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I'm not a huge fan of the Rage Art supers in Tekken but at the same time this is sort of in-line with what playing Tekken is like. You lose a round by something you get caught out by and then you keep that in mind in the next rounds. It could be a Rage Art but it could also be a Guard Crush, a Throw, a low sweep, a mixup string etc. Rage Art is just another tool to look out for.
And honestly, this is from my own experience but I haven't really had any trouble with the Special Style? From what I understand the strings they give you aren't the safest and don't do that much damage.
If you're losing to Special Style opponents then I think there's some level of self inflicting mind games where you're getting tilted when someone uses Special Style. Ultimately don't stress too much over it and clean up your own gameplay and you'll soon find Special Style nothing to really worry about.
I don't think that these players I am getting matched against actually want to understand the game, I feel like they just want to spam everything possible to just win.
I can understand that. The precious moments where you even do get a launcher mean you suddenly have to scramble through your brain to try to remember what the right combo path is~ It really is a wonderful feeling when you finally get to 'unlock' the character and start expressing yourself through their movekit, so keep at it!
Yoshimitsu is absolutely the gold standard when it comes to player expression because of his breadth of bizarre and janky tools. If you'd like to see what he can do in the hands of a creative player, check out EyeMusician on Youtube. He's got a very wild and party-like playstyle, which makes his matches often very entertaining. Might give you some ideas about how you can play him too!
You mean the country ? :) lol
So this is a common pitfall new players fall into. You might practice combos and damaging punishing strings but if you're still new to the game and don't know the fundamentals of the game you're going to have trouble.
This might sound dumb as hell but learn how to BLOCK. From what I'm reading it sounds like you've learned some combos that you can't do consistently but you run up to people and throw out the starters of that combo and hope for the best.
What you want to do is to sometimes block and wait for an opportunity to punish. Use the Punishment Training in Practice Mode to get a good idea of what strings you can use to punish. You want to also do pokes and throw out buttons that check your opponent from doing what they want to do. Sidestep dodges, grabs etc.
Tekken isn't a game purely about throwing out combos, it's very much about seeing your opponent's patterns and punishing the hell out of them. Maybe even more than most fighting games.
You CAN'T counter them yet because that requieres a crapload of hours and knowledge. For now spam your strings are often as they do, and as you rank up you should see it less and less often because people start getting a good grasp of punishing mindless spam.
"If they win by spamming moves, you're spamming mistakes."
Seriously learning is one of most enjoyable process of Tekken. Just don't force yourself. Start from staple combos.
His other launchers are df2, uf3, and ss2. It's good to sprinkle them in during your turn after a fast poke, or after blocking a rage art.
If opponents are spamming grabs, just hit 'em since they aren't trying to put you on the defensive to set you up for grabs in the first place. Grabs on their own are nothing to be afraid of. You'll need to be able to recognize which hand the opponent is using to break their throws if they're actually rushing you down, but spamming is relying solely on one single move, which can be easily overcome without the need to even train.
You've got three rounds and two full matches to win, so don't be discouraged if you're caught off guard by an unexpectedly mindless, one-note tactic early on. Just consider what you need to look out for and adapt. There are plenty of guides out there that'll teach you exactly what you can do to quickly overcome these common scenarios, and it's not as if you need to dedicate time to learning every tactic the videos cover since your opponents aren't trying to vary up their playstyle to counter you in the first place.
In fact, the game's replay feature will straight-up inform you on easy ways to punish your opponent's mistakes if they aren't respecting your advantageous moves as well as how to break their grabs, so simply going through a replay after you felt helplessly stuck during a match will quickly inform you on what you can do if the same situation repeats itself.
Finally, this game's training mode gives you a complete rundown of things like the startup frames of a move and whether using it leaves you with a plus-frame advantage that'll allow you to continue your turn after the move hits or is blocked with another move that has suitably fast startup frames. Familiarize yourself with which moves can be thrown out safely to keep up pressure and which moves need to be aimed cautiously to avoid getting punished. A fast move will rarely let you hit-confirm into a full combo, but it will make your opponent hesitate on just throwing out mindless barrages of moves carelessly, which gives you more room to breathe. This is what the FGC is actually talking about when the term "respect" comes up: showing the opponent that they need to consider the tools at your disposal before making a choice.
Nobody likes every aspect of a fighter, but having a willingness to take a step back and adapt with the help of the in-game information and especially those around you is part of the process. You aren't alone.