Aris covered the topic in Tag 2, but a refresher is always nice (for him). He covers some of the more notorious examples of these types of stuns, after learning about Paul's! -- Watch live @ twitch.tv/
Derek B No shit you moron, I'm just saying if you don't enjoy playing these games competitively and getting better at them and you constantly quit playing these games when you get your ass kicked then it's better if you incorporate your time doing something else if you aren't putting your heart into it. At the end of the day you can do whatever you want Idgaf.
I didn't even know that DOS's and nosebleeds were a thing in the game. I've seen the animation before but I never thought anything of it. I didn't know you could block them either. I'm learning so much, thanks Lord Aris.
May be worth pointing out, that as of TTT2, you break out of this stun by holding *back* - so everything about the DOS status is useless. You can also see this within the video, as CPU D.Jin breaks out of the stun when set to Guard All (The CPU isn't hitting forward, and then blocking - it's moving back, and breaking the DOS) Makes me wonder if you can actually get something off from that Paul hit, since Hei didn't recover whilst set to Guard all. Combo counter didn't show, but may be worth looking into with 2 players in practice.
Double over stun is not that useful, but some people fall for it because they take too long to press either back or forward. Probably because they were crouching or doing a move, but they did make it so much easier to break
Just tested the DOS from universal JF 3, and CH first hit of Lazer Scraper on D.Jin. The change was not reverted. you can *still* break out of DOS by tapping *back* I also checked the CH 4 from Paul's df 3 4 string. You can also break out of this by tapping *back* - it's still a DOS. Y'can definitely get away with some shenanigans with this status, but ideally, considering what used to be possible, DOS is in fact: Not super useful.
Not entirely true. If you were holding back to begin with, you wouldn't have gotten hit.. What that means is, once put into this state, _9 out of 10 people_ will instinctively proceed to block, which will register as a break for DOS. In short: Don't worry about DOS. Tekken 2 has passed, and is before many a persons time.
Double over stun in TTT2 can be escaped by pressing any directional button or tag (you can also escape the double over stun by pressing tag in TTT1, so it's nothing new). However, you can't escape the stun if you hold a directional button before you get hit if it's not forward. Example, if you try to do Lee's b+4, which is a move that requires pressing back, but you get countered by a move that double over stuns and you try to hold back to block, you can't escape it. It's one of those situations that people fail to escape the stun other than being too late. I think Namco did that on purpose to avoid abusing follow-up launchers after a stun for additional gigantic damage in TTT2 because TTT2 combos have massive damage with launchers alone, but also tried to keep it from being entirely useless by not being able to escape the stun if you hold a directional button before you get hit, as long as it's not forward. You can always hold forward to escape the stun since previous Tekken games. Apparently, it's the only mechanic in TTT2 that was made easier because of the combos. The mechanics they made harder are the ones that have nothing to do with combos- they made the tackle arm break and leg cross hold harder to escape by making the escape window much shorter than previous Tekken games, which is also why it has a new animation. Even reversing them is really hard. In previous Tekken games before TTT2, I can reverse them almost every time. In Tekken 7, I don't know why they didn't revert the double over stun to being only forward again. Combos in Tekken 7 are not as dangerous as they were in TTT2. Maybe because they're trying to make Tekken 7 as beginner friendly as possible, but technical at the same time. They made the "fall on your butt" hit property easier to get out of that you don't need to techroll anymore; you can just hold back. They made generic throws easier to escape, plus making the escape window longer. And back roll is not as risky as it was in previous Tekken games, and the new wake up mechanic gives frame advantage. I don't think any of the old mechanics in Tekken 7 were changed to become harder than previous Tekken games. All the changes were made to become easier. In Tekken 5.1, they introduced the back quick roll to make those attacks that get you to be pushed back hard and stick your back on the floor become able to get out of by just holding back if you get hit.
Here I am thinking I was a subscriber to this channel, but my RU-vid feed was just giving me suggestions! Totally subscribed and refresh the page to make sure it shows I did! Awesome content!!
Dragunov's B 1 (eyeblast) caused a nosebleed stun on counter hit back in Tekken 6. Now it seems to cause a backwards crumple stun on counter hit so you can't F 1+2 follow up anymore, you gotta lift it with B 2,1 or instant WS 4 or such to juggle off of it.
Nose bleeds do exist in Tekken 7 but they're few and far between. I've never seen it on ranked but I've seen a couple bots do it to me on treasure battle.
with Xiaoyu, stun can be escaped by pressing down, forward, up or back ("standing guard" 2nd action setting in practice mode wont get out of stun): u/f, n, 3. (very specific timing, similar spin animation as the low from the same command but that one comes out if you press slightly later, non CH, on CH it instead knocks them back for another 5 dmg). you can juggle with f+3,1, 1, 4, run/dash f+2,1(or just f+2) then wakeups 25+33(29)+wakeups. Or after the stun do f+2,1,4, f+2, f+2,1,4 for 25+39dmg but ends up much farther away. someone below said everyone has this one .
Much like most games don't tell you about the techniques and competitive aspects of the game because it's up to the players to figure it out. Something called the internet might help you in finding out more about how to play these games competitively.
Shunderz Yep. It does say _Git Gud_ . It also says that in other versions of tekken like the mobile game. I thought its somewhat of an infamous quote, but I guess some people doesnt know about itm
Double over stun is just a stun you can escape to remain standing and be able to block so they won't be able to get a combo. Pauls d/f+3 is also like this on CH. Another example is Heihachi's d+2+3, and his 3,4 on CH. In TTT Kazuya's DGP was actually a double over stun.
also with xiao's grab, u can do a full combo from her rage drive and its guaranteed. also, she can still get a guaranteed hit when u fall. I use uf1 which puts me in aop and then my opponent is left guessing. also if u hold back to get up, I can roll and get 1d2,3+4 and a 4~3. You can hold back I think or double tap back when you're grabbed turn around and standing but her rage drive still reaches at that distance. My best advice to people who get caught up in the ling grab is to just break it. I will say that if u block to much and your back is against the wall, that's usually a good time for the ling player to do the grab.
I realize this was 2 years ago so maybe you know now but that move is probably while standing 2 where your body gets covered with lightning, u cant break that stun, if u get hit my that ur stuck there and u continue to get fucked
Nina's b4 is still a nosebleed. You say it doesn't do that any more, but I just tested it with Nina vs Nina in practice mode and it definitely does. Hold down and you fall over, just like you showed with the breath. And thanks for the tip, btw, this was a helpful video.
-Sir WESLEE- because Double over stun was easy to break in that game all you had to do was hold back , in past games like Tekken 6 you had to immediately press forward then hold back and the window to break was really tight
justin Clarke Double over stun has an auto guard when you escape it, even when you hold forward. Try it again on Tekken 6 and do it on Jin's CH d/b+2,3.
I saw Knee (Devil Jin) vs. Mr. Naps (Bryan)'s match and i saw bryan doing a b+4 and dj did a nosebleed stun. i tried doing it in practice mode to break the stun but i couldnt do it. I was holding down during the animation. Am I doing something wrong?
Nvm i finally did it and its very specific.. you need to be facing either your left side or right side to Bryan while he's doing the b+4 so that you'll get the nosebleed stun and then you can hold down on there :)
paul: u/b+2 (ch) CAN'T recover d/f+3,4 (ch) CAN recover someone said these are the stuns: DS = double over stun FS = fall back stun MS = minor stun KS = kneel stun CS = crumple stun CF = crumple fall CFS = crumple fall stun
People say that tekken is bad for beginners because it doesnt teach anything, thats not true the problem with tekken (and mostly the problem of 7) is that it has no fucking content in it, if you are casual and you dont want to play seriously online you have absolutely no reason to buy this game. For me it isnt a problem, since my fav part is the pvp and i dont give 2 shit about the story or anything like that in tekken, but i can understand why people upset about the game not having a tutorial.
Though the 2nd 2 in d/b 2,2 only hits if 1st hit is on CH so you need to hit confirm it, you can also do d4, 1+2 S! if ever opponent holds down so not a lost cause
When Eddy goes into his hand stand, you can not launch him, he just falls back(feet not on the ground thing?). But, Dragunov can start a combo with d2 on him, which is not a combo starter in any other case. What's up with that? Can somebody explain that mechanics to me?
sweetlemonade123 It's called floating. Most commonly done with jabs, but since Dragunov's down 2 hits very low, he can float Eddy. Floating leads into a combo depending on how you follow up. Every character has the possibility to float the opponent. Floating is caused by making contact with an opponent that is in the air. Floating also decreases the damage of your combo significantly.
Man tekken developers are so stupid.. They never include these kinds of stuff, they always keep secrets. Tekken isn't beginner friendly at all and it's the reason the game doesn't attract new players.
Yamadaaaa Men you're answer its crap, they just need to put advanced tutorial where they teach you all that kind of stuff. Namco doesn't show the frame data of the moves and this shit is ESSENTIAL to play well on high level, Namco realy need's to stop hiding things to the players.
What do they even need to hide when every single thing the game has is already on the internet? If you want to play well on high level you should do your own research. The game already laid out all the basic stuff, and beginners only need the basic stuff first, then goes the research part. Not trying to be mean here and I know I looked like one but hey, he said that the devs are so "stupid".
10 seconds into the video I see that u can reverse and reverse from whatever that is called. And I have the game for a year. Man I love the game but it needs to some explaining. That is unacceptable.