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NARUTO 2249th Post

 
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| "PAPA MONO can you help me?" , posted Thu 25 Mar 02:38:
Well Mr Toxico once again I'll ask for your great and deep gaming knowledge. I neede some advice on some game, 2 games in fact tekken and sengoku 3.
Let's start easily on Sengoku I saw you mde a Faqs on Gamefaqs, but still I just be bad since I can't understand how you can make some more than 50 hit combo.... I can just make a 45 with some luck. So if you can explain this clearly I would apreciate it. I use most frequently : Byakki, Falcon, or Okuni.
Now the Tekken part, it'll be most on Tekken tag or Tekken 4, And this won't who can I use someone but how can I beat someone.
as usual I'm using Yoshimitsu as my characters, and I need some advice agaisnt Lee/Law, Nina, Julia, and Paul.
Finaly I like using the "shifting" characters like combot or Unknown, if you have some advices here too they're welcome.
thanks!
[this message was edited by NARUTO on Thu 25 Mar 02:40] | | Replies:
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Toxico 3542th Post

 
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| "Re(1):PAPA MONO can you help me?" , posted Thu 25 Mar 03:51
quote: Well Mr Toxico once again I'll ask for your great and deep gaming knowledge. I neede some advice on some game, 2 games in fact tekken and sengoku 3.
Let's start easily on Sengoku I saw you mde a Faqs on Gamefaqs, but still I just be bad since I can't understand how you can make some more than 50 hit combo.... I can just make a 45 with some luck. So if you can explain this clearly I would apreciate it. I use most frequently : Byakki, Falcon, or Okuni.
In Sengoku 3 the main key in order to 'compose' a huge ass combo is the place. That and know the enemy show up order. For example if you are fighting one enemy and you know that more are comming is useful to 'forfeit' him using only weaks attacks (jab x 3, run, jab x 3). The best places to make these feats are the first screen of japan (it's easy + you can extend the hit number by jabbing / running against the conteiners) -personal record 320-. Honk Kong first screen (or was it china, it's the easy stage), here enemies are dull, know the order and worry about leaving all the 'tables and bikes' for when your combo bar is about to dispel -personal record less than 260-. Italy's first screen, this is harder since the enemy is thougher and there are not that many obstacles -personal record 220-; don't try to made huge ass combo every time, if you ask me is nice to left a record, but it's best to be 'fast and furious' and made the kill to get far (clear the game with one credit).
Okuni can give 4 air hits if you jump with weapon -> jab -> weapon -> jab.
About the Tekken part in the night I'll create a huge ass Txt with most of my experience and post it tomorrow for you pleasure XD.

Monkey will rule the earth someday
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Toxico 3544th Post

 
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| "Tekken part" , posted Thu 25 Mar 18:07
quote: Now the Tekken part, it'll be most on Tekken tag or Tekken 4, And this won't who can I use someone but how can I beat someone.
as usual I'm using Yoshimitsu as my characters, and I need some advice agaisnt Lee/Law, Nina, Julia, and Paul.
Finaly I like using the "shifting" characters like combot or Unknown, if you have some advices here too they're welcome.
Well, Yoshimitsu is not an easy character to lean but it's damn fun playing him and he is tough, he ditches more damage on Tekken Tag than in Tekken 4, but in Tekken 4 he has many crazy moves that are fun to use XD, also this is mainly Tekken tag so I'll play Tekken 4 more now so I can update nicely.
Nina -> Nina player properly is a really bothersome character, with a lot of low attacks and those '50/50 chance moves' (it could be high or low, so 50% chance that you don't block). She has some nasty multi part throws to back her up. My advise is to keep hitting her with low / mid moves so she doesn't ruin your day with strong damage. Also don't keep yourself right next to her, but rather something like 2 bodys away (a distance where her throws can't reach you). Be alert with her reversals (when she grabs your attacks, you can escape this tough, if you don't know how I'll explain)
Lee -> Lee in fact is v.e.r.y. different from law gameplay wise; Lee is very strong when side stepping and has very strong low attacks. One of Lee's main strenghts is to miss an attack and then dodge; I mean, Lee hits the air, tou try to punish him for his mistake but he has already made something to dodge you. So you don't have to keep attacking insanely, be close, really and wait for the moment.
Law -> Law is one "rush down" character, he goes towards you attack and keep attacking waiting for you to mess up. He also has a lot of cheap somesault tricks to confuse you (for example he does a 'flash kick', you try to attack and he does another 'flash kick'), You don't have to worry that much about low attacks (unlike Lee), he as only one strong low attack and if you block it Law is meat; and his Side step moves aren't that neat also (they do a lot of damage, but they don't dodge that nicely).
Julia -> Acording to many Julia & Michele are 'THE BITCHES' of Tekken games, they are extremely tough on the offensive side and can be a pain turtling; your best bet is to pridict her from far and side stepping.
Paul -> Paul is cheap, but his main weakness is that people that use him well, use only the moves that take a lot of energy and thus become predictable, He has tough throws, one really strong low attack and many 'power hits'; learn to dodge him (mainly with bk+3+4 because it's damn quick) and make the most of it with strong juggles; his stamina is crap, he dies with a few hits. Just like with Nina Be alert with the reversals
Toxi-Tips -> Your main moves should be: df + 4 (strong pressure move) df + 2 (it's too cheap, use it oftenly) bk + 1+4 (Tekken Tag, for this move to hit the enemy has to attack and be really close to you; after it use up+1+2,1+2 for on god damn damaging combo) up + 4 (This is one of your set ups when you crouch, I'll explain later) crouching df + 3 (Another set up when you crouch) Side stepping 4 (use this move from far to defend yourself; if it hits on counters it will stun; you run foward and do up+1+2, 1+2 for another insane damage combo) Side Stepping 1 (it has the same use of the side stepping 4 but it can't be crouched and dodges many high attacks). bk 3 + 4 (Tekken Tag, use this when Yoshimitsu is comming from a change, instead of running defenselessly he will side step, input it only once; be sharp, if the enemy attempted to hit and missed juggle him with df + 2) hold df, qcb + 1 (Tekken Tag) hold db, df +1 (Tekken 4) (Another crouching set up, I'll explain it now). 1, 2, 1 (this is one fast hitting move really safe use it to take advantage of small opennings) fwd, fwd + 4 (the fastest attack of the game, but if they block you are toast, so it's risky, but it paids off, in the right circunstances NOTHING will beat you out of it) uf + 3 (Tekken 4) (high priority move that juggles the enemy).
Set ups -> When ever the enemy is really vulnerable (for example when he is tagging in) try to use the fwd + 2 move, then do df + 2, df + 2; bk + 1 x5; then 3. That's a more than 60 pts. combo on Tekken Tag, more than 50% for a lot of characters. Yoshimitsu is very strong when he is crouching, so you have to learn the perfect time to crouch. In thise arcades the best time to crouch is when the enemy is in the floor 'waiting', you just get in close and crouch. When you are crouching the df + 3 is a low attack that hits on the ground, if the enemy stays on the ground do it, if the enemy rolls backwards do it (if this move hits and standing enemy do the up 1+2,1+2 if he is close or do it again if he is far); the enemy has the choice of standing up and blocking low, if you foresee this input up + 4 that must be blocked staning. If the enemy stand ups and you don't 'feel' what he'll do you could also do unblockable (charge df, qcb + 1 on TTT; charge db, df + 1 in tekken 4). An excellent tactic for crappy players is df + 1, 1, 1, 1; standing punch & then repeat. The df + 1 follow ups can be delayed to mess up your enemy and the 1 after that will stop any attempt of attack, of course you can mix up throws, mid attacks and anything once your enemy is scared of this combo.
For the record some players will come to my house the weekends, once I fight their Yoshimitusu's I'll problably add more comments to this monster.
For the record who else do you use Naruto, maybe I can kick in with advices...

Monkey will rule the earth someday
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NARUTO 2253th Post

 
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| "Re(1):Tekken part" , posted Fri 26 Mar 02:50
quote: For the record who else do you use Naruto, maybe I can kick in with advices...
first of all I really thank you for taking times to gives me those Tips and Technical stuff.
Thanks for the Yoshi VS Part it could help me a lot, Julia is a B**tch as you said and Nina counters were my problems.
IMO when I use Yoshi I use a lot his Extremly wierd moves, for exemple close I rare throw my opponent I do the "suck your life out" moves. I play a lot with the Flea stance, and the yoga stage from far.
Flea stnace is always hard to dodge, and when I'm in danger I use a lot the "Door knocker" or the "Kangaroo kick". Sorry I call moves this way, but door knocker is the one where Yoshi hits you 4-5 time with the bottom of his saber (not the spinning one), and Kangaroo kick is the power front roll double kick move that send opponent away. Poison breath is good to stop ennemis attack too.
As for the other characters I use Like I said I like the mess up with the Shifting characters like Combot or Unknow, and here I don't think that there is some ture tips for them.
In normal characters, I use Kunimitsu (obvious), Heihachi, Ogre, Howarang, Jin sometimes...
Once again thanks a lot!
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Toxico 3558th Post

 
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| "Some more---" , posted Mon 29 Mar 20:56
Kunimitsu (obvious), Heihachi, Ogre, Howarang, Jin sometimes...
Jin -> Jin is the like Ryu of the game you need a moment to get a hold of him but once you do he is way too destructive. There is in fact little things to explain when playing Jin, here is a little run down, he is way different on tekken 4 so I'll do that tomorrow XD. db + 1 (corpse thrust in the american version) can dodge high attacks (jabs and, well, high things). His dp + 2 (Rising uppercut on the american, wind god fist on the japanese) is a really quick attack; if you press the tag button quickly after performing it (and before it hits) it becomes a mid attack that cannot be reversed, really strong. his side step + 2 (tooth fairy on american) can also dodge high attacks. his fwd + 3 (can't recall the name) side steps to the left of the characters once you do it; so you should side step left of the character and then do this for a double side steping move that, well; dodge many things.
combos -> dp + 4 (hell sweep); 1+4, 2 (white heon); fwd, fwd + 2 (demon pawn). dp + 2 not counter; bk, fwd + 2, 1, dwn + 2 (laser scapper); fwd, fwd + 2. You can also start this from while standing 2.
Heihachi -> Heihachi is a little different from jin; he is still a pimp. df + 1, 2 (twin pistons) if the first hit connects, the enemy is fried; if the both hits are blocked you are meat XD 4 on counter this move stuns and you can make loads of damage. dp + 2 his cheap; no need to press tag like jin, this move cannot be countered by reversals (Nina, Paul and others). 1+2; quick defensive move. fwd + 4; if the enemy tries to crouch this they are meat
combos -> counter 4; Qcf + 2. df 1, 2; df + 1; df + 1, 2 dp + 2; 1; fwd + 1, bk + 2, 1. fwd, fwd + 2; 1+2; fwd + 1, bk + 2, 1... Watch the hight of the 1+2, this is great damage. crouched fwd + 4; dp + 2 and then 4 or your choice combo
Hwoarang -> It's hard to understand how the stances of Hwoarang work, but it still possible to wreak havok without that much knowledge }XD * If you don't want to learn well the stance changes always side step or block OR crouch after a move; in that way you will always remain in the same stance (left foot foward in japanese) * The flamingo stance is where Hwoarang lift one of his foot; to learn what to do here you have to check what foot Hwoarang is lifting; for example if you are lifting the 3 (left) foot and you press bk + 4 he will execute a cheap kick that juggles the enemy. If you are lifting the 4 (right foot) that kick becomes bk + 3 (you'll see, the moves "invert"; this rule applies to most moves on these stands). Remember, left foot is the stance you begin with, right foot is the stance that you get when you press 3+4 (the two kicks). left foot -> favourites bk + 4 (noise bleed) is one of your main defensive moves, it switches to Right foot. 2 + 4 is also a neat defensive move that hits on counter. Great damage. db + 4 is a not so quick low kick, it can hit grounded enemies. While Standing 4, 4 is one of your main moves, it hits grounded enemies, is quick and leaves you on right foot. Abuse this. fwd + 3 (left flamingo feint on american) it puts you on left flamingo; this move side steps right; so you can do: sidestep right, fwd + 3, sidestep right and you will do 3 sidesteps on a row, and if you are close you will most likely end up behind the enemy.... DESTROY!! If the enemy is far I advice doing one or two side steps so they don't have chance to react. fwd + 4 this quicks and puts you on right flamingo; I like to use fwd + 4, wait a little and fwd + 4 again; the secon move lets the enemy open for ground attacks and must be blocked high (on Tekken 3 the second kick is df + 4)... Now every once in a while use fwd + 4, delay, dn + 3 and the second hit is low and also leave the enemy vulnerable to ground attacks. fwd, fwd + 3 Slow to come out but great priority, leaves you on right foot foward.
right foot -> favourites bk + 3 (noise bleed) It's a faster version of the same move on left foot; after this you end up on left foot. fwd + 3 (cheap shot) this is a kick that leaves you on left flamingo, you can make the same traps you make with left foot fwd + 4 but you have to invert the buttons. fwd + 4 (right flamingo feint) this doesn't hit, leaves you on flamingo, I like flamingos so I use this }XD 3 and then quickly 4 (backlash) this move leaves you on left foot; even though this move is really strong when it hits YOU WANT THIS MOVE TO BE BLOCKED because if they block the enemy will show their side to you; there you can do fwd + 4, small delay and bk + 3 and that's two strong hits + the enemy vulnerable for juggles... It needs some expertise to escape this, so if they but it ABUSE THIS; if the enemy. Even if the enemy escapes this trick you have a very neat advantage to try a lot of tricks }XD
left and right flamingo -> favourites Left flamingo -> bk + 4 (Heel Lance) this quick juggles and leaves you on right foot. Right flamingo -> here it's bk + 3 and leaves you on right foot foward Left flamingo -> 1 (trick jab) this is a quick punch; it helps if you are in flamingo and fear an attack. it leaves you in left foot. Right flamingo -> the move is 2 and leaves you on right foot. Left flamingo -> 3, 4. THis is a quick 2 hit combo that hits on counter, it's better than the punch to defend yourself. Right flamingo -> in right flamingo you don't have this, you only have a 4 that it's a quick that stuns on counter (yummy). Left flamingo -> fwd + 3 (dnfwd + 3 on Tekken 4); it's a mid quick, it's not that flashy on left flamingo. Right flamingo -> this is a lot better here in this flamingo because it knock downs the enemy and allows further punishment (fwd + 4 TTT, dwnfwd + 4 Tekken 4)
Combos -> Dp + 4; fwd + 4; 2; fwd + 3, delay; 4. (easy on Tekken tag, hard on 4). Dp + 4; high jump, delay, 4; down + 4, 4. left flamingo bk + 4; fwd + 3; 1; fwd + 4, delay, 4. Right flamingo df + 4; dn + 3; 4, delay, 1; dn + 4, 4.
Ogre -> Ogre and True Ogre are very different, I like better ogre becaus he is smaller and his legs have better range than true ogre. while standing 3, 3, dwn + 3, 3. With Ogre the four hits are in if the first one hits close; with true ogre you only got the three first... THis move makes WAY TO MUCH DAMAGE, use it. up + 4. THis kick leaves you pretty safe and it's damn quick; after this you can combo. fwd + 2. Quick attack to catch the enemy of guard, deadly with true ogre. crouch, df + 2. To get this move it's important that between the down and the df + 2 the character doesn't stand up. THis is low and leaves the enemy open and his deadly with true ogre. while standing + 2. Use this to mix it up with the previuos one, if they block low do this, if they block high do the prior one. Stuns from close. bk + 2. Kunimitsu unblockable, make room for it and it will work. side step + 4. low quick that leaves the enemy open, if it hits do it again for a free combo because this is one of your main attacks to hit on the ground ;) fwd, fwd + 2. Hold the second foward to do this; the first hit can be blocked, the second one must be dodged via side step. If they don't know this abuse this XD; also this leaves the enemy open.
combos -> crouch df + 2; crouch 3 (hold down), 3, nuetral + 3. crouch and wait a little after the first hit or only one quick will come out. uf + 4; df + 1; crouch 3 (keep holding down), 3, neutral + 3. Hard to undertand but easy to get after you do so. up + 4, 4. THe usual cheap combo.
Kunimitsu -> Okay, quick run since I'm tired. 1+2, strong attack that dodges high attacks. fwd, fwd NEUTRAL + 2. Your main unblockable, follow it with db + 3, 3, 3, 3, 3. dn + 3+4 this move is slow to come out (she jumps), but when it comes out it's perfect, you can't be hit and hits grounded enemies. If you hit a standing enemy use the poison wind (uf +3+4) for one cheap combo. fwd + 1+4. THis throw cannot be escaped with buttons, it has to be crouched when Kunimitsu it's on the air, if the enemy doesn't know this you can abuse XD Well, most of the rest you use it with yoshimitsu so you must be familiar with her....

Tekkenshu -> Los movimientos que nunca existieron y siempre quisistes tener!
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