I dislike long point-for-point posts. They're a pain for readers and writers alike.
Just for writers, imho, but I still find myself doing them, so I guess it beats the alternative.
I did not say f,F+1+2. I said f,F+2, i.e. a single button.
I know that. Just pointing out that f,F+1+2 would be the normal combo, and going back and checking, in fact f,F+1+2 gives you the same move as f,F+2. I was confused with f,1+2.
Another example is Heihachi's QCF+2 being a punch, and his QCF+1 being a throw.
Also, 3 is a left kick. 4 is a right.
There are examples, and certainly the further you go away from the default punches and kicks, the harder it is to find the connection. But because even with the more exotic moves, there is usually a reasonable connection between the movements and limbs, the moves are simply a lot easier to remember.
Often, though, you will find that when QCF+1 is a throw, QCF+1+2 is also a throw, and if they haven't used QCF+1 for anything else, they've mapped the throw to QCF+1 to make it easier to pull off - a shortcut if you will.
However, I'm beginning to understand that the VF logic may be more relevant at high-level play. But in the end it comes down to what you have to remember. For me, the individual moves are easier to remember in Tekken, because to me, there is more logic to them. Again, like I said, 1,2 or 2,2 or 1,1, I know exactly what I want and expect.
Are you saying the exact same thing I did? Please name some fully ambidextrous Tekken characters; I've been out of touch.
Again, I'm starting to understand the difference better. While there are a bunch of characters now that have a stance with the right foot or left foot forward, this isn't the same as with Virtua Fighter where all characters have this and where the stance determines the context for the next move (thanks for that, Crayon). In Tekken, there are just the different stances (it's more often standing backwards than with the other foot foward even), and some characters use these to simulate full abidextrousness (I think Hwoarang qualifies here?)
Having a guard button doesn't mean we NEED to cancel. It means we CAN. Tekken will never have an analogue for a K~G twitch to force a major evade. This is an issue on Tekken's end, not the PKG games.
Again, I'm starting to understand. You are saying that you can pull a punch or a kick to create a fakey? I haven't seen this in the example videos
Yes, when they're present. I'm saying that in strings, they're often not.
True, not in the big strings.
Paul's 2,3 is high-high. His 1,4 is high-low.
That's true, but there is no 1,4 high-high equivalent. For the 2,3, I can do a 2,d+3 / d,3 to get a high-low.
But I guess that's just the major difference I guess between Tekken and VF. We sometimes have to remember ourselves where the hit is going to land. Most cases, the up-forward-down corresponds with high-medium-low, but there are definitely exceptions. Sometimes there is still some logic in this though, when a combo uses the front arm and leg, you generally get quick combos, and they are often high/low. But the logic starts to fall apart here if you look hard enough.
No. 1+4,2,4 is Jun/Jin/Asuka's White Crane combo, which is four strikes. Do you see what I meant about inconsistency and confusion?
Sorry, the manner of counting confused me. I've always read square,triangle,circle,cross as 1,2,3,4. But you mean (from my perspective) 1+3. Now actually, 1,3 is equivalent to 1+3. So, this combo really just reads 1,3,2,3, and executes accordingly. Because 1+3 isn't used for a different move, you can also execute it as 1+3.
3,2,4,3,1+4,2,2,1,2 is an actual Jin 10-string from TTT. I didn't indicate directions because there are none.
Spot the irony.
I get it. But like I said, the 10 strings are basically short-cuts. And each button in the string still corresponds to the limb.
And guys, thanks for the videos. That helped a lot. I didn't watch all of them, but a fair few. Does one of them demo the pulling of a kick/punch? That really interests me, and I would consider that a big advantage of VF over Tekken.