The Faceless Master
Member
Source: Tekken ZaibatsuTekken 5 Mishmash Movies
As promised earlier this week we have compiled a couple of movies of miscellaneous Tekken 5 footage such as throw escapes, new moves and combos!
Source: Tekken ZaibatsuTekken 5 Mishmash Movies
As promised earlier this week we have compiled a couple of movies of miscellaneous Tekken 5 footage such as throw escapes, new moves and combos!
SaitoH said:Those videos were showing off juggle combos ... does that mean they've done away with 10 hits and are concentrating more on a proper combo system?
sp0rsk said:i think he means no more of this "jab, jab, jab, jab-combo" type juggles
did you not play tekken 4.Ferrio said:
yeah, you do have to know them... especially after that time when will bang was heavily favored to win a tekken 3 tourney, but lost to tenstrings... whatever happened to that guy?SaitoH said:What Sp0rks said.
I played Tekken 2 the most, with each successive sequel being less and less interesting to me. Tekken needs to change, IMO. Hopefully this one will renew my interest.
Ps. The simple fact that no one uses them at mid-high level play is a testament to their uselessness. You still have to learn how to block them, simply because someone will use them. So why have them?
DaCocoBrova said:What was so 'broken' about Tekken 4?
That's just sadThe Faceless Master said:no, the mainstream will keep playing MK
Retarded Wall InfinitesDaCocoBrova said:What was so 'broken' about Tekken 4?
The Faceless Master said:Retarded Wall Infinites
Position Change
Hit Levels
Throws
Jin
(in order of which has the most letters)
I agree with you.MrAngryFace said:Virtua Fighter 2 was the only good Tekken. Please and Thank You Shut up VF4 Evo forever fuqs.
i think they said 258 was 33% faster or something like thatFatghost28 said:Does anyone know the differences in spec between System 258 and PS2/System 246?
throws and position change being broken sort of goes hand in hand... position change was useless unless near a wall, so of course, people uso throws every time when not near one since there was no real mixup value of doing a position change... problem is 99% (slight exaggeration, but you get the idea) of throws had a 2 escape... and then near walls, the position change had some wide open assrape situations with some characters, essentuially making dumb to go for a throw instead, though of course, since throws still did damage, at least there was mixup value, but you get the idea...DrDogg said:Position Change and Throws were not broken.
Also, ten-hits do have a purpose in high level play. I know of several high level players (including myself), who will use the first part of a ten string. If you stop on the right hit, you'll have a good amount of frame advantage for interesting setups. They were also very useful against the wall, and this includes the entire 10-hit string.
I got rocked by a stellar backturned wall setup from a Law player who busted out a ten-hit to end the setup. So the entire 10-hit was guaranteed, plus wall damage. Just nasty.