Strategies and Techniques for Effective Grabs in Tekken 8

2024-02-13 11:39:21

The performance of Bandai Namco’s ‘Tekken 8’ has been greatly improved to the point where you can easily overwhelm your opponent just by using good grabbing techniques. As the higher the rank, the more users know how to deal with it, so you cannot always gain an advantage just by using catching techniques. It is useful as a technique to interrupt or finish the opponent’s flow depending on the situation.

The basic grip is divided into left-hand grip (AL), right-hand grip (AR), and two-hand grip. In the case of two-handed grabs, the commands are different for each character, such as 66 AP and 9 AP, so it is better to check the command table directly.

Solving the basic catch is very simple. For left-hand and right-hand grips, press either the left hand (LP) or right hand (RP), and for two-handed grips, press both hands (AP) at the right timing. It is released by looking at the opponent’s grasping motion, determining whether it is left-handed, right-handed, or both-handed, and then entering the release command.

However, there are exceptions. Even basic catching techniques are impossible if you are caught with your back turned. Also, it cannot be released if it is caught in the air, such as Hwarang’s overhead kick (7LK) or Lars’ rejection (666AR).

– From the left, left hand grip, right hand grip, both hands grip

In the previous work, it was possible to avoid grab techniques when moving laterally, but in Tekken 8, it was changed so that lateral movements can also be caught. When caught, it is recommended to release with the release command or to avoid the sit-down grab technique.

There is also a bottom grab. It is literally a grabbing technique used when the opponent is sitting, and cannot be caught when the opponent is standing. The general grab and release methods are the same, but the release command input time is shorter than the regular grab.

If a grab technique is used as a counter while the opponent’s skill is activated, it is expressed as a counter grab. The method of solving this is the same as the basic problem. However, the unwind command input time is very short. It is difficult to see and react because the release command must be entered within approximately 4 frames as soon as it is caught.

No matter how much you practice in practice mode, you never know what skills will come out in real life. From a beginner’s perspective, it is virtually impossible to respond to a sudden counter attack. The only way is to learn the timing through consistent practice.

– Grabbing techniques used after Rage Arts Guard cannot be released.

Command grab is a grab technique that is activated by inputting a special command. Representative examples include King’s Giant Swing (641236 LP) and Shining Wizard (666AR). In the case of command catching, it is difficult to distinguish between left and right hands just by looking at the motion.

For example, the release command for the giant swing is LP, but the motion is almost similar to the two-handed grab. Even if you have good visual acuity, it is difficult to distinguish between the left and right hands, so it is recommended that you familiarize yourself with the grip and release commands in advance.

If it is difficult to pull off the Giant Swing, there is also a way to minimize damage by falling. If you input LP at just the right time before the character flies and hits the ground, you can take a falling stance and reduce damage by 20. If a user finds it difficult to input at just the right time, there is a fairly high probability of success by quickly inputting LP, RP, LK, and RK with four fingers.

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There are also catch techniques that cannot be solved. When the opponent uses parrying, counterattack, power crash, hit, or uses a grab technique after guarding, a white flash effect appears and an unbreakable grab technique appears. Even if you input a command corresponding to the left or right hand grasping technique, it cannot be released.

– Raina’s Thunderbolt and Funeral Wind are catch techniques that cannot be released.

There are also non-releasable grab techniques that the character possesses on their own rather than responding to the opponent’s specific skills, such as the aforementioned parrying, counterattack, and power crash. Representative examples include Raina’s Jicheonroi Gong (AR or AL in Diamond Wall stance) and Funeral Wind (AR or AL in Hull stance), and Kuma/Panda’s Blood Sucker (6AP in Hunting stance).

In most cases, grabs that cannot be released are derived from a specific posture or require additional commands to be entered after activating the basic grab technique. Basically, it takes the form of a multiple choice before activation, so it is difficult to deal with. Fortunately, in the latter case, if you release the basic grab technique, additional command grabs will not be activated.

King, a wrestler character, has many more grabbing techniques than other characters, including basic grabs as well as derived command grabs and special grabs. It is recommended that you check the command table in direct practice mode to see which commands can be solved and which grabs cannot be solved.

We explained the types of grabbing techniques and how to deal with them earlier, but there are a lot of users who can’t even solve basic grabbing techniques. You can easily solve it by inputting your left hand, right hand, or both hands, but it is very difficult to respond because you can’t focus on just holding it. Only consistent practice is the shortcut to becoming a Tekken expert.

■ Summary of catching techniques that cannot be solved

◎ Asucena

UFO Roll: 2AP

◎ Sergey Dragunov

Scorpion Scissors: 9AK

Knee stroke: 2AL or 2AR

◎ Hwarang

Overhead kick (opponent floating in the air): 7LK

◎ Jack 8

Punishment Megaton: 9AP 23RP

Gun Bom (when opponent is crouching): 2AL

◎ Lars

Rejection (opponent in the air): 666AR

◎ Low

Dragonfall: 9AP LPRPAP

◎ Lili

Wind up shot (when opponent hits the wall): AR or AL

◎ Yoshimitsu

Return Soul: 2146 RP

◎ Raina

Ji Cheon Roe Roong: AR or AL during Diamond Wall stance

Funeral wind: AR or AL during hull attitude

◎ Kuma/Panda

Blood Sucker: 6AP in hunting stance

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