@@cosmic5665 wait, what? It's been a while since I heard about anything related to Overwatch, but I remember Genji being buffed to the point when he could counter even his counterpicks with ease.
Devil jins scaling is wack, CH df2 to MC22 is always scaled to 70% (its a ground hit so this is mega intentional), so using it as a frame 15 CH heat launcher does PATHETIC dmg, no execution for 59, jin f4 CH no execution gets me 60...
@@Apha-Omega Couldnt care less about the other FGs u mentioned, some combos in Tekken 8 can last 10 seconds and dont even do that much dmg for the amount of hits It does. I dont think that decreasing the scaling would work because dying to one combo isnt fun, so I prefer to just have smaller ones
@@felipedeandrade Guess what Sherlock every character is different so ofc they’re gonna have different strong/weak points+Show me rn an online clip in tekken 8 of 100% TOD.Those excuses are people who lack fundamentals about characters and get punished as a reward,if you’re complaining about that,Stop being a casual and learn the game properly
Firstly, it's Paul, so blind idiot damage is just his thing. Secondly, if every character was doing more damage, then everyone would be complaining about it.
On DVJ its impossible to get above 90 damage easily in a combo, high execution or just spamming laser cannon in a combo. Kazuya shares a similar issue but a bit better though the reward for higher execution is nonexistent if not worse than BnB combos
@@mwkan772 it’s good but what I’m saying is there’s really no benefit or easy way to get more from spending heat/execution than just using his easy tools. A lot of characters are this way now.
ewgf>u1+2>dash31>bf2,1df2>dash>u1+2>dash>heat burst>b2,1(or ws3>mc2 if the wall is too far) when u get to the wall do the heat enhanced laser wall combo. Not very technical but gives 106 damage. Dvj does not need damage.
@@aephyn_also missed the point. theres no use of electrics in his combo filler, basically, while kazuya at least has some. electric jab b2,1 is the only universal starter with it. as such you end up doing u1+2 over and over which is fun but not hard
This is why we need to nerf Devil Jin again
Amen
Devil jin is like the genji of tekken now, rip dvj
this is why devs should not listen to players 🥰
@@cosmic5665 wait, what? It's been a while since I heard about anything related to Overwatch, but I remember Genji being buffed to the point when he could counter even his counterpicks with ease.
@@TheLifeLaVitathey shouldn’t listen to streamers they’re the ones who were complaining the most (TMMswe, king Jae etc)
Considing everytime you use an stage gimmick, they lose A LOT of recoverable health, I don't think it need scaling buff for this situation at all.
I think a little scaling buff after wall or balcony break would be fine
it just feels weird watching them get beat up for 10 seconds straight and some combo that happens in the blink of an eye deals MORE damage
@@mwkan772 If it is a little bit, probably wouldn't be a problem, then.
@@universedawn4202 I mean, that's how the game works.
I never knew this, thanks
Devil jins scaling is wack, CH df2 to MC22 is always scaled to 70% (its a ground hit so this is mega intentional), so using it as a frame 15 CH heat launcher does PATHETIC dmg, no execution for 59, jin f4 CH no execution gets me 60...
All of his MC links that give 2,2 are scaled… I hate it, but to be fair I think everyone that has those links are also scaled. );
@@andyho4048 it also shows that akumas FADCs on ground links couldve been scaled in 7 but nooo
Otherwise, yeah, scaling is nonsense in 8
Paul mains when they cant win in less than 2 exchanges
I could watch your Paul videos all day.
glad you like my paul gameplay^^
Best Paul!
Tbf I much rather have this scaling than geese stage 150+ dmg combos
Tekken 8 actually need smaller combos.
This translates to “skill issue”
@@Apha-Omega Nah, I just think tkn8 combos are too long
@@felipedeandradehmm why would a fighting game have long combos?i guess Mortal Kombat,injustice and many other fighting games have the same “problem”
@@Apha-Omega Couldnt care less about the other FGs u mentioned, some combos in Tekken 8 can last 10 seconds and dont even do that much dmg for the amount of hits It does. I dont think that decreasing the scaling would work because dying to one combo isnt fun, so I prefer to just have smaller ones
@@felipedeandrade Guess what Sherlock every character is different so ofc they’re gonna have different strong/weak points+Show me rn an online clip in tekken 8 of 100% TOD.Those excuses are people who lack fundamentals about characters and get punished as a reward,if you’re complaining about that,Stop being a casual and learn the game properly
i feel like paul lost his main gimmick over this which would be of course the damage
Devil jin became the new genji
The Tekken community asked for stage gimick nerfs apparently. Rip wall break damage
You really shouldn't use heat dash right after launch...
yes..but here I had to use it in order to reach the 3rd wall break
It’s a high damage game. Should kof also get nerfed for 100% combos?
Siralmasabban kevés a counter combo damage :(
stage hazard combos used to do less scaling and all the youtube clickbaiters were complaining in the opposite direction
the fewer strong hits, the more. Add more normal hits to this combination - the damage will drop more noticeably. This is base of Tekken
Paul mains when they can't KO the opponent with a full hp in a single combo
Already too many full screen combos. Now you want to to take 75%?
The damage is alwais lower after heat dash, as a price to pay for longer combos.
I mean it is Paul… his whole persona is that he hits hard so him having damage like that makes sense
And remove the chance that a mid can hit you while you are still on the floor
You deserve atleast 100k subs. Good work
you know what, i don’t mind the scaling as it is😶
jun can deal 100+ dmg without heat and rage
??? do you want a death combo or something?
that's good no need buff
Even King has this similar issue😢
The game would be so dumb with non scaled stage gimicks...
I'd literally quit the game if that happened, stage gimmicks are already too strong
So if am near the wall break/bound after doing my wall carry, do i use the gimmicks or do I just do my normal wall combo????
Who do you play
@@joekline5554 Lili and Lee
@@FakeArchon for lee I’d say wall combo most of the time lili I’m not to sure about
@@joekline5554 okay ty
Firstly, it's Paul, so blind idiot damage is just his thing. Secondly, if every character was doing more damage, then everyone would be complaining about it.
So it's best to play or fight against Paul were there are no stage mechanics e.g. wall breaks & blast and floor breaks
No
Why no all in one guides for 7 months? When is the next one coming? Let’s get some yoshi
I made 1 or 2 guides this month
next guide will be of heihachi :D
Yes of course a Paul player would say they need more damage. Ffs.
No, better nerf Devil Jin
On DVJ its impossible to get above 90 damage easily in a combo, high execution or just spamming laser cannon in a combo. Kazuya shares a similar issue but a bit better though the reward for higher execution is nonexistent if not worse than BnB combos
I think devil jin's damage is good just not neutral
@@mwkan772 it’s good but what I’m saying is there’s really no benefit or easy way to get more from spending heat/execution than just using his easy tools. A lot of characters are this way now.
ewgf>u1+2>dash31>bf2,1df2>dash>u1+2>dash>heat burst>b2,1(or ws3>mc2 if the wall is too far) when u get to the wall do the heat enhanced laser wall combo.
Not very technical but gives 106 damage. Dvj does not need damage.
@@aephyn_also missed the point. theres no use of electrics in his combo filler, basically, while kazuya at least has some. electric jab b2,1 is the only universal starter with it. as such you end up doing u1+2 over and over which is fun but not hard
kazuya's combos are super easy, high damage and insane wall carry. Stop downplaying omg