SoulFist said:
As a Street Fighter player, how well do you think the transition to Tekken 6 would be? I've never really been huge on 3D fighters, and I always felt that they feel clunky. I have played DoA4 though and it wasn't my favorite.
Yeah, "heavy" movement is definitely one of the things you notice first. It's like every character has a 5-ton weight on their back. On top of this, backdashing can be quite shorter than forward dashing, making it feel like there's a gravitational void pulling the characters closer to eachother (especially annoying if you're trying to play a mid/long-range character).
This is really just something you'll get used to after a while, and once you have, you'll notice what a clusterfuck fights turn into in games where your characters can dash all over the screen freely (for lulz, try Jing Wu Online, Chinese though). Once you get used to it, you never go back, seriously. You
will get used to it.
The second thing that really distinguishes 3D (apart from the whole 3D-thingy) is, in my opinion, that spacing/footsies happen a lot earlier (skill-wise) than in 2D. Simply getting as close as possible and start landing hits (mash that jab) doesn't work quite as well for novices, especially since blocking low is a helluva lot more dangerous than in, say SFIV, since a launching mid kills 30% of your HP bar or more. Down-backing the opponent is not an option for anyone, something I really hate about some 2D games.
At first, I got really annoyed at this, thinking "if only I didn't play online, I could surely block all those high/low mixups on reaction". But the solution is usually (online or not) to simply not stand close enough for the opponent to throw out random shit, unless you're in position to attack. And with the near-lack of projectiles, as well as +1 dimension to move in, it's something that comes in hand even if you're not Justing Wong playing Daigo.
Then there's that thing about hitting downed players, re-downing them. Fucking hate that.