Learn how to better utilize strings, offense and movement in Tekken 7 with Episode 4 of Marshall’s Dojo

After discussing launchers and Tekken’s general combo structure, Genex|Frabisaur and AceUnlimited look to take things to the next level by looking at proper usage of strings, offense and movement in Episode 4 of Marshall’s Dojo.

After visually demonstrating some Jin strings and how to best utilize them, they move on to putting together a proper Tekken offense. Ace advises new players to avoid playing predictably, and notes that the longer a certain string may be, the more unsafe and predictable it is.

Finally, the duo tackle the topic of movement. With Tekken 7 taking place on a 3D plane, the element of sidestepping comes into play, which can be used to avoid strings with gaps, but is also countered by certain tracking moves. Unlike 2D games, that may have fast normals or invincible reversals, properly utilizing backdashes and sidesteps are the main method of dealing with situations defensively.

Ace also suggests that the best defense is a good offense, by throwing some launchers in alongside your movements, to get full juggle opportunities on predictable tactics. You can see the full video below.

If you’d like more information or have additional questions about these concepts, you can contact Frabisaur on Twitter, or reach AceUnlimited on Facebook. Don’t forget to check out his stream for the occasional episode of Tekken Live, where he and Ace will be looking to teach viewers these concepts in real-time matches. The next episode is set to cover some of the more advanced movement techniques of wave dashing and backdash cancels, so be sure to keep any eye out for it.

Source: Frabisaur

NerdJosh shares system mechanics for Arika’s Fighting Layer EX

Over at EVO, lucky players are getting the chance to play what, not too long ago, was just a dream: Arika’s new fighting game Fighting Layer EX.

FGC icon NerdJosh was kind enough to grab some system mechanics of the latest Arika fighter, for those of us not in attendance.

The biggest surprise is the Gougi system. Somewhat similar to Street Fighter x Tekken’s Gem System, you chose a “deck” (a set of 5 Gougi Icons with different attributes) and fulfill various actions to get bonuses during gameplay. Unlike SFxT, however, you are locked to a particular set, and each set seems geared towards fairly specific goals.

What do you think of Arika’s mechanics on paper?

Source: NerdJosh