LOL at MvCI and its auto-combos. That was the first thing the game tells you to do in the demo. I call it the "whack-a-mole" game coz it's just like that baby's toy: press one button continuously to get combos.

That said, Tekken does have characters that is a "whack-a-mole" herself, Katarina and to some extent.....Lucky Chloe. After all, I did that "Katarina spam RK using turbo function and go to sleep" trick to auto-grind for 2000 battles all-customization unlock.

But that's more of to pull newbies in. Once they realize that the move is "duckable", can be countered or parried, can be sidestepped, or punishable by quicker low attacks and WS moves by frame data, they will either learn Katarina's more varied altitude attacks (low and mid/high combined) or gave up the game altogether.
I guess it's not really fair if you're just getting into the game now, while the rest have 8 games worth of experiences behind them. Which is why most SF-trained players I played with, starts with Akuma. They're familiar with his movesets from SF, but unwilling to try out the other 37 characters that makes up the core of Tekken. It's all about move timing (turn on Recovery Frame indicator in Practice to learn this), moves buffering (doing moves early while preceding moves are still in animation and padding button taps and presses), and footsies (weave in and out of range to entice your opponent to whiff his attacks and punish them). Hell, even your first move is important, after the announcer says "Round 1, Fight!". A faster move and longer reach as a poke will serve as a hint to what your opponent's game plan is. More often than not, new players would rush into their attacks and HOPE it'll land, but dont know about how "fast" their attacks are, which altitude it hits (high, mid, low), and if their attack range is long enough to hit. Experienced vets would usually wait and see what their opponents would do, and punish accordingly. Or poke a single fast attack that is safe on block and see how their opponents react.
I usually condition my opponent into blocking low. You see, since the majority of moves attack mid and high in a string combo, a lot of players neglected to block low. As a King player, I'd make the opponent conditioned into blocking low with King's Stagger Kicks, and once he's in that frame of mind (in his mind, more Stagger Kicks are coming so I better block low), it's the juiciest time to hit him with u/f+4 launcher and wall-carry combo him. Even Stagger Kicks has 50-50s in them: A single Stagger kick and a 2, three Stagger kicks and a 2, or spam all 5 Stagger kicks. Keep him guessing.

Mostly these days I got fed up with newbies spamming rushdown attacks hoping one of the attacks would hit or just for pressure, and I use Stagger kicks on them to teach them a lesson: vary your attacks and stop spamming buttons. Stop for a second, coordinate your attacks, and do your moves with a purpose, not just for quick kills. Makes the game more enjoyable that way, and both of us learn something new from each other, even if I lose in that way, I'm happy. Not when you're spamming a single move over and over again. Some of them never learn and continue spamming the same move, even after being punished over and over again. And some use the stuttery lag nature of online play (either because of their shitty connection or a lag switch) to their advantage to win, which isn't the kind of "win" I'd want to win. When that happens I usually just let him win: I just stand there and let him "win" by hitting me over and over again without me doing anything, even when I'm lying on my back on the floor. If he feels that is a "win", I know what kind of player he is (a scrub) and never accept his fight request again. Coz to me, winning THAT way is a shitty way of winning, and a crappy feeling to win it that way too. I'd rather win by the slightest margin, in a very technical and strategized match, in a match that drags on to the final round, and in that final round, both players are in Rage, and the fight ends up in the most hyped slow-mo action of it all. That is how you really play Tekken, ladies and gents.
This post has been edited by stringfellow: Jun 23 2017, 07:59 PM