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Fighting Games Weekly | Sept 29 - Oct 5 | 4th place wins a cake

Sayah

Member
For those that are missing the otherwise amazing Tekken 7 stream with terrible resolution.

http://a.pomf.se/saczdh.mp4
Tekken 7 might be the first game in the series with a bad OST. Every stage so far is the worse kind of dubstep.

I think this is just placeholder music.

Yesterday, people were saying the game didn't even have any music. But they must have added it today. I don't know.

Regardless, there's a high chance Tekken Tunes is going to be featured in Tekken 7 as well so you can put up whatever tracks you like.

TTT2's OST was mostly meh to me

.........

TTT2 music is so good. I disagree.
 

poopninjamvc3mk

I sucked six dicks to get this tag.
Smash netcode reminding me of steamworks street fighter right now.

Private matches are smooth, but random ranked/for fun is 50% shit 50% smooth
 
Does having them as a comeback mechanic make them that much better?

Its not all that easy to land since it doesn't have invincibility frames just armor and you'll most likely get killed trying to use it raw. Some of them are terrible at whiff punishing is as well. Also rage damage is significantly lowered or non-existent.
 

Dahbomb

Member
I really hope the community doesn't pull some shit like "Ragearts and Power Crush moves are too random, need to have 4/7 rounds to minimize randomness". Just keep it 3/5 rounds, 3/5 matches.
 

Sayah

Member
I really hope the community doesn't pull some shit like "Ragearts and Power Crush moves are too random, need to have 4/7 rounds to minimize randomness". Just keep it 3/5 rounds, 3/5 matches.

I highly doubt anyone's going to favor doing 4/7 rounds. That's way too long.
 

Dlent

Member
Yes. Especially if the community insists on 17 hour sets it will at least be a bit less boring to watch.

I suppose I should have specified and asked how they were better for players and not stream monsters, sorry.

Its not all that easy to land since it doesn't have invincibility frames just armor and you'll most likely get killed trying to use it raw. Some of them are terrible at whiff punishing is as well. Also rage damage is significantly lowered or non-existent.

Hmm, most supers in SCV didn't have startup invulnerability either, so most people still just juggled into them. I was actually hoping that ragearts would have more application in neutral than supers did in SCV, I feel like tying them to rage is too much of a copout so that they don't ruin frame-trapping and whiff punishing in this game. Only time will tell at this point, but the foundation for ragearts seems shaky at this point.
 

Dahbomb

Member
Power Crush moves are really the moves that will make the biggest impact on the game play. Ragearts will really just be used to finish matches quicker via big damage combo/finisher.
 
I do hope that some characters will have a utility rageart to differentiate their gameplan besides just trying it as a combo finisher or to try to land it raw. Sort of like how Viola's could use her super as a setup, since it put a blackhole on top of them, then she could try something while they are blocking it. I wonder how balanced something like a grab rageart would work in Tekken. Throw breaks are important, but if there was something like an unbreakable grab or one that is extremely fast startup compared to others, I wonder if it would be too much. You would have to sort of play it like if Zangief was in a 3d fighter, try not to be in range of the grab, and try to pre-emptively duck it (since in 2d normally you would try to pre-emptively try to jump a super grab, though jumping still works I guess)
 
Hmm, most supers in SCV didn't have startup invulnerability either, so most people still just juggled into them. I was actually hoping that ragearts would have more application in neutral than supers did in SCV, I feel like tying them to rage is too much of a copout so that they don't ruin frame-trapping and whiff punishing in this game. Only time will tell at this point, but the foundation for ragearts seems shaky at this point.

I think that's fine for Tekken since that's a huge part of Tekken's game play. Power Crush seems to be there for characters like Hwoarang but its weakness to lows(and maybe throws?) makes it a ton more bearable than invincibles in TR due to invincibles making the game a shit ton more turtlely.

Rage Arts? Comeback Mechanic that's very hard to use properly. So it doesn't get completely abused.
 
How are Power Crush moves weak to lows? Are these moves mostly only High hitting moves?

Lows cancel Power Crushes. Say if Hwoarang goes into his pressure game, If the opponent Power Crushes when Hwoarang does his low during the pressure you take all the damage and your Power Crush cancels out.
 
How are Power Crush moves weak to lows? Are these moves mostly only High hitting moves?

They only absorb highs and mids, lows stop them.

I do hope that some characters will have a utility rageart to differentiate their gameplan besides just trying it as a combo finisher or to try to land it raw.

We've already seen that Kazuya has a secondary Rage Art that allows him to transform into devil form. There could be others.
 
I just got done playing 62 matches online against ~15 opponents. Only one was laggy. Even the Japanese opponent and I had a solid connection. Color me sincerely impressed with this netcode in Smash.

I'll probably stick with Bowser - I went 43-19 with him tonight.

I thank Namco.

I still don't trust NIntendo with online.
Indeed.
 

smurfx

get some go again
I just got done playing 62 matches online against ~15 opponents. Only one was laggy. Even the Japanese opponent and I had a solid connection. Color me sincerely impressed with this netcode in Smash.

I'll probably stick with Bowser - I went 43-19 with him tonight.


Indeed.
how does it compare to marvel online?
 
Players? Tekken? I'm not sure what you mean.

utxcfkkkm1for0qbsuwd.jpg
 
? Besides the double floor break on one stage, there wasn't nothing too different from TTT2.

I'm more referring to the lack of random fish trawlers. A sense of direction and feel comes most from what you exclude, what you focus on.

Basically: Calibur 4 and Calibur 2 both have fantasy/historical landscapes as backdrops. Calibur 4 has the goddamn Deathstar and Jedi in a historical fantasy swordfighting game. Calibur 2 has a far better sense of direction and coherent feel to it than 4 does because it doesn't include the goddamn Deathstar. You also can't jump into a lobby to witness the duel of Sephiroth vs. Shaq Fu who's dualwielding axes, followed by Jame T Kirk the next day. TTT2 feels the same to me. Random fish trawlers, tulip fields, some epic building high up in the sky if memory serves, and Kuma with an Abraham Lincoln wig. That's atrocious.
 
I'm more referring to the lack of random fish trawlers. A sense of direction and feel comes most from what you exclude, what you focus on.

Basically: Calibur 4 and Calibur 2 both have fantasy/historical landscapes as backdrops. Calibur 4 has the goddamn Deathstar and Jedi in a historical fantasy swordfighting game. Calibur 2 has a far better sense of direction and coherent feel to it than 4 does because it doesn't include the goddamn Deathstar. You also can't jump into a lobby to witness the duel of Sephiroth vs. Shaq Fu who's dualwielding axes, followed by Jame T Kirk the next day. TTT2 feels the same to me. Random fish trawlers, tulip fields, some epic building high up in the sky if memory serves, and Kuma with an Abraham Lincoln wig. That's atrocious.

I never had any dissonance in Tekken stages. T5 had Penguins so...idk. Never saw the problem.
 

Malice215

Member
All of the soundtracks to Tekken have been great. There's still plenty of time to make sure the one for T7 isn't raw ass.

Slow-mo = hype?

http://a.pomf.se/saczdh.mp4

I'm actually enjoying the addition of Supers to Tekken. So much better than Soulcalibur's attempt.

I don't see how T7's application is so much better. At least with SCV you have to do something to earn meter. You can choose to spend meter on other things instead of using it only for a super, especially in the case with certain characters where it's much smarter not to spend the meter on super because they have higher damaging combos that use less meter or can setup for a ring out, plus the comeback mechanic is milder since you only get a bar of meter after losing two rounds in a 3 round set instead of having it available for every round when you're down in life.

Supers in T7 gives it some flash that people were looking for, but right now I'm not a fan of their application. We'll see how things turn out in the final game.

Smash 3DS Wireless > Marvel PS3 Wired is what I can say.

Namco has had a few games to really work on the netcode for and now Smash is the latest benefit of that effort. The console version is really going to blow up with the amount of people enjoying the handheld version.

I swear there's been like 50 Capcom Asia Tour tournaments in the last couple months

A lot more than the US at least

The US has had more events that count towards points or a guaranteed spot. And the Asia Tour is a mini circuit leading up to the Asia Finals later this month which is a round robin to pick the qualifier for Capcom Cup.
 
Tekken soundtracks have taken a step back every year beginning with Tekken 5. I think the problem has been that they don't tailor each stage and song to a specific character. Maybe it's just nostalgia talking but if you go back to T3 and listen, both the arcade and PSX remix accurately reinforce the idea of the character they're representing.

Nina and Jack have cold, industrial music. Ogre has a menacing song. Jin and Hwoarang have some catchy likeable stuff.

I was hoping with a pared down roster, they could do this again. But probably not.



Also, maybe I'm just old and can't understand what the kids listen to these days. I changed the TTT2 OST within a week.
 

Village

Member
Mystical Forrest, is the greatest.

Please bring that stage back, please or tekken tunes so I can just put it on something else Also Tag 2 had the create your character theme that was hype as shit.
 
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