I'll do you a solid. I watch your videos all the time. Not sure why I wasn't subbed. Glad to see you trying out Tekken! It's the fighting game I started before getting into Street Fighter.
It's great that they've taken great strides to make things more understandable for newcomers, but SF6 just makes learning new things so much easier. Tekken speaks as if it assumes 99% of its system is second nature to everyone
As always with learning new stuff, the sleeping and waking up the day after is like a huge buff. You'll be doing shit you were struggling to the day prior almost naturally
Broski, you'd enjoy UNIB 2's combo trials, they all have the small details, as well as a small explanation on what the combo is for, and the way it progresses is taht it gives you tools and enders based on screen position and what not. Pretty sick
I feel happy to know a pro that uses the stick on pad, it ended up being way easier for me than pad on ps5 but never saw anyone talking about how to use it for SF6. You have helped me know it is possible. :)
@MFGeedorah47 when I learned sfv I played gief. For a long time I felt like my 360 motions on pad were "mushy". So I would walk/dash fwd with pad, switch and do my spd's with the analog stick, then switch back. It was a mess
As a Yoshi main since Tekken 3 welcome to the manji clan. It only gets worse after warrior rank 😁 Edit: After watching your gameplay b2, 2 is your friend. Abuse your range and go into no sword stance as much as possible.
Welcome to the Tekken community. We hope you stay with us. Tekken has a lot of depth and is fun even at beginner levels. Just go to your replays and lab the situation, and you will be fine.
Based character choice. I haven't felt comfortable playing him since Tag 1, He was super solid then and got nerfed into oblivion in Tekken 4 and I've not jived with him since as he's so different. That Nina is how I feel going into battle hub, SF6 definitely does a better job keeping new players away from pros in ranked.
I've been saying this for years learning fighting games "The easy part is learning the combos the hard part is learning how to even get in a situation to use these combos" so learning combos are good for new players the next step is learning how combat flows with the character and learning the system. Once you understand tekken in a whole as in learning that it's a game of give and take ( example I give you movement you give me homing moves I give you jabs you give me while standing moves to counter or lows I give you grabs you break them)
Watching this coming from UNI, it's almost hilarious how much worse this game is at teaching. Nothing against the game itself, but the teaching tools are truly horrible. Tekken players defending any of the teaching tools are pathetic though. There's no reason Tekken can't have good tutorials other than gatekeeping, if small devs like French bread are able to not only teach their mechanics well, but even teach things like fuzzy blocking amd tick throws. Not only that, their combo trials are not only clearly stated, but are practical. You either just dont want new players in your game, or are coping hard.
Dude, you sound mad salty. Tekken 8 teaching tools and leaps and bound above average for fighting games standard (not saying much, I know). Go play the Arcade Quest thingy, then get in practice mode, do punishment practice, do the combo trials (at couple at least), then go play online. Not that hard.
Yeah i mean games like mk11 and guilty gear do it better, but tekken 8 has plenty of tools. Arcade quest is a great intro into basic mechanics and some starter combos and tips. The ghost mode alone could teach you the entire game as it can help you learn what ur doing wrong and you can learn from other peoples ghosts on what you SHOULD do. Its not that bad, just gotta learn what to look for in practice.
I kinda agree? Soul calibur 6 had absolutely nothing but this game teaching you heat is something ig. Not learning what to do on wakeup is ergrious though, you will get looped to death if you dont tech roll
I’d say Tekken teaching tools are probably enough to get you to orange ranks. But beyond that you’re going to struggle with that alone. Even the combos are practical but they’re not good at high level. And there are no oki guides in game Unfortunately with Tekken it’s a pretty inconsistent game in terms of design. So it’s hard to teach a lot of stuff because a lot of stuff is so specific to a situation. There are a lot of exceptions. It’s a knowledge check game, and usually if you get passed all the knowledge checks then you’re ok at Tekken. The reason why the game really don’t teach too much is because mashers love Tekken. And Tekken wants a masher to enjoy the game as long as possible. So the more empowered and knowledgeable players are, the less effective mashing is. And Tekken likes to give the illusion that mashing is effective
@@MrBranh0913 There is no conspiracy here, Tekken was taught in arcades, arcades died off and devs were too lazy to do much. Hell, even proper frame data wasn't a thing until Tekken 7. You don't need a tutorial for everything, and people will NOT keep playing tutorial shit endlessly. Tekken is too extensive to cover everything with tutorials, you can learn what remains by fucking playing the game and losing, like you're supposed to do, both in Tekken and in real life. Not that complicated.
The game always called it "while rising" tekken players call it "while standing" , or "ws" for short, in order to not be confused with moves that are executed during a run animation "while running" or "wr" for short. Hope it makes sense now.
While rising doesn't have the same context as while crouching, why was that part difficult to understand right away? 2D folks are supposed to be bonkers in fighting game terminology so I'm hella confused lol. No hate btw, love the Yoshi pick it's awesome.
You mention how one issue with combo trials is how you aren’t sure the use cases for the combos, but I believe that’s more of an intermediate/advanced skill for fighting game newbies as they learn that they cant get away with doing certain combos. Also, they do mention when things are safe or unsafe in the recommended combos, and they mention that a dash is required in the description of certain combo trials. Great video though! You can also see terminology and button meanings to know what different properties different moves have which can help you with combos of your own!
the funny part is that you think your title is even a question. this isnt street fighter. tekken adds to the pile not remake the characters your 20 years to late to come anywhere near to touching a pro lol
I found out from this video what the drum sounds in the combo demos are for. That’s wild, I’ve never been serious about Tekken but I played 6 and 7 and neither of them made that clear to me.
Tekken notations are pretty unstandardized in general. I agree especially that the in-game combo notations should denote a dash. But the community typically leaves them out of combos just because it's inferred where you'll be dashing UNLESS it requires some specific weird dash timing or microdash where it'll depend on the person writing the combo's mood that day. It's a little opaque to newcomers unfortunately. Combo notations could use some standardization work. But I will say, as a longtime steve main, ya'll better be putting your b inputs into combos for these new people. b1b, df1,2~1b, etc. I will revoke your boxing license on sight if you don't.
to be fair the while crouching vs while rising, notation often uses full crouch (FC) for moves done crouching and while standing (WS) so it's not that misleading, people don't use WR for that also bc WR is while running (when you dash for more than 3 steps or you can tap F 3 times)
Broski, I've got such mixed feelings as a Yoshi main. On the one hand, I'm always excited to see someone pick him up. On the other, and I know this goes against the idea that you should pick someone based just on who you like, you've picked perhaps one of the hardest characters to learn the game with. Yoshimitsu has one of the larger movelists in the game, with many being very niche, and making use of that toolkit relies heavily on understanding both your own moves and the opponent's, perhaps moreso than most of the cast -- as with everyone, you have BnB's, and especially at lower levels just knowing combos is half the battle, but with Yoshi's framedata and moves, it's important to understand his tools and overload your opponent's mental stack to make up for deficiencies elsewhere (or to know everyone's strings so you know when to flash and steal a turn). It might be advisable to use another character for a bit while getting the hang of the game and its systems, learning what other characters do, etc. That said, sticking with Yoshimitsu is a sure path to a fun time, even if it's not going to be as fast a learning journey. I haven't played seven in a long while and am sure as hell rusty going into 8, but I'm excited to see everyone's favorite space ninja samurai alien bug squid demon cyborg get some love. to answer one question from the video, at 14:10 -- correct, rage arts are armored moves (though lows don't beat them), and armor will not stop you from being killed, though iirc they often do have some degree of damage reduction.
"while standing" or shorthand "WS" is short for "while standing up". problem is, WR (which "while rising" would shorten to) is already in use for "while running".
My guy, I would never respond with disgust at an analogue stick player. Just a mixture of incredulity and awe 🤣 fighting games are hard enough but my man thought they should be harder.
Your Yoshimitsu is the most sane out of all of them, which throws people off. People expect Yoshi mains to be spamming bullshit all the time. The fact you’re so down to do normal sword moves as Yoshi is rare.
To be fair, arcade challenge does teach most of the stuff Broski complained about later on. It just takes a bit to get there, but people who are really new to fighting games probably need the longer time in between lessons
Eyemusician is an incredible high level yoshi player! He is lots of fun to watch and you can probably pick up a bunch of fun and useful tech from watching him if u so desire.
I think a good strategy would be to switch between analog and the dpad character dependent. Some moves that require strict timing on directional inputs (ewgf) you may need the dpad.
Yoshi for sure seems like a Broski character If you somehow manage to have effective movement with analogue I would tip my hat to you. I think it's impossible
While crouching describes exactly that, when your character is in crouch position. While standing is the 'confusing' one, standing could be understood as neutral, but neutral (not touching the stick/move input) is traditionally marked with a star symbol.
@@irasac1 It sure is, but community standards are far more important that in-game nomenclature. While Rising is troublesome as it would get written WR in any sane online interaction, which could be understood as While Running. WS, WR, WC, work fine. Hell, even in Japan they often use WS to refer to While Standing (in-game, While Rising) moves.
For barebones defense, only thing I can recommend is backdash into a sidestep and see where it goes from there. 3d fighters are very trial and error when it comes to learning
Nah I kinda want them to exclude the dash. It adds a moment of discovery for someone brand new. Makes you feel like you figured out a 'trick' to connect a bigger combo. I remember the moment I figured out dashs/microdash, I felt like I was deeper into the tekken rabbit hole than before and it felt great
Combos involve hitting the opponent. If a move doesnt reach, make it reach by getting closer. If dashing was including in a combo list it could create even more confusion. foward foward? or dash? or deep dash? or run? What about moves not connecting after a launch that sends the opponent too far up? Should the combo list say: "launch, ok now wait a little bit, aaand juggle"? Getting too specific could do the opposite of clarifying, when the solution is obvious enough to not be mentioned: combo the opponent. Hope this makes sense.
plenty of fighting game combo trials (mostly anime) have indicators for when you should want to delay for a juggle, tekken also has separate indicators for dashing and running there's no reason why a necessary dash couldn't also be indicated.
@@lockevalentine997 for very specific combos notes are often listed within the notation such as ssr or micro dash ect. For staples or sample combos its obvious that a dash is required if your move is whiffing.
@@Blustride because combos in tekken are not as complex. Some tekken combos will have notes like ssr or micro dash but these are exceptions. Move whiffs? Get closer. The dash-up IS infered in combo notation with S! (combo extender) and works as a breaking point. When you see that you know the move prior will most likely send them a little further and most likely require a dash or a deep dash or even a run for the rest to connect.