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2. Try to input attack at the end of an animation of another attack, dont mash it out, tekken combos is all about timing
Kuma combos have some tricky timings here and there, but nothing too hard.
Incidentally, if you are using a keyboard, many modern keyboards won't accept more than two inputs at a time when using the arrow keys, which can make diagonal inputs difficult or impossible. You can check if that's the issue by using a tool like https://en.key-test.ru/ which looks for the raw input; that might be a problem.
If you're using a steam controller, which controller are you using? I use a DualShock 5, for example, which I appreciate because it's very easy to hit diagonals with its dpad and I find it easy to perform half-circle inputs with, but if you're using an XBOX 360 or Nintendo Switch controller it will probably be harder to use the dpad, and god forbid you're using a 3rd-party PC controller that didn't cost at least 200 USD because those are all thoroughly awful.
If the issue turns out to be a skill issue because it's teaching you a whole juggle, something valuable to be aware of is that you have a pretty significant amount of time to move after hitting a tornado before the juggle is actually dropped, so you might be required to dash or deepdash up to opp so that the ender doesn't drop.
Don't bother with combo challenges at first, just start with doing simple 2-3 hit strings. Once you feel like you have no problems with that, start doing simple combos.
Combos in Tekken consists of 3 parts:
- Launcher (any move that launches the opponents in the air or stuns them, letting you hit them more)
- Tornado flip (a move that, when hitting an airborne opponent, puts them in a state when they fall head down first with their legs and ass sticking up so you can hit them again. These moves are marked with a red screw-like sign in the movelist)
- Ender (can be any move, preferably one that either deals decent damage or is advancing so you can easily reach your opponent)
Just pick any moves that work well for you. I don't know what works well for Kuma in particular because I don't play him, but you can just search through the movelist and try everything in practice mode.
what is that gong and phoenix stuff?
also the timing makes zero sence and doesn't feel natural at all.
new ppl will need like a year just to master basic strings ( if they actually have a job and a real life ).
Best thing to do is look for moves/strings that after a launch lead to a tornado.
After identifying 1 to 2 strings that lead into a tornado see if its possible to input 1 to 2 other moves before said tornado string and boom you have a combo.
Lastly while combos are great and fun, a great deal of your dmg also comes from well placed pokes.
Try not to get frustrated, the games is fun once you get the hang of it.
It's the arcade quest, which I was told is sorta like the tutorial of the game. It was okay initially.
In mordhau I'd practice against bots in slow mo and steadily increase it. Over the course of weeks I because very good at intuitively performing chambers against people in realtime. There's no way to slow down time in this game as far as I know, so am I stuck with just throwing my head against the wall and not being able to even complete the arcade quest tutorials? (feels really demoralizing to not be able to complete a tutorial)
I'm new to fighting games in general, there's no way I'm going to "master strings" in a week you crackhead, lmao.
Okay so what do you suggest I do? Just ignore "difficult (for me)" combos until I'm faster or something? I wanted to play this game because I thought it was about predicting, not just having a hurr durr 180ms reaction time. (I'm slower than average, like 230ms if I'm lucky)