It's mine bitches! I guess Namco wasn't kidding when they said that the next Tekken would be similar to Virtua Fighter.
Official website: http://www.tekken-official.jp/
Release date: 2004 (Arcade), 2005 (Console)
Trailer: http://www.gametrailers.com/gt_vault/t_tekken5_e3_2k4.wmv
Profiles:
Asuka:
She's the cousin of Jin, and is looking for the man whom hospitalized her father, her dojo master. She heard stories that the man had come from China and that he had entered the upcoming King of Iron Fist Tournament, so she did too.
Feng Wei:
Studied one of the Chinese martial art styles of Kempo, the Japanese name translates as God's fist. He has been studying the art since his childhood. When he became an adult he wanted to the best at his art with no rival. But being the best was not enough. In time challenged and defeated masters of rivaling styles until there was no left. He merged their styles with his own. Before killing his own master, he was told that if he wished to truly awaken the nature of Kempo, he'd have to get the secrets of Kempo from a book owned by the Mishimas.
Raven:
The code name of the agent working for an international firm similar to the that of the CIA (He's referred to as an American Ninja in Arcadia Magazine's interview). His mission was to gather information on The G Corp and the Mishima Conglomerate. While investigating he witnessed an attack on the Mishima Estate and Heihachi's death. He later heard news of a upcoming tournament run by the Mishima, so entered to continue his investigation.
Confirmed roster of characters:
Paul
LingLing
Lei
Bryan
Julia
Jin
Bob
Kazuya
Heihachi
Raven
Asuka
Feng Wei
Lee
Anna
Nina
Kuma
Jack-5
Marshall Law
Christie
Eddy (Might be a palette swap of Christie, not known yet)
King
Yoshimitsu
Steve
Bruce
Craig
No word on which characters might be time release, or if this will be the initial cast of characters, with more characters available via time release.
Gameplay Features:
# Position change has been removed and left/right throws are back. Throws might also require different inputs depending on the motion, like in Virtua Fighter, and they will leave you in different situations. For example, if King attempts a suplex and you escape it, you will land behind him, with his back turned towards you.
# There will be a mixture of infinite arenas (Tekken Tag) and finite arenas with boundaries (Tekken 4) in the game. It's unknown how the stages will be distributed. Some arenas will also be finite, but will be extremely large, so the chances of finding a wall will be slim.
# A Soul Calibur II-style conquest mode is being considered.
# Juggling system is going back to how it was in Tekken Tag
# No more universal low parry.
# Character customization will be handled via card system, like in Virtua Fighter. Players will be able to add items to their character and change the colors. No word on how extensive this will be compared to VF.
# The crush moves (temporary name for this feature) are essentially moves specifically empowered to have purer anti high or anti low properties, up until now Tekken has always been a little shady in this area. When the opponent executes such a move your hit box will be voided and your move will be crushed every time. For example, Law's Dragon Sweep will act as an anti-high against Kazuya's WGF, so that the former will always connect if the two attacks meet.
# The forward left and right throws in Tekken 5 cover a much longer distance (view the screens below) than ever before by taking a step before actually executing the throw. We suspect this is an alternate attempt at curing the back dash runaway issue from Tekken Tag. Limiting the back dash in Tekken 4 only led to jabs getting over prioritized, so hopefully this means the back dash will be longer again to avoid this while curbing the runaway potential with the long range throws.
# Jumping attacks will actually have jumping properties in Tekken 5, so low and special mid attacks will easily lose to or whiff jumping attacks. For example, in the past a jump kick could always be beat with a crouching jab. This was based solely on hit timing and the hit box of the move in question. In Tekken 5 the results will be consistently in favor of the jumping attack in this scenario.. This is similar to Virtua Fighter where some jumping attacks would 'crush' low attacks.
Screens:
Official website: http://www.tekken-official.jp/
Release date: 2004 (Arcade), 2005 (Console)
Trailer: http://www.gametrailers.com/gt_vault/t_tekken5_e3_2k4.wmv
Profiles:
Asuka:
She's the cousin of Jin, and is looking for the man whom hospitalized her father, her dojo master. She heard stories that the man had come from China and that he had entered the upcoming King of Iron Fist Tournament, so she did too.
Feng Wei:
Studied one of the Chinese martial art styles of Kempo, the Japanese name translates as God's fist. He has been studying the art since his childhood. When he became an adult he wanted to the best at his art with no rival. But being the best was not enough. In time challenged and defeated masters of rivaling styles until there was no left. He merged their styles with his own. Before killing his own master, he was told that if he wished to truly awaken the nature of Kempo, he'd have to get the secrets of Kempo from a book owned by the Mishimas.
Raven:
The code name of the agent working for an international firm similar to the that of the CIA (He's referred to as an American Ninja in Arcadia Magazine's interview). His mission was to gather information on The G Corp and the Mishima Conglomerate. While investigating he witnessed an attack on the Mishima Estate and Heihachi's death. He later heard news of a upcoming tournament run by the Mishima, so entered to continue his investigation.
Confirmed roster of characters:
Paul
LingLing
Lei
Bryan
Julia
Jin
Bob
Kazuya
Heihachi
Raven
Asuka
Feng Wei
Lee
Anna
Nina
Kuma
Jack-5
Marshall Law
Christie
Eddy (Might be a palette swap of Christie, not known yet)
King
Yoshimitsu
Steve
Bruce
Craig
No word on which characters might be time release, or if this will be the initial cast of characters, with more characters available via time release.
Gameplay Features:
# Position change has been removed and left/right throws are back. Throws might also require different inputs depending on the motion, like in Virtua Fighter, and they will leave you in different situations. For example, if King attempts a suplex and you escape it, you will land behind him, with his back turned towards you.
# There will be a mixture of infinite arenas (Tekken Tag) and finite arenas with boundaries (Tekken 4) in the game. It's unknown how the stages will be distributed. Some arenas will also be finite, but will be extremely large, so the chances of finding a wall will be slim.
# A Soul Calibur II-style conquest mode is being considered.
# Juggling system is going back to how it was in Tekken Tag
# No more universal low parry.
# Character customization will be handled via card system, like in Virtua Fighter. Players will be able to add items to their character and change the colors. No word on how extensive this will be compared to VF.
# The crush moves (temporary name for this feature) are essentially moves specifically empowered to have purer anti high or anti low properties, up until now Tekken has always been a little shady in this area. When the opponent executes such a move your hit box will be voided and your move will be crushed every time. For example, Law's Dragon Sweep will act as an anti-high against Kazuya's WGF, so that the former will always connect if the two attacks meet.
# The forward left and right throws in Tekken 5 cover a much longer distance (view the screens below) than ever before by taking a step before actually executing the throw. We suspect this is an alternate attempt at curing the back dash runaway issue from Tekken Tag. Limiting the back dash in Tekken 4 only led to jabs getting over prioritized, so hopefully this means the back dash will be longer again to avoid this while curbing the runaway potential with the long range throws.
# Jumping attacks will actually have jumping properties in Tekken 5, so low and special mid attacks will easily lose to or whiff jumping attacks. For example, in the past a jump kick could always be beat with a crouching jab. This was based solely on hit timing and the hit box of the move in question. In Tekken 5 the results will be consistently in favor of the jumping attack in this scenario.. This is similar to Virtua Fighter where some jumping attacks would 'crush' low attacks.
Screens: