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Gelatin
เข้าร่วมเมื่อ 1 มิ.ย. 2019
Why you keep losing Round Start
Follow me on Twitter:
GelatinLab
Since the release of Tekken 8, I've seen a lot of complaints about the game "eating" inputs at round start. Hopefully, this video will explain why inputs seem so inconsistent at round start.
➽ TIME STAMPS:
0:00 → Introduction
0:31 → Tekken 8 round start
1:02 → Tekken 7 round start
1:20 → Side-by-side comparison
2:01 → Big change in Tekken 8
1:43 → Even veterans don't know
1:56 → Harada official statement
---
Music (in order of appearance):
GunBound - Results Screen (Now Loading)
New Super Mario Bros DS - Overworld Theme
GelatinLab
Since the release of Tekken 8, I've seen a lot of complaints about the game "eating" inputs at round start. Hopefully, this video will explain why inputs seem so inconsistent at round start.
➽ TIME STAMPS:
0:00 → Introduction
0:31 → Tekken 8 round start
1:02 → Tekken 7 round start
1:20 → Side-by-side comparison
2:01 → Big change in Tekken 8
1:43 → Even veterans don't know
1:56 → Harada official statement
---
Music (in order of appearance):
GunBound - Results Screen (Now Loading)
New Super Mario Bros DS - Overworld Theme
มุมมอง: 21 267
วีดีโอ
Tekken 8's Input Buffer is NOT Broken
มุมมอง 45K10 หลายเดือนก่อน
Follow me on Twitter: GelatinLab Many long time Tekken players have asked me why the input Buffer feels so off in Tekken 8. After doing some digging, I've learned that while the input buffer itself is fine, there's something else that is seriously harming our ability to time inputs... ➽ TIME STAMPS: 0:00 → Introduction 0:21 → Input buffer definition 0:40 → Tekken 8 input buffer 1:43...
Throw breaks in Tekken 8 are really weird
มุมมอง 103K11 หลายเดือนก่อน
Follow me on Twitter: GelatinLab New game means new bugs and behaviors! Throws are really all over the place in Tekken 8 so I'm going to share every little quirk I've discovered. ➽ TIME STAMPS: 0:00 → Introduction 0:27 → Normal hit throws 1:31 → Exceptions: normal hit throws 3:11 → Counter hit throws 4:37 → Exceptions: counter hit throws 5:33 → Punish throws 7:01 → Throw lockouts Mu...
How to perform King's new Blue Spark grabs
มุมมอง 83K11 หลายเดือนก่อน
In Tekken 8, King got three new Blue Spark throws that have a unique execution requirement. Unfortunately, the game doesn't really tell you HOW to perform these throws. So after a bit of labwork, I'm here to show you the finer details! Hope this helps! (Sorry about my voice, I'm sick) ➽ TIME STAMPS: 0:00 → Introduction 0:26 → Giant Swing & Tijuana Twister 0:45 → Requirement 1 0:57 → Requirement...
Two new (minor) bugs in Street Fighter 6
มุมมอง 6Kปีที่แล้ว
With the A.K.I. patch, two small bugs(?) have been discovered in Street Fighter 6. The JP Command Grab bug is related to a hitbox property called [CantHitBehind]. The hitbox (like many others) cannot hit any entities behind the user. However, for some reason, this property breaks the throw when two players are facing the same direction. The A.K.I. "bug" is a simple oversight in how the move was...
The Unexpected Reason You Didn't Tech That Throw
มุมมอง 26Kปีที่แล้ว
Street Fighter 6 has throw tech lockouts! Did you know that certain inputs will prevent you from teching throws? If you press any non-light attack in the throw tech window, you will be unable to tech. If your LP LK input can be read as a motion input, then you will be unable to tech. ➽ TIME STAMPS: 0:00 → Introduction 0:13 → The basics 0:27 → Leniency 0:42 → Lockouts 1:03 → Motion Input Lockout...
What is a 720 in Street Fighter 6?
มุมมอง 2.9Kปีที่แล้ว
Defining the 720: A 720 is a 360 followed by 3/4ths of another 360. Remember that a 360 is Left(4), Down(2), Right(6), and any Up direction (7, 8, or 9) in any order. Additionally, you cannot have back-to-back directions. ➽ TIME STAMPS: 0:00 → Introduction 0:07 → Component 1 0:23 → Component 2 0:34 → Component 3 0:40 → Definition of a 360 0:57 → Examples of a 720 1:25 → Important exception Musi...
The Key to Potemkin's Optimal Damage
มุมมอง 5K3 ปีที่แล้ว
To optimize Potemkin's damage, it is necessary to learn the Just Frame kBMF (JFkBMF). The JFkBMF is a kBMF that lands on a specific frame which extends otherwise impossible combos. Note that the timing is very precise and is only necessary for absolute max damage. To execute it, simply delay the kBMF such that it lands on that specific frame. Join the Potemkin Discord ► discord.gg/xy3kyprjnv ➽ ...
Potemkin v1.10 Patch Notes - Side by Side Comparison
มุมมอง 14K3 ปีที่แล้ว
A detailed visual guide on the changes that Potemkin received in the v1.10 update. This video displays hitboxes/hurtboxes for maximum clarity. I'd highly recommend using TH-cam's frame advance ("," and ".") for a closer look when necessary. Thanks to the Potemkin Discord for the help! Comprehensive guide to maximizing Potemkin's new 6P special cancel: th-cam.com/video/37mPN4pualQ/w-d-xo.html ➽ ...
kBMF made EASY
มุมมอง 13K3 ปีที่แล้ว
A brief tutorial on Potemkin's kara Back Mega Fist (kBMF) combos in Guilty Gear Strive. This tutorial focuses on the principle that a kBMF cancel requires the input to be AFTER a move has fully connected. By first familiarizing yourself with that concept, you can then WORK BACKWARD until you find the correct timing. By working backward, you confirm that the inputs are correct and ONLY the timin...
Potemkin's Kara Cancels
มุมมอง 98K3 ปีที่แล้ว
A complete tutorial on Potemkin's kara cancels in Guilty Gear Strive. Apparently, you need to be a TH-cam Partner to add links in your videos so I just threw them in the description. Big thanks to DSbro for the help on the video! ➽ TIME STAMPS: 0:00 → Intro 0:05 → Example uses for kara canceling 0:42 → How Potemkin's kara cancels work 1:00 → How to perform a kara cancel (in neutral) 1:25 → Intr...
Full Crouch Demonstration
มุมมอง 4085 ปีที่แล้ว
Hopefully, this clears up some misconceptions regarding accessing full crouch moves from neutral
The 6 frame thing on iSW isn’t consistent. Does it only apply in neutral? Because when buffering it from a 2 jab for example i’ve had 7-9 frames after a dash input and it would still be blue.
Tbf playing on comsole is helllllll
Plz post more videos like this and updates on your older videos if things have changed
this aged well
Sad to see no one is gonna be able to do this unless someone at ARCSYS brings back kara's
Bro left out like half of the reasons this works
Good news, its a bug they're fixing
“Honest” ky kisuke strikes again
to be fair, dragon install kinda needs it
This will prob get nerfed in no time lol
WANNA LEARN HOW TO DO A FUCKING INFINITE!?!?!?
Damn bro there’s like no emotion when you speak.
What emotion is he supposed to have? He's presenting information lol
The dragon install into win combo
Cave story
The 90 frame thing is probably to represent how long the fireball stay alive.
The fireballs actually last WAY more than 90 frames! These flags are actually designed more as a forced cooldown for fireballs.
this is a f*ck8ng menace
Funny meme combo
this is will be very helpfull! i hope it isn't patched out!
Oh hey, cave story music! Love to see it!
It was in the back of my mind but I just couldn't remember which game it was from. Thanks for reminding me.
Rip all pot kara cancels, you will never be forgotten
How to destroy a game in one patch
they just need a hotfix. which i assume is coming pretty soon.
It isnt even that bad, it does almost no damage after a bit and he has routes with higher damage on DI. it builds INSANE meter and burst for the opponent, and the purpose of burst originally was to be an anti-infinite tool and well, it does that amazingly because its fullscreen. Plus, ky needs to be in dragon install. Which you can only access bellow 30% HP, by that point your opponent is at a range for you to kill with a good RTL conversion anyways. Tl;dr: Its technically an infinite aslong as your opponent refuses to play the game after he gets you to almost die anf doesnt touch burst at all.
Yeah I have no idea why people are complaining about this literally just burst and rush Ky down it’s not that hard
rest in piece
This video helped me greatly with learning how to karacancel back in the day. Thank you and goodbye it was a good run.
I WAITED TO LONG TO LEAAARRRN, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
I no longer believe in Daisuke’s vision. Edit: I retract my previous statement. Thank you Daisuke for roundstart armored kara pot-busters.
I do
Thanks
need a just frame sky rocket video
Ok cool i gotta go back and try sf6 again
So with the new CH throws frame windows, is King's blue spark throws still have less frames to break it?
This is only me but yeah I always feel something is off, somwthing is delay not sure if it is my input to the point that I quit because it is so annoying, tnx to your video now I know it is not only me -_-
Love the MapleStory background music! Brings back the sound of throwing stars with an Assassin on the maps outside of Kerning City.
from King the "Figure leg lock" would be interesting 😊
damn the qualiy of the video did not expected this to be that good
This is very good info, I wonder if there are cool set ups to abuse that positioning
I pointed this out a year or so ago. Even with the cpu/opponent being in the exact same spot th-cam.com/video/VgqlxB_UWDU/w-d-xo.htmlfeature=shared
Heads up, everyone! The information is the video is slightly out-of-date! JP's 214K command grab (Embrace) has been patched to grab in EITHER direction on the last active frame. So it can now grab opponents from behind with no problem! However, AKI remains facing the same direction for the entire duration of Snake Step.
Heads up, everyone! A small segment of this video is out-of-date! Upon deploying a PROPER patch to fix the "Simultaneous Input Assistance" bug, you can now plink a non-Light Attack button and still perform a throw tech! For example, you can input HK~LP+LK and still tech a throw. However, the rest of the video still remains true (motion input lockouts, delayed plink lockouts, etc.).
Derp how new do you gotta be
that transition was fire ngl
Just delete king
The only upgrade I want for King is deleting him from the game franchise
isn't that Scott Pilgrim music in the background?
It is!
The sf6 corner crossup mechanic just confuses me. I found it easier to defend while cornered in sf5 but maybe I’m just dumb.
Seems more like an oversight than a mechanic
Amen
Genuinely hard to tell what is/isn't an oversight with Capcom (e.g., teleporting Akuma fireballs) so I'm just here to report how the game functions until further notice
wait wait wait.......there is an inherent delay built into the games inputs based on what setting choice you choose.... wouldnt that invalidate all this stupid argument on oh its a skill issue and more a the developers dont know how to tie input delay to new animation frames.....because if this video is to be believed then why wouldnt the input delay read the combo and just spit out the combo that fits??? how in the sweet fugg is the animation of the game getting in the way of inputs for fugg sakes....
Thanks for the info and all but wtf do you press to break these throws?
But i really want help in the thing that How to press forward button 3 times so quickly.. i barely can make it on 10 frames after 1st press…. Provide some tips guys..
So the devs ate basically punishing casual players for not being super accurate and effective at all times. I think the balancing team for patches is solely focus on how intricate the fighting system is or can be when they should focus on how to make players feel comfortable with their defense and follow up which is an aspect totally ruined by trying to create an image of “be all and do all” for certain characters making some them straight up super-powered. Too many character have insane power moves with VERY LITTLE start-up frames especially the armored moves of some that people will spam and call themselves a pro. I wish they would just focus on the bare bones of what martial arts fighting really is. Tekken 7 was so much more balanced without these power and aggression fight mechanics. T7 fights seemed like straight up skill battles while 8 is simply who lands the first power hit and and unrealistically long juggles with spammed strings which is then taken further with how easy it is to fail a low or overhead only to still triumph with an armored hit when in reality the other player should have every frame advantage to counter. BROOOOKEN
Ah, so only 1 forward can be buffered. I wonder if it's the same thing in 8.
Hmm not a glitch it is powerful dark magic ✨️