While the discussions provided do not directly address a combo guide for Tekken 8, they offer some insights into character movesets and potential influences from previous games. Here's a summary of relevant points:
Character Moveset Influences
In Tekken 8, there is speculation about new characters potentially having movesets influenced by guest characters from Tekken 7. For instance, Victor is mentioned as having gameplay elements reminiscent of both Noctis and Negan from Tekken 7 [3:1]. This includes stance pressure similar to Negan's and aesthetic elements akin to Noctis.
Stance and Counter Mechanics
Victor's moveset includes an iai stance with similarities to Negan's, such as a stomp low and looping stance pressure. However, he lacks power crush launchers but compensates with counter hits that trigger throw animations, which are characteristic of Negan's style [3:2].
Poking and Gameplay Style
The discussion suggests that Victor's poking style might resemble Negan's, which could influence players interested in similar gameplay mechanics to consider trying out Victor [3:3].
Further Exploration
For a comprehensive combo guide, players should explore community forums, video tutorials, and official game guides once Tekken 8 releases more detailed information. Engaging with the Tekken community can provide valuable insights into effective combos and strategies tailored to individual characters.
If anyone was curious...
8+8-8*8/8=8
8+8-64/8=8
8+8-8=8
16-8=8
8=8
Sorry I 8 too much
Due to tie breaker with Cleveland the magic number is 7
Who has a tie breaker in a 3-way tie with Houston and Cleveland?
Sox, as we have beat each h2h.
Imagine getting to play the Twins and white Sox a ton every year. Easy mode
And with 8 to go we sent Tampa Bay 9 games back and have officially ended their season. So if they could just forfeit these next two games that would be great.
Posted 8 minutes ago.
6 7
now posted 8 hours ago
Thank goodness we played Cleveland before they were Cleveland on acid
Are you going straight there from the Bucs game?
I would love to play as negan since when I arrived to tekken 7 I hadn't started twd and when I did I already had Tekken 8 so I would love If they did the same they did with the final fantasy character of Tekken 7 (or maybe I'll buy negan and play his arcade mode or smth)
A lot of people still think that Victor was meant to be a noctis successor, but I honestly think he's an even split between noctis and Negan in terms of gameplay and moves. He has negan's rising 1, and his stance pressure is fairly similar. On noctis' side, besides the general aesthetic, he has the unblockable, the 2,2,2,2 stuff, and just wacky teleportation in general
Is his poking like negans? Cause I might need to start playing Victor
His iai stance has a few similarities, like a stomp low, and he has a few ways to loop his stance pressure like Negan, but no power crush launchers or anything like that. He does have a bunch of counter hits that trigger throw animations like how Negan did
Getting closer to 10, absolutely incredible!
beast mode
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支那猪 is a racial slur against pigs. This is a racist hateful speech!
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迪蛆,魔怔
💫 Breakout Series: TEKKEN 8 #64 Kingu_Riru takes week 64 AND their FIRST title! 🏅
Your BES Top 8: RVCris_TK / CheeseY0ni / fwzxenkai / TN_Shinblade / Trunkiez / LighScrap / kuropvnda
🎙️ Special Thanks to: T0ma_D0c, Ubl267, DJSymphix, & MayasmaFGC
#TEKKEN8 #BreakoutSeries
tomoriru rising star 🛐🇵🇭
I’ve played Tekken and Street Fighter and never had any problems with combos but this game’s combos just aren’t clicking for me. I understand that i should use L>M>H>Launcher>Air Attacks but i’m lost after that. How do i incorporate special moves, supers and assists into my combos?
It depends on how deep you go into the combo system
For most characters, you just follow up that basic combo you have with an s1 or s2 that hits midair.
Once you start getting into the weeds of things, you look at how to incorporate the hit reactions into your combos. Darius, for example, instead of jumping with an LMH after his launcher, can use d.S2 to get a ground bounce, which allows you to extend his combo further. Ekko gets a ground bounce after using S2 in the air, then he can do another launcher into LMH -> S2.
Later on, you can incorporate tag launcher (d.T), assists, and limit strikes (2 hit reactions, 3 with tag) to make even more extended combos.
Ahh that's what that is. I was curious how ekkp kept bouncing me off the ground.
The combo system has a ton of moving parts to it. The tutorials will get you used to some systems, but I'm sure you can generally look at some combos on this sub and see a lot of cool things happen.
Generally, the more optimal combos will have 4 goals:
Don't overwhelm yourself with following too many goals at once. Figure out the basic stuff your character can do and learn how to add on top of that.
L M H is called “Magic serie” in anime fighters (as I was tough)
After that, every champion has its own unique follows, just like sf6.
For example, with Darius I like to start with M H 2H
That launches the enemy. I could jump to follow with H S1 H S1 super. (If I’m near the corner I prefer this)
Or I could follow with S1 H 6H S1 H Super (that’s better if I’m pushin him against the corner)
Check this video out
im stuggling to get even 5 combo hits. i did the tutorial but still to dumb to make a combo. can someone explain it a bit better?
Light > Medium > (Down + Heavy)
Air Light > Air Medium > Air Heavy > Special (1 or 2, depending on character) > Super
This is universal amongst all characters
Slight correction, usually there's a standing heavy before the down heavy
Sometimes doing standing heavy makes your spacing miss the down heavy. So to new players i just recommend doing down heavy right away.
In my gameplay i know when i can incorporate standing and crouching moves in sequence depending on the situation but just in case, you know? Make it simpler, more consistent, since that's pretty much the point of that little combo structure i was sharing.
If you really wanna do good combos try to hit them with the most damaging attacks first, while also doing the least ammount of hits while doing so, this way you deal the most ammount of damage before you damage scale the combo, and you damage/hitstun scale the combo the least possible.
Once you did 2 strings you just do whatever move you can to go into your most finishing special and then super. Character specifics will of course change your combo structure. Blitzcrank for example has either one down special 1 > special 1 or one special 2 against airborne characters, this does a lot of damage and lets you extend your combos easily, since you have one you are incentivized to use it every combo for example. yada yada
So this game has something called gatling combos, these are common in anime fighters. What they allow you to do is cancel the recovery of a button into specific other buttons. These require no timing just press the buttons one after the other. One core gatling combo that I believe exists on every character is Light>Medium>Heavy. Also important is that I believe every character has a universal launcher in down heavy. This will launch your opponent into the air allowing you to jump after them. Combining these ideas together we can form some simple combos that should work on just about every character. Medium>Heavy>Launcher(Down + Heavy)>Jump>Medium>Heavy>Special Move. Most characters also have some kind of special move that knocks your opponent back down to the ground so we can finish with that and then cancel that into super. That pretty basic but it will get you started, there's a lot more you can do to keep the combo going longer with tagging in other characters to using wall bounces to hitting people off the ground but that will be more character specific. A core part of the combo structure of these games is gatling combos though so get a feel for what cancels into what
Literally look up a combo on twitter and then practice in training mode until you get it 9 out of 10 times on both sides. Then start playing against bots/people with your only goal being to land the combo. Eventually you'll just do it from muscle memory
Light > Medium > Heavy > Down + Heavy works for most characters, but what a lot of beginners may struggle with is the aerial attacks after. If you hold up + forward right after your launcher (Down+Heavy), it automatically jumps for you and it's much easier to land aerial attacks. You could experiment with a variety of moves in the air like L/M/H into either S1 or S2, but you should probably look at someone's character or combo guide for the good stuff.
If there is one thing I've learnt it's that I can spend hours in the lab, and find simpler, more optimal combos in about a minute online.
It's fun to still experiment. It just hits differently when it's one you discovered on your own. That being said, people are infinitely more creative than me. Some of the stuff I've learnt I'd have never found in 10,000 hours.
As others said though, if you really want to make your own then press buttons and experiment and use frame data. Before I look up combos I always play around to get a feeling for a character. Does heavy combo into heavy, no? How about heavy, down heavy etc etc. Just test everything you can think of.
This. And once you know the system you can learn a new character before the guides come out
Hey so I am currently in chapter 8 and trying to learn long combos. So far I been using Luke fighting style with his first 3 moves. I have unlocked every trainer so far but I am having a hard time figuring out which moves can connect. Any tips or help would be appreciated.
If you want combo ideas. Go to the search and click on the flair that says “avatar combos”
The combos on there should help you.
neat stuff. if possible can you also make the videos show the moves on block? It would be useful to show if they have stagger animations or not.
you a king
Madlads, this is incredible
wow that's actually amazing. very nice work by them
Wow great work. A lot of Tekken 8 resources have been lacking this season so this will be a go-to gold standard.
Tekken 8 combo guide
Key Considerations for Tekken 8 Combo Guide
Character Selection: Each character has unique moves and combos. Familiarize yourself with your chosen character's strengths, weaknesses, and special moves.
Basic Combos: Start with simple, bread-and-butter combos that are easy to execute. These usually involve a launcher followed by a series of hits.
Advanced Techniques: Once comfortable with basic combos, explore advanced techniques like wall combos, juggle combos, and counter-hit combos to maximize damage.
Practice Mode: Utilize practice mode to refine your timing and execution. This is crucial for mastering combos and understanding character-specific nuances.
Frame Data: Understanding frame data can help you know which moves are safe and which can be punished. This knowledge is vital for effective combo execution.
Combo Variations: Learn variations of combos for different situations, such as when your opponent is near a wall or when you want to maximize damage after a counter hit.
Recommendations:
Combo Videos: Watch combo tutorials on platforms like YouTube for visual guidance. Many players share their combo sequences and tips for specific characters.
Community Resources: Join forums or communities (like Reddit or Discord) dedicated to Tekken 8 for shared knowledge, combo lists, and strategies from experienced players.
Experiment: Don’t hesitate to experiment with different moves and combos in practice mode to find what works best for your playstyle.
By focusing on these aspects, you'll be well on your way to mastering combos in Tekken 8!
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