A note for the hwoarang oki situation at wall : After his wall combo ender , his ff3 followup can be stepped and launched if you ssl him(the timing is tight and assuming you re p1),however it works consistently if the wall isnt at your left side when he did the wallcombo. Anyways i ve seen enough , Nerf devil jin.
A nice one i’ve done for heihachi is after using heat burst @ wall, is CD 4, n4,4,d for a stance mix. RAI 4 hits people lying on the ground and stand guard (at the loss of frames), RAI 3,4 will continue pressure with plus frames on standers and hit duckers (no splat). RAI 2 is a hard duck callout
This video was so well done, OP. Excellent. Great Subtitles and Explanation as well as Demonstrations in Practice Mode paired with Real Match Footage to strengthen your arguments. 👏 The Community is lucky to have you.
Tekken always felt at it's best the more I can interact with my opponent. Combos that do +60% and force me into a situation in which I consistently have to either contest or guess reduces that. It's less gameplay while more stuff happens visually on the screen.
then you bring this up with other people and they say "skill issue, i love Tekken 8". Then you remember which characters they play and its Lee, Feng, Reina etc. and you have to wonder if they understand that theres an actual gap in the amount of tools some characters have compared to others or they just benefit massively from being allowed to press as many buttons as they want in any situation compared to others
@@satsu3098 No, when they bring this up they mention Tekken 7 was just as bad and by that time it's already too late to mention that I disliked tekken 7 too. I would like to point towards tekken 6 where staples didn't always guarantee a wall combo and damage creep wasn't that much of a thing.
You should also take into account if the chip dmg after the combo will send them into rage, or maybe they're already in rage after the combo ends because then the chip dmg decreases massively,. Victor by far has the best example of this but, mostly everybody else seems sorta meh though
If your character has heat active, chip damage doesn't decrease Victor basically covers everything with one move, no need to think about counter play, we might see a nerf on that Edit- after rechecking in the game, rage indeed decreases chip. The best option would be heat dash from a multi hit move which does around 15-16 chip and take plus frames or bait RA
@@IAMOPYou should seriously lab it, not only does chip damage go down to 1 per hit (2 for some big moves) but the opponent recovers more health than that for doing a move and getting it blocked.
This is the sort of thing that reminds me what a nightmare this game is compared to Tekkens of the past. At some point in the past people would just have to accept that the situation will be reset and everything goes back to neutral but in this game you can stay at frame advantage for huge windows of time if you just pick your shots properly. I mean it's absolutely your right if you're on the offensive. Take that opening and work it to the bone but what it's done to the actual combat of this game has been venomous.
I know it wasn't a perfect game, but I do still kind of miss Tekken 7 (and the characters in it). With all the Heat mechanics in play constantly in 8, it's easy to gain a newfound respect for its more simplistic predecessor.
For any yoshi mains out there, its b1 1, f 1+2 then sword sweep for roll catch or another f 1+2 if they stay down, in heat its KIN f 1 hold then f 1+2 B if they tech roll left (p1 side) and its another party combo sideswitch
Also Zafina. Wall combo --> 3+4 (Scarecrow stance) --> 1+2 (Into Tarantula stance) --> trt df1. If the opponent doesn't get up, they eat 31 damage from trt df1. If they get up they eat a lot of chip and you are +6. They can interrupt with i12 moves or faster, (but since you are in tarantula stance, and you are on the ground, all of their options will whiff you) You can just sit on the floor and wait for them to use their attack (downpoke, high jab, even lilis broken heart, (i12 mid) whiffs) to try to hit you out of your move, then do trt df1, and you get another free wallsplat after a wall combo.
You want to end the azucena setup with forward stance 3 1, that way this tech trap is done with you in backturn stance. To be fair, Both options work for azucena so you can do this tech facing forward or facing backward as a knowledge check to force the opponent to have character knowledge. If you are already in heat then backturn stance is way better because it loops into the plus frame chip of forward stance 1,2 F 1,2 F 1,2 F. Likewise, backturn stance against a grounded opponent in the corner gives you access to all the incredible harada moments that backturn 3+4 can cause such as you jumping over your opponents wakeup midkick to take their back and whiff the move resulting plus frames on there back.
I was just thinking about how these kind of things extremely plus wall combos make the game more snowbally and frustrating to play. In previous games getting these kinds of situations was less proliferated amongst the cast and more difficult. Really wish they kept the design of having to decide between damage and oki when deciding which wall combo to use. Now many characters can get both easily. Tekken 8 everyone.
In Tekken 8 they buffed wall combos across the board. Pretty much even standard wall combos leave you plus. Whereas they left you minus in previous games. Like even shoulder enders like Lars df1 db21 f1+4 Drag 32~df 1+2 leaves you plus in Tekken 8.
some or most of them can power crush/rage art or sidestep on standing up after hold b/db so if you want it to be true Meaty, be sure to lab before using the move, check the frame and try out alot of thing.
Great video, luckily, I play hwo, so wall ender is pretty natural and gives great oki. But great video regardless, I see arlsan do that wall combo a lot with Nina too.
@@10yee All of them lol. You can teleport behind them on Oki if you press back, and they wake up a certain way which can give you another combo. You can do the options in this video, or just teleport with up, or down and mix, etc.
@@imeaniguess.6963 I mean i was asking for a specific ender other than b1, sorry. And I know his wall enders can be pretty varied, I just wanted to know if I was missing an option.
Looks like any combo string that could potentially have a floor break can work in this scenario, given you have enough frames to work with. I guess by that rationale, Law's b2,2 at the wall would work.
I was doing this with Negan's df3,1,2Int, back in T7. Unfortunately my T8 mains either don't have good "spikes" or safe knd mids (or mid in general, in case of Leroy)
The characters that have the most devastating wall combos end it with a spike that gives guaranteed follow ups. Kuma, Lee and Leo has one. Not to mention Lee and Leo can easily take you to the wall.
Yea sometimes I do ff1 as Asuka on the wall, its huge damage, plus enemy is on ground. followup with f3+4 if they press its another wallsplat and often 2 touch the enemy basically
For Lee just use f43 lel It's your staple wall combo df1 f43 which does 10 damage but the oki after it is crazy instead of going for d3 most Lee would go for ub3 to do 3 more damage and flip them over but since everyone is so keen on blocking ub3 start doing db3+4 It does 1 less than ub3 but if hit grounded flip them on the ground for better oki and if they stand up thinking you're gonna go for ub3 now they take 19 damage instead and is at -4 at the wall And when they start blocking db3+4 you start doing different move or take the guarantee d3 to make them guess again
I know it's about 15 years too late to reverse the Combo structure but I personally like the idea of Walls being super dangerous and unfavourable for the defender but I feel like Bound/Screw/Tornado makes this an issue since Wall Carry is so easy to obtain. I know combo mixologists and a lot of fans love Tekken Combos but I'd personally prefer to get rid of these Combo Extensions but make the Wall scarier to compensate. I think Tekken is the most interesting duing the Ground Game. Combos are a "reward" for winning the neutral but I dont think Long Combos actually make Tekken a better or more interesting Competitive experience.
@liu3chan Well Tekken 5 worked that way also. And Tekken 4 did in theory. And older Tekkens had no Walls but very high damage yet short combos. Most 3D fighters had shorter combos back in the 90s and 2000s
Honestly most of the T7 stuff still works for Nina in this situation. The only thing that makes it a bit worse is that I don't think you can spam d/b+3 anymore, because you lose the wall. Can't remember.
Most normal wall combos already give you good oki. Since in Tekken 8 they made it so that you are plus after the wall combo, whereas you would be minus in previous Tekkens.
But now you have heat/panic button that can get you far away from wall in an instant. The game just operates differently now. People need to look at Tekken 8 as it's own game and not think about its mechanics with Tekken 7 mindset.
@@liu3chan The thing is those spike wall combos do low damage. But after a lot of standard wall combos you can get a guaranteed hit if they do anything besides tech roll. And if they tech roll you can do a mix up, the opponent won't have enough time to use a panic option or interrupt. Which is the same idea as the spike wall combos. Like for example after Dragunov's 32~df ws1+2 wall combo, d2 will hit them if they do anything besides tech roll. If they tech roll the d2 will realign. That wall combo only does like 2 dmg less than the d3,1+2,1+2 wall combo.
It depends on the situation, even at high level we have seen players do drags b42 df4 at wall because of strong wall position If it's gonna kill obviously it's better to go for max damage One more thing to note for normal wall combos is that the tech roll can be delayed, that again creates ambiguity So preventing tech rolls is better for below situations 1. if the opponent has more hp > you get strong mix up 2. The opponent has just enough hp that normal combo wouldn't kill > burn heat dash to get extra damage
Everyone's a Neganer in Tekken 8. You haven't covered those Wallslump & plus on hit Stagger moves alongside flipperoo & switcheroo homing/lows/mids they disrupt one's get up tendencies and much more.
I agree with you but in my opinion we should go with the real damage combo instead of going for oki. Recoverable can be recovered. And mostly oki are 50/50. if you can take big advantage on the other side your opponent can also have.
She’s the smallest model so it symbolizes that it theoretically will work on the other humans. Good idea to practice combos and tech w/ Xiaoyu or Reina (whose also small).
Leo can also do this with b3,1. Although I'm not sure what the optimal button to press after is. Because I don't think Leo has good ground hitting mids so it's very committal for Leo.
@IAMOP thanks ill try it! I've been doing knk after b31 and doing 3+4 for the low and 1+2 for the mid but both were kind of risky even though knk 1+2 is -9
With Leo there is no point using b31d as a wall combo. It does no damage. Also Leo's standard wall combo ws141 along with pretty much every wall combo in Tekken 8 leaves you plus. Whereas you were negative in previous Tekken games. Look at the frame data display. After ws141 you are +12. So qcf3 will hit if they do anything besides tech roll. If they tech roll it will re align. Also vs tech rolls you can do low mid mixups vs them.
2:50 - Yeah, too bad that's slow as slop, they can float you out of it. And if they stay on the ground, the damage is minimal, you can end up behind them, and I don't think the advanatge is even that good. Once again we Lee mains have to work a lot harder and not rely on bull. Using 1+2 to spike might be better tho, since if they stay on the ground we have better ground hitting tools, and if they tech, we impose a full-crouch or HMS mixup
A + on block, ground hitting mid is often the best option for these kinds of enders. Plus points if it chips. No tech: Free damage Quick Back Roll: + on block
LOL! Are you slow?Who would pick one bar connection? Why don't you pick 5 bars? That means that person has one bar connection. Stop blaming laws for your one bar connection because you lose to scrub laws. You can't even win with one bar connection. So regarded. 🤣
This is the kind of thing of why this tekken it's the least skill demanding one. It's only about guessing, every fucking combo it's so damn easy it's not even interesting to learn it
the backroll creates a lot of space in the open, Only option would be to do a running move to chase them If they don't back roll, you get a free ground hit
You can definitely do cd4,4 for devil jin. b1+2 could probably work as well as the other has said. Though, he lacks a plus on block fast mid. So you gotta be creative about it.
@vexywexy yeah. DVJ is my main so I'll take what I can get tbh. I've been doing it a bit in Bushin and it helped me make it to Tekken King. B4 can work as a fast mid but doesn't give a huge reward. I've typically found people stay down so B4 hits them and then a Hellsweep usually catches them off guard.
@IAMOP Thanks Though I'm surprised that Jin's db23 is still there. I thought it was removed like his other moves(knee popper e.g. though its damage was horrible) and I haven't seen any player using that move.
3:42 what a weird looking Dragunov
Looking top tier
Oki > damage when the opponent isn't killable
A note for the hwoarang oki situation at wall : After his wall combo ender , his ff3 followup can be stepped and launched if you ssl him(the timing is tight and assuming you re p1),however it works consistently if the wall isnt at your left side when he did the wallcombo.
Anyways i ve seen enough , Nerf devil jin.
A nice one i’ve done for heihachi is after using heat burst @ wall, is CD 4, n4,4,d for a stance mix. RAI 4 hits people lying on the ground and stand guard (at the loss of frames), RAI 3,4 will continue pressure with plus frames on standers and hit duckers (no splat). RAI 2 is a hard duck callout
This video was so well done, OP. Excellent. Great Subtitles and Explanation as well as Demonstrations in Practice Mode paired with Real Match Footage to strengthen your arguments. 👏 The Community is lucky to have you.
Tekken always felt at it's best the more I can interact with my opponent. Combos that do +60% and force me into a situation in which I consistently have to either contest or guess reduces that. It's less gameplay while more stuff happens visually on the screen.
then you bring this up with other people and they say "skill issue, i love Tekken 8". Then you remember which characters they play and its Lee, Feng, Reina etc. and you have to wonder if they understand that theres an actual gap in the amount of tools some characters have compared to others or they just benefit massively from being allowed to press as many buttons as they want in any situation compared to others
@@satsu3098 No, when they bring this up they mention Tekken 7 was just as bad and by that time it's already too late to mention that I disliked tekken 7 too.
I would like to point towards tekken 6 where staples didn't always guarantee a wall combo and damage creep wasn't that much of a thing.
You should also take into account if the chip dmg after the combo will send them into rage, or maybe they're already in rage after the combo ends because then the chip dmg decreases massively,. Victor by far has the best example of this but, mostly everybody else seems sorta meh though
If your character has heat active, chip damage doesn't decrease
Victor basically covers everything with one move, no need to think about counter play, we might see a nerf on that
Edit- after rechecking in the game, rage indeed decreases chip. The best option would be heat dash from a multi hit move which does around 15-16 chip and take plus frames or bait RA
@IAMOP this is not true, rage decreases chip damage universally. Whether your heat is active or not
@@grantgarbour rechecked, you're right
@@IAMOPYou should seriously lab it, not only does chip damage go down to 1 per hit (2 for some big moves) but the opponent recovers more health than that for doing a move and getting it blocked.
@@jacket2038 yeah I checked it again, best option is to heat dash at low health, that does 15 chip
This is the sort of thing that reminds me what a nightmare this game is compared to Tekkens of the past. At some point in the past people would just have to accept that the situation will be reset and everything goes back to neutral but in this game you can stay at frame advantage for huge windows of time if you just pick your shots properly.
I mean it's absolutely your right if you're on the offensive. Take that opening and work it to the bone but what it's done to the actual combat of this game has been venomous.
I know it wasn't a perfect game, but I do still kind of miss Tekken 7 (and the characters in it). With all the Heat mechanics in play constantly in 8, it's easy to gain a newfound respect for its more simplistic predecessor.
Hmm do you really think T7 is simplistic compared to T8?
I loved T7 so much
I still do, theres just not enough ppl online😢
@@aquathechemist4622 I love T7 too. But I think T8 is much more simplified than T7, but T7 definitely started that route.
@@Cawe_DYes because of rage drive.
T7 is easier than T8. Imo T8 is still the better Game.
For any yoshi mains out there, its b1 1, f 1+2 then sword sweep for roll catch or another f 1+2 if they stay down, in heat its KIN f 1 hold then f 1+2 B if they tech roll left (p1 side) and its another party combo sideswitch
RRRAAAHHHHH JOSIE MY BELOVEDDD PLEASE BE IN T8 😭😭😭 rage combo from ch ws1 was my favourite combo 😭
Nice vid! This gave me some ideas with DVJ to lab later. Also, for Steve it says "Dragunov" instead of Steve at 3:42.
Thanks
Share that idea homie I need to improve my DVJ lol
@@OffMeta-Gamingsame here i need my dvj buffed
The holy grail of wall combos. this is my new default now period
Also Zafina. Wall combo --> 3+4 (Scarecrow stance) --> 1+2 (Into Tarantula stance) --> trt df1. If the opponent doesn't get up, they eat 31 damage from trt df1. If they get up they eat a lot of chip and you are +6. They can interrupt with i12 moves or faster, (but since you are in tarantula stance, and you are on the ground, all of their options will whiff you) You can just sit on the floor and wait for them to use their attack (downpoke, high jab, even lilis broken heart, (i12 mid) whiffs) to try to hit you out of your move, then do trt df1, and you get another free wallsplat after a wall combo.
id like to remind of the function of heatburst in this game.
You want to end the azucena setup with forward stance 3 1, that way this tech trap is done with you in backturn stance.
To be fair, Both options work for azucena so you can do this tech facing forward or facing backward as a knowledge check to force the opponent to have character knowledge.
If you are already in heat then backturn stance is way better because it loops into the plus frame chip of forward stance 1,2 F 1,2 F 1,2 F.
Likewise, backturn stance against a grounded opponent in the corner gives you access to all the incredible harada moments that backturn 3+4 can cause such as you jumping over your opponents wakeup midkick to take their back and whiff the move resulting plus frames on there back.
I was just thinking about how these kind of things extremely plus wall combos make the game more snowbally and frustrating to play. In previous games getting these kinds of situations was less proliferated amongst the cast and more difficult. Really wish they kept the design of having to decide between damage and oki when deciding which wall combo to use. Now many characters can get both easily. Tekken 8 everyone.
In Tekken 8 they buffed wall combos across the board. Pretty much even standard wall combos leave you plus. Whereas they left you minus in previous games.
Like even shoulder enders like
Lars df1 db21 f1+4
Drag 32~df 1+2
leaves you plus in Tekken 8.
And Ki-Charge setups! Use sparingly, sacrificing damage now for more later
some or most of them can power crush/rage art or sidestep on standing up after hold b/db so if you want it to be true Meaty, be sure to lab before using the move, check the frame and try out alot of thing.
Great video, luckily, I play hwo, so wall ender is pretty natural and gives great oki. But great video regardless, I see arlsan do that wall combo a lot with Nina too.
As a Raven player, this is just natural. 🤷🏾♂️
Fr, been doing this since launch
same
What ender do you go for? B1?
@@10yee All of them lol. You can teleport behind them on Oki if you press back, and they wake up a certain way which can give you another combo. You can do the options in this video, or just teleport with up, or down and mix, etc.
@@imeaniguess.6963 I mean i was asking for a specific ender other than b1, sorry. And I know his wall enders can be pretty varied, I just wanted to know if I was missing an option.
Ive seen no other josie use this wall tech besides me, whenever i was online
I want Josie back 😢
Looks like any combo string that could potentially have a floor break can work in this scenario, given you have enough frames to work with. I guess by that rationale, Law's b2,2 at the wall would work.
iirc b2,2 gives a different stun
You would need something that gives the same stun as f1+2
I was doing this with Negan's df3,1,2Int, back in T7. Unfortunately my T8 mains either don't have good "spikes" or safe knd mids (or mid in general, in case of Leroy)
The characters that have the most devastating wall combos end it with a spike that gives guaranteed follow ups. Kuma, Lee and Leo has one. Not to mention Lee and Leo can easily take you to the wall.
I remember using one of these with AK back in 7, big head butt spike into either ground throw if they dont tech or isw if they do
Bring Josie back, I agree
I want Jonker back 😢😢
Yea sometimes I do ff1 as Asuka on the wall, its huge damage, plus enemy is on ground. followup with f3+4 if they press its another wallsplat and often 2 touch the enemy basically
OP nice Victor Chevalier skin. Also what music did you use in your video?
Plucking tulips and doa 6 training theme
Bruce, miss you
Josie, I miss you
Fahkumram, i miss you
Hey now OP, don't be spilling the beans just like that. Been holding on to these for a reason. 😂
For Lee just use f43 lel
It's your staple wall combo
df1 f43 which does 10 damage but the oki after it is crazy instead of going for d3 most Lee would go for ub3 to do 3 more damage and flip them over but since everyone is so keen on blocking ub3 start doing db3+4
It does 1 less than ub3 but if hit grounded flip them on the ground for better oki and if they stand up thinking you're gonna go for ub3 now they take 19 damage instead and is at -4 at the wall
And when they start blocking db3+4 you start doing different move or take the guarantee d3 to make them guess again
I know it's about 15 years too late to reverse the Combo structure but I personally like the idea of Walls being super dangerous and unfavourable for the defender but I feel like Bound/Screw/Tornado makes this an issue since Wall Carry is so easy to obtain.
I know combo mixologists and a lot of fans love Tekken Combos but I'd personally prefer to get rid of these Combo Extensions but make the Wall scarier to compensate.
I think Tekken is the most interesting duing the Ground Game. Combos are a "reward" for winning the neutral but I dont think Long Combos actually make Tekken a better or more interesting Competitive experience.
Isn't that how Soul Calibur works? Smaller combos and even possibility of ring out.
@liu3chan Well Tekken 5 worked that way also. And Tekken 4 did in theory. And older Tekkens had no Walls but very high damage yet short combos.
Most 3D fighters had shorter combos back in the 90s and 2000s
Honestly most of the T7 stuff still works for Nina in this situation. The only thing that makes it a bit worse is that I don't think you can spam d/b+3 anymore, because you lose the wall. Can't remember.
Interesting option for sure best one is still victor
Edit : dosent drag already has b4 2df at the wall to set up qcf4 or db3+4
The current drag combo can be escaped with a toe kick
The one shown in the video f3 1+2 or 132 knockdown into qcf 4 cannot be escaped
With Lee, after I use 4,3,3, if the opponent doesn't stand up, 1+2 to hitman will hit getting another 50/50
No Leroy wall spike? Just get into stance and get an immediate mixup
Love your vids
3:41 Damn Drag speaking is crazy
With Reina you should do 2~1 into ws44 into hw 3+4 if they don't hold back and if they do, it's f4 or hellsweep.
Most normal wall combos already give you good oki.
Since in Tekken 8 they made it so that you are plus after the wall combo, whereas you would be minus in previous Tekkens.
But now you have heat/panic button that can get you far away from wall in an instant. The game just operates differently now. People need to look at Tekken 8 as it's own game and not think about its mechanics with Tekken 7 mindset.
@@liu3chan
The thing is those spike wall combos do low damage.
But after a lot of standard wall combos you can get a guaranteed hit if they do anything besides tech roll. And if they tech roll you can do a mix up, the opponent won't have enough time to use a panic option or interrupt.
Which is the same idea as the spike wall combos.
Like for example after Dragunov's 32~df ws1+2 wall combo, d2 will hit them if they do anything besides tech roll. If they tech roll the d2 will realign. That wall combo only does like 2 dmg less than the d3,1+2,1+2 wall combo.
It depends on the situation, even at high level we have seen players do drags b42 df4 at wall because of strong wall position
If it's gonna kill obviously it's better to go for max damage
One more thing to note for normal wall combos is that the tech roll can be delayed, that again creates ambiguity
So preventing tech rolls is better for below situations
1. if the opponent has more hp > you get strong mix up
2. The opponent has just enough hp that normal combo wouldn't kill > burn heat dash to get extra damage
For Azu I used to do it with LIB 3,1 it leaves you backturn 50/50 low / mid wallsplat / grab
Everyone's a Neganer in Tekken 8.
You haven't covered those Wallslump & plus on hit Stagger moves alongside flipperoo & switcheroo homing/lows/mids they disrupt one's get up tendencies and much more.
Aaah, Josie :')
I’ll try this out, if it doesn’t beat what I do at the wall currently I’ll just leave it for style points
I agree with you but in my opinion we should go with the real damage combo instead of going for oki.
Recoverable can be recovered. And mostly oki are 50/50. if you can take big advantage on the other side your opponent can also have.
There is no guaranteed wall damage in Tekken, all the damage goes in to chip
You can refer to the kazuya example
bro wall damage health is also recoverable
For reina 1, 2~1 wall combo would be better for that purpose
“For Example Basic Kazuya Combo”
Shit took me 2 months to learn that basic combo with good punishment
Keep on grinding brother. :D
For those who dont know, having rage available protects you from chip damage
Victor mains, stay winning! 🫡🇨🇵🗡️🔥
all 663 people on tekken 7 should be doing this
Did you watch the entire video?
@@sibtainahmed3026 no he had to get back to grooming on roblox
Only like...the first 15 seconds are tekken 7?
I know. 🙂 I was referring to the 663 people actually playing Tekken 7 not referring to the video. my bad
lmaoooo
I’ve notice we’ve come to beating up ling in every video I see, I have a feeling something happened here
She’s the smallest model so it symbolizes that it theoretically will work on the other humans. Good idea to practice combos and tech w/ Xiaoyu or Reina (whose also small).
Leo can also do this with b3,1. Although I'm not sure what the optimal button to press after is. Because I don't think Leo has good ground hitting mids so it's very committal for Leo.
@@yokaitamer9436 go into bok stance after b31, bok3 for chip and + frames
Bok2 for ground hit
@IAMOP thanks ill try it! I've been doing knk after b31 and doing 3+4 for the low and 1+2 for the mid but both were kind of risky even though knk 1+2 is -9
With Leo there is no point using b31d as a wall combo.
It does no damage.
Also Leo's standard wall combo ws141 along with pretty much every wall combo in Tekken 8 leaves you plus.
Whereas you were negative in previous Tekken games.
Look at the frame data display.
After ws141 you are +12.
So qcf3 will hit if they do anything besides tech roll.
If they tech roll it will re align.
Also vs tech rolls you can do low mid mixups vs them.
@CosmicVoid420 I'd say it's more for the mixup potential for leo with b31. However I do agree just doing ws141 is just generally better
That feng one is devious ima use that 😂
What shold i do with Lars?
2:50 - Yeah, too bad that's slow as slop, they can float you out of it. And if they stay on the ground, the damage is minimal, you can end up behind them, and I don't think the advanatge is even that good. Once again we Lee mains have to work a lot harder and not rely on bull.
Using 1+2 to spike might be better tho, since if they stay on the ground we have better ground hitting tools, and if they tech, we impose a full-crouch or HMS mixup
1:34 Roghni naan😂😂
A + on block, ground hitting mid is often the best option for these kinds of enders. Plus points if it chips.
No tech: Free damage
Quick Back Roll: + on block
those don't exist other than like snk4 on drag. Thats why that he's top tier lmao.
@@Alsry1
Jack can do 1,1 into stance 3, which is a ground hit and + on block.
Didnt see Yoshi... he needs buffs.. and also.... Nerf Devil Jin 💯
2:26 song?
Doa6 training mode theme
No chance that that’s a vanilla asuka… the jiggle 💀
Jin can use db2, 3 at the wall to do this. You lose too much damage tho.
Hmm wouldnt 1,3,2 for dragunov do more damage and spike with the same properties?
You can, it does 1 more damage iirc
Hey @IAMOP, did you play Claudio over the weekend. ?
Yes, did we get matched up?
@@IAMOP Yes, are you from Middle East?
pretty good video
damn i miss Josie and her bazongas
In my experience in bushin, everyone but 1 bar laws have been doing this the whole time
Why would you pick a one bar law? Your connection is one bar, right? Stop blaming laws for your bad connection.
@@jkdman2007☠️
@@jkdman2007Found the one bar law
LOL! Are you slow?Who would pick one bar connection? Why don't you pick 5 bars? That means that person has one bar connection. Stop blaming laws for your one bar connection because you lose to scrub laws. You can't even win with one bar connection. So regarded. 🤣
@jkdman2007 just say the word smh 🤦
Remember folks, adapt or quit. Complaining makes you a grade A loser.
you know T8 is in a bad place, when T7 is refreshing af to see...
Any Law players got the hookup?
Is that a ayane from doa cosplay?
What have you done!?😂🙆
Yeah ive known about these for awhile now, its really oppressive and kind of unfair in tekken 8.
This is the kind of thing of why this tekken it's the least skill demanding one. It's only about guessing, every fucking combo it's so damn easy it's not even interesting to learn it
tnx now i know how to deal with this :)
Why are corner combos so op?
I guess for Bryan this would be ending with a qcf2,2?
@@davideguernieri5115 it doesn't connect after heat burst at the wall
@ i see, cant really find an option for this with Bryan, such a shame 😂
@@davideguernieri5115 f41? I think bryan is the exception though. He has taunt set ups
Would this tech also work outside of wall stages or stages with walls that are too far away e.g. Yakushima and Colosseum of Fate
the backroll creates a lot of space in the open,
Only option would be to do a running move to chase them
If they don't back roll, you get a free ground hit
DOA music???
isnt this what arslan was complaining about lmao
Every time I have OKI i just get my ass beat, I really dont understand how its an advantage.
Do you have a link/name for that asuka mod?
tekkenmods.com/user/332/finemod
From this modder
No Jin, No Devil Jin, No Heihachi Combo for example? :/
Jin - db23
Devil Jin - CD44
@IAMOP what? :D
yo is that Reina Costume Nuwa from SMT5?
tekkenmods.com/mod/4367/tekken-8-reina-joka
Yes, I messed up the hair style, you can get it here
Is Leroy able to do this?
where is zafina?
4:25 The Nuwa Reina is NOT something I'd ever thought i'd need so much in my life.
Patrician taste as always my man
Where do you get these from?
@@kurayamik1 tekkenmods.com/mod/4367/tekken-8-reina-joka
You got one for Eddy? Im struggling in blue rank hell.
I think it's d43
The low mid move that gives a grab
@IAMOP much appreciated
Does Zafina have one?
Scare crow 1+2 has this knockdown, I don't know how that can be setup
where is leroy ? :D
I miss Josie
hopefully Bruce will be winter's, last DLC
Wym by that 🤨📸
@@BeretBay she was my main for the last four years of Tekken 7, so yeah as much as Id like to see Bruce back. Id be happy with Josie
boring character
@@BOTTrik for you maybe, but I enjoy playing Josie so imma keep my hopes up
Do any characters not on this list have their own version too (DVJ, Bears, Leo etc)?
Leo - D2 Or f2 string with install
Bears - b1 i think but their normal wall combo is just better
@@IAMOP thanks. I'll definitely be using the Leo and Reina ones. I think Devil Jin's one is B1+2 (or at least that's what I've been doing).
@IAMOP I believe Reina has another that might give more damage (3+4 into WS4,4) but it might not produce the same effect as 1 into DF1,2.
You can definitely do cd4,4 for devil jin. b1+2 could probably work as well as the other has said. Though, he lacks a plus on block fast mid. So you gotta be creative about it.
@vexywexy yeah. DVJ is my main so I'll take what I can get tbh. I've been doing it a bit in Bushin and it helped me make it to Tekken King. B4 can work as a fast mid but doesn't give a huge reward.
I've typically found people stay down so B4 hits them and then a Hellsweep usually catches them off guard.
What about Jin Eddy Lidia and other characters??
@@DTLRR jin - db23
Eddy - d43 Or d43, it's the low mid kick
Lidia - f43 string that ends with a chop
@IAMOP Thanks
Though I'm surprised that Jin's db23 is still there. I thought it was removed like his other moves(knee popper e.g. though its damage was horrible) and I haven't seen any player using that move.
Is there a reason Dragunov wants to use F1+2 instead of B4, 2, S.4?
B42 stun into cd 4 is escapable by toe kick
F3 1+2 or 132 ender does more damage and no way to escape qcf4 setup
@@IAMOP I'd say awesome but Dragunov doesn't need it lol
@@Lead_Tragedyqcf 4 aside, you can setup uf3+4 unbreakable grab
One of the few ways you get a confirmed attempt
whats Lidia's combo?
F43 chop
@IAMOP bless 🙏
Does devil Jin have an option i can use?
try full hell sweep
Cd44
Got one for Leroy please ?
Hermit b1 and d1+2 as far as I know
I don't know what would be the optimal string for him
I don't think it's worth it for lars, i think he doesn't have a good move to flip like 1,1,1 and no good option after the flip eather
They removed his df1 from silent entry, I recall you could do f21 df1 before
@IAMOP yep his silent entry 3+4 does what his df1 used to do but it's worse
I want josie in t8