Shigurui is pretty good though.Robo-Kazuya by Takayuki Yamaguchi in Tekken 6 is still the best 3rd part outfit ever made.(Though his manga Apocalypse Zero is totally fucked up.)
Shigurui is pretty good though.Robo-Kazuya by Takayuki Yamaguchi in Tekken 6 is still the best 3rd part outfit ever made.(Though his manga Apocalypse Zero is totally fucked up.)
Shigurui is pretty good though.
Tekken Tag tourney stream up and going in at the semifinal matches!
http://challonge.com/AsmW2014_DE
http://www.twitch.tv/ptprautanyrkki
hands down best european tekken right here folks! (with a little JDCR and Venezuelan action)
Tekken is really a massive game.
To many characters and millions of commands.
Also Tag assault is something pretty hard do master, at least for me.
Tag assaults aren't the most intuitive mechanic in the world for sure. It took me about a month of playing before I felt comfortable doing them. Every bit of Tekken must be taken one step at a time or it will overwhelm you.
Tekken is really a massive game.
To many characters and millions of commands.
Also Tag assault is something pretty hard do master, at least for me.
I am doing OK with Lili, I know most of her moves, a few combos.
I tried to choose a character that I like. And due to that I choose Kunimitsu, and after I tried Dragunov, Jaycee and Anna. But so far I could not choose a second team member.
I improve a little, avoiding, defending air combo, tag combo.
But tag assault, at least to me so far the most difficult thing. So far did not figure the time to keep the combo, like I gave one hit and the assault is over.
: /
I am doing OK with Lili, I know most of her moves, a few combos.
I tried to choose a character that I like. And due to that I choose Kunimitsu, and after I tried Dragunov, Jaycee and Anna. But so far I could not choose a second team member.
I improve a little, avoiding, defending air combo, tag combo.
But tag assault, at least to me so far the most difficult thing. So far did not figure the time to keep the combo, like I gave one hit and the assault is over.
: /
Superb, Tag Assault Lecture
I'm pissed off. Almost every day they're doing some kind of maintenance right when I'm playing. This doesn't disconnect match, but doesn't upload data at the end resulting in penalty, whenever I win or lose. Then you can't get online, sometimes even for close to an hour. Revolution also doesn't work at the time. What are they doing?!
It's also kind of funny, when you come back and see everyone with 3,3% disconnect rate because of that server craziness.
Also, what's up with all the Ganryu's online lately? Some new top tier bewagon?
Sebastian it is pretty funny...
Just Bruce uses Muay Thai ?
I'm pissed off. Almost every day they're doing some kind of maintenance right when I'm playing. This doesn't disconnect match, but doesn't upload data at the end resulting in penalty, whenever I win or lose. Then you can't get online, sometimes even for close to an hour. Revolution also doesn't work at the time. What are they doing?!
It's also kind of funny, when you come back and see everyone with 3,3% disconnect rate because of that server craziness.
Also, what's up with all the Ganryu's online lately? Some new top tier bewagon?
Yeah, I've been experiencing problems as well. It can be infuriating and annoying. I have been having serious problems with matches disconnecting and lagging despite having a 4 to 5 bar connection lately. I was invited by some friends last night and it kept saying the session is no longer available no matter who did the inviting and IF I got into the room, it disconnected or disbanded the room almost immediately. Also, I literally couldn't find a match for at least 10 minutes in ranked or player matches recently. @-@ Ghost town or server issues?
Tekken Revolution seemed like it was working fine despite some lagging here and there, but I played that a few days ago.
Yeah, I've been fighting a lot of Ganryu's online also. Pretty unexpected. Even one of my friends just started using him recently. Maybe they discovered that he is top tier or something.
Yeah something is off. Revolution disconnects very often for me, Tag2 rarely, but often connection goes to shit. (I blame other players )
Are they preparing third game to work on the same servers? Would be funny if Namco rented Tekken servers for Smash. But if they are using those servers for other f2p games like Ridge Racer and Ace Combat, online will go to shit. "Error uploading, have a penalty!"
On Ganryu - is this screen real?
http://www.avoidingthepuddle.com/news/2014/1/29/team-green-arcade-enters-matador-cup-5.html
Nin and Saint using Ganryu now?
Maybe that's why peeps are jumping on sumo.
I thought I was the only one with disconnection issues D:
Played with AAK last night and every 2-3 fights I would be disconnected and thrown out of the room. Also on ranked matches, I would often get a message saying "Ein Kommunikationsfehler ist aufgetreten", which says that there's a problem communicating with the server.
The only problem I think is my router's fault is that I can't invite any players, although I have DMZ turned on. It's strange, but I hope it can be solved by connecting the PS3 with LAN.
Nin and Saint using Ganryu now?
Maybe that's why peeps are jumping on sumo.
This channel has videos of most top Korean players, check for Leo users there: http://www.youtube.com/user/taktak1893Hi guys. Could soembody tell me who are some of the top Leo players that I could look up for match vids? Need some inspiration.
Saint won the Tekken global championships with him and Nin's used Ganryu before.
Oh and turn on your psn notifications
This channel has videos of most top Korean players, check for Leo users there: http://www.youtube.com/user/taktak1893
I think I have them on.
I had your msg from 2 days ago, but it was when I already was offline for an hour. Not sure how you sent it.
I sent one today as well.
This channel has videos of most top Korean players, check for Leo users there: http://www.youtube.com/user/taktak1893
Flying Wonkey continuing to provide the goods and Harada continuing to hold on to his silly stubbornness on this subject.
http://www.avoidingthepuddle.com/news/2014/2/4/harada-on-revealing-frame-data-in-tekken-games.html
Actually it looks like I fucked up and sent it to the wrong person this timeToday? Definitely didn't see it. What time?
DEATH™;99677606 said:I am actually in agreement in Harada on this...
1. He's right that frames isn't the whole story, and I'm always mentioning it to people around. You got pushback, crushes, hitbox, and hitrange issues to deal with that it's better to test it yourself.
Putting startup and recovery frames in the game also amplify its perceived importance, making it the end-all-be-all data that newbs need to be the master of the game, which is not the case. If that's the case, then either they need to include all the game data, from crush frames, hit/hurtboxes, and such (which is a pain in the dev't budget, and also counterproductive if you don't want to overwhelm the newbs, as if startup and recovery frames wasn't even enough to overwhelm them)
OR you can just let people test it out. Not only testing that yourself gives you better results (and makes it more ingrained to your muscle memory), you also get the satisfaction of discovering something new, and with that, we are hooked...
2. Hiding frame data DOES lengthen the game's lifespan. Just by us talking about this topic proves that. New people coming in and asking how punishable something is makes the game active. If we already know everything, there is no reason for me or anyone else to talk in the twitchchat, go to this thread, TZ, KTA or even ask Tekken vets on Twitter. Just trying to look it up on RBNorway and give them views or supporting Tekken Chicken helps.
3. And this is what I'm frustrated about the way some other people teach Tekken. They tend to EMPHASIZE TOO MUCH on frame data. I hated that because you reduce the game into this mere mathematical equation that seems to be as hard as solving a nonhomogeneous systems differential equation, while having no idea why this numbers mean anything. It makes the game tedious, overwhelming, and less fun, which it shouldn't be.
This is the same reason people are scared of Math, as people look at the numbers and the symbols instead of trying to understand what they represent and trying to see the whole picture of what an equation says.
I applaud Harada for this... He is a thinking man...
Put in the frame data or not... I personally don't mind as much. At least make a practice mode that I can use to test the frame data myself. How it was done in TTT2 was fine.
But I will be honest, having an official frame data does have significantly more advantages than disadvantages.
More then frame data, though there if frame indicator, I'd want throw brake trainer. Just cpu going for random throws.
Well, you can already pretty much do that in the current training mode. What I would like to see is the ability to turn on random counter hits to work on practicing animation based counter hit confirmable strings.
You can't without second player or I'm missing something. Random counter is an option, unless I'm seeing things.
Yes you can with a little bit of your own programming Go on defensive training in practice mode, and set the CPU to do a 1 break, 2 break, and 1+2 break on 3 of the 5 command capture slots. For the other 2 slots I set the CPU to do a generic d/f+1 and d/f+2 on the other slots to train myself to differentiate between a grab animation and a punch animation all while simultaneously learning how to break throws on reaction.
Once I am relatively comfortable with that I'm gonna take the training to the next level by making the the CPU Jinpachi and instead of doing d/f+1.... do d/f+1,1! And that alone made things sooooo much harder. Because then I'm training my brain to break throws, differentiate jabs vs grabs, AND ducking high strings on reaction. It's incredibly taxing on the mind right now, but it does seem like a necessary step to becoming a better player.
As for the random counter hit thing.... I think I remember seeing an option for that in the training mode, not sure though.
Oh yeah defensive training is always randomized, and it's VERY important that you make the timing into random as well. That way you are actually reacting to the animation, and not the preset timings ingrained in your memory.
I suppose if is too hard initially you can set the timing to fast/medium/slow and keep getting the animation in constant intervals, but it's much more beneficial to keep it at random
The greatest flaw in Harada's logic about hiding the frame data is that we already have the frame data. Not putting it into the game doesn't lengthen the discovery process, it obfuscates the learning process. Putting frames in the game doesn't mean you have to adhere by them, it's just an additional tool to help people who like to think in terms of numbers get to the meat of the game faster.
This is one of the things VF5FS did beautifully. It doesn't give you a list of frames, but in training mode you have the option of showing the frames of whichever attacks you execute. You're still testing to find results, but now your testing goes a lot quicker with actual hard data by your side. And frames aren't even that important in VF since so much stuff is safe.
And really, who actually likes discussion about frames? It's a necessary evil. Just put it in the game and then we can discuss other more important aspects of the game. People are just asking for the option. Tekken is supposed to be about having options, right?
No doubt that frames don't tell the whole story. I just don't see that as a good reason to obscure it. People don't only argue for the frames when it comes to moves (Hello Hei f,f+2) and the ones that do are usually corrected by the ones that know better. If this were a real concern, then the communities for other fighting games that expose their frame data would be marred with this, but they're not.
Mentioned above, it's not just about Hei ff+2 on block. In the end, you gotta practice it, and research it.
There is nothing overwhelming about adding frame data to training mode. Once again, Virtua Fighter is the best example of a game that does this and it is VERY straight forward. Sure you can test it out yourself (for the most part at least), but then you're just artificially adding this dumb time sink to hold people back from discovering the depth of your game. A noob doesn't have to jump in and understand all of the frame data right away, but having this arbitrary barrier for them to learn on top of all the other nuances of Tekken? THAT is overwhelming.
The satisfaction from discovering something new is still there. Things like testing out ranges and spacing to make moves safe(r), learning crush frames, learning when it's safe to sidestep from various ranges, finally learning proper backturned data, etc...
Again, response above. It's not just how unsafe, it's block stun + recovery frames + pushback + hitbox/hurtbox + status. As a developer, why overwhelm someone with raw data INGAME, if I can just focus on concepts like movement, hit ranges and tag mechanics? If I am playing the game long enough that I am interested in learning frame data, I will find frame data by asking likeminded people who knows them/ test them and/or have the resources to find them. Which is part of social interactions.
Once again, it's an arbitrary barrier to extend the life span of the game. There have already been a few games with long (if not longer than Tekken) life spans that have exposed their frame data. New people go into VFDC all the time and still ask tons of questions about that game despite having the frame data available. If this stupid hurdle wasn't around for newer players to run though, we would probably have a much stronger scene because new players can get to the meat of the game much quicker and actually talk about strategy and mindgames rather than this nonsense.
The problem is, you are thinking of it that way. Look, I can safely assume that VF is struggling. It's hard to make new players. Having frame data made available for them doesn't make them try to learn the game, it's because they love the game in the first place.
Look, even if you made Frame Data readily available, does that help make the scene grow? NO! The scene grows by having bunch of friends come over and play, while talking about the game, and playing the game together. And playing doesn't only mean FT10s and something like that, testing stuff with a friend is like that too.
People emphasize learning the frame data, because not learning the frame data will lead to you making stupid decisions while playing. If you were teaching someone Chess, you would put a pretty big emphasis on how the pieces move, especially if that person thinks they can only move diagonally with the Queen. Even top players that used to ignore it (Anakin, GM) knew that they had to eventually put that information into their game to improve it.
You tend to ignore that the players who talk about it are already fundamentally solid. And frame data isn't like that. Frame data is just putting numbers on things you can see, which in this case, animation. There is alot more to a move than just frames.
In a Math class, there's a teacher there to (assuming that he/she is doing their job right) explain to you what those numbers represent. The problem with frame data in this situation is that nearly every fighting game has never bothered to explain what they actually mean. That one falls on the developers.
This pretty much sums up this discussion on why many people are complaining about this. IT'S NOT THE TEACHER'S JOB TO HAND YOU EVERYTHING. IT'S NOT THE BOOK'S JOB TO SAVE YOU IF YOU ARE CRAMMING IN THE LAST MINUTE. This is the false belief I can say, from my own experience, the West has. We are responsible for our learning, not the teacher, not our books. Yes having a bad teacher sucks, but it should not prevent us from learning the subject we are studying.
In this age where we are pampered, we still complain about things that we can obtain effortlessly by ourselves. How's that hard to pump out Tekken Chicken/RBNorway now? We have this mindset now that the developers are responsible for being good in the game. No, it's the developer's job to make the game, and if are needing frame data to level up your game, by then you understand the game concepts well enough that you learned the things the developers should teach, the developers don't need to teach and provide anything to you anymore.
I don't applaud this case of stubborn old man syndrome.
Random is no green bars?
Green bars just show the frequency of the move. I.e. if you have one move set to 3 green bars, and a second move set to 1 green bar, then that means that the CPU is 3 times more likely to do the first move rather than the second move.
The random interval thing I'm talking about is the first option in the defensive training option after the cpu settings, it's called "Interval". It can be set to slow/normal/fast/random. I meant to have that setting placed on random. That will make sure you have no way of anticipating "when" the cpu will input the move. If you leave it at normal, then the cpu will do the move like every 2 seconds which in the end allows you to anticipate when the throw will be coming out rather than watching out for the animation.
Man, writing all this makes me realize how important communications skills can be. haha.
Green bars just show the frequency of the move. I.e. if you have one move set to 3 green bars, and a second move set to 1 green bar, then that means that the CPU is 3 times more likely to do the first move rather than the second move.
The random interval thing I'm talking about is the first option in the defensive training option after the cpu settings, it's called "Interval". It can be set to slow/normal/fast/random. I meant to have that setting placed on random. That will make sure you have no way of anticipating "when" the cpu will input the move. If you leave it at normal, then the cpu will do the move like every 2 seconds which in the end allows you to anticipate when the throw will be coming out rather than watching out for the animation.
Man, writing all this makes me realize how important communications skills can be. haha.
EDIT: One thing I don't like about the "frames add discovery to the game" argument is that it sets a very dangerous precedent. The logic can then be applied to so many other things like the move list for example. Why post the movelist at all when you can let the people discover it themselves and hence that "discovery" is more enjoyable for them. The same thing can also be applied to Tekken 6 saying it has a more enjoyable aspect of discovery than TTT2 because it gave a very shitty practice mode that forced you to "discover" everything in real matches instead of giving the tools to figure them out like in TTT2. Just my opinion in the matter. It's kinda pointless after this to discuss it since Harada has a firm stance on it.
As for the comment about the community benefiting from this lack of information by doing it themselves and getting CPM/subscriptions from it... I'm pretty sure a vast majority of them can spend that same time they spent compiling/testing/posting all the framedata into other valuable content that includes tutorials, setups, match vid analysis, etc and still get that support. I don't think the community loses anything at all from an official frame data source.