CC and CDc tutorial (w/ voice-over)

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Tyler2k Blog

Tyler2k Blog

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Crouch Cancel (CC) and Crouch Dash Cancel (CDc) tutorial for Tekken 6. In this tutorial I cover how to perform a crouch cancel (FC to non-FC/WS attack, FC to standing jab) as well as how to perform the most famous crouch dash cancels such as Kazuya CD to WS+1,2, Lee Mist Step to WS+2,3, and Bryan b+3 to standing 1 combos..
The is the second video in my Tutorial Series. To view the above tutorial without voice-over dialog: • CC and CDc tutorial (n...
For more Dragunov information, be sure to check out my site: www.tyler2k.com/ and the T6 Dragunov forums: www.tekkenzaiba...
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Transcript:
Hi, this is Tyler2k and this is the second video in the tutorial series.
CC and CDc are two topics that are conceptually easy but take some time to master. A CC is universal to all the cast and refers to canceling a FC state to full stand. CDc changes dependent on the character's CD and covers one of two things. Either CD canceled into full stand or CD canceled into a WS attack.
Crouch cancelling is just as the name suggests. It allows you to go from crouching to standing without first going into the "while standing" state. The two most common ways to perform CC are by tapping "up" or "forward". Which one to use mainly depends on the requirements of the combo. An "up" CC is easier to perform but will cause your character to be slightly off-axis. Please note that some combos require a particular CC to land more consistently, but is still possible to land using a different method.
From FC, pressing forward and jab simultaneously will cause a WS attack. Using the method from earlier, we can perform a forward CC to get a standing jab. In order to get a standing jab out of FC, simply press and hold forward before hitting the jab. Many FC/standing jab combos can allow for a WS+1 instead, but in my experience they are more strict on range and timing, thereby being harder to land.
Here's a few famous examples of FC jab to standing jab combos. Overall WS+1 is harder to land post FC jab, but there are a few notable exceptions.
Here I'm demoing Kazuya's CD attacks and finally Kazuya's CD to neutral attack. While his neutral 3 and 4 come out as WS attacks, please note his standard CD 1 and 2 still occur.
Mishima CD is special as the final d/f motion can act as a forward buffer to cancel their CD. For instance Kazuya's f,f+3 can be performed as CD~f+3. Inversely by tapping back during CD puts Kazuya in a WS state.
The most useful cancel option for Kazuya is CD to twin pistons (WS+1,2). Here we see its execution at speed. This is a fast launching option out of CD that is only -13 on block and very difficult to see.
Lee's b+2~Mist Step is arguably one of best wall carry fillers in the game. Not only for its long reach and naturally advancing movement, but also for it's ability to easily convert into a WS+2,3 ender.
What's interesting about Lee's CDc to WS+2,3 is that he effectively goes into two seperate "stances" and the final "stance" can be cancelled into WS+2,3. Therefore we are CDc'ing his "Silver Sway" into WS+2,3 by tapping back.
Bryan's b+3 can transition to a CD by tapping forward. Out of his CD Bryan can perform his normal WS attacks. In order to do standing attacks it must be CDc'ed. Unlike Kazuya and Lee's CDc, Bryan's requires an additional input, in this case a forward jab. This is to keep Bryan on-axis by CDc'ing as quickly as possible.
That's a valid question, if you don't play a character with a CD or a signature FC jab combo, this might all seem pointless to you. But then you might realize that there's rare occasions where the opponent blunders big time. A poor decision on a forward roll that can convert to a small combo. A small combo that can convert to a wall splat. A wall splat to a wall combo and all of a sudden that small combo has done 65 damage. 65 damage that you may not have known existed before you watched this video.
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