So it is slightly easier to duck under them. His mid attacks and high attacks generally hit slightly higher than normal. And ff, n, 2 (Stomach Smash/♥♥♥♥ Punch) is really good. His lows I don't consider a weakness, they are just not spammable. After a kick parry you get 2 guaranteed ground throw attempts or just frame followups to certain attacks) Df+2(C ounterhit ),1 combo working differently on different sized opponents, random things causing Kings tracking to be off causing you to whiff and get launched, missed Burning Knuckles and Capital Punishment).Ī whole bunch of follow ups to moves that nobody mentions and you have to come across somehow. Whiffed throws being launch punishable, whiffed ground throws being launch punishable, very little tracking moves, what feels like a less than average side step (but if timed perfectly can still be used), ZERO panic moves, WAY TO MANY situation specific moves that if you read wrong will get you launched (Eg. Once I knew what to look out for, my success rate skyrocketed and it became fun to land on friends or to stall out time and get a cup of tea. There is no need to rush the inputs either, precision is key. Tekken 7 is super sensitive to this kind of input so even a slight difference will cause it to fail. So make 100% sure they are at the same time. If one of your fingers presses down or releases before the other it will fail. The BIGGEST tip is that you not only have to PRESS DOWN on the two button inputs at the SAME TIME but you have to RELEASE the two button inputs at the SAME TIME. It takes maybe less than an hour in practice mode with inputs showing to get comfortable with it. So my left hand does the 1+3 and 2+4 inputs, and my right hand does the 3+4 and 1+2 (+3) inputs.Įven if they break it you have enough time to get your hands back to your normal position. You have a lot of input time and can input the commands 2 or 3 times in the window provided. In matches I am at a 90% input success rate. RDC is actually really really EASY to do. The only reason why they work is because of the rest of King’s moves and being unpredictable. The other advantage is his throws have a huge variety of Okizeme positions and can move the opponent to where you want them to be.īUT you cannot spam throws as they are launch punishable on whiff. (Eg Lucky Chloe’s cali roll UNDER most of your MID attacks for 75% of your health, Hwoarang’s Powercrush Launcher to name a few).Ĭhain throws rank really low in the insanity that some Tekken 7 characters have. So a youtube clip of somebody landing the full Screwdriver chain throw (Jaguar step, 2+3) as evidence of being OP is the same as losing to somebody that just pressed 1,2,1,2,1,2,1,2 for the entire game.You have 5+ chances to get out of it, which i wish we had when it comes to hellsweeps or any other gimmick a character has. With a couple hours of practice you can easily break all the most damaging chain throws. If somebody says Chain Throws are Over Powered or Ground Throws are broken you can safely say they have never played Tekken 7 seriously and you should ignore all their opinions. Reason 2 is Instant Shining Wizard (ISW) fff 2+4 (1+2 break) which has its own section way down below. It is because of Giant Swing(GS) being 10 frames fast which beats equally fast jabs, and breaking the rule of Throws (1 break instead of 1+2). YES but not because of Rolling Death Cradle(RDC) or Chain Throws.
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