing that a lot in the lower ranks. once they're in rage, start being VERY conservative with button presses. You know they're going to throw that shit out, especially on wake up. bait it out, and kill them with a punish.
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  20. steve's rage art is a High, so even though gigas is a chunky boy, duck. it'll go right over your head and you can punish with while standing 3 for a combo/air grab, which will kill considering his low health. You can duck after the flash as long as you're not doing anything already.
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  22. most rage arts are mid and -24 or something like that. knowing which ones are high and safe on block, therefore you have to duck instead of block to punish, is a character knowledge thing you'll pick up over time.
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  24. while I'm on the subject, lucky chloe's rage art is a low. don't fall for that more than once.
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  26. 1:20 that low isn't a terrible option to stuff approaches, but a lot of running attacks have a jump built in which will go over that and punish you. df1 or df2 would have been safer options, with d2 being a riskier but higher payoff option
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  28. 1:22 uncharged b2 - dont do this much, it's unsafe compared to the charged version which gives you frame advantage, and there's no big reward if it hits
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  30. 1:24 good patience in the up-close scramble, bad option to contest his pressure with. too slow, use fast mids instead in this kind of situation
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  32. third round of first match, steve started getting funky on you, whiffed the lean back launcher which has super slow recovery. whiff punish with d2 if you're close, ff2 if you're a bit farther. ff2 in general is an amazing safe chunky mid, good for whiff punishing and stuffing approaches in general
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  34. steve fox is a hard rushdown character, he wants to be on top of you in range 0-1, daring you to press a button. your goal in this match up is to keep him out as much as possible and to make space for yourself when possible. don't be afraid to backdash, back dashing is 100% safe in tekken, you count as "blocking" at every point during the backdash. to chain a few backdashes together to make some quick space, you can interrupt the backdash with a sidestep, then cancel the sidestep with a backdash. this is much easier to do than the "korean" backdash cancel, which takes time to learn. simply b,b,d,b,b,d... and you can create some breathing room
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  36. other tools to create space are your throws. even if they're broken they leave you a good distance away from the opponent, letting you play your spacing/keepout game. added bonus is that they're unlikely to get counter hit, since throws only get counter hit on their single active frame, not during startup. they can get ducked, though. a good basic "get off me" strategy is df4 (fast mid poke, -3 on block, +3 on hit), if blocked, backdash, see if they whiff something. if hit, throw. obviously not going to cover every option (as is the nature of tekken), but it's effective against very straightforward opponents
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  38. 4:20-4:50 not much to say this was a REALLY good round. pretty much did a lot of what I just typed. took your turn with a downjab, used that advantage to throw out another move. really good
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  40. 1,2 is very punishable, -17 or so. avoid using it except in guaranteed punish situations. stick to a single 1 or other moves in neutral
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  42. 6:50 I really like the f1+2 option to counterhit as well. it's a safe high and that counter hit damage is bonkers. another good one to consider when dealing with button crazy opponents.
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  44. 8:13 - 8:39 another really good round. I loved how you kept your spacing, he kept getting up with wake up kicks and you just kept whiff punishing them. good abuse of opponent habits. super clean round
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