if you ask about T6 or TTT2 - they do, but you have to mix with wall collision or even wall presence preventing pushback... even if not 100% reliable, guard stuns in later Tekkens are very eseful it was "invented" in T4 and easiest to do with 1+3 universal pull/shove variations as for running 3 and "front dive" from grounded position, yes, this was toned down
You've played all the Tekken games right? Do you feel the sidestep nerf in Tekken 7 compared to prior Tekken games? How was the sidestep in Tag 2; everyone seems orgasming about the movement in that game ...
Tag 2 is not a serious game. T7 is not a good game. My approach to TTT2 is casual, I have not played it for a long time but it's still closer to T6 = less awful than T7. You can get punished for playing too linear in both of these games but TTT2 counters after successful step are huge so learning how to manage side step is arguably more important than korean backdash if the stage has walls. I don't share enthusiasm of Tekken community on most aspects of post T3 mechanics so by "everyone" I assume you mean "great majority of active players". I'm mostly dormant these days, wake me up at Tekken 9 🥱
@@Sannidor 😁😁😁. Thanks for answering. Even I'm waiting for Tekken 9. Even for me Tag 2 is not to be played dedicatedly. That game for me is pure fanservice. Only if the game had better soundtrack but hey, that's what Tekken tunes are for. Also, what are your reasons for hating Tekken 7? And how is it a worse game compared to 6 ???
@@sneharashmi7553 In general, every sequel should be: 1-respecting the prequel; 2-bring something new and interesting without breaking '1. In movie theory there's whole nerdy meta-critique trend of judging sequels based on inner rules and exceptions to these rules, like: all original concepts are inherently superior but audience/consumers often praise sequels more so what makes a direct sequel (aka part II) better in every way? Why there's so little great movie trilogies? Same principle can be applied to video games. Diablo 2, Bioshock 2, Half Life 2 - all were based on familiar formula but improved enough to stand on their own. With Tekken games there's only so much that can be added without directly borrowing from other games or losing the core essence of combat. After T4 experiment with walls and position switching T5 tried to synthesize but also compromised on novelty. It aged poorly and even T5DR was not enough to redeem it. T6 brought juggles tho the absurd. At some point before patching it was possible to do another bound after low parry which also lost their original animations and subtlety. After the final update I see T6 as somewhat competent but with questionable balance and not fair environment for serious competition. Not super important in the long run but Azazul is the most poorly designed boss I ever encountered in a fighting game. Yikes. Which leads me to T7 bringing the absolutely worst trends from T5, 6 and even TTT2, elevating juggling potential to cosmic nonsense, replacing old characters (on release) with weirdos, introducing new clowns and failing to keep basic balance and removing bugs from the game. Pseudo-cinematic super attacks milking the "low health player turns back the match" hype with artificially enhanced cheesy nonsense - NOT COOL. Even relentless veteran like Aris said the game is bloated and should stop development even before the "juggle wall bounce" moves update. I watched a lot of T7 tournaments, I lurk videos on fighting games I've never played and still understand if they are balanced or interesting. I watched Lisa, Majin, Knee and many more. Even if they genuinely enjoy winning and appreciate the overall experience, they all know the game is fucky. They can embrace the jank and the clunk but after a few smirks and curses every sane person pulls back to new opponent search after a ten-in-a-row losing streak. When you know you lost not because your skill was low or PING was too high but simply because the game is a broken mess you should consider finding something more rewarding. But maybe this is a part of Tekken design now - some for of built in toxicity attracting players with addiction to cortisol.
it's a shortcut for d,df,f,uf or (if you're fancy with arcade stick) uf,b,db,d,df I tested the "true" inputs for cancels using a hitbox but I still prefer my stick for Tekken 3 and TTT :)
Oh, I tested out..SS 1+2 gives a huge guard stun, thx for idea! Inspired me to make some stuff complication myself, cause I see ttt is really large on ideas, mine will find place :D
+Malcolm Bearden the differences were minor, Yoshimitsu's spin shield input changed and his QCF+1 end of round double spin removed, Kazuya tag move with Angel and Devil polished, True Ogre hitboxes moved a bit and obviously Unknown style switch giving unique juggle chances. PAL port is slower so I always go for NTSCJ. There are glitches unique to PS2 port but not fun or exploitable in my opinion.
i reckon if ur gonna include okizeme or wake up traps at least play a live opponent. it looks silly when the opponent just lies there waiting to be ko'd
I was trying to reverse Yoshi's unblockable in Tekken 3 & I found out that all characters who can reverse punches can reverse it except for Paul. Is that true? My execution is garbage, so you can confirm what I found ...
Best to my knowledge it's an artifact from Tekken2 system in which only females were able to reverse sword attacks. Both - Paul and Wang could not do it, so it led to simplest conclusion. Then came T3 and Jin joined the sword reverse gang, most likely because his style borrowed moves from Jun. There is a lot of inconsistency in Tekken games when it comes to sex-based mechanics, some could be oversights like Eddy slapping back Nina's b+2 because he was basically Christie reskin. I don't think Panda was able to slap back, despite being a girl :3 Leo being a back-slapper confirmed her as a tomboy girl. Technically, sword moves are NOT punches, they can't be parried by Law's b+1+2 or Lei f+3+4 but standard parries like Xiao b+1+4 work. I don't think anyone can parry Yoshi's 3~4, hmm... PS Mokujin-Paul can't reverse Yoshi sword 😹
@@Sannidor Thank You! I also tried reversing wr3 with King. He couldn't; unless it was Forest Law. Is that specific, or I couldn't perform when reversing against other characters. Also, I got sick of trying to reverse Lei's unblockable with King, I got it in DR but in Tekken 3, I don't remember ever being able to do so. As for parries, I found Wang's parry to be the sickest. I mean from Tekken 5 of course. I was trying to reverse Jin's unblockable with King. I could do it in 6 but not in DR. I wonder what finicky timing is required. Frame data shenanigans maybe ... Also, I am convinced now that I DEFINITELY need Tekken 8 to learn Tekken. For the frame counter display. I was looking for tutorials to perform the iSW with Kings. The success rate was probably around 7% I guess. Luckily I found JUST ONE tutorial teaching iWR attacks & that was with Tekken Bot Prime. So the 3 forwards is not the difficult part; the difficult part is hitting the required button EXACTLY on the next frame of the final forward & you have your iWR attack. I was under the illusion that finally Tekken 6 got the command history right but that's not true. The command history for both hitting at the same frame or the correct input or even one frame later shows hitting forward & the required button at the same time! What bullshit! And I'm not a prodigy to figure out souls of electronics. I need well-designed practice modes man! Just one last wish for Tekken 8's practice mode, & that's having the option of peforming the moves in slow-mo, like how UNICLR has options of running the game in 90% speed or less to practice moves in practice mode. I'm also glad about the match replay function which lets you control your character. Let's see what Bandai Namco delivers. Yeah, I'm a late bloomer who needs step-by-step tutorials to progress ...
I might make a combo vid of Wang and Lee. One that I always use during VS games is the df, df, 2+4 (Wang throw) to f, f, n, 3+4 (Lee slide)
if you ask about T6 or TTT2 - they do, but you have to mix with wall collision or even wall presence preventing pushback... even if not 100% reliable, guard stuns in later Tekkens are very eseful
it was "invented" in T4 and easiest to do with 1+3 universal pull/shove variations
as for running 3 and "front dive" from grounded position, yes, this was toned down
So many creative things to be done at this game.. Nice showcase.
You've played all the Tekken games right? Do you feel the sidestep nerf in Tekken 7 compared to prior Tekken games? How was the sidestep in Tag 2; everyone seems orgasming about the movement in that game ...
Tag 2 is not a serious game. T7 is not a good game. My approach to TTT2 is casual, I have not played it for a long time but it's still closer to T6 = less awful than T7. You can get punished for playing too linear in both of these games but TTT2 counters after successful step are huge so learning how to manage side step is arguably more important than korean backdash if the stage has walls.
I don't share enthusiasm of Tekken community on most aspects of post T3 mechanics so by "everyone" I assume you mean "great majority of active players". I'm mostly dormant these days, wake me up at Tekken 9 🥱
@@Sannidor 😁😁😁. Thanks for answering. Even I'm waiting for Tekken 9. Even for me Tag 2 is not to be played dedicatedly. That game for me is pure fanservice. Only if the game had better soundtrack but hey, that's what Tekken tunes are for. Also, what are your reasons for hating Tekken 7? And how is it a worse game compared to 6 ???
@@sneharashmi7553 In general, every sequel should be: 1-respecting the prequel; 2-bring something new and interesting without breaking '1. In movie theory there's whole nerdy meta-critique trend of judging sequels based on inner rules and exceptions to these rules, like: all original concepts are inherently superior but audience/consumers often praise sequels more so what makes a direct sequel (aka part II) better in every way? Why there's so little great movie trilogies?
Same principle can be applied to video games. Diablo 2, Bioshock 2, Half Life 2 - all were based on familiar formula but improved enough to stand on their own.
With Tekken games there's only so much that can be added without directly borrowing from other games or losing the core essence of combat. After T4 experiment with walls and position switching T5 tried to synthesize but also compromised on novelty. It aged poorly and even T5DR was not enough to redeem it. T6 brought juggles tho the absurd. At some point before patching it was possible to do another bound after low parry which also lost their original animations and subtlety. After the final update I see T6 as somewhat competent but with questionable balance and not fair environment for serious competition. Not super important in the long run but Azazul is the most poorly designed boss I ever encountered in a fighting game. Yikes.
Which leads me to T7 bringing the absolutely worst trends from T5, 6 and even TTT2, elevating juggling potential to cosmic nonsense, replacing old characters (on release) with weirdos, introducing new clowns and failing to keep basic balance and removing bugs from the game. Pseudo-cinematic super attacks milking the "low health player turns back the match" hype with artificially enhanced cheesy nonsense - NOT COOL. Even relentless veteran like Aris said the game is bloated and should stop development even before the "juggle wall bounce" moves update. I watched a lot of T7 tournaments, I lurk videos on fighting games I've never played and still understand if they are balanced or interesting. I watched Lisa, Majin, Knee and many more. Even if they genuinely enjoy winning and appreciate the overall experience, they all know the game is fucky. They can embrace the jank and the clunk but after a few smirks and curses every sane person pulls back to new opponent search after a ten-in-a-row losing streak.
When you know you lost not because your skill was low or PING was too high but simply because the game is a broken mess you should consider finding something more rewarding. But maybe this is a part of Tekken design now - some for of built in toxicity attracting players with addiction to cortisol.
@@Sannidor Thank you for sharing your thoughts ...
it's a shortcut for d,df,f,uf or (if you're fancy with arcade stick) uf,b,db,d,df
I tested the "true" inputs for cancels using a hitbox but I still prefer my stick for Tekken 3 and TTT :)
yep, just remember SS 1+2 stun can be semi-canceled by holding "back"
still a decent move though :)
Oh, I tested out..SS 1+2 gives a huge guard stun, thx for idea! Inspired me to make some stuff complication myself, cause I see ttt is really large on ideas, mine will find place :D
I know right, TTT doesnt look this bad on the PS2....this looks like PSP graphics lol
Es la version arcade
I miss these moves
Awesome video bro
Cool stuff, man.
Yes it can, but under some angles stun is still enough for some unblockables. Coming soon ;)
Very odd that you used the first stage from ZD's OST. Videos of ZD?
Hey men great video. Do you know how to do a fake foward move that Wan make between db+4 and 2?
thanks. great video btw.
So is the gameplay and moves the same between tekken tag arcade and tekken tag tournament?
+Malcolm Bearden the differences were minor, Yoshimitsu's spin shield input changed and his QCF+1 end of round double spin removed, Kazuya tag move with Angel and Devil polished, True Ogre hitboxes moved a bit and obviously Unknown style switch giving unique juggle chances. PAL port is slower so I always go for NTSCJ. There are glitches unique to PS2 port but not fun or exploitable in my opinion.
i reckon if ur gonna include okizeme or wake up traps at least play a live opponent. it looks silly when the opponent just lies there waiting to be ko'd
I was trying to reverse Yoshi's unblockable in Tekken 3 & I found out that all characters who can reverse punches can reverse it except for Paul. Is that true? My execution is garbage, so you can confirm what I found ...
Best to my knowledge it's an artifact from Tekken2 system in which only females were able to reverse sword attacks. Both - Paul and Wang could not do it, so it led to simplest conclusion. Then came T3 and Jin joined the sword reverse gang, most likely because his style borrowed moves from Jun.
There is a lot of inconsistency in Tekken games when it comes to sex-based mechanics, some could be oversights like Eddy slapping back Nina's b+2 because he was basically Christie reskin. I don't think Panda was able to slap back, despite being a girl :3
Leo being a back-slapper confirmed her as a tomboy girl.
Technically, sword moves are NOT punches, they can't be parried by Law's b+1+2 or Lei f+3+4 but standard parries like Xiao b+1+4 work. I don't think anyone can parry Yoshi's 3~4, hmm...
PS Mokujin-Paul can't reverse Yoshi sword 😹
@@Sannidor Thank You! I also tried reversing wr3 with King. He couldn't; unless it was Forest Law. Is that specific, or I couldn't perform when reversing against other characters.
Also, I got sick of trying to reverse Lei's unblockable with King, I got it in DR but in Tekken 3, I don't remember ever being able to do so.
As for parries, I found Wang's parry to be the sickest. I mean from Tekken 5 of course. I was trying to reverse Jin's unblockable with King. I could do it in 6 but not in DR. I wonder what finicky timing is required. Frame data shenanigans maybe ...
Also, I am convinced now that I DEFINITELY need Tekken 8 to learn Tekken. For the frame counter display. I was looking for tutorials to perform the iSW with Kings. The success rate was probably around 7% I guess. Luckily I found JUST ONE tutorial teaching iWR attacks & that was with Tekken Bot Prime. So the 3 forwards is not the difficult part; the difficult part is hitting the required button EXACTLY on the next frame of the final forward & you have your iWR attack. I was under the illusion that finally Tekken 6 got the command history right but that's not true. The command history for both hitting at the same frame or the correct input or even one frame later shows hitting forward & the required button at the same time! What bullshit! And I'm not a prodigy to figure out souls of electronics. I need well-designed practice modes man! Just one last wish for Tekken 8's practice mode, & that's having the option of peforming the moves in slow-mo, like how UNICLR has options of running the game in 90% speed or less to practice moves in practice mode. I'm also glad about the match replay function which lets you control your character. Let's see what Bandai Namco delivers. Yeah, I'm a late bloomer who needs step-by-step tutorials to progress ...
Zero Divide OST
awesome soundtrack where can i download this?
do you play this with emulator and what???
Plz explain the tag cancel
Df,df 2+4 - tag - d,df
what console was this on?
doesnt look like ps2
+Liamo Curran It`s an arcade version ^^
Ah isee thank you :)
Liamo Curran You`re most welcome :D
If you wanna emulate it,try looking for emulator called MAME ^_^
Can't the opponent just tech roll most of the times from these?
A lot of these seem escapable yes.
so i punishable guard stuns dont exist in tekken anymore huh?
lol these all tricks i was use 5 years ago now i pro of takken tag.............
& with paul!!!!
how can i do the grab?
Give taken tag videos with buttons make video on eng secrets move and combos with buttons
song?
i dont get it .-.
dude what's with the graphics never seen tag 1 looking that
Bhai tune attack nahi bataya
show with buttons bcoz I have big challange with Irfan show buttons
TTT arcade
awesome soundtrack where can i download this?
+Erick Camaing galbadia hotel soundracks, Zero Divide - The Art Of Destruction
Give taken tag videos with buttons make video on eng secrets move and combos with buttons
TTT arcade
Give taken tag videos with buttons make video on eng secrets move and combos with buttons
Give taken tag videos with buttons make video on eng secrets move and combos with buttons