Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
I would suggest only practicing 2 combo's at first, one combo for launching and doing damage and another combo for wall damage. To be honest with 250+ hours of playtime you should know that.
Also I couldn't do combo's first at all, I started playing Eliza cause I felt inclined to because I had her as preorder bonus even though I don't like her fighting style. It took me around 30 hours in practice mode to do a simple launcher combo and a wall combo (practicing everyday a few hours.)
When I got online I got totally flustered and forgot them or kept dropping the combo. I think it took me another 30-40 hours to get used to executing them online.
I got to Brawler using Eliza which I'm proud of given my old man reflexes. Now I try other characters. So it'll probably take me another 30 hours at least to learn some simple combo's.
Tekken always has taken alot of dedication, that's why you see old timers do well in tournaments cause the game has so much depth that knowledge can compete with reflexes.
Thank you. This just helped me a lot. On point.
you can easily make your own little juggle, though. juggle theory sorta just goes like launcher>filler>screw>ender. go into practice and see what moves you can juggle them with after a launcher, and find a move/stirng that had the screw property. after a screw, you just run in and do some extra damage or wall carry. if you can make up a juggle that does like 50 damage, thats all you need at lower levels, assuming you can learn how to properly turtle and punish
Youll eventually laugh at how you had trouble with them.
Youll get a feeling for timing soon anyway, dont get frustrated.
1) look for launchers in your repertoire (or google them or watch them on youtube)
- write down the best ones
2) then ingame look into movelist and look at the right side for a green tornado picture :)
- thats a screw attack which allows you to hit opponent again.
- write down all such moves - there are always only a few of them
3) try dash moves - which are most powerful - I mean moves that start with forward, forward (like ff+4 for example)
And you make up combos in very easy fashion
1) try doing launcher
2) try doing all screw attacks and see which is most damaging and which is easiest to land
3) try various dash moves or other strings of your choosing to end the combo - see what is most powerful and what is easiest to land.
4) write down the combos you make and possibly improve them in time - try adding a little strike here and there (especially before the screw) but this step is not necessary - if you have launcher, screw attack and combo ender you are just fine. You are doing about 50 dmg and thats enough for lower levels
In actual fights in the rush of things I sometimes still do shorter combos so the damage isn't optimal but I get something.
I still sometimes mess up on like Master Raven juggles.
Gotta use her launchers...
uf4
u3
db4 (snake edge)
WS2
WS2 is something to be careful with since it can get real predictable.
But from said launchers use 44444 (just mash that button).
But the other combo I use as her is:
(launcher), b11, 22, Harrier 4.
That combo has better carrying towards the wall than 44444.
So what you wanna do is really practice that stuff and really try to use them in fights...and also make sure you mix things up.
You have to watch predictability more than thinking about them reacting per se because reactions are not optimal online and unlike how some other characters are Kat's launchers can leave her rather unsafe. I think her hopkick might be a bit safer than her others.
And just keep in mind online the key thing is mixup's, pressure, safe/+ on block moves, and trick looking moves/unreactable moves.