Any tips for a beginner? I may put more of an effort into it after Evo, but I don't really know where to start.
Let's see. The game is going to require a lot of experimenting, but I'll give you some basics while trying to not overwhelm you. I'll break down into topics because there will be plenty of material as I don't want to skimp on the important things, and there are a lot of important things.
Strings
1. The majority of strings your characters will have will be blockable after the first or second hit. If they keep mashing strings, after the second hit, you might be able to go in for the 1,2 jab everyone has or sidestep.
2. The bulk of your strings are actually situational. For example, Xiaoyu's f+2,1, 4 string she got for Tag 2 is only used as either a combo ender (especially for wall carries) or one of her three optimal Tag Assault fillers. Otherwise, you're rarely ever using even the first two hits as you have faster, better options where it might be applicable.
3. Learn to abuse your 1,2 jab. It's the fastest attack you have in the game for just about any character. The only exceptions are two other moves, but they are not versatile as your jabs.
4. When it comes to strings, you may only need one or two parts of it outside of juggles.
5. Depending on your character, you'll actually be more focused on using single attacks outside of combos.
Movement
1. Your movement will be dashes and sidestepping. You're going to learn find out that by pressing down-back or down-forward, you can actually cancel your movements and is arguably the most important footsie toolbox in the game. The dash cancels are tough to get down ,but there are plenty of tools lying around. You can cancel sidesteps by holding back or down-back.
2. Learn when and when not to sidestep. If you see someone trying to run or rush in with a move towards you and you have time, bull fight with then and sometimes you will be able to sidewalk into a very favorable position.
3. Generally, you'll want to sidestep to the right.
4. Be aware of moves that have white streaks. These are your anti-sidestep moves.
Defense
1. The majority of attacks in Tekken are actually unsafe on block, really giving the game a turn based feel, but it's not like RPG slow.
2. Look up your moves that have certain startups to use as reversals. Your jabs have ten frames of startup (or i10). You'll need to learn your moves that are anywhere from i10 to i15. This is so you know which moves are available after blocking certain moves. You can either learn this by looking at frame data online or using defensive training in training mode. If you see punish after doing your reversal, then you have a move they can't escape from.
3. The vast majority of launchers in the game are i15 with some at i13 (usually requiring some stance or command dash) with others at slower speeds. With the exception of the EWGF, all launchers are unsafe and can be punished by i15 launchers. In other words, don't go mashing launchers on reversals unless you absolutely know the opponent is defenseless.
4. In 2D fighting games, you crouch block and react to overheads. In 3D fighters, you stand block and react to lows.
5. Standing will leave you safe against highs and mids, but not lows and standing throws.
6. Crouch blocking will leave you safe against lows and standing throws while completely dodging highs. You are vulnerable to mids and crouch throws. In fact, most attacks are mids.
7. Low parries are your friend. Learn to know when it's better to low parry or crouch block depending on the reward you can get.
8. Learn to react to throws. It's tough, but it's worth it as high level makes them situational outside of command grabs.
Offense
1. Learn that it's not about getting the most damage at any given time. Sometimes, you just need a 1,2 jab to give the momentum to you.
2. Learn to mixup up how you move, attack, and at times, defend.
3. For mixups, the key thing is to condition your opponent to expect something else. If you're doing a lot of mids, they might expect a low which then creates a **** load of mind games.
4. EX Mids, which are typically your crouch jabs, can be blocked standing or crouching.
5. Don't go fishing for launcher opportunities all the time. You can easily win with strategic poking.
6. Your standing roundhouse, also known as the Magic 4, is one of your most versatile pokes, but I don't think Steve has that.
I know that's a lot, but Tekken is a very deep game.