I think videos with minimal editing like this are fantastic and don't need to be relegated to a second channel; they maintain your incredibly concise and informative style while also lessening the amount of work/stress you need to put yourself under. Definitely a fan!
I feel like hitboxes on characters could stand to be 10% smaller or so. It's a 3d game but sidestepping especially against certain moves or characters just feels unrewarding or downright impossible sometimes. Yes there is a right way to do it and it does require practice. But when it stops being a viable option then it stops feeling like a 3d game. Most moves have been buffed to have enhanced tracking in one or both directions and i think this defeats the purpose of stepping at all when the majority of moves prevent it from being an option
This is just my idea. There may be a better one. But with the constant buffs to many moves and characters tracking, something has to give. Otherwise it stops being a 3d game and starts being a 2d game that you can sometimes move laterally in.
yo this guy deserves an award.one of the best breakdowns for side step..thank you for this i was always curious to why i was getting hit when side stepping.
Thanks for the research. Seems like hitbox interactions are quite wild in tekken 7 and a major factor. Ive been playing T5:DR with my gf lately and janky trades happen a lot less frequently in any scenario including retaliating after a successful sidestep. Heres hoping for more accurate boxes in T8.
@@danielk6365 My gf isn't a gamer but we enjoy playing random games together. I suggested DR because im a boomer and she was down. She doesnt know any combos, but she knows how poking works, so if i pick a character i never play as, the matches are pretty fun and competitive, because i dont know the combos either lol. We still play from time to time. She's a dragunov main now xD A couple months ago we tried Tag2 and had fun matches - and also we spent a couple hours trying to do co-op kazuya/dragunov combos. (im a red rank kaz main in t7). We even learnt both combinations of launcher/bound/tag/filler/ender off of kaz electric and drag df2. It was pretty fun :) casuals can still have fun with tekken ;)
@@alikhavari4250 RTS, MMO and mobas have much more information dumped on people upfront and all those genres outnumber fighting games in popularity. Tutorials by themselves don't scare away people. Especially not if they're executed well and don't make the player feel like they're sitting for an exam. Tekken is a hard game with one of the steepest learning curves in the fighting game genre. This is a game with 11 unique wake-up options. With unintuitive hidden mechanics like chickening. Techniques like KBD that require regular practice. It definitely needs a proper tutorial.
A bit late but strings almost universally realign in tekken 7 and thats why stepguarding and step into duck is so important at high level. Had I known this info earlier I wouldve gotten better much faster
Zug lemme watch you on twitch, just got three friends into Tekken as their first FG and you're honestly one of the most beginner friendly plain-speaking content creators I've watched!
Tekken is more like a 2.5D game. Moving forwards/backwards isn't 2D, it's 1D. 2D fighters feature a lot of up/down movement. Tekken has forwards/backwards, left/right, and a tiny little bit of up/down in the form of moves crushing high or low, as well as some jumping attacks.
Personally, I think putting all the content you make on a singular channel is superior to having multiple channels. Unless of course they are supposed to be unrelated, but if what you mean to post is still fighting game related, posting it here makes sense. But that's just my two cents, cool video regardless.
Different buffer timings also contribute big time to making stepping out of pressure difficult. Which is why you can input a sidestep and get varying results from ducking to jumping and even nothing.
I’d like to see T8 tone down the knowledge burden just a bit. Less memorization. Bit of a side note but I wouldn’t mind a smaller roster for that reason.
I think another or better example is Yoshimitsu's flash or "soul stealer" 1+4 the fastest move in the game while also having a range of a finger. Making it useless as a normal move but as a parry, it's very powerful. While being not technically a parry, attacking will extend your hurtbox and will give Yoshimitsu's flash the ability to clip and launch you easil- well Yoshi's flash is the hardest to master so most people will use it as a setup and not a parry.
Hey thanks for showing us the hurtboxes too! I was also under the impression that they got bigger when doing an attack. Another thing I found very awkward is the timing cause the game waits for you to let go of the input to decide whether you wanted to jump/crouch or sidestep.
@@TheMehkey he means that the SS doesn’t execute until button release. -Any input with a “hold” version works like this.- Edit: on second thought that might not be the case for all inputs, like dashes, but you get the idea.