MikeBreezy92
Member
I generally do not enjoy spectating fighting games but this EVO was very fun. I also love watching Tekken. I can feel that intense pressure as a spectator.
That's because you know the game.
I generally do not enjoy spectating fighting games but this EVO was very fun. I also love watching Tekken. I can feel that intense pressure as a spectator.
That's because you know the game.
I am disagreeing with almost every view being presented on ATP.
RIP begins by saying bound did nothing to improve OKI situation.
Aris disapproving of Netsu.
Ricky disapproving of bound.
All of those things can be removed and the game can still be good...
Bound and Rage are unnecessary....
As I said earlier, as long as the oki system is changed, then I don't mind the bound staying. If they keep the current oki system, then bound, or something that does something similar to what bound does for oki, needs to stick around.
On another note, this Reality guy in Aris' chat is really an idiot.
All of those things can be removed and the game can still be good...
Bound and Rage are unnecessary....
Rip usually talks out of his ass in these things. At least Aris set the record straight by pretty much bringing up what my point earlier in this thread was about bound adding to oki.
Its not really me not liking TTT2 here though. You have to view TTT2 in different context than T6.
Like a lot of Aris' points and your point are sorta undermined because it is a Tag game. The reason why you have things like Netsu and TA are because its a Tag game. Big Ass damage across the board? Tag game.
Of course bound is necessary in TTT2, because its an Integral part of the Tag Assualt System. I mean in regular Tekken, its not. Netsu is only as good as it is, is due to the Tag system. Rage is its own beast. Netsu is its own thing.
If you're comparing the games, you have to realize the context in which you're talking about mechanics.
And Aris' bias with Soul Calibur II is definitely showing lol.
Even though combo length doesn't bother me, Across the board, combos would be shorter.
Just comparing the longest combo in one game to another doesn't paint the whole picture.
You know what Balanced T6? Giving everyone mostly the same tools. Bound...just added to the system.
It's not only about combo length. It's also about damage from individual moves. The damage output is greater in the older games.
Bound is universal in the sense that every character has it. But the moves that lead to bound are going to be different for every character. e.g. look at Rick arguing bound didn't do anything for Ganryu. Some characters have better bound moves than others so it's not so completely universal and is not in perfect balance giving everyone the same tools.
And as far as I'm aware, bound is the only new feature that was universally available for all characters. What other tools are you talking about in T6 (besides what was already there before in previous games)? I don't count rage because it doesn't impact the actual mechanics in T6. Only impacts damage output when you're nearing a K.O. so yeah.
10f Jabs mostly
Damage output being greater isn't really a problem because they're scaled that way.
I'm not in opposition to 10f jabs either. I haven't heard the argument but what exactly is the negative of having 10f jabs for the characters?
I wasn't speaking as though I though they were a negative. But things like almost everyone having hopkicks, 10f jabs, DF/2 etc makes all the characters feel the same which is a common complaint. I don't share that issue but some non-Tekken fans do.
This shit really bothers me. That's the same as saying movement was the same for everyone, and even that wouldn't be entirely true. There are certain characters that can sidestep better than others, some have sways, crouchdash/wavedash...If the basis for saying they're all the same is that they all have 10f jabs, df2, and hop kicks (which they all dont ), even then its 3 moves out of a 100-200 move list. It's doing honest disservice to the developers that took the time to create these individual characters and give them their unique flavors.
I disagree about the throws. If anything, Tekken needs throws to be stronger. As of right now, anyone that puts a significant amount of time into practicing throw breaking damn near makes them obsolete. Throws are really just a focus check rather than a tool for mix ups for 95% of the cast, and I think that's bullshit.
I disagree about the throws. If anything, Tekken needs throws to be stronger. As of right now, anyone that puts a significant amount of time into practicing throw breaking damn near makes them obsolete. Throws are really just a focus check rather than a tool for mix ups for 95% of the cast, and I think that's bullshit.
It won't be hard. The arcade hardware for Ultra SF4, Guilty Gear Xrd(UE3 game), and tons of other modern arcade games uses custom built PC hardware. IIRC Ultra SFIV cabinet runs Windows 7, Core i5 and Nvidia GPU. basically arcade cabinets are PCs now.
lol.
Another thing.
I wonder if UE4 will make problems during development.
From the shy response at comic con I guess they were not really planing arcade release.
Wonder how expensive would be build arcade hardware for UE4 or will they stick it to Tag2 arcade hardware.
It won't be hard. The arcade hardware for Ultra SF4, Guilty Gear Xrd(UE3 game), and tons of other modern arcade games uses custom built PC hardware. IIRC Ultra SFIV cabinet runs Windows 7, Core i5 and Nvidia GPU. basically arcade cabinets are PCs now.
Tag 2 arcade hardware is a PS3 board.
If no arcade version... They will lose alot of Korean and Japanese players. As well as Asian countries.
Before arcade games like KOF13 had the official PC Steam port, arcade loaders exist and people were playing KOF13 on PCs years before the official one was released.
tldr Arcade cabinets = PCs
can someone please gif Marshall Law's expression (right after he gets punched in the balls) from Paul's Tekken 6 ending? holy shit I forgot how funny it is, it almost beats his expression in Yoshimitsu's Tekken 1 ending (my avatar)
Maybe, but even at the highest level throws will go unbroken, you just have to use them in a different way from say VF. The big differentiator is of course that attacks can be interrupted by throws in Tekken.
I somehow always see some weird shit playing this game lol.
I'm fine with them making changes to the throw system, but I don't want them to just make it like in VF or SC. I think most people would agree that the standard throws should do more damage for instance.
Ima throw you like an asshole next time we play. You'll change your mind, lol.
I was thinking to award throw break more. Very good frame advantage or like 10-12 points of damage.
Haha, I'm ok with that, I want to get better at throw breaking. I keep forgetting, but I've been meaning to suggest that we throw more in our matches, online isn't perfect but it's not impossible like in T6.
I actually have an Android-App for practicing throw-breaking. I have to slow it down 50% to be able to throw-break by reacting to the animation. I find it hard as shit.
Ooh yeah, confusing as hell.It is hard as shit.
And when you think you got it - players change sides and you're like: "Wait.. which hand is which? His left hand is...ahhh fuck it!" *turns over the table.
Ooh yeah, confusing as hell.
Jump kicks are really great for a lot of things. I kind of abuse Hwo's u3 lately. I have no idea if it's safe or not, haven't been punished for it. I'll look it up.
EDIT: Well, seems like the move is +3. Yeah... definitely going to abuse this
By the way, good games earlier, Doomshine. That Bruce/Leo team is scary as hell. The damage Leo gets out of Walls is astonishing.
Thanks GGs, how do you like my Leo S Kennedy? lol
They both have one of those wall ender strings that seems impossible to miss once it lands, Leo with ws+1,4,1 and Bruce with db+2,1,4
I disagree about the throws. If anything, Tekken needs throws to be stronger. As of right now, anyone that puts a significant amount of time into practicing throw breaking damn near makes them obsolete. Throws are really just a focus check rather than a tool for mix ups for 95% of the cast, and I think that's bullshit.
This shit really bothers me. That's the same as saying movement was the same for everyone, and even that wouldn't be entirely true. There are certain characters that can sidestep better than others, some have sways, crouchdash/wavedash...
And even the df2's and hopkicks change with everyone's respective stances, and everybody has at least one of them (except for Kazuya, he just has devil transformation).
I never expected the pros to hop on this BS-train :/
I somehow always see some weird shit playing this game lol.
I always thought WS+3,1,2 was a good combo ender for both bound and walls. I should try out 1,4,1
I've been trying to find old Tekken 4 beta location videos that circled on zaibatsu many many years ago.
No chance to find but maybe you guys seen it?
I remember one very well because it showed Steve(or maybe even Dean Earwicker) and 1,2,1,d+2 caused opponent to spin on hit like Lei's old db+4,4. Haha.
On youtube I only found this Tekken 6 beta that had no bound and rage caused burning fists, lol.
oh man, I forgot about the outrage about Dean Earwicker. that shit was hilarious.
If throws need to be stronger, then they should be stronger for everyone. At the current point in time, only a select few characters are able to combo off of throws. If they sucessfully do the throw, they get a full damaging combo that can take all red life because these throws are also tag bufferable. In contrast, there is absolutely no reward for breaking these throws.
On another note, I actually found some random footage of my second ever match of Tekken 6.0 at CF. The bound system was initially almost as awkward as the TA system.
https://www.youtube.com/watch?v=Cc4ijjyS-XQ