STOP LEARNING BACKWARDS, Tutorial on the Fundamentals of Tekken 8 (and Fighting Games Generally)

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hello everyone in the wake of Tekken 8 a brand new fighting game that I'm very much enjoying I wanted to make this video to share my methodology of how I go about learning a new fighting game especially a 3D fighting game because I do think it differs quite a lot from the advice you typically read online or the things you typically hear in tutorial videos and I understand that I am far from the most talented Tekken player out there that there are much more talented accomplished Tekken players making tutorial content but where I disagree with most tutorial cont content even stuff from highlevel Korean tier players isn't the objective information that they relay or even the competitive advice that they give but rather the philosophy behind what they think new players should be learning and should be focusing on the journey they send new players on because there is a big difference in how you can develop as a player based off of what you are taught is important yeah you need bread and butters first of all but once you have that down then you can expand upon later interesting and unfortunately right now I think most tutorial videos for fighting games create what I like to call the scrub sand trap where what you do is you're taught just enough to kind of understand the basic functions of the game and you're kind of given some a little bit of advice on how to figure out bread and Butters and little mixups and then you're sent off to play online matches against other scrubs where you guys start to develop this play style that only works against other ignorant players the scrub sand trap we all are familiar with this whenever you go into lower ranked Tekken it's like a completely different game than higher ranked Tekken because it actually is what lower tier players typically go for are like these big mixups high commitment moves mostly linear movement you know they're playing a totally different game than the game that the top level players are playing and unfortunately most tutorial content is much better at getting you to understand how to be a scrub versus how to be a high tier player you'll go through and it'll teach you the basics like the Wikipedia style stuff of okay this is a high this is a mid this is a low this is a s side step and this is how you execute them this is kind of what they do good luck and as you get better at the game then you'll start to understand what these actually mean and even if you get like a technical breakdown of like okay so a high you block standing but duck under a mid you block standing but will hit you if you duck alow you have to block while ducking there you go so there's a little bit more technical information but what tutorials don't do is they don't weave together the bigger picture they don't teach you how to see the game how to analyze what you are seeing on screen like what is the relationship between a s side step and a high what is the relationship between a sidestep and a low or a sidestep in a mid what's the relationship with a Korean backdash in a mid is the relationship why is the Korean backdash good in the first place you can't just Korean back dash and win it is a fundamental ingredient to the cake to the recipe it's like flour for a cake but it takes more than flour to make the cake right but you don't get told what the other ingredients are and how they combine together and so that is the goal of today's video I'm trying not to make it too technical I'm trying to make it more of the philosophy of how to see the games how to understand the games and I don't want it to just be Tekken that you could apply this philosophy too I know I've also applied it to Virtue fighter and King of Fighters and all the other fighting games that I try to learn so let's begin by talking about what is the first thing you do as a player to a new game like you're coming to Tekken 8 for the first time what is the very first thing you do yeah you need bread and butters first of all but once you have that down then you can expand upon later interesting often people say well you go into training mode and you learn your bread and butters you know you learn your basics of what your combos are what your strings are and then you learn these things and then you go online and you play against other scrubs and just swing wildly try to get a launcher and then you learn the combo so you got the launcher now do the combo right you you figured that part out and that's often what you see with lower ranked Tekken players is they don't know when to Sid step they don't know when to duck they don't know when to back dash but you can bet they know how to do a 15 hit combo they know that they don't know anything else but they do know that I think this is not what you want to do this is what creates what I call the scrub sand trap and the purpose of this video is to avoid that sand trap we're going to try to Sid step that sand trap because I think most tutorials the ideaas kind kind of like we're going to teach you how to start playing and like kind of like the basic gist of how you play I think that can actually backfire in a lot of ways I know it backfired with me for quite a bit in Tekken 7 where I played Tekken 7 and you know I was trying to apply some of the concepts that I was understanding by God I knew how to cream back dash and by God I knew how to throw electrics but this was my understanding of how you play Tekken back dash back dash back dash oh you stick out a limb oh here comes the limb electric and I got pretty good at doing that and so I was playing against other scrubs you know guys throwing out Limbs and swings and hop kicks and I got pretty good at sticking my electric out catching it and doing the combo on it one day I go throw electric the guy Ducks it I'm like what the [ __ ] duck you can't just duck my electric so I'm like ah I I know what to do about this I'm going to do a demon's paw cuz I learned oh a demon paw is mid right so if I do a mid it'll hit him because I threw the electric and he's ducking the electric I'll do the Demon's paw he'll be ducking and it'll hit him and it'll work so I throw the electric he Ducks it I do the Demon's paw he s side steps it and launches me I'm like okay okay okay oh what do I do here I can't throw electrics I can't do demons paw I know I'll try to do like Jabs right so I'll come in and try to jab you know I'm just throwing moves out the guy's countering everything I'm doing easily he's like taunting me uh slipping a glass of wine and I'm just swinging like a baby and I sat down and I realized I don't know how to play this game I learned this sort of Band-Aid approach of move around and throw moves and try to punish things but what if the guy just doesn't swing what if the guy like never swings at me or what if he swings every time I can't predict when he swings what the f do I do and so that is what we want to avoid we do not want your learning curve to be you're learning you're learning you're learning and then one day you wake up and realize everything you learn sucks and you have no idea what you're doing and I think that is a place a lot of Tekken players quit the game this is why when you look at the ranks of Tekken players it's like there's a bunch of people in the lower ranks and then just Canyon when it comes to the higher ranks because that process of going from this lower rank linear throwing electrics or throwing your hop KCK scrub type of player to doing whatever cutans and jdcr and KN are doing you have no understanding of how this is even possible what what the hell are they doing and then you try to read interviews and read tutorials and all their information is like incredibly vague or simple it's like well to be good at Tekken learn a sidestep you know the American players I remember this back in Tekken Tac 2o American players don't know how to S side step yeah we don't what do when you know and this is often something you see in tutorial videos they'll have the sidestepping section and the section will say uh press up to sidestep press down to side step hold it and you'll do a sidewalk hold it down and you'll do a sidewalk the other direction and you better watch out because some moves come from the left some moves come from the right and you need to know which direction they're coming from to S side step them effectively you hear this and you think okay so in order to S side step I need to literally memorize every move in the game and then become nostris and know when they're going to throw the move even if you start to learn oh okay you sidestep Electrics this direction or you sidestep death fist this direction or running to this direction so you understand okay this is how sidestep works you understand this is where you Sid step but when how why these questions are never really answered very often and when they're answered it's kind of like you know you'll just know you know someday when you're good you'll just know because I think a lot of players don't have a formal understanding of how this works and so I'm going to try my best to put this whole picture together for you so let's start at the beginning you fire up Tekken you've got Tekken what's the first thing that you do do not go into training mode and practice combo I think this is just a Band-Aid for something you need to be focusing on later combos I think should be learned later once you know how to get the launcher consistently you can know when to hit that electric safely and consistently then learn to do your combo why spend so much time and effort learning to do a combo that you don't know how to start effectively in neutral and this is a syndrome that fighting game players Scrubs run into all the time where you've got this Hammer you've got the combo you know how to do the combo it's this big hammer and you just swing it Swing Swing Swing cuz you want to use it you don't know what else to do so I think it's more interesting I did this in King of Fighters 98 screw it I'm not going to learn how to do a combo until I'm so good at Landing things that it's it seems stupid not to learn them because the goal of this tutorial is not to get you scrubby wins it's not to get you a bunch of empty calorie wins that won't mean anything in the end the goal is to teach you how to play the game how to play the game safely and consistently and so that as you improve it's this nice incremental upward curve and there is a trade-off to this which I'll warn you about right away which is at first you're going to lose a lot more matches than the other methods the other methods out there are all about getting you that win as quickly as possible by any means possible in this philosophy you are not trying to win the matches by any means necessary you're trying to win the matches properly and I know that sounds counterintuitive and it sounds like a bunch of [ __ ] but it does actually matter and here's why when you are playing against scrubs and you're playing against people who don't know what they're doing you making shitty decisions often works because they don't know how to prevent it or counteract it or it's not going to be punished heavily so you doing 15 hell sweeps in a row on newer players will work you running this basic mixup of doing a hell sweep or demon paw will work because newer players do not know how to counteract this strategy but a skilled player not only knows how to counteract this strategy they know how to obliterate you for even trying it and what are you going to do you have no other ideas and so what we want to do here is we want to learn the incremental process and properly win from the beginning from the very start frontload your losses against people who suck because even if you have to hit a guy with 15 wellth thought out well-placed strikes versus hitting the guy with 30 shitty strikes and then one big winner you're actually going to to get better in the long run hitting people with smart simple strikes that build up over time and then as you get better you will naturally improve you'll naturally feel the Improvement this happened to me with a lot of my punishes where I I'd hit a punish and I would just do a very simple punish and I'd hit that punish bunch of times in the match and then as time has gone on I felt like I can comfortably get this punish very often and now I can kind of build on it I can now build on the combo learn the more proper combo get damage so you do in the end learn big Damage Big combos but you don't frontload that instead you put that in the back and you learn the neutral game first so that's the first philosophy behind this tutorial this technique is learn the neutral game learn to be safe in the neutral game that's step one so how are you safe in the neutral game how do you know if you're playing a good neutral game especially in a 3D fighter there's two concepts you can always be thinking about in filtering your choices through the first concept is position Advantage a lot of 2D Fighters will be familiar with this concept especially like Street Fighter where there's those walls at the end of the screen so if you push the player into the wall That's position Advantage because they can't Retreat and a lot of move properties change when their back's on the wall like the push back becomes less of a punish because you're not pushed back right so moves become inherently stronger they can't Retreat from things you can trap them and do all kinds of nasty stuff to them at the wall so there's that style position Advantage but in a 3D fighter there's more than that because in some Tekken games I don't think it exists in Tekken 8 anymore but in some Tekken games in a lot of older 3D Fighters there are infinite stages the stage literally never ends or it takes forever for the stage to actually end so in that case where is the position Advantage aren't you just fighting in a void well if it was a 2d game maybe but let's not forget that 3D games have something called the Z AIS they have the third dimension of space and another thing I very much disagree with most tutorials on when it comes to Tekken and 3D Fighters is the concept of worry about that later you know worry about the side stepping in 3D space you know that's for the advanced people worry about that later just focus on the basic linear movement ducking blocking and all that yes that makes sense if you're just trying to teach someone to get scrubby wins but if you think about in the long term it makes no sense to ignore the third dimension of a 3D fighting game in the start this is like what makes it a 3D fighter this is really really important so the first thing you should be doing as a new Tekken player new Virtual Fighter player soulcaliber it doesn't matter is you should be analyzing how the fundamental combat unfolds in the 3D space and a lot of people don't know this because no one talks about this is virtu fighter and Tekken actually are different in the way they interact with the 3D space a lot of people have never heard this before virtu fighter has a state-based 3D system where it doesn't actually account for you in real space in terms of the hitboxes everything is like pre-programmed very clean and very interesting so you don't have actual hitbox interaction in the third dimension in the same way that you do in so in virtal fighter if a move is tracking to the left if you side step to the right or whatever to avoid that it's a state-based thing the game knows that happened when you're Sid stepping you're actually in a a special State and things can happen in that state this isn't a virtual fighter tutorial but the point is the 3D movement of virtual fighter is a programmed state that you enter Tekken that is not the case this is the most fundamental difference between Tekken and and virtue fighter and a lot of people don't even know this and if you ask people what's the difference between Tekken and virtue fighter you know they'll say all kinds of but the fundamental difference between these two games is Tekken uses real hitbox interaction in the 3D space so you can actually literally move around the hitboxes this is very important to understand because whenever people tell you oh you should Sid step this move to the right oh you should sidestep this move to the left the funny thing is is that that's kind of true but it's not totally true because you can like sidestep most everything except like full-on homing moves in directions you're not even supposed to you can slip past the hit boxes at times and actually with a lot of moves if your Sid stepping and sidewalking is really crisp you can get around things that you probably shouldn't get around but anyway that is important to understand because if you understand that tekken's 3D sidest stepping system is based off of real hitbox interaction it completely changes how you view moves and how you analyze what is happening on screen so that's the important thing I want to explain and understand is real hitbox interaction in the 3D space and so that brings us back to the concept of position Advantage because in a 3D fighting game position Advantage is not only advantage on screen it's also advantage of where you are in relation to the view of your opponent you can be behind your opponent and you can be to the side of your opponent and being behind or on the side of your opponent creates an actual legitimate advantage and again a lot of players don't know this it isn't discussed in tutorials all that much but if you are on the side of your opponent in virt fighter this is called side turn if you're on the side of your opponent you gain more advantage on your moves there are certain strings that will actually connect on the back in the side that will not connect or combo if they're on the front conversely there's certain moves that the opponents do that take longer on the back on the side blocking takes longer if it's on the back or the side and so what you're doing when the game says fight is you are trying to established position Advantage either in terms of where they are on stage or where they are in terms of facing you with the camera standing at your opponent's side however not only takes options away from your opponent but it gives you benefits too normal hits to the side of your opponent Grant between two and six additional frames of Advantage the side counters also deal an additional 50% damage you can also side throw the opponent and their attacks and guards taking additional three frames to come out to account for them having to reposition themselves and this is where a lot of people get lost with the side stepping system of Tekken because the way it's described is often like you press up and you sidestep that jab but there's way more to it and in fact trying to S side step individual Moves In in Tekken is kind of and it's why a lot of players say don't even worry about it and this is why a lot of players don't even bother sidest stepping is because they think the purpose of sidest stepping is to like counter a jab or to counter you know a demon's paw I mean yes countering a jab and Demon's po of side step is good but that's not what you're trying to do with the side step what you're trying to do is you're trying to get to their vulnerable sides and the way the S side stepping system works in Tekken is is the more they commit to their string the more they become off axis this is how you're able to get around the back of people at times or the way you can get to the side of them sometimes and this is why if someone is starting to step you don't keep swinging so there is dumb [ __ ] in peeken where you will retrack in a string you've got to watch out for this so what will happen is the guy like off AIS and string and in Virtual Fighter they'll just keep going off AIS but in Tekken harata feels bad for scrubs who just swing so he's like well let's just retrack them so there's certain strings where you need to watch out for they will go off AIS and then retrack onto you but if you understand what's happening you can combat this a bit so the way it works is usually you have to catch them before they retrack and the way tracking works this is going to be really helpful to understand is the later you step into a move's activation the more or it goes off axxis so you don't want to step moves before they come out because they will retrack on to you that's not good you want to step moves as they are coming out because as a move is coming out it's startup frames its tracking is set so a jab for example if you're going for a jab if you step right as the jab is coming out of activation you will get around it but if you step right as the jab begins activation it'll hit you so this is what you're trying to do with your stepping is you're trying to understand you want to step out of the startup frames not before them so this is why uh a lot of top players don't advise you just randomly start S side stepping all the time because in a neutral situation if you're just Sid stepping constantly the tracking will realign but what does this mean does this mean you should go back and forth all the time no so this is why I want to bring in the side walking and side stepping and realigning concept and this is something that's really hard to describe but I want to describe this for you because it's going to be a pillar for how you play the game moving into the future learn this now rather than learning it later what you need to learn is that there are phases of s side steps and sidewalks that are evasive you want to engage in those and then you want to cancel the phases that are not evasive and so this becomes an actual sort of timing element to a lot of your side stepping where if you just do a single side step in Tekken you're not going to get around a whole lot of stuff you're mostly going to get clipped by most things if you try to go for a single s side step a single side step is like quite high level stuff if you really know what you're doing your jdcr your knee and you know this jab is coming because of the frame situation and then next step of this is talking about frame Advantage but let's talk about position a little bit more if you know what's coming and because of the frame situation you can get that single side step out and you can single side step around [ __ ] and that's really impressive but if you're just kind of fishing in neutral if you're just trying to see if they'll throw things out and you're kind of fishing for something the side step what you do is you side side step pull into a sidewalk you pull the sidewalk and then the sidewalk has this phase of being evasive and then it stops being evasive and you can tell cuz their head will like Snap into frame and there's also kind of a feel to it you can get you go you go into the sidewalk and then you stop and then you re begin the sidewalk and you want to kind of do this in unpredictable manner right you want to keep your opponent not quite sure what you're going to do so you want to be moving around not only back and forth because a lot of moves in Tekken are very powerful linearly so if you just try to play the game linearly you're going to get locked down by a lot of [ __ ] you're going to be locked down by a lot of stuff and you're going to type on the internet oh tekken's broken because this move's broken that move's broken cuz you're only playing in this linear space where the Frame data of certain moves in pure linear space is op like Devil genin's demon paaw if there was no s side step devil genin's demon paaw would be absolutely ridiculous of a move because it reaches a really long way away it's mid so you can't duck it it hits people who are ducking and it's pretty much safe on block that move if there's no side step or sidewalk is really freak freaking good but because you're playing a game in three dimensions the demon paaw has a really big weakness in terms of tracking because remember the principle I told you the longer a moves startup is the less tracking it tends to have unless it's a homing move so if you're going for this big demon paw there's a lot of startup to that and so the tracking gets locked in and it's very linear as a hitbox so you can step and walk around that very very safely and so that is something you need to understand why you can't just go back and forth all the time because if you do you're going to get locked in by linear moves but you can't just side step and sidewalk blindly either because they have counterplay as well homing moves or moves that swing and Arc in certain directions will catch a side step and sidewalk Because You're vulnerable During certain frames of a side step or sidewalk but it usually takes time for these types of moves to come out big SW swinging homing moves take time to come out so you can do a lot of fairly safe side stepping and sidew walking due to the time it takes for these moves to come out and what you're trying to accomplish is you don't want to just go in circles is you want to pull them off axis and then realign and then pull them off axis and realign and then pull them off axis and realign that is how you step things this is how you catch people doing hop kcks this this is how you catch people doing demon paw and doing really linear moves is you create these little Windows of you're getting them off AIS and then they Auto realign and then you go back into a safe sort of back dash or backward movement or even forward movement into a safe linear movement to reestablish the block and then you pull them off access again this is how the 3D movement of Tekken and virtal fighter work you're pulling them off AIS and then you're playing safely back on AIS when they real line you're stepping in and stepping out linearly just like in a 2d fighter to bait pokes but then you're also stepping around to try to get around them because a lot of the pokes in a Tekken are really powerful linearly they are balanced around a three-dimensional aspect of space and that brings us to the second concept you should be thinking about all of that talk was just of the first concept position advantage now let's go to the second fundamental concept of frame Advantage these two together position frame advantage that is the formula that is how you filter everything you see on screen and every move both you and your opponent make is it frame Advantage is it position advantage and the two are fundamentally tied together this is why the onp paper Frame data of Tekken is incomplete because you can't fully capture a move's Properties by just talking about its startup frames and its Advantage frames and that type of stuff because you also need to know its actual hitbox how it occupies space on screen that matters a lot and that isn't exactly communicated in Frame data tables all that often but anyway let's talk about frame Advantage what you should be doing when you're first learning a game and First Learning a character is you should be going and finding highlevel replays of people playing the character you want to play they don't have to be udans or world champions but they do have to be high level to a certain degree what you should be doing is you should be watching their game play and you should be watching for what moves are they using in neutral not what moves they're using to do Combos and combo filler that comes later step one what is the fundamental basis of the character what moves are they using to open up opponents and what moves are they using to defend themselves in neutral these are the moves you need to be watching for because the moves that you use in the neutral game are the foundation for everything else you do you do not want to build your gameplay style off of a sand castle you don't want to build your gameplay style off of I'm just going to throw electrics because they're a launcher or I'm just going to do a hopkick because it's a launcher because yeah sure that's going to work like Wonder on newer players but as you get further and further into the meta of the game you're going to find yourself constantly shut down by Suns [ __ ] who are just right up in your face jabbing you poking at you stepping around you and then once they get the counter hit they're going to town and this is why I think most Tekken players should at least investigate and study virt fighter a little bit because the one game that really teaches this concept the best is virtual fighter because virtue fighter is very tightly designed around its frame data and really emphasizes you as a player understanding how to capitalize on frame advantage and once you understand the Fuller picture of frame Advantage you will see everything in a brand new light so let's talk about the fundamentals of frame advantage and usually the way it works is when it comes to moves that you use in the neutral game the moves that you use to open up your opponent you want to find moves that are not that disadvantaged on block and have fairly quick startup this is what you're looking for in the neutral game because there's a lot of moves that are really positive on block but they take a long time to start up and remember if a move takes a long time to start up unless it's a homing move that means it's easier to step and it's also easier to interrupt so in the neutral game when you're right up outside of each other's range do not play at the range of a big swinging move this is a big mistake Tekken players made for a long time and I made for a long time which is I always tried to play at like the stepping range of a demon paaw I played way too far out there that's not what you want to be doing you shouldn't be out there swinging big moves for your neutral game you know this is not Street Fighter what you should be doing is you should be playing out of range of like a jab or a quick poke or like a grab should be playing at least with Devil Jin you know might change a little bit from character to character but fundamentally you want to be playing just outside the range of your quick moves that come out that also are pretty positive on block and in fact there are quite a few moves that are quick to come out that are not disadvantageous on block or maybe even positive on block that sounds op right a move that comes out really fast that is also advantageous on block or nearly advantageous on block that's broken except that move is something called a high which means that the move has a vulnerability to being duck I wanted to introduce the type of attack off of The Frame data rather than introducing the type of attack based off you know just talking about types of attack so going back to the Frame data High moves are really good in neutral up close in terms of their onp paper Frame data because they're fast to come out usually and they're usually not that disadvantageous on block their weakness of course is ducking and in some cases Sid stepping so on paper as you go through and you read The Frame data for moves you'll find the onp paper Frame data for high moves typically is the best or among the best but because of the move properties they have these built-in weaknesses that brings us to the second move type in relation to Frame data which are mids now Tekken unlike virtu fighter is a very mid mid heavy game Tekken is all about the mids this is why in a lot of tutorials they'll say oh in Tekken you do standing block instead of crouching block that's kind of true like in a sense because Tekken is full of really powerful mids that are all over the damn place and one of the bread and butters of people even myself that they learn right away is use mids mids are good think of haachi he's just the mid machine throwing mids all day every day and on paper mids do have a lot of strengths when you look at the Frame data where mids yes they take longer to come out than a high typically but they don't take like a super long time to come out so they still come out within a reasonable amount of time and yes they also aren't as advantageous on block as highest typically but they're also not so disadvantageous that you can get outright punished for them and so this is where you get that thing in lowl Tekken play that I call like the mid smash off where you do your mid and I do my mid and you do your mid and I do my mid and we kind of just trade mids back and forth like a turn based RPG and then one of us gets enough guts eventually to do a low so we mix in mids lows mids lows and when you're first learning the game because no one talks about this it feels like how do you deal with this how do you get out of this mid trading back and forth mid low mixup thing that most lower rank Tekken players depend upon to get their wins well let's go back to the concept of frame Advantage remember because let's not forget that even though you can't jab punish a mid and maybe you can't throw punish a mid if they know how to throw break what you can do is if they're at let's say -6 is you can start applying position Advantage you can start applying your own frame advantage and this is the beauty of a 3D fighter where even though you technically cannot get the punish in terms of hitting them outright you can still punish them through frame disadvantage so let's say you do a demon's paw you're at frame disadvantage to me what can I do first of all start doing moves that have a longer startup that you wouldn't be able to do in a true neutral situation so you want to save these moves for situation where you're at a frame Advantage you need to earn the frame advantage and then you need to use the frame Advantage so rather than always going for the big mixup of Here Comes the hell sweep here's the 50/50 instead start to use moves that take advantage of their disadvantage and Press Your Advantage forward and in doing that you create a lot of mixup scenarios that are in your favor where even if they block it you're not really losing all that much you may be even relatively safe even if they block it and you can start to press that Advantage into mixup UPS maybe catch them in some frame traps maybe catch them in some counter hit but rather than always going for these big high commitment I win or I lose scenarios where playing the odds the odds are not always going to come up in your favor especially if they start to read your Tendencies instead you want to be less predictable more incremental building up knowledge over time and then the funny thing is is as you beat down your opponent pressing the frame Advantage mitigating your own frame disadvantage as much as possible you really start to create a division of outcomes where you're winning eight out of the 10 encounters and that builds up on itself much more reliably and consistently than big swing big swing 50/50 50/50 roll the dice stuff which a lot of newer players get into that play style and then once you know especially a lot of option selects and higher strategies to deal with these big commitment moves you're just out of luck you got nowhere to go so these are the two things you really want to keep in mind and they will be your guide towards more fundamental style of play so instead of sitting down and learning how to do your 33 hit heat combo or learning how to do your cute little mixups and frame traps and everything with your big swinging moves instead right from the start you should be researching taking note of what moves they're using in neutral why in what context and then researching The Frame data of these moves this is why it is absolutely ridiculous that up until Tekken 7 Namco did not have Frame data in their games and you had to buy The Frame data it's the dumbest ever but anyway so understanding your moves that you use in neutral and then understanding the properties and trade-offs of these moves and you can filter these properties through how long does it take to start up how much frame disadvantage does the move have what does the hitbox look like what is the tracking of the move like how do you access the move and then how much push back does the move have all of these properties can be filtered into to how you analyze moves when you use them what context you use them what the risk reward is and I would say the kind of guiding philosophy behind this is you want to always be pushing the frame advantage in your favor instead of going for the big punish go for the frame Advantage build off of that cont concept and the Damage will follow the combos will follow and so what this is going to look like when you first start playing Tekken because Tekken is a very chaotic game with a lot of free swinging big old moves is at first you're going to be pulverized by a bunch of random that you're not expecting because all the other players when they first start playing are going to focus on their little 5050 mixups and big swings big damage keep combos wake up rage Arts they're going to focus on all that stuff meanwhile you're a little Point Dexter who's going to have his glasses on and you're going to be reading all the Frame data of the moves and calculating the property of the moves and trying to understand the tracking of if you step left if you step right but in that process you are going to learn a lot more and you're going to have much more meaning and you're going to find that over time the players that you play against are going to become more and more predictable and more and more standard the first time you play against the dude and he's got his little unab Bunga mixups it's going to be really frustrating and it's going to be really obnoxious and he's going to think he's way better than you and he's the greatest Tekken player of all time but just let all that go you're a student of the game and what you're going to happen is you're going to frontload all the dumb frustrating [ __ ] of losing but through that process you're going to grow much more steadily and you're going to avoid the sand pit and you're going to avoid that bottoming out experience that a lot of newer Tekken players or a lot of other Tekken players have out there where they just have their set play and then once they don't have that they have no idea what else to do because if you're applying a fundamental pressure where every single button they hit has a consequence and they have to account for that consequence it's going to continue to pull you away from your peers so it's a slow ramp up but once you get on that ramp you're just going to bypass a lot of other people and you're going to like the game you're going to have fun with the game it is more fun to play Tekken in a fundamental style than to play it like a scrub it feels good at first to play like a Scrub but over time it gets boring anyway what so you hit them with the same mixup 15 different times you have your same little setups 15 different times you're just doing the same thing over and over this is why scrubs change characters all the time time because rather than addressing the fundamental problem with how they're approaching the game they instead just choose well let's just take the same formula and put a new set of clothes on it so instead of doing this mix up with ling let's do this mixup with Harang if that's not working let's do the mixup with law if that's not working let's do the mixup with kazuya we just take the same idea and Transplant it to a new set of moves but eventually all these little Mix-Ups and set plays are going to be fundamentally defeated and that's why I think if you want to be really good at Tekken if you're serious about it if you're serious about getting good at the game you should pick a character a character that's fundamentally sound and understand the nuances and depths of that character and keep playing that character even when you start to not know what to do even when you start to lose you have to push through that and you have to think play more fundamentally learn the frame Advantage learn the frames understand what moves can apply here here understand what movements can apply here keep pushing the system of the game forward instead of trying to avoid the system by just selecting a new character so this is my advice to new players in all fighting games but especially with 3D Fighters because there's a lot with the system and neutral of these games there's so much depth to learn and research and I think tackling that depth right away is a much smarter and more rewarding path to go on as a player and it is the path that's going to translate from game to game much more so than you learned this 50 hit combo what happens in Tekken 8 well they remove that combo so you're going to have to learn this other combo or whatever your little mixup your little frame traps all of that stuff is temporary and comes and goes but what stays fundamental is your understanding of these Concepts and your understanding of the core game system so if they Nerf your character and you they just obliterate it they delete Devil Jin from the game that would piss me off but even if they did I could find another character probably regular Jin and pick back up where I left off and I think that's very important for fighting game players to understand so hopefully this is helpful I've been playing Tekken 8 and I've been having an amazing time it's the first time in a long time with a new fighting game where I'm thirsty to watch matches I'm thirsty to research everything I can and push as much as I can into the game it's it's a really great time I'm really impressed with how this came out and if you haven't seen my review of Tekken 8 please do Cuz I'm very proud of it and it's kind of linked to some of these Concepts as well so thanks so much please like subscribe tell all your friends adios everyone so thank you to the $5 patrons 100 100 excepting Panda Admiral coconut and hold Alexander Fifer Anthony a arcade hell AO Viper auton named 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Channel: The Electric Underground
Views: 229,995
Rating: undefined out of 5
Keywords: mark msx, electric underground, video game, video game culture, action game, 怒首領蜂, Expert, エキスパート, アーケード, レトロ, tekken 8, tekken 8 review, best tekken, best modern tekken, tekken 8 tutorial, how to play tekken, how to korean backdash, tekken series, virtua fighter 5, virtua fighter 6, dead or alive, dead or alive 7, fighting game, best fighting game, tekkn 8 analysis, korean backdash, electric, electric wind god fist, heat system, rage art, 3D fighter, soul calibur
Id: jqZndya05yg
Channel Id: undefined
Length: 44min 51sec (2691 seconds)
Published: Sun Feb 18 2024
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