Thursday, December 31, 2009

New CMV up!

Hey guys! After a long afternoon at RxDrey <+R>'s house, we've managed to finally create our second combo video. This time, it has combos from different characters and has difficult ones as well. I hope you enjoy the video.


Tekken 6 BR Combo Music Video from RxDrey on Vimeo.

Credits goes to RxDrey <+R> for allowing me to post this up. =)

Wednesday, December 9, 2009

First combo video ever!

After a long afternoon at RxDrey(Wenyew)'s house with buddies from <+Random>, we're done with probably the first Tekken 6 BR combo video made in Singapore.



We're still new to video-making so don't compare it to the korean/japanese combo vids.

Monday, November 16, 2009

Frames.

Hey hey, Marcus here. If you have picked up Tekken just recently/ been playing for quite a while now or am about to pick up Tekken, you would most probably have read the Tekken Zaibatsu forums for more info regarding your character... Right?
If you have never heard of Tekken Zaibatsu before, I seriously recommend you to go check it out, its probably the most info intensive forum on Tekken ever, so its definitely a good read before venturing out into a higher level of Tekken play. Click here for Tekken Zaibatsu forum.

If this is your first time hearing about frames, you are in luck, because personally, I feel than 50% of the game is governed by frames, they are so important that I can't stress just how much of it you need to know, in fact, i believe frames are what separates a pro from a regular person that i believe a lot of players in our scene has been playing for quite a while now but never realizing this wondrous thing.
So buckle up and listen (or read) good.

Frames in its true essence is just simple math, math that governs the game. Every move of your each character has their set frames, frames when the move is blocked, frames when the move hits, frames when the move gets a CH, and the start up frames or the iframes (instant frames) of a move.

Have you ever wondered why you seem to never be able to damage the pros at all while you eat all of their moves? That's because of frames.
There are two parts to frames, a positive frame and the negative frame. Negative frames and positive frames affect both you and your opponent's iframes for the next move. Moves that gives you negative frames will add iframes into your next move causing it to come out slower while it adds iframes to your opponent's next move causing it come come out faster and vice versa for positive frames.
An example would be imagine you do a move that gives you +4 on block/hit/ch and you plan to do an i10frame move next, due to the +4 advantage you have, your move will be 10-4= i6frames!
While if you did a move that gives -4 on block/hit/ch and you plan to do a i10frame move next, your move will be 10+4= i14frames. So if you have experienced why your moves lose out to your opponent's one, this is why.

Now, I'm going to introduce the term punish and safe. Punish refers to using a certain move with a certain iframe right after your opponent's move and it will hit them. Usually, the fastest punishers would be a i10frame move. Now you know that some moves have -frames on hit/block/ch, but some has such a high -frame that it allows a move from the opponent to hit. An example would be you did a move which gives a -13 on block, this means that your opponent's i13 and below moves will definitely damage you if they execute it immediately. This is called punish.
Safe moves are moves that ensures you to be able to block your opponent's move as long as you hold back/block immediately after you finish the move. Safe moves are moves that give +/-0 to -9 frames on block. Any move that gives -10 and above on block are considered punishable. However, do not that although some moves gives high -frames on block, but due to their push backs, they are safe because the opponent's punish can't hit.

Now this is a really basic overview on frames and it is something that you have to read up on and gain through loads of playing and experience. But for now, I strongly recommend going to Tekken Zaibatsu and reading up on their forums as they provide really great information on all of the Tekken casts, and as well as reading up on here as the people from Tekkentrack.com did a really great job in compiling and translating the frame data for the cast.

Sunday, November 15, 2009

Character Discussion: Sergei Dragunov

This is xFur24/Furholden/Winston here today and i'm going to introduce you to Sergei Dragunov, a russian commando. Dragunov's gameplay does not involve a stance. However, he posseses one of the most sleek and sneaky, not to mention arguebly the fastest crouchdash in the game. He has relatively fast movement if you are able to implement the crouchdash in your forward movements. He also has a number of variations from his sidestep attacks.

In order to play Dragunov, you will need to rely on his pokes a lot. The wall-game is one of his greatest strengths in the game as he gets very deadly mixups at the wall. Although you will not be using much of his crouchdash near the walls, fff+2 is guaranteed to cover any amount of distance you desire as long as you make haste with your inputs of multiple fowards.

Dragunov has a very heavy arsenal of mid attacks that often cause knockdown or frame-locks. First off, one of his best spacing moves is d/f+4. This move will keep any opponent at bay if used correctly. On hit you are able to follow up with most of his other mids like b+4,2,1, or b+4,3 which causes wallsplats. Often, i would use b+4,2,1 as it gives me a +6 on block. But note that the last hit is a high so don't spam too much of this as the last hit can be ducked and launch-punished. His main tracking move is b+3. This can track any angle but this is a high. His main fast low would be d+2. This is extremely unseeable and should be used at all levels of gameplay. His heavy low is d/b+3 which trips for short juggle.

Dragunov has considerable output damage from his pokes. He has an even more frightening damage off his juggles if done well. Dragunov has 2 different types of launchers depending on your situation. He has qcb+2 which rushes backwards and foward with an elbow. This is often used in situations where you know that there would be an obvious opening for that to happen even when the opponent is attacking. His other launcher would be qcf+2. This covers an amazing distance forward, has high crush, and launchers for heavy juggle afterward. There is also another counterhit juggle which i shall not go too much into detail today. fff+2 is one of his best moves. It gives +0 on block but it has a large hitbox, and can give a juggle on counterhit.

Here is one of my favourite selections off a CH fff+2.
> fff+2, CH, ff, cd, x, iws4, ff+1, ff+1, 1,3,2, B!,  and ender of your choice.

Here are his top 10 moves.
d/f+4- This is one of his best spacing tools and should always be used as a spacing tool.
d/f+1, (CH hit confirmable), 4- This gives heavy damage off a CH, and a guaranteed stomp afterward.
d+2- This is one of the unseeable lows in the game. Good damage and leaves you in FC position. Tap up to cancel FC.
b+4- This can be branched into either b+4,2,1 which gives +4f on block and is an NCC or it leads into a b+4,3 which is an NC wallsplat.
d/b+3- As slow as this might seem, this leads into a fairly damaging short juggle. This move is able to transition into a grab with 1+2 pressed which grabs anyone who tries to block this move. The grab is unable to be broken.
u/f+3- This is a safe low-crush move which leaps forward for a kick. This move is very good at setting up ideal distances for a iwr2 or it may be used as a wallsplat tool. This can be jumped on the spot, jumped forward, or jumped backwards. Depends on distance required in the situation. I love this move and this is definitely one of my top moves for Dragunov.
b+3- This move is Dragunov's main tracking move and should always be used from time to time to keep sidestepping opponents in check. Do note that this is a high though. Nevertheless, still a top move for me.
d+1- This move gives you neutral frames on block and leaves opponents in FC. Good pressure tool and good for baiting mistakes.
iws4- This move is good and it comes out from a cancelled crouchdash, innately granting it massive range and you can calibrate it to be executed at any range you desire as long as you cancel it. Good distance cover tool.
iwr2- This move is one of Dragunov's highlights. And one of the game's most catchy juggles can be executed following a CH launch with the use of ff buffer, crouchdash-cancel iws4. Style, no? ;)


I recommend Dragunov to anyone who wants cool juggles yet desires very deadly pokes. Dragunov has everything to anything you would want in a character. He may be stuck in situations but he has the tool to get out of any. A whiffed opponent will always look like a chicken under the chopper. Trust me.

Character Discussion: Zafina

This is Sean/Lionheart here and today I'm gonna brief you on the character Zafina. Zafina is a new character that was introduced in Tekken 6. She has one of the most interesting and confusing playstyles in the game which revolves mostly around her three stances Scarecrow, Mantis and Tarantula. Movement-wise, she has a very fast backdash and due to her small stature, she can sidestep attacks more effectively.

To play Zafina effectively, you have to know the correct situation to use her stances. Opponent trapped at the wall? Scarecrow for wall pressure. Opponent is being aggresive? Mantis to space effectively and counterattack. Opponent turtles? Tarantula for simple 50/50 pokes.

Zafina also has a wide array of mids to play with like df1, df3, db2, df2 and her infamous ws2 which crushes highs and some mids. Her extremely unsafe lows makes her one of the most difficult characters in the game with her safest low being -14 which is launch punishable by a few of the cast. She also has few moves that give her frame advantage on block, making it harder for her to go on the offense. Her tracking is absolutely horrible with her fastest homing move taking 16 frames to begin and another taking 36 frames to begin.

Zafina has a very high damage potential when walls are around. A simple combo like df2,df1,df1,f23,SCR 3+4,B!, df14 W!, f23, SCR 4 would wipe off about 50% of the opponent's health bar. Without walls, she would have to rely more on her pokes and evasive maneuvers to catch and punish whiffs. All in all, Zafina is most suited to be a turtle/defensive type of character who uses her evasive movement and long range move to punish any whiffed attacks.

Top ten moves
Df1-Safe and fast mid poke that can be followed up 2(a jab punishable mid) or 4( a safe but duckable high)
Df3-A mid that enters scarecrow on hit or on block. Holding b will cancel the transition making it effectively safe.
Df2-Her mid launcher which is jab punishable. It high crushes and has a nice amount of range too.
Db2-A high crush mid that knocks the opponent down on Counter-Hit for a okizeme(wake-up game).
Ws2-Her launcher from crouching that crushes highs and some mids. Unsafe but Zafina can roll away into Mantis by holding ~b.
B1+2-Her longest range and fastest low. Deals poke damage and is launch punishable but still effective when used sparingly.
Ff4-Advancing high kick that has big range, safe, tracks fairly well, ok damage, and scary good at the wall.
1+2-Jab punishable mid that stuns the opponent on counter-hit for a combo.
Db42-A low,mid that launches the opponent on counter-hit for a combo. The low is -14 and the mid is jab punishable. Holding d after the low transitions her into Mantis.
Ff3+4-Advancing two hit mid move that gives chunky damage and wallsplats. Fairly safe due to pushback on block. Can transition into Mantis by holding~d.

Zafina might be lacking a lot of good moves but she is the perfect character to play if you want to have fun confusing and killing your opponents for every attack that they whiff on you.

Wednesday, October 28, 2009

Tekken guide by RedDragon of TZ

Good news guys! Our fellow Tekkenite Stealth@Axis aka Jason aka Stealth_PL has posted up a guide done by RedDragon of TekkenZaibatsu. The guide teaches some fundamentals and also character specific stuff like movelists and good moves to use. You can view it here: http://congyuan.tan.googlepages.com/Tekken6.docx .

Once again, thanks to Stealth@Axis at Round1 and RedDragon for creating this wonderful guide.

Tuesday, October 27, 2009

Tekken 6 tournament

Hey guys! Good news for all of us. There is an upcoming Tekken 6 tournament and details are below.

Date:Saturday 31st October,
Time: I'm still unsure about this yet
Location:Orchard Cineleisure Level 9

Number of slots and prizes are still not known of yet but I'll post it up when I get info about it.


I'm not sure if sticks or pads are going to be used for the tournament but it would be great if the community can show up and have fun together. We might even induct new players!

Thanks goes to Artist from the Round1 forums for informing me about it.

Monday, October 26, 2009

Tekken 6 is out!

Tekken 6 is out! Get your copy of Tekken 6 now!

Here are the ending movie for every character.

SPOILER ALERT!

Tekken 6 character endings


Have fun!

Sunday, October 18, 2009

The WAT tier list

Hi Tekkenites! I've been looking at tier lists from other countries recently and I decided to make our own WAT tier list. The WAT tier list is solely based on the WAT team opinions of the Singapore scene and is not 100% accurate.

A-Steve, Lars, Law, Bruce , Lili, Lee, Bryan, Julia, Christie/Eddy,

B-Bob ,Alisa , Devil Jin, Kazuya, Jin, Heihachi, Armor King, Marduk, King, Roger Jr, Jack-6, Nina, Lei, Dragunov

C-Anna, Asuka, Baek, Feng Wei, Ganryu, Hwoarang, Paul, Wang, Kuma/Panda, Xiaoyu, Miguel

D-Zafina, Yoshimitsu, Raven, Mokujin

If you feel that a character in our list is too highly/lowly rated, please let us know and we'll change it.

Thursday, October 15, 2009

Character Discussion: Miguel


Greetings, fellow Tekken players, I'm Winston and i am delighted to be covering today's character discussion on the Spanish Bullfighter, Miguel. Based on the story in Tekken 6, Miguel made his debut in the series when his sister was killed by Jin Kazama's troops. This had led Miguel to seek out Jin Kazama and have his revenge and even up the scores.

I shall be explaining why is Miguel such an interesting character that has kept me trying him out thousands of times. With the assistance of the Savage Stance, Miguel is able to condition and force an opponent into the corners of a wall and is heavily reliant on mindgames and how far the user takes him. This is why he is one character you must try if you truly love messing around with your opponent.

Honorable mentions of his movelists from his normal moveset would include...
d/f+1. -This move is the core of his mindgames and opens many options and choices. Pressure tool and a pick-up tool.

d/b+4. -This is a fairly swift low that reaches quite a distance. It trips on knockdown but using it to pressure is not wise as it has a drawback of -3frames on hit.

d/f+3,2. -Primarily used as a whiff punisher and spacing tool, this move may either be used for baiting or simple poking. Again, it has more uses which you will figure out.


I shall not be touching on Savage because the moves i prefer may be the moves you would dislike. It all depends on the user and how he plays his game. But do bear in mind that Miguel requires conditioning to be successful with the stance. Improper use of his stance might cost you the match. So do be confident, but at the same time, take time off and think about strategies as you go along.


QnA.
The questions the some of you may ask are...

Q: Is Miguel a good character?
A: This is a very general question that i receive most of the time. There are various approaches to how this question can be answered. He can be good if you put your time into him, but he can be bad if you decide to just give him a quick pick-up and try to abuse whatever you can, which doesn't last for more than a couple of games once you get figured out. If you're serious about this character, he will take you a long way in the game. But not for a day's gratification.

Q: Should i play Savage Stance or use more normal moves?
A: It depends heavily on the situation and how well you've conditioned your opponent. Essentially speaking, better conditioning yields more chances of using your stance. But at the start of the game, bear in mind to limit the use of your stance until you have applied sufficient conditioning into your opponent. Stance options are innately more risky, but however, they are more tricky and can be cancelled or done halfway and maintain position in Savage. They are also the core in Miguel's mindgame which should never be neglected by any player who intends to win with this character.

Q: What is your best advice when playing Miguel?
A: Practice, practice, practice. Miguel generally gets better as a character the more you practice your mindgames with him. Start from easier opponents and once you're confident enough, begin working your way up and stick with him. Try different forms of strategies against the same opponent and learn from what works for you, and what doesn't. The more experience you gain, the more beneficial it is to you, and your success with this wonderful character.

I wish your the best with regards to learning and mastering what this character has to offer.



Winston/xFur24/Furholden.

Character Discussion: Kazuya


















Yep, you got that right. Its Kazuya this time. Kazuya is my most favourited character and probably the main reason why I am still playing Tekken now.

I believe Kazuya is a easy to pick up but hard to master character. and I will tell you why. A beginner Kazuya needs only needs these few moves: df1 series, df2, ewgf, hellsweep, ff3, 1243, 112, db4 and tp. Pretty simple huh. Those few moves kind of covers 50% of moves you will most probably use in the game.

A good Kazuya players utilizes his other few moves such as df3>2, f4, iwr3, 1+2, b12, 22. However, that is not the reason as to why they are good. Kazuya's main purpose in his T6br life is most probably to punish every thing the opponent recklessly throws out. From 112/122/124 for -10, b12 that causes wallsplat and huge damage for -11, 22/24/1+2 into dewgf, dewgf, dewgf for -12 and a launcher ewgf for -13 Kazuya was born to do punish. Other characters may not even have a proper 10 frame punish nor a launcher until its at least -15.
A good kazuya will have to read up on frames and maximize all damage and not missing a ewgf chance if possible.

Being a Mishima, the usage of the wavedash is somewhat a must if you want to enter a high tier play where alot of options can be used just from that single wavedash(However, do note that even high tier playing people hardly use it as well). A beginner Kazuya would want to learn wavedash so that he will look cool and be able to do a ff3/hellsweep 50/50 mixup. A good kazuya realizes just how much potential can come out of that wavedash. For example, a wavedash can be combined with a backdash to bait the opponent's attack or even a snakedash to fuck with the opponent's minds. A wavedash can go transition into ws moves, it can be canceled into standing moves, it can be recovered into FC, you can even buffer the FC options such as gates of hell grab and FC df3+4! And those that I've mentioned are just a few, imagine the possibilities with Kazuya. Just imagine.

Kazuya has very little mids, so usually the more experienced players will duck if the Kazuya player doesn't realize this. A good kazuya player has to implement mids into his game so as to no lose out. Mids such as hit confirm able df4>4(-15 on block), hit confirm able df3>2 (-10 on block), f4 (with a whooping +4 on block), (ff3 which +0 on block), fff3(+6 I believe on block) ws3(360 degree tracking with -9 on block) and df2 (-12 on block. Safe on max and closest range) are a must use.

Kazuya has very very few lows which make his game less scary with db3 (-14 on block), db4(+3 on hit, -11 on block, safe in max range) and the death on block hellsweep which causes wall splats in some weird angles.

Kazuya is a Mishima that is very dependent on his ewgf and its his ewgf that makes his so special. Being able to come out with just a f,n,df2 input, it assures that Kaz's ewgf is 13 frames if done correctly and quickly, making it the fastest launcher in the game along with his tp. Also, a player has to get used in doing a dewgf or even a rewgf, basically a dashing ewgf or a running ewgf as it is definitely very useful in any situations, especially punishing moves that are out of an ewgf reach. The notation would be ff/fff, n,d,df+2 (holding the dash depending on how far you want to run. Also, note that the shortcut method of Kaz's ewgf is not do-able if you want to use a rewgf/dewgf and have to revert to the good old traditional ewgf input.)

Kazuya's combos are very experimental but that is what I like about him, especially his wall combo. A beginner Kazuya would use df321 for his wall staple while a more experience or flashy Kazuyas would either bring the opponent to the wall and using ff3 to b! and then b31, df2. or b! in a normal juggle, df14 for short wall carry and f1243 or 1,ewgf,1+2 or df1f2 for a long wall carry and then a running ewgf followed by a 1+2. Also, after b! 314, w!, ewgf, df321 works as well. Without walls, the staple of ewgf, ewgf, 1, 1, df12, b!, f4 into a 50/50 oki game of b24, db2, b! if they roll back or a d3+4 if they tech. I recommend RebelliJiN as a source of inspiration.



pretty cool huh.

Also, why I say Kazuya is sheer hard is because to pull out his fullest potential, you must be able to do CH df2, ewgf launch.



A move so fucking hard even professionals will sometimes miss. And if you are crazy enough, I recommend 1+2, dewgf, dewgf, dewgf for your -12 staple.

In the end, Kazuya deals insane damage but only if he is played properly.

Marcus.

Character discussion: Lars

Ahh Lars.... the legendary speed demon everyone loves to hate and hates to love. As he is my favourite character, he shall be the first character to be discussed about. So yeah, Lars is cool and has moves that are total rip-offs from Masked rider. According to the story, he's the illegitimate son of Heihachi Mishima and that kinda proves what kind of a man Heihachi is. Namco is trying hard to emphasize this by giving him pimp coats and a butt-spanking throw. Enough of this crap, lets move on to his gameplay.

Lars is top tier and i'm going to explain why. Lars is a powerful punisher. He has pretty average 10 frame punishers with his 12 giving +6 frames on hit and his 21 giving more damage but only +3. Oh, and did i mentioned his 12 frame punisher f24 deals a chunk of damage and KD/Wallsplats? Not only that, he has a 14 frame pseudo launcher fb21 that gives an immediate bound combo. For -15 and above, his stun launcher f1+2 covers all. For ws punishment, he has ws4 for -11, ws21 for -13 and ws1 for -15 and above.

Lars has a really good and scary offense. He has a whole bunch of safe mid pokes and also a very fast safe mid tracking moves that high crushes. Too good. For lows, he has db13,db4,fc df1+2 and ff43. Yeah, this are probably the only lows you are gonna use when you're up against a good opponent. Db13 is a low,high NC that gives okay damage for a poke, but it's a launch for Lars when the opponent blocks the low and ducks the high. Db4 is his only standing low that gives frame advantage but it's death on block. It deals okay damage but on CH, it trips the opponent for a small combo. Fc df1+2 is his only low from FC that gives decent poke damage and +2 frame advantage. When the opponent starts blocking it, then ws1 comes into play as a mixup. Finally, Ff43 is a very damaging low,mid NC but is death on block and -2 on hit. You're opponent would've thought they've been hit by a combo when you do a ff43 on rage. Oh, and use ff2 for a full juggle when they begin to duck your ff43. It's -12 though.

Lars is a very powerful whiff punisher, Uf4 proves it. Uf4 is his slow long range whiff punisher that jumps over lows and some mids that hit low to the ground. It juggles for his maximum damage combo and is safe. However, it leaves you on a huge frame disadvantage and also gives your opponent all the time to launch you when you whiff it.

To complement his coolness, Namco gave him 2 stances. Silent Entry and Dynamic Entry(SE and DE for short). DE is his stance where he dashes forward in ninja-esque style. It's not an offensive stance because it has no lows and the only throw that you can use from it can be easily broken with 1+2. It is however very effective for oki after combos. Not only that, you can do a uber cool DE wavedash by continously doing f3~u,f3~u. And now, my favourite stance, SE. SE is his offensive stance which utilises 50-50's. It consists of only SE1, a relatively safe power mid that KD's. SE2, a big but very unsafe KD low and SE3, his launching mid. The mids from SE hurts like hell so with proper conditioning, they'll start to eat more of your SE2. And when they do, it's oki galore for them as SE2 recovers in FC and doing ws2~f puts you into SE again to restart the fun.

Oh shit, I almost forgotten to mention Uf3. Well, Uf3 is his 16f launcher that crushes HIGH/LOW and some MIDS. Before you start going OMFGWTFNERFSTICK!!, bear in mind that it comes with its risk as well. It is -21 on block but he recovers in crouching. I see many people trying to do a jab punish and end up whiffing. The reason I didn't include uf3 as a punisher above is because f1+2 is a better punisher in terms of damage and speed.

Honorable mentions
Df1-His best mid poke
Db21-Another good mid poke that advances forward
Df2-15 frame mid that high crushes and gives combo on CH
21-His high mid poke, the second hit is mid! Good!
B1-Safe fast mid high crush tracking move
Uf4-Long range whiff punisher for maximum damage combo
Db4-Gives +frames on hit and trips on CH for combo. Death on block though.
Ff43-Damaging low,mid but death on block. Mixup with Ff2.
1+2-2 hit mid that evades jabs and gives chunky damage. You can cancel the second hit with 1+2~b for mind games.
Uf3-Launcher that crushes HIGH,LOW and some MIDS,Enough said.

I hope this character review can help you to gain a better understanding of the character and if there's any mistakes, remind me and I'll change it.

Sean





Wednesday, October 14, 2009

First and foremost

Hello fellow Tekkenites. I'm Sean and together with my retarded buddy Marcus, we have decided to create our own Tekken diary. What is a Tekken diary anyway? It's a blog where we record down our findings and also shout out our views about what's happening on in our scene. Our diary is still in the initial stage so I hope that we will receive positive feedback.