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As an addendum to this, you'll sometimes hear OG Tekken players referring to this kind of situation as "+X guard frames" - you're positive, but the opponent is allowed to block. Leroy HRM f+1 is a good example; it's +15 on hit but your opponent is allowed to block during those 15 frames, so you don't get to just hit them with a far reaching i14 move.
I believe this has largely fallen out of parlance but if you're reviewing the ancient scrolls or talking to a Tekken boomer it might come up.
Thats the guide. We have Fujins and even a handful of God of Destructions who don't know what a backdash or fuzzy guard is.
Having no preconceived concept of what Tekken is supposed to be is the most valuable thing you can have in T8.
But I have to admit, I really hate the "don't even try to win at first"-part. I have developed a terrrible frustration tolerance over the past years.
Anyway, neat guide, thanks for that!