Selasa, 03 April 2018

Guide to attack Bryan Fury




Bryan is renown for his amazing blend of keepout and rushdown, and Tekken 7 is no different. He has plenty of tools to keep his opponent at range with ranged CH launchers, backsway evasive moves if they approach recklessly and a safe mid launcher that low crushes with quick recovery. He also has a mid CH launcher with huge range and + frames if he needs to put himself at the opponent’s face. Once he is in there, he can work his opponent down with hard hitting lows, a fast CH mid launcher that’s neutral on block, powerful jab strings, hitconfirmable strings and so on. His offense is not only damaging but also relatively safe. Moreover, he has some of the best spacing tools the game has to offer. There is a steep execution curve to Bryan if you want to get into the really silly stuff available to him, such as the infamous “taunt jet upper” which is forcing your opponent to eat an unblockable taunt into a guaranteed launcher followup. This is extremely hard to pull off but it’s very practical to be able to do consistently. A noticeable flaw that Bryan has is that he is very weak to his left so the opponent’s right, but he has strong hitting homing moves to cover this.

Pros

    One of the best space control
    i14 launcher standing (standard is i15)
    Damaging and relatively safe offense
    Huge comeback potential
    Strong CH game
    Damaging homing moves.
    Good whiff punishers
    High combo damage output


Cons

    Weak tracking to his left
    Not much going for huge + frames on hit
    Weak standing punishing until i14

Guide to attack Asuka Kazama




Asuka is an extremely defensive CH oriented character in T7. She is quite strong at keeping her opponent at a distance with her ranged mids and lows. This makes it hard for the opponent to approach Asuka with her plethora of keepout tools and to top this off, Asuka has one of the game’s best and easiest whiff punisher with f2 to punish any whiffs at a huge range. Once the opponent makes it through Asuka’s keepout, they’ll find themselves struggling to get hits on her due to her having the best panic moves in the game; including a safe i14 CH launcher that low crushes early, a safe evasive move and her reversals, as well as being a relatively safe character overall. Asuka’s offense is decent at best, the main idea behind it is “mental frame advantage”, meaning that she’s very good at making the opponent second guess their turn to attack. While Asuka bullies the opponent down with her amazing jab strings and upclose pokes, they have to challenge her eventually and with her strong anti-button tools, they can pay the price dearly for it. She has some of the game’s best mid launchers, both on normal hit and CH. Her okizeme has been buffed a lot in T7 from TTT2, gaining access to an extremely strong grounded hitting move with her Rage Drive and a mid unblockable. However, Asuka does have one of the worst WS punishment in the game as her fastest launcher is i19 from WS, so it’s encouraged to try and read lows with her and crush them as opposed to blocking them. Her jab punish is the worst i10 punish in the game meaning it can be hard for Asuka to steal the lifelead back from her opponent if they play safely.

Pros

    One of the best whiff punishers in the game
    Strong okizeme
    Best arsenal of panic moves
    Strong keepout
    Big arsenal of safe mid launchers and CH launchers.
    Strong CH game



Cons

    Worst jab punish
    One of the worst WS punishers
    Struggles vs defensive players

Guide to attack Akuma

Akuma is the SF guest character in T7. His design is completely unique from other Tekken characters due to his SF origins. Similar to the SF games, he has a meter gauge, where he builds the meter via doing moves on the opponent, using special moves or getting hit. He can use the meter to extend his combos and pressure or burn them on approach tools like fireballs. Once he’s in, he can abuse his powerful low options one of which that can be cancelled into fireball or tatsu point blank for a huge damaging low option as well as his sweep which knocks down for strong oki. He has a demon flip with a bunch of moves out of it that can be used to approach the opponent and to initiate pressure. Akuma gets a lot of his big damage via jumping; quite the sin in Tekken as jumping can be interrupted into big combos, It can be hard for some characters to stop this flip. He’s a very all or nothing 50/50 character and with meter, his mixups become incredibly damaging. He has a shoryuken which is invincible at the start, meaning he can disrespect a lot of pressure and make the opponent be wary about applying pressure on Akuma. With meter, his jabs become the best punisher in the game as he can do jab cancels into shoryuken meter cancel for huge damage on anything unsafe.



Pros

    Has a shoryuken for a panic move
    Best punishment in the game with meter.
    Strong 50/50 game
    Strong oki
    Huge damage output


Cons

    Needs meter for damage
    Unsafe on his mixups
    Has poor range, needs to be up close a lot of the time

Guide to Alisa Bosconovitch


Difficulty - Easy



Alisa makes her return in T7. Alisa is a very poke oriented character. She excels at slowly chipping down the opponent with good ranged low and mid pokes. Combine that with her strong sidestep and she's perfect for players who like to play a slow methodical paced game. She has an incredibly strong homing move in 4, a i13 CH launching homing move; this is really good at discouraging the opponent to step allowing Alisa to bully them with pokes. She can also get aggressive and cover space quite quickly with WR2, a high-damage ranged attack that puts her in a very favorable position if blocked. Opponents have to try to predict this attack and either duck or sidestep it which leaves them vulnerable to her poking game. As Alisa is very poke centric, her damage can fall behind as she doesn’t have a lot of moves to make comebacks with.

    Decent poking game
    Safe launchers
    Strong jab punishes
    One of the best stepping in the game.
    One of the best homing moves
    Strong homing moves


Cons

    Poor whiff punishment
    Poke game is low damage, she struggles on a life deficit.
    Has to play very risky to make a comeback.

Guide to atack Devil Jin

It’s an unwritten rule that anyone loosely tied to the Mishima clan will assuredly be great in whatever Tekken iteration they appear in. This time it’s Devil Jin that’s stepping up to the ring. With a plethora of unique moves, an Electric Wind God Fist (EWGF), and a pair of snazzy wings, he’s able to keep the vast majority of the cast at bay.




The most obvious danger from any character with a Wind God Fist (WGF) isn't just the punch itself, but the other attacks associated with it. When a WGF is performed perfectly, it becomes the electrified version of the move – giving the name Electric Wind God Fist. The EWGF is a high hitting launcher that’s not only unpunishable on block, but it’s actually advantageous to Devil Jin when you block it as he'll be able to attack before you. Naturally, like any high hitting attack, your instinct is to duck but this is where the whole series of moves attached to the EWGF come into play. There are lows, mids, more mids, and the crouch dash leading to the move itself doesn’t need an attack input after it. This results in an amazing number of scenarios that players might struggle to deal with. Fortunately there's a trick that will get you by and it's side walking to your character’s left. Unlike side stepping, you need to need hold the input to walk and doing so will make most of Devil Jin’s attacks whiff. It’s tricky and takes practise, but mastery of side walking Devil Jin’s EWGFs will be a key factor in any match up with him.

In fact side walking and side stepping left against Devil Jin is usually the best approach in almost all situations bar this next example. It’s important to be aware of Devil Jin’s ‘Laser Canon’. Although its namesake would lead you to believe this is one of the many moves Devil Jin makes use of the literal lasers he can shoot from his eyes, but it's not. The ‘Laser Canon’ and variations are a series of mid-hitting punches that can give players a lot of bother. This string is nasty if players don’t know that it is always possible to block after the second hit, even when the first two connect and that side stepping right will make all the options after the second punch miss entirely. Good thing you now do.

You might even encounter some Devil Jin players that try and make use of all the moves in his arsenal and take to the sky. When a Devil Jin player activates his flight there are only so many options available and all of them can be evaded easily, aside from his new homing punch. All you need to do is keep your eye on the sky and side step when you see the start-up animations of his attacks that aren’t the homing punch, and close the gap for a massive punish on anyone silly enough to try and fly out of danger.

Ultimately, fighting a Devil Jin player is a game of patience. Thanks to his extensive list of attacks and options you might find that many players have different quirks and even the most veteran of players have preferred mixups. There's so much to take in that it can be overwhelming, something which many players will try and take advantage of by wave dashing in your face – when that happens be sure to challenge that dash with a quick mid and stop those pesky Devil Jin players having free reign.

Sabtu, 24 Maret 2018

Guide to attack Leo Kliesen

Leo is a complicated character to get your head around. At the wall Leo can deal chunks of damage, much like a large portion of the cast, but what makes Leo stand out is the strength of her pokes and ability to put opponents in situations where they really need to guess what is happening.



The first step in understanding how to beat Leo is to understand her stance-based moves, the first of which is called Jin Ji Du Li and abbreviated to KNK in the Tekken community. The obvious first step is identifying how Leo starts this offensive and what it looks like; many of the transitions that Leo players use to get into the stance leave Leo at advantage (allowing Leo to attack before you) and it's not wise to try and interrupt these attacks for fear of a counter hit launcher. So, be on the lookout for Leo raising her right leg to scout out the start of these attacks and back dashing and blocking when this offence starts.

In previous games there was a unique series of movements that would allow you to evade anything that Leo would throw out after transitioning to the stance, but now it's a true gamble. Like all gambles, however, there are still odds that you can play. Out of KNK, there's only one low attack and most options out of the stance are punishable when blocked – the only exceptions being Leo’s high hitting left and right punches, although they leave Leo at a slight disadvantage when blocked, it's often unwise to attack after blocking these attacks.

To add more depth to Leo’s offensive, Leo can seamlessly transition from her KNK stance, via a high hitting punch, into another stance called Fo Bu, abbreviated to BOK in the Tekken community – Leo can also manually transition into this stance without the use of KNK. BOK is Leo’s evasive ducking technique that allows her to crush some highs and continue to keep her opponents guessing. Much like the KNK stance there isn’t one definitive way to deal with it, but it helps to know that there are absolutely no lows from the stance and if you're unable to react to the high tracking kick, your best bet is to block and the back dash to create space against Leo.

Outside of Leo’s stances, distance will always be your best way to beating her. Ensuring that you sidewalk the correct way, which is to your character’s left due to Leo’s attacks having weak tracking to her right side, and understanding that even when you're hit by Leo’s quarter circle forward left punch – that’s the low hitting punch that looks kind of like a ‘dab’ – you’re still able to push the offensive as she is at a disadvantage on hit. Then you have moves like Qian Sao Lei Wang Quan, AKA Sweep Bang/Hell Sweep, that require you to look out for them at certain ranges; up close and at the walls of the various stages that possess them, and punish accordingly.

Guide to attack Ling Xiayou

Despite her appearance, Ling Xiayou is a Tekken veteran. First appearing in Tekken 3, she proved incredibly strong and was hastily nerfed in Tekken 4, but has received buffs ever since. Thanks to these incremental improvements Ling is now indisputably one of the best characters in Tekken 7, as well as one of the trickiest.

Just like Leo, Xiayou is a stance-based character with a whole load of tricky tools for you to deal with. The stance that's bound to cause most frustration is the Art of Phoenix, also known as AOP. It’s pretty obvious to see Xiayou in the AOP stance, but dealing with it's a whole other story. When in AOP Xiayou is able to crouch under all highs, which is pretty obvious when you realise just how dangerously close to the ground Xiayou is, but if the Xiayou player were to tap down in the AOP stance they could also evade most mid-hitting moves. This means that players may struggle to even hit with moves like Tekken 7’s generic launching right punches (down-forward 2). There’s no easy solution and the only advice is to go to training mode and find out what moves your character has that will hit Xiayou in this stance. Another option might be to opt for a quick hitting and far ranged low, but just like the mid-hitting attack you'll need to test what move your specific character has that will catch her. It'll take a lot of work to grow accustomed to dealing with Xiayou’s utilising the AOP stance effectively and it'll take time to train yourself to reacting to the prominent lows from the stance, but thankfully they're slightly slower and more visually identifiable than others. Just ensure that you fully test how to prevent Xiayou from getting into situations in which she can make this stance effective.


Another key stance for Xiayou is her backturned stance. When Ling is facing away from you she has a whole arsenal of attacks. The key to beating her when using this stance is to remain standing and watch out for grabs, although there is a caveat to this rule and that’s to watch out for her rage drive as this move will hit you low and cost you a massive chunk of health if it hits.

Beyond Xiayou’s stances there are plenty of key moves to look out for, attacks like sidestep left kick or right kick are both big lows and the latter will launch you if it hits. So, it’s best to look out for Xiayou stepping in any direction and make a mental note that they might fish for big lows. There are also a few key jab strings and mixups that could confuse you, but as Tekken 7 is a 3D game movement and spacing will give you vital space to counter poke and sidestepping to your character’s left will usually cause Xiayou to miss some of her attacks.

Like all fighting games, practise makes perfect. It’s not enough to simply read a guide like this; you need to hit up training mode and test what your character can do and transform into an encyclopaedia of frame data and punishes. In time you’ll understand exactly how to pick apart every character and just how to turn the tides of battle in your favour. So make sure you check out sites like Tekken Zaibatsu, RB Norway and even finding a local scene to sit down and fight players in your area because that’s truly the way you learn; side by side with other knowledgeable players.

Guide to Easily Beat Nancy MI847J on Tekken 6

Nancy-MI847J is a huge robot with monstrous power that has become a nightmare for Tekken players all over the world. Read below to find out how you can beat this mechanical terror like a pro!




    1
    Play in Arcade Battle mode. Choose the arcade mode, since this is the only game mode that will allow you to fight with Nancy-MI847J. After selecting Arcade Battle mode, you will then be greeted with the character selection screen.

    2
    Choose Jack-6. There are other characters that can do the trick but Jack-6 seems to have the most effective method of beating Nancy-MI847J. He can defeat Nancy-MI847J easily in the fastest way possible, so he really is your best bet.

    3
    Get to Nancy. Fight your way up until you go head-to-head with Nancy-MI847J in an Extra stage. Keep in mind that whatever the outcome of this one-rounder battle is, you will still proceed to the next level.

    4
    Execute the Dark Greeting. At the start of the match, immediately go near Nancy-MI847J and do the Dark Greeting. This is one of Jack-6’s heavy damager moves and can be executed by pressing f+4~1 (Tap forward + RK and quickly press LP).

    5
    Sidestep to avoid attacks. Occasionally, Nancy-MI847J will do a devastating move like shooting out a beam or bullets. In this case, simply stop attacking and do side steps by holding down the up or down button. This will help you dodge and protect yourself.

    6
    Spam with the Dark Greeting. Keep on repeating the Dark Greeting until Nancy-MI847J is destroyed. Keep on attacking even if it seems to be preparing for an attack. Most of its light attacks will be stunned by the Dark Greeting, anyway. Congratulations! You've won!

Guide to Learn the Basics of Tekken

This article is written to help those just starting out in the game. With Tekken 7 now available on console, there will probably be lots of people looking for the basics.




    1
    Choose a character. One of the biggest aspects of Tekken is their large character select. In Tekken 7 there are a total of thirty-six characters, excluding DLC. So, the first thing you will want to do is find a character that you connect with whether it be aesthetics or a certain move you like.
    2
    Learn 3D movement. Once you have found a character that you can relate with, you will want to work on movement. Tekken is a 3D fighter, meaning that you can move around the whole arena, you are not confined to just walking back and forth. Press up or down in quick succession to sidestep.
        Since Tekken is a 3D fighter you should familiarize yourself with back dashing and side stepping (stepping into the background/foreground) these movements will help you avoid incoming attacks.
        As for blocking, you automatically block incoming attacks unless they are low then you simple crouch. You can always hold back to make sure the character blocks.
        There are also moves associated with movement, such as tackles or shoulders when you dash fullscreen. Another move is a low parry, where all you have to do is press down forward while crouching when they hit you with a low attack.
    3
    Memorize basic combos. After you are familiarized with movement you should start to work on basic combos. There is specific move list for each character in the game. You can enter practice mode to access this menu, the game will allow you to have one move on the screen while you play. There are around one hundred moves for each character, so there is a lot to practice.
    4
    Start to create a juggle combo. Now that you have your movements and basic combos down, you can work on simple juggles. A juggle is a continued strain of moves that can deal massive amounts of damage. To start a juggle you first need to learn the launchers for your character. Launchers throw the opponent into the air then you can do the combos you learned previously to do more damage. There are also screw moves which you use to make your combos longer.
    5
    Understand the chain grapples/grapples. Another area that you should familiarize yourself with is grapples. After you block enough of your opponent's moves, they will usually go for a grapple, but don't worry as they can be reversed with practice.
        Grapples are a huge part of Tekken and can deal fair amounts of damage if not broken. basic throws are performed by pressing two buttons at the same time, for instance 1 + 3 and 2 + 4.These buttons vary depending on what platform you are playing the game on. These throws are broken by pressing 1 or 2 depending on which side the throw was initiated from. Most characters have what are called command throws, which are broken by pressing 1 and 2 at the same time.
        There are also chain throws with some characters (such as King and Dragunov) that can take half your health bar away if not broken, so try to learn those sooner rather than later.
    6
    Time rage arts and rage drives. Two new mechanics have been introduced into Tekken 7, the rage art and the rage drive. These special moves can be activated when you are low on health and can change the whole course of the match. Rage arts are cinematic finisher moves which cause roughly 30% of the opponents health bar and rage drives are powered normal moves which often initiate combo opportunities. Using other of these moves will cause you to lose rage, so use them wisely!
        When you are low on health your character starts to glow red this means you are in rage, when in rage you do extra damage and have access to these special moves. The lower your characters health is the more damage rage arts do.
    7
    Use power crushes. Another new mechanic added in Tekken 7 are power crushes. these are moves that each character has that allows you to power through your opponent's attacks, but you will still take the damage.
    8
     Learn wall combos. Like most fighting games, Tekken has walls, and that means massive amounts of damage. Wall splats are one of the most useful tools in fighting games, the wall will let you trap your opponent and drag your combos on longer. In Tekken when you opponent is against the wall and you hit them it adds extra damage. Each character has their own moves that work well with this mechanic and learning those moves will make you exponentially better. The best things for learning said moves is watching guides on youtube pertaining to your specific character.
    9
    Find the punishes. In Tekken you can also punish your opponent. A punish is when you block, side step, or parry a move and get a combo off of it. All the moves in Tekken have different rates of recovery, so with learning the game through experience you will be able to find when those opportunities arise and profit from them.
    10
     Be aware of positioning/wall carries. One last thing to take into consideration when comboing is wall carries/the location of your character and the wall. As mentioned previously wall combos can do massive amounts of damage and can win you the game. There are some strains that carry your opponent farther across the map towards the wall. Learning the moves will help you get that wall damage you need to finish off your opponent.
    11
    Try online matches. Once you have taken all the previous steps into consideration and are more comfortable with the game, move on to online matches. Practice mode and AIs can only get you so far, eventually you will have to move onto the real deal. Unfortunately there is no set way to play this game, so every match you play will be unique and you will have to react quickly if you want to succeed. Movement is much more important in online matches, the ai tends to want to have a poke war up close, it can be an awkward adjustment.
    12
    Practice, practice, practice. Just like most things in life, practice makes perfect. Obviously, the more you play the game the better you will get. Unfortunately there is no shortcut, so no matter how discouraging it might be just keep pushing through and practice. After playing the game long enough you will be able to see character moves and know when to punish them or where you need to block. Hopefully you found this article helpful and best of wishes in your Tekken career.

Guide to Beat Anyone at Tekken

Tired of losing to all your mates at Tekken, or just want to be the master? Follow these simple steps and you will beat anyone at Tekken.



Memorizing Your Characters' Moves


    1
    Pick a character you like. Go to the practice mode and practice, practice, practice until you know all of his or her moves inside out. This will give you a good base.

    2
    Get a few other characters and learn quite a few of their high and low moves and the more powerful ones. This way you'll have a lead character and a few strong ones that will beat most other players that know how to play properly..



Learning Other Characters' Moves

    1
    Study these characters: Yoshimitsu, Hwoarang, Law, Paul, and Kazuya. Some other options include Eddy for speed, King for grapples, and Lee for a desperate situation.

    2
    Learn Yoshimitsu meditate moves and sword moves. Back Back Square takes of 3/4 of enemy health. Some say he is sheep because of his sword but he is the best when you know his moves. If you opponent wants you to go o them go into meditate and your health slowly goes up, then when they approach you you can teleport behind them and attack.

    3
    Learn Hwoarang's kicks, Law's punches, Paul's power moves, and Kazuya's b+1+4 unblockable, don't bother with EWGF as it is not for scrubs. If you do, you'll have a firm style of attack from each of these characters.

    4
    If using Eddy, stay on the floor. For King, learn linking combos. For Lee, learn his fast and speedy moves or use this: hold down circle and then press it about 4 times. This will be very useful if your opponent doesn't know how to block this move.

    5
    Choose whichever method best suits you.

    6
    Use Paul's phoenix and spam qcf+2.
        Paul is one of the most powerful characters in Tekken, but also one of the slowest. Timing is everything with this character. He is also one of the few characters that can counter-attack, making it easy to turn an attack back towards the attacker if you get your timing right.
        To win almost any match with Paul, start of with one of the power-attacks that sends your opponents flying. Then start a rush towards him/her and stamp your opponent. If he/she manage to either roll away or get up before you get to him/her, do a low attack which gives you another try to either run over him/her, tackle him/her, or do another power-attack. If you manage to knock your opponent up into the air, continue to hit him/her in the air while he/she is defenseless for as long as possible. It's possible to juggle your opponent for at least 4 hits. Find a basic range of combos and moves, practice timing with different characters and try to keep your opponent as far away from you as possible. With proper timing it's easy to decide when to attack your opponent instead of letting him/her decide when to strike you.