Amplified$hotz
I like Tekken 8
Great write up Protagonist! I'll Definitely start using this with a lot more. I honestly didn't know this.
Can't really say to be honest. A lot of players do this, without even knowing the reason why they do it. Plus, as easy as it sounds it's difficult to overcome the fear of walking forward (fear of getting hit). It's easy to explain but tough to master, especially in high pressure situations were most opponents are too afraid to let go of block and press the advantage.nice write up, but isn't this like a common sense thing?
Which character do you use? If you use Bane he should have some options for dealing with neutral jumps. Although, anti-airs are highly dependent on the distance and timing of the anti-air, as well as the hitbox on the jump in attack (which is what I hope to make my next thread about). Best move to suggest would be Bane's venom uppercut, and MB afterward if it's blocked to be safe. Online can throw off the timing of walking forward and anti-airing as well, so don't be too hard on yourself if you missing anti-air attempts online.Nice sum-up about that.
However whenever I tried it 90% of the people used option 3 (jumpin) and when I tried to anti-air with standing 1 or uppercut, i'd still get hit and 60% comboed.
But that's just me sucking at the game, so it's probably ok.
True, trying to walk forward or play a neutral game against these characters is definitely frustrating (as with a lot of characters in injustice). I feel it would take a lot of creativity and patience to beat these characters at a high level. However,I can't deny that the top representatives that play(ed) these characters (Sonicfox, Jupiter, Theo for example) have really good knowledge of spacing as well. If a player wants to compete with them, then they would have to have an extraordinary neutral game and make every punish opportunity count. Just my thoughts haha. I would write more but I'd probably take up another page.It just sucks that for Inj directly, good fucking luck trying this on characters like MMH and Aquaman. Offensive or defensive, they still control the pace of the match
haha, so true. JDCR will wave dash in a players face like 5 times if he feels they won't press a button. He's a master at conditioning with electrics as well. Wish I could make a gif out of itamaying post bro.
This also explains a lot of tekken pressure options like the Wavedash.
you can wavedash at your opponent and he wont do shit ^^ .
man mishima strategy.
True, but respectfully speaking, those guys use those VERY same characters regardless. So it's kinda redundant to an extent....Other players that go toe to toe or win even without using those characters are where the credit in terms of the neutral game, should go to imo. And it's not to discredit anyone either, but speaking realistically. Give kudos to the 10f half fucking screen NORMAL at the press of a button, or the one that works their mind and ass off to counter it in whichever way possible.True, trying to walk forward or play a neutral game against these characters is definitely frustrating (as with a lot of characters in injustice). I feel it would take a lot of creativity and patience to beat these characters at a high level. However,I can't deny that the top representatives that play(ed) these characters (Sonicfox, Jupiter, Theo for example) have really good knowledge of spacing as well. If a player wants to compete with them, then they would have to have an extraordinary neutral game and make every punish opportunity count. Just my thoughts haha. I would write more but I'd probably take up another page.
I was mostly reffering to MK9. In Injustice I do use Bane, but his D2 and VU always work as AA, so I have no problem there.Which character do you use? If you use Bane he should have some options for dealing with neutral jumps. Although, anti-airs are highly dependent on the distance and timing of the anti-air, as well as the hitbox on the jump in attack (which is what I hope to make my next thread about). Best move to suggest would be Bane's venom uppercut, and MB afterward if it's blocked to be safe. Online can throw off the timing of walking forward and anti-airing as well, so don't be too hard on yourself if you missing anti-air attempts online.
So true hehehaha, so true. JDCR will wave dash in a players face like 5 times if he feels they won't press a button. He's a master at conditioning with electrics as well. Wish I could make a gif out of it
Wasn't Cages b3 the money?I was mostly reffering to MK9. In Injustice I do use Bane, but his D2 and VU always work as AA, so I have no problem there.
In MK however, I use Johnny Cage and Noob Saibot. Their standing 1s are good anti-airs (Johnnys is probably one of the best). The problem is that even though I'm training to use it and in practice or when I play with friends, I get it 90% of the time, when I go to tournaments somehow I try to anti-air in the same manner, from the same distances, but JIPs always hit over me and I get destroyed.
That's why I said it's because I probably suck. I tried watching videos from the good MK9 guys but they never do it because when they play they usually assume anyone can AA perfectly, so they rarely jumpin (probably that's why it's the 3rd least used option in OP's post).
My favorite fucking move. Useful for anti air, anti cross up, whiff punishing and just general footsies. The hitbox was pretty dumb on it too so you could get lucky with it pretty often lol.I love reading these threads.
Another gem
Wasn't Cages b3 the money?
This is why I feel that characters with:I believe walking back and forth just out of range of an opponents normals will be a big part of MKX, as opposed to dash blocking and counterpoke back dash cancelling to create whiff punishing space...I can't wait to see how the neutral game shapes up to be..
Getting hit with a lucky b3 is definitely one of the more salt-inducing things in MK9, along with point blank Net, random hat Spin and anti-crossup-stuffing jump-over punches.My favorite fucking move. Useful for anti air, anti cross up, whiff punishing and just general footsies. The hitbox was pretty dumb on it too so you could get lucky with it pretty often lol.
Thank you, I could not agree more. This is supposed to be a competitive MK site. Sadly it's turned into mostly bitching about tier lists and posting memes. People of every level of mk or injustice should be able to come here and get some real useful knowledge to improve their gameplay.Not everybody is Daigo on this site, man. This is a great write up. I honestly wish TYM was full of this kind of stuff.
Good shit @Protagonist_1
Also full combo punishable if used wrongMy favorite fucking move. Useful for anti air, anti cross up, whiff punishing and just general footsies. The hitbox was pretty dumb on it too so you could get lucky with it pretty often lol.
This is true haha. Which makes sense. Still a great move though.Also full combo punishable if used wrong
Man I can't even begin to describe how salty I get when I read a Cage F3 I jump over it and it comes out as B3 because of reversed inputs and I get anti-aired.Getting hit with a lucky b3 is definitely one of the more salt-inducing things in MK9, along with point blank Net, random hat Spin and anti-crossup-stuffing jump-over punches.