How to effectively utilize launchers & Tekken 7’s combo structure in episode 3 of Marshall’s Dojo

After covering the topics of character selection, jabs, the “Core 4,” and the throw game on the first two episodes, Frabisaur and AceUnlimited move on to the topic of launchers and the finer points of what makes Tekken’s combo structure unique in the third episode of Marshall’s Dojo.

As Frabisaur’s King training continues, AceUnlimited notes that being airborne is when a character is most vulnerable in Tekken, as there are no Bursts or air escapes that can be found in most 2D fighters. He advises how to find your character’s launchers in the move list, such as King’s Jumping Knee Lift (U4,) by seeing if a move is executed “While Standing,” or if it knocks the opponent off their feet in some form.

After a brief look at the movelist notations, they then transition into setting up juggles, as well as how to utilize Tekken 7’s new Tailspin or Screw mechanic, which replaces the Bound system from previous titles. Lastly, the duo cover proper combo finishers, as Frabisaur begins to master some basic — yet complete — juggles, as he realizes that your instinct after landing a launcher should be going into your Screw attacks, as opposed to settling for panic jabs that cost you damage and positioning. You can see the full video below.

As always, if you have questions or want more information on any of these concepts, hit up AceUnlimited on Facebook or Frabisaur on Twitter. Keep an eye on his stream at http://www.twitch.tv/frabisaur for the occasional episode of Tekken Live, where he will be streaming along with Ace to teach viewers. Stay tuned for episode 4, which will cover the concept of strings and all the options they contain. If you’re looking to brush up on some frame data, you can download the Tekken Chicken app, available on both Google Play and the iTunes App Store.

Source: Frabisaur


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