New to SC, not to FG's

I find Mitsurugi's entire moveset is useful in one situation or another. Even his unsafe moves have decent risk/reward to throw out occasionally, although I feel he doesn't even need to take risks to win. When it comes to 3D FG's I really don't believe in the "just don't ever use that move, you have better moves" mentality. I tried to practice finding a reasonable and practical use for most moves my characters have in Tekken and I have been able to do so without eating counterhits, but at this point I just can't see myself landing Nightmare's moves like 4A, 66B or 88_22K on any solid players. I do hope I can find a way to land these, safe launcher is safe, but these are all a bit slow to land in the neutral game and I feel would require a sophisticated setup to land.

EDIT: BTW, is just frame AGA worth learning? I don't even know how to theoretically get the jf. I play on a standard ps3 pad with the default control scheme. I can do regular AGA consistently.
 
4A is pretty garbage, but 66B is a good move and 88_22K has uses. 66B is often used in Oki and post-gi situations, and after NSs A+B you can mix it with GS B and get some really good damage.

88K can be used to punish predicted verticals into 4KK for wall splats/ROs. With the inherent risk of step in SCV its common for players to use moves this slow and completely commit to their side step punishes.

JF AGA isnt critcal to NM, but better frames and damage are obviously nice. Im sure NM's Soul Arena has a topic on performing it, and it's not frowned on to change your button layout around here.
 
What is funny about the Tekken community is that pad players who don't use claw grip and use 2+3 and 1+4 binds on the triggers are considered scrubs by some of the OG players lol. There aren't many people who can execute Mishimas on a pad (not saying I can to the fullest extent) but I have put up a shitload of hours into practicing EWGF, wavedashing and basic movement in that game. What is good about this game is I don't have to grind the practice mode so much just to be able to play the game on a basic level.

It's going to take some time to get adjusted to using the slower moves and getting a feel of the recovery of moves on whiff. I have been using NM's 88_22B for evading verticals and punishing counterpokes, but I need to find a way to use 88_22K.
 
Pretty much what Kvasir said but i'll add on. You want to be using 66B for its great gaurd damage, its +2 on gaurd so you can set up some frame traps depending on the MU. Its best used in oki and in combos but you can throw it out at neutral it tracks enough to discourge stepping but you can bet hit out of it.

88_22k has uses but it has whiffing issues, your better off using 3B imo you can get similar damage, ringout and wall hit opportunities aswell.

iaGa is worth learning but not necessary. Its actually a frame slower thn aGa (i15), iaGa (i16). iaGa does more damage with a chance of clean hit and breaks gaurd.
 
I guess I'll have to learn how to land 66B from neutral, but if my opponent is not respecting my options and trying to get in, I feel I am better off checking them with AGA/6A/3BB. Picking up Mitsurugi was easy after I got accustomed to his optimum range after a few matches. My main offence with NM has been to check people with 1k and see how they react and step or back dash into 3B/AGA/88_22B or jump B over 2A counter pokes on a read.
 
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