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Tekken |OT2| Pulse of the Regionally Discriminated Knuckleheads

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GrayFoxPL

Member
Doomshine has a new team King/Duk. Beastly Duk, so many tackles lol. I got always caught in those ground throws into full combo. I don't remember if they are breakable. And that jumping knee is too good. Good games man.

About that glitch, I didn't see it on my screen. Netcode decided your attack was actually too late or smth. But I had one bizarre glitch online where I did ss3+4 with Baek which is quick 3 hit nc move and opponent's King did d+3+4 after he got hit by first hit of SS3+4 and he actually scored with d+3+4 - that is impossible to do. But glitches like that are super rare thankfully.
 

Manbig

Member
Doomshine has a new team King/Duk. Beastly Duk, so many tackles lol. I got always caught in those ground throws into full combo. I don't remember if they are breakable. And that jumping knee is too good. Good games man.

About that glitch, I didn't see it on my screen. Netcode decided your attack was actually too late or smth. But I had one bizarre glitch online where I did ss3+4 with Baek which is quick 3 hit nc move and opponent's King did d+3+4 after he got hit by first hit of SS3+4 and he actually scored with d+3+4 - that is impossible to do. But glitches like that are super rare thankfully.

Launching ground throw is always 1 break. If you eat a full juggle into the wall, better to break the 2 ground throw, because the launching ground throw does not reset the juggle float.

That jumping knee (u/f3) is -2 on block now. It was 0 in T6. The usual Marduk follow ups after is blocked are crouch jab, d/b1+2 (super unsafe), d/f1+2 (unsafe high crush), and just a regular ass sidestep into whatever. Adapt and react accordingly.
 

Doomshine

Member
Doomshine has a new team King/Duk. Beastly Duk, so many tackles lol. I got always caught in those ground throws into full combo. I don't remember if they are breakable. And that jumping knee is too good. Good games man.

About that glitch, I didn't see it on my screen. Netcode decided your attack was actually too late or smth. But I had one bizarre glitch online where I did ss3+4 with Baek which is quick 3 hit nc move and opponent's King did d+3+4 after he got hit by first hit of SS3+4 and he actually scored with d+3+4 - that is impossible to do. But glitches like that are super rare thankfully.

Good games.

I checked the replay and it wasn't a glitch, I got hit, not the other way around. It just caught me by surprise since I'm almost behind you with the built in ss of ub+1.
 

sasuke_91

Member
We should also do a session Doomshine. Didn't have one in a while and I guess that's my fault^^
I've been playing a lot of German players from the forum AAK showed me some time ago. Really great players. Most of them live too far away to meet them in person though :/
 

GrayFoxPL

Member
Wanna see Knee fooling around with Devil Kazuya in T7?

https://www.youtube.com/watch?v=TigP74G0g0Y&feature=youtu.be

After that Knee realized he cannot tailspin with Devil Kaz due to lack of df+1,4.

Then next few fights he spent on trying to find another move that tailspinned, but either nothing did it or was too slow to hit in a juggle. Wonder if there's a hidden move or they have to implement all tailspins for kaz still or is he really limited to one tailspin?

Bonus Bryan:

https://www.youtube.com/watch?v=HG1ofzD5vtM&feature=youtu.be
 

Sayah

Member
FW posted these on Twitter and while everyone's upset about the sameness of the artstyle/designs, I have to say the gameplay is always #1 in fighters for me and I'm really liking the changes. The tailspin really works well for reinventing the combo system. While I was seeing the same boring d+2,2,3 tailspin juggle with Lili, I think there's a lot of flexibility and ways to reinvent combos from what I'm seeing. Plus, every hit seems meaty and hits hard. The close up camera effects with certain moves and the slow down with others is a very nice touch. The sparks (which might be gone D: ) are amazing.

http://gfycat.com/IncompatibleInnocentGreatargus
http://gfycat.com/AnyNarrowDuiker
http://gfycat.com/WeepyShamefulCoot
http://gfycat.com/DevotedDependentHapuka
http://gfycat.com/FrigidFoolhardyConure

So the designs are the same. Whatever. I will buy the PC version and just use all the mods I like. It will be excellent. Maybe there will even be a mod for making Lucky Chloe less annoying for AAK and Manny. lol.
 

GrayFoxPL

Member
giphy.gif


Btw Sayah, you'll buy PC version that has a big chance to not exist at all? We got confused about initial announcement. But in reality home version are told to be very far off as is any platform announcement.
 

Sayah

Member
giphy.gif


Btw Sayah, you'll buy PC version that has a big chance to not exist at all? We got confused about initial announcement. But in reality home version are told to be very far off as is any platform announcement.

It has a big chance of existing you mean. :p

Because it does.



Anyway, that Hwoarang combo......dayum.
 

AAK

Member
FW posted these on Twitter and while everyone's upset about the sameness of the artstyle/designs, I have to say the gameplay is always #1 in fighters for me and I'm really liking the changes. The tailspin really works well for reinventing the combo system. While I was seeing the same boring d+2,2,3 tailspin juggle with Lili, I think there's a lot of flexibility and ways to reinvent combos from what I'm seeing. Plus, every hit seems meaty and hits hard. The close up camera effects with certain moves and the slow down with others is a very nice touch. The sparks (which might be gone D: ) are amazing.
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So the designs are the same. Whatever. I will buy the PC version and just use all the mods I like. It will be excellent. Maybe there will even be a mod for making Lucky Chloe less annoying for AAK and Manny. lol.

Tthe sparks and slo mo are some new things that look pretty good. But aside from the art, even when it comes to the gameplay, I'm not seeing any evolution of the characters either. I'm sure the gameplay will still be solid, but watching Tekken Crash and seeing the exact same tools from Tekken 6 and TTT2 being exactly the same is what really bummed me down. I dunno how much they can change between now and February 18 but I hope they do something to make me feel like I'm playing a new game.

http://media.giphy.com/media/lXiRwghYWdliNh0Nq/giphy.gif[IMG]

Btw Sayah, you'll buy PC version that has a big chance to not exist at all? We got confused about initial announcement. But in reality home version are told to be very far off as is any platform announcement.[/QUOTE]

If there really isn't a PC version then Harada will have reached Asshole status. He's been hinting it to everyone everytime the question came up on stream and other interviews.

[quote="Manbig, post: 149988893"]Man Hwo and Law's damage seem way over the top so far.[/QUOTE]

Damage seems as bad as T5DR:

[IMG]http://a.pomf.se/krtrdd.gif

mixjgv.gif


Although some people can argue that the above damage came after years of optimization... T7 so far is pretty much T6/TTT2 system so it is understandable for the Koreans to be able to optimize the game already since there really isn't anything new within the movelist to discover with.

Overall though, I don't think they can do much to tone the damage down if they keep the juggle system, gravity, and movelist the way it is now.
 

AAK

Member
During Tekken Casino:

Stream Monster: "Harada, please bring Tekken to the PC"

Harada, "Tekken on PC hmmm...... ano... Interesting..."
 

AAK

Member
The tone of the way he said "interesting" is completely like a seductive wink. The body language there was literally saying "We hear you, and look forward to it".
 

Manbig

Member
Damage seems as bad as T5DR:

Those examples have wall carry + wall combo though. Also, that specific Anna wall combo was one of the hardest hitting wall combos in the whole game back then. The stuff that I'm talking about hasn't included walls. It's really from the high damage of the launch + first hit. Just like it was in Tag 2 really. It's a pure damage scaling issue.
 

AAK

Member
Let's bet.

I'm not denying that it's not possible, but if it is, then Harada was being a mean asshole.

Those examples have wall carry + wall combo though. Also, that specific Anna wall combo was one of the hardest hitting wall combos in the whole game back then. The stuff that I'm talking about hasn't included walls. It's really from the high damage of the launch + first hit. Just like it was in Tag 2 really. It's a pure damage scaling issue.

Good point. But you also have to consider that a counterhit Backlash is a 70 damage launcher... And going by the speed of it, you might be able to crouch it on reaction and launch him.

But regardless, I just hope it's not just the scaling they change, but the gravity and the hit animations simultaneously.
 
giphy.gif


Btw Sayah, you'll buy PC version that has a big chance to not exist at all? We got confused about initial announcement. But in reality home version are told to be very far off as is any platform announcement.

This really makes it like it is going to be another juggle game like Tag 2, I liked where the game went with TR being more about standing damage.
 

Manbig

Member
Good point. But you also have to consider that a counterhit Backlash is a 70 damage launcher... And going by the speed of it, you might be able to crouch it on reaction and launch him.

But regardless, I just hope it's not just the scaling they change, but the gravity and the hit animations simultaneously.

Thing is, he's still hitting half life walless with b3 and JFSR is as over the top in damage as it always is. I wanted to see less of that in this game. I only wanted to see half life if walls or ground break were included. I'm pretty sure (I hope) that they will tone this down.

The verdict is that the tailspin is just a new animation, and Tekken 7 is still juggle heavy? Yes or no?

I think that was fairly obvious from the getgo. As far as amount of hits goes, the tail spin is the same as bound was. Like I've said earlier, it only drastically changes wallsplat damage, but it also adds a fuckload of wall carry...
 
They should keep backlash as is but the damage is a bit too high. Ground damage seems as strong too though.

I don't mind big damage though if they keep it.
 

Sayah

Member
Tthe sparks and slo mo are some new things that look pretty good. But aside from the art, even when it comes to the gameplay, I'm not seeing any evolution of the characters either. I'm sure the gameplay will still be solid, but watching Tekken Crash and seeing the exact same tools from Tekken 6 and TTT2 being exactly the same is what really bummed me down. I dunno how much they can change between now and February 18 but I hope they do something to make me feel like I'm playing a new game.

Well, Lili has a new stance. :p

Also, the combos are going to be more varied from what it looks like to me.

I guess I'll see how they reinvent Nina too.

Pretty sure Harada's input to PC gaming is Rise of the Incarnates, not Tekken.

RoI is F2P though. I think Tekken 7 on PC is highly likely. But, of course, they haven't announced anything and I could be wrong.
 

Manbig

Member
So I'm practicing K stick in training mode with Kaz right now while UFC is on in the side, and I figured that with this, I would finally shake off one of my worst tendencies, which is using Korean Backdash Cancel improperly. I'll explain exactly what I mean so nobody else falls for the same trap.

Some of you that have played me a lot may have noticed that I usually do the first backdash as a full one, but then cancal the consecutive ones waaaay too fast. I think this is because I used to practice a lot of light dashing in DR and T6, and just somehow adapted my hands to do the same thing when I backdash cancel.

!!!THIS IS NOT THE WAY THAT YOU ARE SUPPOSED TO USE IT!!!

The proper way to use it is to cancel at the end of a full backdash every time AND (this is very important so I will all caps this also)HOLD DOWN BACK DURING THE ENTIRE BACKDASH SO YOU CAN BLOCK

When you use it that way, you create the most space as fast as possible, and you will be able to actually block during the backdash. This is why Aris has said that what you really need is a rhythm and not speed.

I know that a lot of people already know this, but I think that most people make the mistake that I've always made in canceling the consecutive backdashes too soon. So when you're practicing your BDCs, remember this advice!
 

AAK

Member
Yeah... but my biggest bad habit is how i tend to multi-task my backdash and try to fuzzy block simultaneously. Hence while I'm inputting my low block during a backdash I'll eat a random Lars orbital heel or Bob b,b+4 during the backdash. I need to concentrate more on movement than doing too much simultaneously.
 

DEATH™

Member
So I'm practicing K stick in training mode with Kaz right now while UFC is on in the side, and I figured that with this, I would finally shake off one of my worst tendencies, which is using Korean Backdash Cancel improperly. I'll explain exactly what I mean so nobody else falls for the same trap.

Some of you that have played me a lot may have noticed that I usually do the first backdash as a full one, but then cancal the consecutive ones waaaay too fast. I think this is because I used to practice a lot of light dashing in DR and T6, and just somehow adapted my hands to do the same thing when I backdash cancel.

!!!THIS IS NOT THE WAY THAT YOU ARE SUPPOSED TO USE IT!!!

The proper way to use it is to cancel at the end of a full backdash every time AND (this is very important so I will all caps this also)HOLD DOWN BACK DURING THE ENTIRE BACKDASH SO YOU CAN BLOCK

When you use it that way, you create the most space as fast as possible, and you will be able to actually block during the backdash. This is why Aris has said that what you really need is a rhythm and not speed.

I know that a lot of people already know this, but I think that most people make the mistake that I've always made in canceling the consecutive backdashes too soon. So when you're practicing your BDCs, remember this advice!

This is always the key to practicing movement in Tekken IMO. This doesn't only work on KBD but also for stairsteps, hayashidas, snakedashes, wavedashes etc. Even the dreaded King wavedash become possible with this idea in mind...
 

Manbig

Member
Yeah... but my biggest bad habit is how i tend to multi-task my backdash and try to fuzzy block simultaneously. Hence while I'm inputting my low block during a backdash I'll eat a random Lars orbital heel or Bob b,b+4 during the backdash. I need to concentrate more on movement than doing too much simultaneously.

I'm the same way man. I get clipped 24/7 and it sucks extra with Marduk, because his gorilla arms stick out as a giant hurtbox.

EDIT: To add to my point, that quick twitch duck is fantastic at catching quick low pokes, but slow mids (like your Lars Orbital Heel example) will eat you alive.
 

sasuke_91

Member
Korean Backdashing is done by inputting b,b,d,db am i right? I can't do that^^
I get extremely nervous when someone's wavedash is faster than my backdash.
 

Manbig

Member
Korean Backdashing is done by inputting b,b,d,db am i right? I can't do that^^
I get extremely nervous when someone's wavedash is faster than my backdash.

No down input required. Matter of fact, if you're playing with a backsway character, the d input will mess it up for you.
 
But b,b,db is a standard backdash cancel. What's the difference?

Less input will get you faster result, negligible in this case imo. As Manbig said, you need to make sure you have an exact, clean input of bb,db,b for back sway characters (Paul, Nina and Bryan) to KBD without screwing it with a back sway.
 

GrayFoxPL

Member
Wonder if they do something with backdash in final T7. In every video I've seen it looks awful. Like it's more clunky and shorter. Harada said they were going to make backdash cancel easier but it's like they made it shittier, lol.

Maybe they are working on this.


I really hope the March Official release will get stuff really really right.


Btw. I know Revo introduced backwalk but do you guys remember if it had forward walk? I can't remember now. I noticed in T7 characters walk forward like at decent steps not pixel by pixel like it always was.
 

sasuke_91

Member
Btw. I know Revo introduced backwalk but do you guys remember if it had forward walk? I can't remember now. I noticed in T7 characters walk forward like at decent steps not pixel by pixel like it always was.
Oh, I played TR earlier. Should have tried it out.
TR is so annoying. Those 200 power people make this game so hard. One mistake and I eat a 120 damage combo. I don't really want to raise stats though.

Good games Doomshine. That King/Marduk team is so so good! I had a hard time dealing with them. We had some really close matches though. Very fun session!
 
Best way to practice getting most out of your backdashes is to go into practice mode. Pick an infinite stage, any character except capos, and record them walking forward. Now, race the walking forward opponent with your backdash cancel. It is possible to win that race and get full distance away from them with proper backdashing.

Fingers to Fight Tekken Online Tournament 5 is planned to happen again this week. Thing is I want to push it to 32 man bracket, but not sure when to schedule it. Wednesday or Thursday is pretty much the only days I can run it (Saturday also, but I dont want to take away from offline tournaments). As far as what time, I want things to be done at most by midnight. Help me decide TekkenGafers.
 
Best way to practice getting most out of your backdashes is to go into practice mode. Pick an infinite stage, any character except capos, and record them walking forward. Now, race the walking forward opponent with your backdash cancel. It is possible to win that race and get full distance away from them with proper backdashing.

Fingers to Fight Tekken Online Tournament 5 is planned to happen again this week. Thing is I want to push it to 32 man bracket, but not sure when to schedule it. Wednesday or Thursday is pretty much the only days I can run it (Saturday also, but I dont want to take away from offline tournaments). As far as what time, I want things to be done at most by midnight. Help me decide TekkenGafers.

It took like 4 hours to run a (almost full) 16 man bracket, 32 sounds pretty extreme.
 
Maybe you are right. Thing is I don't want to do like Alex Valle and have matches off stream. I guess that is inevitable, but maybe someone can step up to be stream 2? I feel like the important part is being on stream. It recreates the stress of a tournament. If you go out off stream, then it is kind of a killjoy.
 
Take that L and have matches off stream. I think Wednesday is a better day as well(mainly because I don't work lol)

But yeah having a 2nd stream is a little much especially if you want that specific channel to grow. I understand that you don't want to have any off stream matches but its probably best just to do so. Besides actually being on stream in a online tournament doesn't carry the same amount of stress than an actual tournament and stream chat does since you can just turn the stream off when you play. I know I do.
 

Sayah

Member
Yeah I would be playing more likely if this was on Friday or Saturday. I apologize I committed to enter but haven't been able to. I get home from work and have a few hours to do things before sleeping. Tekken is the last thing on my mind.
 

GrayFoxPL

Member
I like Kazuya insulting everyone. Imagine this guy buying groceries.

Also Jin and his schizophrenic: "He's waiting for me."

Hand up for Bryan's T5 voice.

Wonder if in T7 someone gets new voice actor. Also Harada promised new win poses(and new default costumes...yeah..).
 
I like Kazuya insulting everyone. Imagine this guy buying groceries.

Also Jin and his schizophrenic: "He's waiting for me."

Also hand up for Bryan's T5 voice.

Wonder if in T7 someone gets new voice actor. Also Harada promised new win poses(and new default costumes...yeah..).

At this point new win poses will just be the T5 angles and the old poses
 
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