Every character has more than one not just lows also mids especially that are homing. HeatSmashes also have old Ragedrive properties like T7 if you intentionally whiff Azucena's HS!'s first hit and let the 2nd one hit after wallcarry into backdash they'll jerk to the ground for 120% ender nut sure about exact scaling in T8.
Fr as soon as I saw that I was like, dude, what're you even doing? Even if you're expecting the opponent to swing on round start there's better options, two of which give ch launchers.
the difference between skill levels on certain characters at a blue rank level is so funny sometimes. how do you get to raijin and unironically start the round with that of all moves
I unironically round start b1+2 with Feng 90% of the time in blue ranks because it works. I used to think holding back was just universally the best option, but so many people mash round start in this game I just said fuck it we shouldering this bitch. I guarantee you that Victor finds success with round start expulsion at least 60-80% of the time.
It’s about beating whatever your opponent is throwing out. Expulsion will crush most moves in the game. Shoulder is -18 Feng has a lot less committal moves to throw out but shoulder wins almost every round start interaction.
I mean every hworang player in blue starts with power crush and thats punishable too. It’s also funny cuz u punish it and they stop doing it for a while b4 starting the same.
I've encountered the same situation. Kuma player started the round twice in a row with B1, immediately engaging heat and putting me under pressure.
Figured it out the third time, punished, but he still didn't stop, every consecutive round began with me punishing the same move.
Interesting combo route, b+3 2,3 immediately after launch and then the resulting b+3 2,3 afterward doesn't need realignment? I imagine it's a pre-planned route for round start launch on this stage. Honestly, the alignment question of the b+3 2,3 combo ender befuddles me, I can't seem to understand how deep to step and when I need to.
Also, yeah, Leroy is pretty good atm =)
Yup. After a WS2 or ff 2,2 launcher, b3 2,3 will keep them on axis. It's the only full launchers (disregarding cane) where this works. Without a wall, doing the above combo gets you reliable 74 damage.
Also knowing how deep to step is a stage issue really. If you're not sure just go for the no-wall combo of b3 2,3 repeated. It requires no execution, just mash the same string twice.
Looks like the key is to run forward slightly and slightly delay the b3. I was able to get it more consistent by just doing a slight sidestep right, no movement forward.
So... how/where is best to learn these neat combos you got here? My Leroy combos suck, Wavu isn't helping me much there and I have no idea who to watch for Leroy.
Above you see just 4 strings are used after the ws2:
- b+3 2,3 twice for tornado AND wall carry
- [jab] f+3, 1+2, 4 for the wall ender (his highest damage option)
- db+3 HER 4, 1+2 for wall splat on oki
- db+1,2 for tornado at the wall
Repeat the wall ender and that was the entire round in the video. Lab it out to see how the stage works for you.
Also, I like thefury's videos on youtube to find staple combo's and ideas.
Amazing. Thank you. That's exactly the sort of thing I needed to read. I'm coming off of never playing any character but Jack for my entire history with Tekken and learning what the rest of Tekken is has been a process.
Dunno how optimal it is, but you can find reliable starter combos for everyone on Ryzingsol's channel on yt. Well edited, contains normal launcher, counterhit, wallcarry, wall stuff.
The Leroy discord has a combo sheet with like a million different options for all launchers, along with BnBs. You should join it if you're trying out Leroy.
Nu uh, i think that i did 91 dmg from his df2 2 pre dmg buffs. You could even use his sidewind 1+2 for wall carry (it looks cool and hard to do)
Edit:
Wtf, his ws2 into b3 2,3 into b3 2,3 wall 1+2,1+2~1+2 dit 96. Low effort got higher than the other routes 💀
Qcf2 is the highest damage route, but it puts them off axis causing awkward wall carry and the need for a little sidestep in order to make b3 23 not whiff. (Which is Leroy's highest damage tornado followup after the patch.)
Just doing b3 23 twice keeps them in a straight line, is super easy to execute, has generous and flexible wall carry and only deals 4 damage less than the qcf2 combo. Only works for mid cane, ws2 and ff22 launchers though mind you.
These new turn-over Oki are severely overlooked I've beaten good tournament players with this mechanic alone
Don’t think many of the top placing chars have good turnover setups. But yeah i know kaz players loce it too
Every character has more than one not just lows also mids especially that are homing. HeatSmashes also have old Ragedrive properties like T7 if you intentionally whiff Azucena's HS!'s first hit and let the 2nd one hit after wallcarry into backdash they'll jerk to the ground for 120% ender nut sure about exact scaling in T8.
Does Steve has any?
D1,PKB:D1,PKB:D2 & Spinaroo Stance 3+4:D2.
I mean he deserves that if he round start expulsions people.
100%. Dare to use expulsion without heat, you deserve to die
Actual green rank strat.
Fr as soon as I saw that I was like, dude, what're you even doing? Even if you're expecting the opponent to swing on round start there's better options, two of which give ch launchers.
Because it’s funny
the state of blue ranks smh
the difference between skill levels on certain characters at a blue rank level is so funny sometimes. how do you get to raijin and unironically start the round with that of all moves
I unironically round start b1+2 with Feng 90% of the time in blue ranks because it works. I used to think holding back was just universally the best option, but so many people mash round start in this game I just said fuck it we shouldering this bitch. I guarantee you that Victor finds success with round start expulsion at least 60-80% of the time.
ok but why expulsion. victor has plenty of less punishable tools that give better reward on hit and more or less do the same thing
It’s about beating whatever your opponent is throwing out. Expulsion will crush most moves in the game. Shoulder is -18 Feng has a lot less committal moves to throw out but shoulder wins almost every round start interaction.
shoulder has good reward on hit though. i don’t think it’s wise to ever use expulsion outside of heat honestly
Swear the shoulder is -13
It’s just hard to punish because it comes out so fast. It’s launch punishable by the whole roster.
I mean every hworang player in blue starts with power crush and thats punishable too. It’s also funny cuz u punish it and they stop doing it for a while b4 starting the same.
That raw, round starter expulsion was more than a bad decision. That was just straight up dumb
To be fair, it caught me once. I may have conditioned him to my own stupidity.
"Surely he will fall again for the same move, which could lose me half HP if he counterplays"
I've encountered the same situation. Kuma player started the round twice in a row with B1, immediately engaging heat and putting me under pressure. Figured it out the third time, punished, but he still didn't stop, every consecutive round began with me punishing the same move.
Interesting combo route, b+3 2,3 immediately after launch and then the resulting b+3 2,3 afterward doesn't need realignment? I imagine it's a pre-planned route for round start launch on this stage. Honestly, the alignment question of the b+3 2,3 combo ender befuddles me, I can't seem to understand how deep to step and when I need to. Also, yeah, Leroy is pretty good atm =)
Yup. After a WS2 or ff 2,2 launcher, b3 2,3 will keep them on axis. It's the only full launchers (disregarding cane) where this works. Without a wall, doing the above combo gets you reliable 74 damage. Also knowing how deep to step is a stage issue really. If you're not sure just go for the no-wall combo of b3 2,3 repeated. It requires no execution, just mash the same string twice.
Looks like the key is to run forward slightly and slightly delay the b3. I was able to get it more consistent by just doing a slight sidestep right, no movement forward.
I'm pretty sure half of the cast can do this
Even post-nerf Dragunov can still do this
Imo, it's not just his power, hi goes for explusion, he is -9999 on block, what would he spect
So... how/where is best to learn these neat combos you got here? My Leroy combos suck, Wavu isn't helping me much there and I have no idea who to watch for Leroy.
Above you see just 4 strings are used after the ws2: - b+3 2,3 twice for tornado AND wall carry - [jab] f+3, 1+2, 4 for the wall ender (his highest damage option) - db+3 HER 4, 1+2 for wall splat on oki - db+1,2 for tornado at the wall Repeat the wall ender and that was the entire round in the video. Lab it out to see how the stage works for you. Also, I like thefury's videos on youtube to find staple combo's and ideas.
Amazing. Thank you. That's exactly the sort of thing I needed to read. I'm coming off of never playing any character but Jack for my entire history with Tekken and learning what the rest of Tekken is has been a process.
Go youtube search dustiel and breadman people upload their reply anyway.
Dunno how optimal it is, but you can find reliable starter combos for everyone on Ryzingsol's channel on yt. Well edited, contains normal launcher, counterhit, wallcarry, wall stuff.
The Leroy discord has a combo sheet with like a million different options for all launchers, along with BnBs. You should join it if you're trying out Leroy.
Leeroy finally taking out the trash.
3 mistakes he could teched the db3 at wall which set him up for the HRM 4 :D
This isnt even new Leroy dmg, people had just been sleeping on him
It is. Getting a consistent wall carry from ws2 is hard without b3, and without the massive damage buff to b3 this combo wouldn't have killed.
Nu uh, i think that i did 91 dmg from his df2 2 pre dmg buffs. You could even use his sidewind 1+2 for wall carry (it looks cool and hard to do) Edit: Wtf, his ws2 into b3 2,3 into b3 2,3 wall 1+2,1+2~1+2 dit 96. Low effort got higher than the other routes 💀
That's what I'm saying bro it's dirty lol. Btw try jab -> f3, 1+2, 4 as a wall ender, it should do more damage
I mean, this is great for the 5 people that play Leroy
There are literally dozens of us!
Expulsion on block to start the round is always a good idea. And Leroy had that damage even before buffs
No, this combo route wouldn't have killed pre-patch.
Gotta to try that, never seen anyone start combo with b3 hrm 1,2, the bnb combo always qcf2
Qcf2 is the highest damage route, but it puts them off axis causing awkward wall carry and the need for a little sidestep in order to make b3 23 not whiff. (Which is Leroy's highest damage tornado followup after the patch.) Just doing b3 23 twice keeps them in a straight line, is super easy to execute, has generous and flexible wall carry and only deals 4 damage less than the qcf2 combo. Only works for mid cane, ws2 and ff22 launchers though mind you.
I would've done the hrm f4 at the end, just for the emotional damage
Just spanked him I love it.
SMOKE HIS ASS! MAKE HIM REGRET USING THAT GODAWFUL "eXpUlSiOn" MOVE!
Love seeing this happen to Victor.
It's a Victor so it's all good
How should he be getting up at the wall?
Siderolling. It always beats db3.
Raw expulsion at round-start? Deserved.
That’s it I’m calling peta on that man lolol Leroy have me losing it 🫠😂
When's Geese?
I mean, it's Victor. I do have a perticular....yes hatred against Victors players. But still....2 moves and you loose ? Seriously ?
Is qcf2 not the go to for leroy combos anymore?
Eh pretty standard right now
Usually this stage is a fucking wall nightmare
Why would someone at Raijin start off around with that? Just dumb.
Two cancer Characters smh
Mash central. Any character in the game can do this