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Tekken 4 steve
Tekken 4 steve










  1. #Tekken 4 steve how to#
  2. #Tekken 4 steve series#

#Tekken 4 steve series#

Trying to sidestep it is no longer an option either, because it had the widest lateral hitbox out of all the Electric Wind God Fists in the entire series (though Tekken 7's iteration in Season 2 comes fairly close, but not by much.) Simply changing the Mishima family's trademark Electric Wind God Fist (f,N,d,df+2) from a high like in the other games to a special mid turned it into a game-breaker par excellence, because unlike in the other games it can no longer be ducked to avoid it, which means your only option is to block it, which gives them advantage over you.Even though they fixed both Ancient and True Ogre's Waning Moon, in it's place were a plethora of quick unreactable unduckable unblockables, with True Ogre having a very long fire breath (d+1+2) that can even hit the opponent as they're tagging out in addition to a horn attack (df+1+2) that reliably hits opponents while they're floored.Two families were a game-breaker above everyone else in Tekken Tag Tournament:.

tekken 4 steve

Honorable mention to Forest Law, whose mid-low-mid Junkyard string (b+2,3,4) caused Namco to add a universal low parry to later entries (from Tekken 6 onwards), as in Tekken 3 unless your character had their own low parry it was impossible to deal with as after the low it always ends in a safe mid launcher, and if the low kick connected with the mid on counter hit, then you may as well kiss the round goodbye.While his movelist doesn't allow him to OHKO the opponent, the resulting Skyscraper Kick is still enough to remove almost 50% of a health-bar.

tekken 4 steve

  • Not only does Ogre in Tekken 3 have the widest sidestep in the entire game despite his size, he also inherited Wang's Waning Moon from Tekken 2 whole-sale.
  • except the resulting combo could very easily One-Hit Kill them.
  • While they fixed King's Elbow Sting in Tekken 2, in its place were a plethora of throws that cannot be broken, the most lethal of which was Wang's Waning Moon, which is unique among all the throws in Tekken 2 in that in exchange for doing almost no damage by itself it stunned the opponent for so long that Wang gets to hit the opponent's back with any launcher he pleases.
  • To counteract this they could deliberately try to get hit by it so you wouldn't be guard broken, except if it hits them King recovers fast enough that nothing can interrupt him from just doing another Elbow Sting, which then loops the situation over and over. that King could hit them with any launcher he pleases.

    tekken 4 steve

    Not only is it a very quick mid attack, if the opponent ever blocks it their guard is broken for so long note +93 frames, approximately a second and a half. For a game filled to the brim with game-breakers, King in the first Tekken stands out the most solely because of one move, his Elbow Sting (df+1).

    #Tekken 4 steve how to#

    While most of them can be alleviated once you've learned how their stances and strings work, the entries below are ones that are still game-breaking even if you've already learned how to deal with them (some of which have no solution to them at all):

  • To a Tekken beginner, a lot of characters can feel like they're a Game-Breaker, from Eddy (and Christie in later games), to Xiaoyu's stances making most of their moves whiff, Law and Hwoarang's endless stance-based pressure, King's plethora of (almost 100!) throws and multi-grabs, Bryan's Snake Edge and Devil Jin's Spinning Demon repeatedly launching them over and over, to the sheer Confusion Fu capabilities of Yoshimitsu and Lei.











  • Tekken 4 steve