DEATH™;122414008 said:
1. Wall carry chars = Nina and Lee for example. Yes those juggles are long and it deservingly so, have to reward hard work. (And as TRev proves, it doesn't matter if there is no bound, such characters WILL get their wall carries and hence will not be confined in the system)
2. Again, Tag 1 combos is comparable in hindsight to Tag 2 solo combos. and again, it's unfair to compare every single combos in Tag 2 because there is no walls in Tag 1 (which DR combos are a way better comparison). The things you keep saying is truly combo vid material combos, not combos you see in a match. And to even pull such combo in a match requires stage awareness, dexterity, and large amount of practice. Not to mention in Tag 1 days, Internet is at its infancy so new juggles isn't as widespread and evolving as quick. (Korean TTT1 matches are crazier that they literally do skate in the stage while doing maximized combos that is considered hard on that time).
This is why I keep saying in hindsight, because unlike earlier games, combos now are harder to pull off and rewarded in such different way. Those long combos you speak off is something that happens only in select situations by skilled players, and to exploit those things is something that's admirable yet questionable because those combos can be dropped easier (and we see them time to time). Compare it to Tag 1 where you can do the same combos over and over again (which again, same hits, same time as Tag 2/BR open combos) and no walls to consider (, and the only variation is when you drop combos for tech traps. And if you really want to remove such things, then you are asking for a game with no walls or interactibles, which is honestly backwards if you ask me.
Again, if I have a recorder, I would like to do a combo vid for BnBs for Tag 1, DR and Tag 2. But then I play King so you won't be satisfied with low tier combo goodness lol. Changs though lololol...
Let me remind you how this started. I complained how Tag juggles are insanely long and slow down the pace. So I showed Tag1 matches and pointed out how fast it is and how quick the combos are. Then you jumped on me like I insulted the Tag2 (lol). You literally said to me: don't blame the juggles for slowing down the game because you can do the same long combos in tag1. So I say "prove it." Did you prove anything? No, you avoid this and talk about everything around it.
Of course you can't prove it because it's not possible. Everyone here knows Tag2 juggles are longest and most robust the series ever had.
But now you somehow see that these short swift old ass Tag1 combos last as long as Tag2 ones. What? What? Do you want me to go to loony house? Because this is some insane shit right there and I can't fathom anymore.
And please don't say it like you have to be a pro or some kind of combo maker to do long combos in Tag2. I am mediocre player and do 8-12 hit bread and butter combos on an open field, without walls and that's excluding crazy combo characters like Steve. And yes they take a helluva lot longer then scrawny 4-5 hit juggles in Tag1.
And yes they slow the pace down a lot because one player can put down the pad/stick have a drink and watch combo video. This is almost literally the definition of slowing down the match. And it's not like I uncovered America with this simple action and effect relation.
The problem with juggles that are long is that the pace of the game is ruined because one person is literally not playing for 5+ seconds.
Even juggles to wall combos are common as morning coffe in Tag2 and add even more seconds I'm not even mention floor brake because you think it's rare.
And what with Changs why do you keep saying Changs? Because multi ff+1 combos? They could do it then they could do it now and they'll probably do it forever in the future. Don't tell me you based whole logic of your claims on changs ff+1?
You could've drop it, say "My bad" or shit like that and I wouldn't remember it 5 minutes later but no you keep digging and now I trying to rationalize person's line of thinking where short amount of time=longer amount of time like in some alternate realm where time runs at 2 speeds. Twilight zone shit.
No I have enough, I put way too much thought in this because you might as well be trolling.
Changs Changs Changs, I'm gonna send someone bills from loony bin and you guys can guess to who.
Please stop this I have no beef.
Some other thing, other subject. Quick guys. Quick.
I got it:
Made some new fun team:
Lei - Miguel
Very fun and entertaining. They work like Brains and Muscles. When Lei's shenanigans stop working I tag in Miguel to clean up with ff+2,1_2.
I actually "mained" Lei since Tekken 2, but everyone knows it's Tekken 3 where he really was born. Well did not play him that much in T6.
His ground position-stance pissed me off, it still does because it ruins tag crash for me. I tag with the right stick whack. So to tag crash I hold 2 and whack right stick when someone touches me.
But you guys know what happens with Lei when he get's knocked down? I push 2 whack the tag and this troll puts his hand on head and initializes play dead/sleep stance, dude just just lies there and doesn't give shit if he gets killed! Aaaa! Horror.
Since T6 doesn't have tag I didn't realize this is gonna be a problem.
Tekken 7 wish time:
Make play dead position like pre Tekken 6 pls.
Still love Lei, he has some insane stance transitions like ss+3+4,D. Such an awesome troll. Razor rush still works best since T3, lol.
My combos when Lei is a starter are much stronger then when Miguel starts.
The strongest Miguel I figured out is launcher say hopkick then df1~F, uf+3, df1~F,2 bound but that last 2 often whiffs and is hard to do online.
1,2,4 F,2 does the same damage as df1~F,df1,df+2,2 and is weak.
Boutdown, Doomshine, guys, sell me some good Miguel shit