I called this the very first time he threw me. On stream I said there was no way that had a normal throw tech window the first time he caught me with it. I was 100% sure I teched in the normal window, and I was right dammit!
@@CorvoTanuar Of course you can play defensively like in T7. Unless you're a low rank, you can still duck strings, block punish and sidestep linear moves. That's good defense.
Punishing with wavedash into arm-breaker, chicken-wing and then rolling death cradle is unbreakable?! That was the last nail in the coffin, pro wrestling IS the strongest martial art out there!
I agree that throws should be stronger, but its the inconsistency that's the problem, not the strength. A lot of these changes seem like they just forgot to do a QA pass as the game was being finished up.
@@matrix3509 from the video only victor one and chain grab punish on power crush seems to be a problem, and devs said they will remove it if it's not intended
if you compare the risk/reward a throw gives you, then they are not as weak as people pretend them to be. Now, if the one doing the throw got in a disadvantage position when the throw is broken (for instance -9/-10 or so, depending on the throw), that would be another thing. If chain throws cannot be broken, then they just turn into a win button(especially King's), since they do not require any kind of skill to do and you are not risking anything.
Throws being weak is because they were made easier to break normal throws 1 or 2). To allow a better throw game this should be reverted so people with less command grabs can mix up throw too. Remember it was dumbed down.
A recent announcement confirms that some topics covered in this video ARE bugs and WILL be patched out twitter.com/nkt_dreamer/status/1755135603216396382 But I thought it'd be worth covering and documenting until then anyway
idk why but your vid is so clear and easy to understand and remember. i wish youd make more explanation or tutorials on tekken cause this is good stuff (maybe u did its just the first vid i saw of you)
Outside of breaks, did just today see in the lab that out of all the command throws assigned to the universal uf 1+2 input, Azucena, Jack, and Yoshimitsu are all 11 frame startup while the rest of the cast has 12f.
The issue with the punish throws sounds like a delay/overflow kind of thing where the game still holds the data of breaking the next throw but since it was so late it doesn't wipe the "memory" of the throw break
Subbed because of the MapleStory Kerning City music. Also, amazing video. Nostalgia plus understandable information with button inputs and clear explanation.. I just need videos like these for specific character guides and anti-guides lmao.
this video was great. I actually didn´t expect you to go into such detail. I could have sworn that punishthrows are completly unbreakable. Also Victors throw most likely will get ironed out since we had the same issue when fahkumram was released
I like the changes to throws in this game. The interaction with power crush is something that carried over from 7, but the new addition to this especific interaction is punishing a power crush with a throw. I like that. I also like the fact that throws in CH are nearly impossible to break on reaction. It's still possible to break, like shown on the video, but the window being shortned makes it so that the throw becomes much more unlikely to be broken. Which is good, IMO. Now, Victor throw is definitely a bug, and King's whole chain throw being unbreakable when interacting with a power crush is also a bug. I believe that the interactions shown on the video with Nina's throws are not intentional either. I loved the video, and the format. Keep up with the good work!
About King's having bigger window and Victor smaller, it may be related to how quickly the hit in the throw occurs. In Victor's generic throw it seems he hits pretty quickly so if you had 20 frames to break, you would be able to break after you got damaged. Similarly it takes King quite a long time to actually hit in his throw while his other mixup option seems to hit quicker. The lockout seems like a bug though. Also love the video, the throws were extremely confusing for me. Still they are but at least now all makes sense.
The throw break lockout explains a lot. I've had situations where I'm pretty sure I pressed a throw break early and got locked out. It should at least say "you were doing a 1 in advance, you get a break on 1 throws", rather than complete lockout.
lol man i've been trying to learn how to break throws for days now and i don't feel like i've gotten that much better. i'm used to street fighter. Street Fighter: Throw when they throw to break (unless you get punish countered) Tekken: Press 1, 2, or 1+2 after the throw depending on which hand is more extended during the throw. Oh, by the way, the hand furthest from the screen will probably be obscured during gameplay so you should probably look at the hips/shoulder instead. Oh, and 1 + 2 breaks are hard to distinguish from 1 and 2 breaks using just the hips and shoulders by the way. Also some throws are just faster than others. Also King has two throws that look exactly the same. Also if you accidentally plink 1 + 2 break you don't get it. Also if you get counter hit you can't break throws. Also King has chain grab. *Some* of King's chain grabs have breaks, but they all are different and have no intuitive visual tell. You'll have to memorize the chain grab sequences so you know which one to break. Oh, but within chain grab sequences there are mixups between different breaks so sometimes you'll just guess wrong even if you memorized all the chain grab sequences. Also you have to press the button at a very specific point of King's throw animation to break the chain grab that's basically unintuitive.
Really impressive and informative video. The dual shot of throws being broken and not are especially helpful. This kind of information is top tier and on level with PhiDX and other veteran tekken players.
Side throws universally have a 14f break window? I wonder if Victor's normal throws are bugged because his two generic throws also act as his side throws. Lots of newcomers have identical side and generics, but I still suspect someone forgot to differentiate them properly
A bug, as stated by the devs. Some of the shorter break windows are not bugs though. Grabs that land as counter hit were announced to be shorter since before the game got released (they were supposed to be 4 frames).
I like this game but my god throws are obnoxious and I hate how they function. Never liked how tekken does throws but now it’s even more ambiguous and ridiculous.
I hate it too. New to Tekken, really enjoy the game but the way throws work just seems so stupid. Like you have to watch their left or right hand to know the right button to tech it? Why is it so complicated to defend against but so easy to just throw out on offense? Why doesn't it just work like every other fighter? It just turns into a guessing game and is never a problem for the thrower to just toss out.
@@thepunisherxxx6804you kind get it down the longer you play and mashing does help since most want the big damage and those are usually just pressing 1. However once you get further you’ll have to keep a look out. King tho, most low rank players are wanna grab you so just keep that in mind and use frame traps and hop kicks. Easier said than done but it can seem obnoxious this early into the game’s life. I try to remind people this is the first tekken without an arcade release so we are at ground zero with bugs and glitches and we just have wait for it to be ironed out. Good news tho is that tons more people are playing it these should be addressed quicker than an arcade.
@@thepunisherxxx6804the hand thing has always been like that. Regular/generic throws don't require you to watch shit, just press one or two and it breaks. Command throws do require watching for the hand that reaches first, it's an acquired skill. It is best to train for grab hand from the get go, as you can't know if it is a generic throw or a command throw by just looking at the grab animation.
Great so far, throws being an actual threat are perfect. When half of your movelist revolves around throws, it kinda makes that person useless if they're all easily breakable through button mashing.
Throw Lockouts are excellent. It stops people from mashing escape inputs and forces them to time it. Hopefully this also contributes to less people accidentally getting caught in the new counter-throw system.
It doesn't really stop anything unless you are mashing buttons to escape throws before they even come out which makes no sense to do because you have to react to the correct break. Counter throws having a 7 frame break window is already pretty much inconceivable to break on reaction.
Tackle having a 3f timing on counter grab seems fitting to me. IRL getting tackled as you shift your weight striking will definitely end with you on the floor.
Not mad at this change. I remember some guy in a forum long time ago mentioning how he felt grabs in T7 where literally useless in intermidiate/high level player
i knew i wasn't crazy, I have been getting screwed by the throw lockout thing for the longest and wondering why I wasn't able to break the throw. I just labbed it and you're right
the first patch didn't address a lot of these things because, as some people pointed out, it probably was some kind of day 1 patch but a possible reason for why it was delayed is that the game is multi platform, so it takes more time to implement I think we'll probably have a colossal and very drastic patch sometime around the end of this month, that's my guess at least
I wonder if the break window for Victor's throw is meant to give him a specific edge. The other break windows could be designed around move startup and predictability, among other reasons. For King's difference in break window for 2+4 could be tied to the inputs, since I noticed in the move list the throws do more if you actually do the sequences instead of 1234 mash. Edit: Yeah, break reductions from counter hits don't necessarily need to follow a pattern. You have a baseline, then exceptions with the exceptions being for some reason. We can try to divine what those reasons are, but I wouldn't say that "it doesn't make sense". It would also be really weird to have a lot of break windows being typos/unintended, especially considering the "8" on the title, but you never know. That's the only real accident I can think of, unless the code for reductions is mathed instead of just having a set value. I get being locked out from guessing on which throw to break when pressing a punch or two punches after being thrown, but the held button lockout seems interesting. In _that_ case there's probably an actual quirk with the input reader or something.
while watching this video I have noticed something, the frames you have to break out of a grab are the same amount of frames the grab takes to be set up as you aren't trown instantly like in streetfighter 2 and 3
Reina is fun. You press forward and she does a parry. It's of course punish throwable and makes chain throws unbreakable. HOWEVER. This also applies when your press forward+punch to do a move and opponent throws you. The game just decides that your tried to parry, too bad, eat crap. Sure hope this issue is also addressed in the future.
Would love to have seen the tackle follow ups, like king and paul. I'm convinced they're unbreakable in tekken 8 after you missed the tackle and reversal windows. the 1+2,2,2,2 doesn't undo the arm-bar anymore every time I've tried it.
The punish throw shit and lockout is wild. How the fuck is the player supposed to figure out that that even exists? Do they tell you in arcade mode or some shit?
The throw lockout is most likely a bug. You can learn about punish throws because there is a new white glow and sound effect whenever a throw is guaranteed and can't be broken. The times when the game said the throw was a punish but is still breakable is probably also a bug.
The complete throw system has been revamped to make throws viable at high level. Breaking throws in Tekken has always been quite difficult (try in tag 1/2, lol)but they made a mockery of it in 7. As a King main, I can for sure that this version of King is the strongest there is.
4:50 Actually it does follow the pattern. Every counter hit throw is half the frames of the original. Normal throws go from 20 to 10, the tackle goes from 7 to 3, it makes sense that Kings 23 frame break goes to 12.
Remember, Steve's 14F throw and Dragunov's 11F throw reduces to 10F on CH (not half of the original). King's 18F Blue Spark throws become 7F on CH (over half of the original). So in addition to not being a perfect half of the original break window, df+2+4 does not follow either of these trends.
@@GelatinLabs fair enough, I shouldn't have said "every" CH throw. But for the most part, and for standard throws in general, the rule seems to be half the frames on CH. The video claims that King's df+2+4 makes no sense, but it does. If anything, it's Steve's 14F and Dragunov's 11F that don't follow the "half frames" pattern. King's does. And I guess it goes without saying, it can't be a perfect half because the original is 23F. It had to be either 11 or 12.
I have always mashed myself out if throws with irregular results as you can guess.. I find it soooo difficult to know which button to push, and I do not even Mention king, Paul or other multiple throw characters that can brain you to your death with only throws.
Or I tend to discern a pattern (I am starting red ranks with Kaz, so readable patterns are still a thing happening in those ranks) and anticipate a duck to counter throws...
top quality video thx a lot for the concise and clear presentation - how'd you manage to setup the characters to do the breaks at exactly the specified frame, macro button that does inputs for both characters at a button press? Very impressed with the way you presented this.
As a King main I've been hearing complains about how the break buton isnt working. And now it seen to me that I have the answare, its a game feature hahahah.
King's best grabs are broken with 1+2 or 2. 1+2 beats King's Bridge (if King grabs your foot) and 2 beats Rolling Death Cradle, which like 80% of wannabe King mains use.
"I can break those throws "
"You can't break those throws."
"HUUUAAAAHHHHH"
*Make love in this club by usher plays violently*
Old meme but it checks out
Nobody asked@@KILLTHEREDDITOR
@@KILLTHEREDDITOR 👶🍼
I asked tho@@RobotronSage
I knew something was up with Victors throw
thought i was going insane getting grabbed by victors constantly and never being able to break anything
I felt the same. I use throws a lot on victor and when I got grabbed by victor's normal throw it felt way harder to break
@@debornmcnah you're just trash
Me too! I thought I was going insane trying to break his throws!
I called this the very first time he threw me. On stream I said there was no way that had a normal throw tech window the first time he caught me with it. I was 100% sure I teched in the normal window, and I was right dammit!
This "throw lockouts" is fantastic shit.This is one of those things that should be fixed first.
Perhaps it's intended to punish people who mash
@@Aabil11mashing is encouraged in T8. Good luck playing defensively like in T7 in T8.
@@Aabil11thats why counter hit throws are exist, this is obviously a bug and its annoying
@Aabil11, it effectively punishes cheat engines also, because I think somehow when you press too early before the grab connects, it doesn't break...
@@CorvoTanuar Of course you can play defensively like in T7. Unless you're a low rank, you can still duck strings, block punish and sidestep linear moves. That's good defense.
Punishing with wavedash into arm-breaker, chicken-wing and then rolling death cradle is unbreakable?! That was the last nail in the coffin, pro wrestling IS the strongest martial art out there!
Can you imagine punishing with a jaguar step into screwdriver though?
Just want to say, I absolutely love your editing style. So clean and enjoyable. Great music choices, great little pauses, everything!
Thanks so much! My editing skills are still a work in progress but I'm glad it's appreciated!
I can’t believe I recognized Maplestory music over 15 years later, that’s wild
I know right? I was like "Wait, I've heard this before!" when I recognized the kerning city subway song.
I just recognized the FFXIV music
Cause it's a good game. Come back to the grind brother
Yo that's the first thing I said to myself 😂
def one of the most iconic tracks in the game. recognized it immediately too
im glad they patched out the chain punish bug. I cant imagine getting punished with an RDC lol
It was pretty funny though haha
Thank god that was a bug. I thought they just went hog wild and intentionally made it that way
what is chain punish
@@goofy9125 in this context, its hitting someone with a chain throw while they are recovering from an attack.
@@SleepingLionsProductions Thx
Throws were very weak in Tekken 7
This is a welcome change for me, counter hit throws being harder to break is such a great idea
I agree that throws should be stronger, but its the inconsistency that's the problem, not the strength. A lot of these changes seem like they just forgot to do a QA pass as the game was being finished up.
I'm a King main so same
@@matrix3509 from the video only victor one and chain grab punish on power crush seems to be a problem, and devs said they will remove it if it's not intended
if you compare the risk/reward a throw gives you, then they are not as weak as people pretend them to be. Now, if the one doing the throw got in a disadvantage position when the throw is broken (for instance -9/-10 or so, depending on the throw), that would be another thing. If chain throws cannot be broken, then they just turn into a win button(especially King's), since they do not require any kind of skill to do and you are not risking anything.
Throws being weak is because they were made easier to break normal throws 1 or 2). To allow a better throw game this should be reverted so people with less command grabs can mix up throw too. Remember it was dumbed down.
A recent announcement confirms that some topics covered in this video ARE bugs and WILL be patched out
twitter.com/nkt_dreamer/status/1755135603216396382
But I thought it'd be worth covering and documenting until then anyway
Was definitely worth anyways! Thanks for the video, interesting stuff!
Thanks for beta testing the game at your own cost
A future video when this is done and dusted covering the *definitive* rules of throws would be awesome
might be good to pin this
At the end you showed Tekken 7, and for a moment I thought it was like Tekken 3.
7:04 holy shit finally an explanation , i felt iwas going crazy
I recognize that Battle Network 5 cust menu theme. And maple too!
Jesus on top of the great editing and information you had in this video, I gotta say, the music selection here was top notch. Really brought me back
idk why but your vid is so clear and easy to understand and remember. i wish youd make more explanation or tutorials on tekken cause this is good stuff (maybe u did its just the first vid i saw of you)
Thank you! I try my best to make these strange concepts digestible.
Outside of breaks, did just today see in the lab that out of all the command throws assigned to the universal uf 1+2 input, Azucena, Jack, and Yoshimitsu are all 11 frame startup while the rest of the cast has 12f.
Love the MapleStory background music! Brings back the sound of throwing stars with an Assassin on the maps outside of Kerning City.
this has a very AsumSaus video feel to it and I'm all here for it
(And just as enjoyable despite me never needing this information :D)
Thanks for the high praise! I hope to one day achieve AsumSaus levels of quality.
3:26 is this megaman music? also love the maplestory music
Yes sir! I forgot to add it so thanks for the heads up!
Side note hell yes for kerning city bgm you just earned yourself a sub
The issue with the punish throws sounds like a delay/overflow kind of thing where the game still holds the data of breaking the next throw but since it was so late it doesn't wipe the "memory" of the throw break
The Battle Network 5 NaviCust music made me feel like I was watching Battle Network Academy, lol. Good choice.
yo man, this is some good quality content
i love watching games dissected on tech level like you do frame by frame it is interesting
When it got to punish throws I was like whaaat
Custom Robo OST is a banger. Good video that quickly summarizes the info.
Great vid! Found it funny how the exceptions section started before a quarter of the way in 😂
Great video, nice work with the side by side footage.
2:27 that makes sense because it goes into a whole ass cutscene, and the timing for those breaks are much shorter, it also ducks highs as it starts
Subbed because of the MapleStory Kerning City music.
Also, amazing video. Nostalgia plus understandable information with button inputs and clear explanation.. I just need videos like these for specific character guides and anti-guides lmao.
this video was great. I actually didn´t expect you to go into such detail. I could have sworn that punishthrows are completly unbreakable. Also Victors throw most likely will get ironed out since we had the same issue when fahkumram was released
I like the changes to throws in this game. The interaction with power crush is something that carried over from 7, but the new addition to this especific interaction is punishing a power crush with a throw. I like that.
I also like the fact that throws in CH are nearly impossible to break on reaction. It's still possible to break, like shown on the video, but the window being shortned makes it so that the throw becomes much more unlikely to be broken. Which is good, IMO.
Now, Victor throw is definitely a bug, and King's whole chain throw being unbreakable when interacting with a power crush is also a bug.
I believe that the interactions shown on the video with Nina's throws are not intentional either.
I loved the video, and the format. Keep up with the good work!
i love megaman battle network and maplestory BGM
About King's having bigger window and Victor smaller, it may be related to how quickly the hit in the throw occurs. In Victor's generic throw it seems he hits pretty quickly so if you had 20 frames to break, you would be able to break after you got damaged. Similarly it takes King quite a long time to actually hit in his throw while his other mixup option seems to hit quicker. The lockout seems like a bug though.
Also love the video, the throws were extremely confusing for me. Still they are but at least now all makes sense.
The throw break lockout explains a lot. I've had situations where I'm pretty sure I pressed a throw break early and got locked out. It should at least say "you were doing a 1 in advance, you get a break on 1 throws", rather than complete lockout.
Love the megaman nt music in the background
lol man i've been trying to learn how to break throws for days now and i don't feel like i've gotten that much better. i'm used to street fighter.
Street Fighter: Throw when they throw to break (unless you get punish countered)
Tekken: Press 1, 2, or 1+2 after the throw depending on which hand is more extended during the throw. Oh, by the way, the hand furthest from the screen will probably be obscured during gameplay so you should probably look at the hips/shoulder instead. Oh, and 1 + 2 breaks are hard to distinguish from 1 and 2 breaks using just the hips and shoulders by the way. Also some throws are just faster than others. Also King has two throws that look exactly the same. Also if you accidentally plink 1 + 2 break you don't get it. Also if you get counter hit you can't break throws. Also King has chain grab. *Some* of King's chain grabs have breaks, but they all are different and have no intuitive visual tell. You'll have to memorize the chain grab sequences so you know which one to break. Oh, but within chain grab sequences there are mixups between different breaks so sometimes you'll just guess wrong even if you memorized all the chain grab sequences. Also you have to press the button at a very specific point of King's throw animation to break the chain grab that's basically unintuitive.
Your eye for detail is great
Old school maplestory bgm. Those hours of grinding will never be forgotten i guess
Really impressive and informative video. The dual shot of throws being broken and not are especially helpful. This kind of information is top tier and on level with PhiDX and other veteran tekken players.
Thanks man i knew sth was different but didnt imagine it would be this complicated.
damn the qualiy of the video did not expected this to be that good
As a king main, this is a VERY interesting video !
Nice investigation bro
+1 sub
Yo shoutout the kerning city OST, we have a man of CULTURE here! Great video
As a king fan, I see no issues here
Side throws universally have a 14f break window? I wonder if Victor's normal throws are bugged because his two generic throws also act as his side throws. Lots of newcomers have identical side and generics, but I still suspect someone forgot to differentiate them properly
bruh why does Victor have the old Tekken throw break window
They pulled a Fahkumram
A bug, as stated by the devs. Some of the shorter break windows are not bugs though. Grabs that land as counter hit were announced to be shorter since before the game got released (they were supposed to be 4 frames).
I like this game but my god throws are obnoxious and I hate how they function. Never liked how tekken does throws but now it’s even more ambiguous and ridiculous.
I hate it too. New to Tekken, really enjoy the game but the way throws work just seems so stupid. Like you have to watch their left or right hand to know the right button to tech it? Why is it so complicated to defend against but so easy to just throw out on offense? Why doesn't it just work like every other fighter? It just turns into a guessing game and is never a problem for the thrower to just toss out.
I mean you can duck them.@@thepunisherxxx6804
@@thepunisherxxx6804you kind get it down the longer you play and mashing does help since most want the big damage and those are usually just pressing 1. However once you get further you’ll have to keep a look out. King tho, most low rank players are wanna grab you so just keep that in mind and use frame traps and hop kicks. Easier said than done but it can seem obnoxious this early into the game’s life. I try to remind people this is the first tekken without an arcade release so we are at ground zero with bugs and glitches and we just have wait for it to be ironed out. Good news tho is that tons more people are playing it these should be addressed quicker than an arcade.
@@thepunisherxxx6804the hand thing has always been like that.
Regular/generic throws don't require you to watch shit, just press one or two and it breaks. Command throws do require watching for the hand that reaches first, it's an acquired skill. It is best to train for grab hand from the get go, as you can't know if it is a generic throw or a command throw by just looking at the grab animation.
@@thepunisherxxx6804also, just tossing the grab will have you punished badly, grabs are situational.
Great video! Thank you for making this.
the holding down a punch button preventing you from throwing definitely seems like a bug.
Great so far, throws being an actual threat are perfect. When half of your movelist revolves around throws, it kinda makes that person useless if they're all easily breakable through button mashing.
Game: just mash to get out of throws, but not too much. But also don't hold buttons nor get caught with a punish.
Make up your mind Tekken
Throw Lockouts are excellent. It stops people from mashing escape inputs and forces them to time it. Hopefully this also contributes to less people accidentally getting caught in the new counter-throw system.
It doesn't really stop anything unless you are mashing buttons to escape throws before they even come out which makes no sense to do because you have to react to the correct break. Counter throws having a 7 frame break window is already pretty much inconceivable to break on reaction.
This man is getting a sub from me. Keep up the good work and good tech!!
Tackle having a 3f timing on counter grab seems fitting to me. IRL getting tackled as you shift your weight striking will definitely end with you on the floor.
Not mad at this change. I remember some guy in a forum long time ago mentioning how he felt grabs in T7 where literally useless in intermidiate/high level player
I'm probabky among the few people recognizing the Final Fantasy 14 music in this vid.
Smileton is just one of those dungeons that has a bop
Probably more than a few, XIV has a reputation for being "retirement" game among fighting community ;)
i knew i wasn't crazy, I have been getting screwed by the throw lockout thing for the longest and wondering why I wasn't able to break the throw. I just labbed it and you're right
the first patch didn't address a lot of these things because, as some people pointed out, it probably was some kind of day 1 patch but a possible reason for why it was delayed is that the game is multi platform, so it takes more time to implement
I think we'll probably have a colossal and very drastic patch sometime around the end of this month, that's my guess at least
This explains the amount of Victor players online attempting throws 24/7.
I knew something felt off with the tech window💀
Idk why Victor players would be attempting to throw 24/7 when their tech traps are insanely spammable
@@RobotronSagenot at all
Thanks for the research, some good information. Yeah, they need to fix some of this. At the very least that lockout thing.
Hearing endwalker music is so relaxing after not playing for a while lol
Imagine if Marduk was available on release. His throws that transition into mount would thrive in these changes.
Yeah I knew something was off in 8.
Love the Bomberman 64 track in the beginning.
Song is called "Zip" if anyone was curious
Solid info- dig the Megaman Battle Network OST too, good ass memories with that game
great video, subbed for the MMBN music
I wonder if the break window for Victor's throw is meant to give him a specific edge. The other break windows could be designed around move startup and predictability, among other reasons. For King's difference in break window for 2+4 could be tied to the inputs, since I noticed in the move list the throws do more if you actually do the sequences instead of 1234 mash.
Edit: Yeah, break reductions from counter hits don't necessarily need to follow a pattern. You have a baseline, then exceptions with the exceptions being for some reason. We can try to divine what those reasons are, but I wouldn't say that "it doesn't make sense". It would also be really weird to have a lot of break windows being typos/unintended, especially considering the "8" on the title, but you never know. That's the only real accident I can think of, unless the code for reductions is mathed instead of just having a set value.
I get being locked out from guessing on which throw to break when pressing a punch or two punches after being thrown, but the held button lockout seems interesting. In _that_ case there's probably an actual quirk with the input reader or something.
Nah they patched it
@@bakedcrystal915 Then I have to wonder how that kind of error got through in the first place.
This is an immaculately made video. I don't even play but wow this is well done lol
The music that plays during the counter hit throws sounds like megaman battle network music!
So we are somewhat back to the way things were in Tag 2 and Tekken 6.
I adore this stuff. It's the exact kinda stuff I think about, but can't be bothered to test it. Thank you ❤
while watching this video I have noticed something, the frames you have to break out of a grab are the same amount of frames the grab takes to be set up as you aren't trown instantly like in streetfighter 2 and 3
Reina is fun. You press forward and she does a parry. It's of course punish throwable and makes chain throws unbreakable. HOWEVER. This also applies when your press forward+punch to do a move and opponent throws you. The game just decides that your tried to parry, too bad, eat crap. Sure hope this issue is also addressed in the future.
Really well made informative video thanks for this!
Rarely do I comment but thats an amazing video dude. The effort put in is really impressive
I appreciate it! The effort is worth it when it helps the community!
I wasnt ready for that
kerning city music lol
I knew something weird yesterday when I couldn’t break Xiaoyu’s waning moon in PRACTICE mode. I had to change my timing and mash.
Victor's 14 frame regular throw is still in the game :')
Unbreakabke throws are a grappler player's dream
So this throw lockout explains why I could not break a giant swing despite pressing the correct button with the correct timing. Very annoying.
Woah that Bomberman music though
Drag being the first on the exceptions list made me laugh so freaking hard😂😂😂
nice video bro, hahahahaha i love your editing ! subscribed :)
Would love to have seen the tackle follow ups, like king and paul. I'm convinced they're unbreakable in tekken 8 after you missed the tackle and reversal windows. the 1+2,2,2,2 doesn't undo the arm-bar anymore every time I've tried it.
Given that it's technically a chain throw, the followups ARE guaranteed on a punish (but breakable otherwise).
The punish throw shit and lockout is wild. How the fuck is the player supposed to figure out that that even exists? Do they tell you in arcade mode or some shit?
The throw lockout is most likely a bug. You can learn about punish throws because there is a new white glow and sound effect whenever a throw is guaranteed and can't be broken. The times when the game said the throw was a punish but is still breakable is probably also a bug.
Great work
I have a theory the longer escape time on some of kings moves might have been to curve the grappler discorse
Really informative, thank you for this !
The complete throw system has been revamped to make throws viable at high level. Breaking throws in Tekken has always been quite difficult (try in tag 1/2, lol)but they made a mockery of it in 7.
As a King main, I can for sure that this version of King is the strongest there is.
4:50 Actually it does follow the pattern. Every counter hit throw is half the frames of the original. Normal throws go from 20 to 10, the tackle goes from 7 to 3, it makes sense that Kings 23 frame break goes to 12.
Remember, Steve's 14F throw and Dragunov's 11F throw reduces to 10F on CH (not half of the original).
King's 18F Blue Spark throws become 7F on CH (over half of the original).
So in addition to not being a perfect half of the original break window, df+2+4 does not follow either of these trends.
@@GelatinLabs fair enough, I shouldn't have said "every" CH throw. But for the most part, and for standard throws in general, the rule seems to be half the frames on CH. The video claims that King's df+2+4 makes no sense, but it does. If anything, it's Steve's 14F and Dragunov's 11F that don't follow the "half frames" pattern. King's does. And I guess it goes without saying, it can't be a perfect half because the original is 23F. It had to be either 11 or 12.
Bro just made the video to show his exquisite taste in VGM
Really good video, I hope to see more from you !
Tekken is so in depth but still super fun on surface level
I have always mashed myself out if throws with irregular results as you can guess..
I find it soooo difficult to know which button to push, and I do not even
Mention king, Paul or other multiple throw characters that can brain you to your death with only throws.
Or I tend to discern a pattern (I am starting red ranks with Kaz, so readable patterns are still a thing happening in those ranks) and anticipate a duck to counter throws...
top quality video thx a lot for the concise and clear presentation - how'd you manage to setup the characters to do the breaks at exactly the specified frame, macro button that does inputs for both characters at a button press? Very impressed with the way you presented this.
I use a tool to program frame perfect inputs (not unlike a TAS). It's a core of my ability to test these situations so precisely and thoroughly.
Based Navicust music
The 'throw lockout' shit explains a lot. Hope that is fixed ASAP.
Please tell me you will have an updated version after the new patch. I'm still confused about throw breaking. Thank you.
You can count on it!
Thanks so much for giving me more excuses when I eat a throw fr though great video
Okay that OST from FFXIV caught me off guard, gotta say, Smileton is a fun dungeon and have a nice music
As a King main I've been hearing complains about how the break buton isnt working. And now it seen to me that I have the answare, its a game feature hahahah.
from King the "Figure leg lock" would be interesting 😊
Basically all throws are fucking broken and I’m not losing my mind by getting locked into limitless King / Nina grabs? Nice to know
King's best grabs are broken with 1+2 or 2.
1+2 beats King's Bridge (if King grabs your foot) and 2 beats Rolling Death Cradle, which like 80% of wannabe King mains use.