Tekken 8 How To Counter Projectiles

You can counter projectiles in Tekken 8 by using sidesteps, parries, or certain character-specific moves that either absorb or negate them. Many characters also have moves that allow them to move through or even reflect projectiles.

Frustrating, isn’t it? Those pesky projectiles flying across the screen in Tekken 8. They seem like an impossible wall at times. But, don’t worry, there are methods you can use to deal with them, even if you’re new to the game.

This guide will help you learn how to counter projectiles in Tekken 8 effectively. You’ll gain knowledge of general tactics and specific character options that can completely shut down projectile-heavy playstyles.

Tekken 8 how to counter projectiles

Tekken 8 How to Counter Projectiles

Okay, so you’re getting blasted by fireballs, lasers, and all sorts of other crazy stuff in Tekken 8, right? It can be super frustrating! Don’t worry, you’re not alone. Projectiles, those sneaky attacks that fly across the screen, can be tough to deal with. But, with a bit of practice and the right knowledge, you can turn the tables and make those projectile spammers regret their choices. This guide will teach you all about how to deal with those annoying projectiles in Tekken 8. We’ll cover different methods, specific character strategies, and even a bit of mind games you can play. Let’s get started and become projectile-proof!

Understanding Projectiles in Tekken 8

Before we jump into countering, we need to understand what makes projectiles tick in Tekken 8. Not all projectiles are created equal. Some are slow, some are fast, some go high, some go low, and some even have tricky properties. Knowing these differences is the first step to countering effectively. Think of them like different kinds of annoying bugs; you wouldn’t swat a fly the same way you’d deal with a wasp, right? Same goes for Tekken projectiles. They’re generally meant to keep you at a distance and force you to make a move.

Types of Projectiles

Projectiles in Tekken 8 can be categorized in a few main ways:

  • High Projectiles: These are the ones you can duck under. Think of things like fireballs that travel straight across the screen at head height.
  • Mid Projectiles: These are trickier because you often have to block them standing. Some can also be low enough to interrupt your crouch attacks if you’re not careful.
  • Low Projectiles: These travel close to the ground. You have to either jump over them or block low to avoid damage.
  • Slow Projectiles: These give you more reaction time, but sometimes they’re designed to cover your approach options.
  • Fast Projectiles: These are harder to react to, requiring you to predict their usage or get a feel for your opponent’s patterns.
  • Homing Projectiles: They actually follow your movement a little. They can be tricky but usually have some weaknesses.
  • Multiple-hit Projectiles: Some projectiles will hit more than once, so you need to be mindful if you try to side-step them.

Projectiles Properties

Beyond the basic types, projectiles can have other unique characteristics:

  • Startup Frames: This is how long the projectile takes to appear and move. Some are faster than others.
  • Recovery Frames: This is how long it takes for the character to recover after firing the projectile. If they have long recovery frames, you might be able to punish them for using it.
  • Damage: Some projectiles do more damage than others. Knowing which ones are the biggest threat is crucial.
  • Range: How far the projectile travels across the screen. Some have very limited range, while others can go full screen.
  • Tracking: Can the projectile follow you a little bit if you move?
  • Pushback: Some projectiles will push you back when you block them, creating more space.
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Basic Countering Techniques

Alright, let’s talk about the actual moves you can do to beat those projectiles. The most effective counters often require a combination of these techniques. It is important to always try to understand which technique will be effective on the current match situation.

Blocking

Blocking is your bread and butter defense against most projectiles. Just hold back (or down-back for low projectiles) on your controller. Remember to switch between standing and low blocking based on the type of projectile your opponent throws. Blocking often puts you into a neutral position where you can start your own offense if the opponent can’t apply further pressure.

  • Standing Block: Hold back to block mid and high projectiles.
  • Low Block: Hold down-back to block low projectiles.
  • Chip Damage: Note that even when blocked, some projectiles can still cause a very small amount of “chip” damage. This damage is very minimal but needs to be considered.

Duck/Crouch

Ducking or crouching is your best friend against high projectiles. If you see a fireball coming straight at your head, drop down low! This not only avoids the projectile but can also set you up for a low attack counter or a throw if your opponent is reckless with their projectiles.

  • Full Crouch: Hold down on your controller to duck.
  • Crouch Walk: Hold down-forward/down-back to walk while crouching. This can be great for approaching while avoiding projectiles.
  • Punish Opportunity: Ducking can lead to a good punish opportunity if your opponent throws a projectile with a lot of recovery frames.

Jumping

Jumping is a powerful tool, but use it wisely. Jumping over a slow projectile can allow you to close the distance and start your attack. However, be careful because some characters have anti-air attacks that can punish a predictable jump. Also be mindful that some slow projectiles are intended to bait your jump, and the enemy will then follow up with another move.

  • Neutral Jump: Just tap up to jump straight up.
  • Forward Jump: Tap forward and up at the same time to jump forward.
  • Backward Jump: Tap back and up at the same time to jump backward.
  • Punish Opportunity: Be aware that if you jump too predictably or too close to your opponent, they could punish your jump with their own attacks.

Sidestepping

Sidestepping involves tapping either up or down on your controller. This makes your character move slightly to the side. If timed correctly, you can completely dodge some projectiles. This is usually most effective against linear projectiles. When sidestepping, you must be mindful about its vulnerability to vertical attacks.

  • Sidestep Up: Tap up.
  • Sidestep Down: Tap down.
  • Sidewalk: Tap up or down and hold to walk to the side. Use this to avoid tricky projectile patterns.
  • Timing: Timing is key for sidestepping. You’ll need to practice to get the feel of it.

Parrying (Character Specific)

Some characters in Tekken 8 have special moves called “parries”. A parry is when you time your move perfectly with an incoming attack and deflect or negate it. If you are playing a character with a parry, try it against projectiles! This usually leads to a counter attack. Parries are sometimes very character specific with different input command requirement.

  • Character Specific: Check your character’s move list to see if they have parries.
  • Practice Timing: Parrying takes a lot of practice and timing.
  • Risk/Reward: Parries can be very rewarding, but if you get the timing wrong, you might get hit, so be careful!
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Projectiles of Your Own

One of the most straightforward ways to stop a projectile spammer? Fight fire with fire! If your character has projectiles, you can use them to cancel out your opponent’s projectiles, or even punish them during their projectile recovery frames. It’s important to remember that projectiles work in a sort of priority basis, and the one that came out first will often negate the latter one, so you will have to be mindful of timing.

  • Cancel Out: Some projectiles cancel out if they hit each other.
  • Punish Recovery: Throw your projectile when they recover from throwing theirs.
  • Distance Control: Projectiles of your own help control the distance between you and your opponent.

Advanced Countering Strategies

Once you’ve got the basic techniques down, it’s time to get into some more advanced strategies. These techniques require more planning, but they will make you a much more effective player.

Punishing Projectiles

Every projectile move has a startup and recovery phase. If you block a projectile, and the enemy has a slow recovery, you have an opportunity to use a fast move to punish them. This is crucial because if they do this constantly, you can use the predictable pattern to damage them.

  • Observe Recovery: Pay attention to how long it takes for your opponent to recover after throwing a projectile.
  • Fast Attacks: Use fast jabs or command moves to punish their recovery.
  • Predictable Patterns: When you punish your opponent once for this, they are less likely to keep repeating it. This adds a layer of mind games to the match.

Mind Games and Conditioning

Tekken is as much about mind games as it is about executing moves. Once you start to get predictable on how you deal with projectiles, your opponents will start to take advantage of this. Here’s how to play with their heads:

  • Vary Your Responses: If you always duck under high projectiles, your opponent will start throwing low or mid projectiles instead. Mix it up! Sometimes block, sometimes duck, sometimes jump. Keep your opponent guessing.
  • Bait and Punish: If your opponent throws a lot of projectiles, show them you’re going to block. Sometimes you can pretend to be ready to block and bait them into throwing it. When they go for it, sidestep instead! This will put you in a better position to start your attack.
  • Approach Patterns: When approaching an opponent that’s projectile heavy, try to approach with different rhythm to throw them off.
  • Psychological Warfare: Make them think you’re going to do one thing, then do another. This is a core part of Tekken gameplay.

Character-Specific Strategies

Some characters are better at countering projectiles than others. Some characters have movement that makes them harder to hit, and others can bypass projectiles completely! Here is a look at some characters in particular:

Characters with Teleport Moves

Some characters like Raven or Yoshimitsu have teleport moves that allow them to avoid projectiles and get closer to their opponent. If you are playing against these characters, it is important to throw different types of projectiles, or only throw them sparingly to throw them off.

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Characters with Anti-Projectile Moves

Some characters have specific moves that allow them to absorb or negate projectiles and counter attack. If you use these moves effectively, projectile spammers will be very easy to defeat.

Characters with Movement Options

Characters with fast sidesteps or other movement abilities can often bypass projectile attacks more easily than characters that are more stationary.

Specific Scenarios

Let’s look at some specific scenarios you might encounter and how to deal with them.

Dealing with Constant Projectiles

If your opponent just spams projectiles over and over, they are relying on you being predictable. Try the following:

  • Approach with Caution: Don’t rush in blindly. Use crouch walking or short sidesteps to approach.
  • Punish the Recovery: Focus on punishing the recovery time of their projectiles.
  • Bait Them: Pretend to approach, and wait for them to throw out a projectile, and punish it.

Projectiles That Cover the Screen

Some projectiles travel across the entire screen. These can be annoying, but are usually linear. Here’s what you can try:

  • Sidestep or Sidewalk: Use sidesteps or sidewalks to evade them.
  • Full Screen Projectiles of Your Own: Counter their full screen projectile with one of your own.
  • Jump Properly: Be mindful to jump at the right time, as if you do it too early or late, they can punish you for it.

Homing Projectiles

Homing projectiles require more tricky counter strategies. Here’s what works:

  • Sidestep and Block: Sidestep to the side, and then immediately block to avoid getting hit.
  • Predict the Timing: Try to time your sidestep or jump at the right moment to evade it.
  • Interrupt Before Tracking: Sometimes, you can interrupt the move before the homing properties activate.

Projectiles with Multiple Hits

Some projectiles hit multiple times. Here’s how to deal with them:

  • Block Thoroughly: Block the entire move, not just the first hit.
  • Sidestep Carefully: Be mindful that sidestepping them might not completely evade all the hits.
  • Don’t Rush In: Don’t immediately approach after blocking. Make sure all hits are finished first.

In conclusion, countering projectiles in Tekken 8 is about understanding their properties and applying the right technique at the right time. It takes practice, but as you incorporate the different counter strategies mentioned above, you’ll find you are much better equipped to deal with annoying projectile spammers. Remember, Tekken is a game of adaptation. Be ready to change your strategy, and try to throw your opponents off with mind games.

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Final Thoughts

Effectively managing projectiles is key in Tekken 8. You can sidestep, jump, or even absorb some using specific character moves. Practice these techniques regularly in training mode.

Utilizing parries or reflecting attacks provides another defensive layer. These methods require precise timing, making them more challenging but very effective. Remember, awareness of your opponent’s patterns will significantly improve your chances.

In essence, learning these counters is vital for victory. Tekken 8 how to counter projectiles requires practice and smart decision-making. With time, you’ll become more adept at handling ranged attacks.

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