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This is why as a rule of thumb, getting your move blocked will give your opponent less reward than if you had hit. A thing to note as well is that gaining momentum is in itself a very strong reward in this game. This is a result of defensive mechanics being quite strong, as even simply backdashing can nullify a lot of careless offense. Risk/Reward is generally skewed in favor of the attacker This automatically means they will carry more risk in a more obvious way, by containing telegraphed lows or highs or by being unsafe. Strings are often strong in that they can shut down some defensive options on account of being a barrage of attacks with usually small gaps in between. Individual moves will either cover a lot of options with high risk or low reward, or will cover only a couple of options well that leaves them vulnerable to other defensive options. You want to put 10 points into frame advantage and range, you have to also take 10 points worth of weaknesses in the form of linearity and long startup. When analyzing individual moves, you can think of their strengths and weaknesses as a sort of point system, where weaknesses add points and strengths consume those points. Moves can deal with those by respectively having long reach/forward momentum, tracking/homing properties, being a mid, having a small enough gap left in between moves. Your basic defensive options in this game are backdashing, sidestepping, ducking and counterpoking. The more defensive options it covers and the more reward, the more weaknesses it has A lot of moves balance out their glaring weaknesses in ways that make them seem overpowered, so if a move’s safety or reward looks too good to be true, you know you have something to look for.
TEKKEN 1 PAUL HOW TO
Knowing how to use your knowledge of those flaws to turn the tide of a match is crucial. Tekken is a game that can have moves and strings that at a first glance seem quite powerful, but are always paired with some kind of flaw.
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While the guide will go into more detail on identifying unfamiliar situations, here are some basic guidelines.Įvery move or string has at least one weakness. In order to know how to counter a strategy or a move/string, you need to be able to identify what you’re actually being hit by and what is happening.
TEKKEN 1 PAUL TRIAL
Hopefully this guide can cut down on the trial and error required to understand Tekken’s internal logic and rules. If you’ve ever faced an opponent that overused a move you couldn’t deal with, this guide is for you. More often than not the commonly used tools will follow some kind of common rules and archetypes, however Tekken is uninterested in communicating those to the player and requires a lot of playtime for intuition to be built. This guide is for helping beginner to intermediate players understand the properties and uses of moves and strings both for their own character and when faced with something unfamiliar.Īt first, a character’s movelist might seem daunting both from the perspective of someone trying to learn their favourite character and also trying to figure out how to deal with their worst matchup.
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In fact, it seems like an extremely simplistic move, with no other qualification, according to the command list, than "during hit 1+2", the same qualification ("during hit") applied to the preceding 2, which lands every time.On Analyzing Moves and data courtesy of RBNorway It also doesn't work with counter hits activated, so it doesn't appear situationally contingent.
TEKKEN 1 PAUL MANUAL
Thinking that maybe the R1 simplification might have been screwing up the delivery, I've tried numerous manual 1+2 chains and it simply isn't registering as is clearly demonstrated. Well the extension is a simple 1+2 as the 2 (the elbow smash) hits, and Paul is supposed to open up and bash him with the other hand, but for some fricking reason I can't get him to do the final move!! I haven't even done it accidentally, and I have 1+2 mapped to the R1 button for convenience. Its an extension of his ancient D, 4, 2 combo that is a trip/elbow smash which can also be mixed in with his hammer smash for a different approach. I swear to god I've tried this 15,000 times, exactly as demonstrated via the demo and I can't get it to work!!