My thoughts on bound or any system changes have been adopted from Korea when I visited Green Arcade. The one thing that separates many of us from them is that they don't really care too much for balance or system mechanics.
I told them what they thought about Tekken 6.. I first told them that I felt it was very unbalanced because of certain characters and system mechanics of this and that. Their answers kinda blew my mind.. they replied as if they never thought of the mechanics or balance before.. "Hmm.. There are issues but really, we just play it for fun and those types of things don't really matter to us."
So, what I learned is that most Koreans play the game for fun and don't rely on the crutch of complaining about certain system mechanics or characters. Probably why they don't get really Tekkened out and they have a HUGE amount of knowledge on all characters because they play for fun and not to just win.
They also don't keep strategies to themselves like Americans do (myself included). When I was fighting a bryan player, they told me to keep side walking right and ewgf'ing and to use certain moves as if I was a korean player too.
I think their culture of trying to help one another, being humble, and having non-serious style gameplay (they don't really care if they win or lose in casuals, just to get better.) really helps out their meta-gameplay tremendously compared to America's closed off nature in order to be #1.
Very cool and interesting. If you have more stories like this, please share.
Yeah, playing for fun is the point and probably key to Korean/Japanese level. Though it's hard sometimes to stop the brain from going all: "He kicked you in the face! What are you gonna do about it pansy?!" Haha.
I disagree with that logic. Bound is a tool in the game, the same way a launcher is a tool in the game. If someone does a super unsafe move on you, you naturally have to do a launcher to get the most damage. Does the presence of launchers now make the game less fun because there is a such thing as a "complete" punish rather than doing any punish you want to do?
Yeah. I know what Aris means but it's not like without bound there weren't optimal "full" combos. Someone will always figure out max damage optimal to expert execution combos. I think Aris feels the pain that they are just too long with the bound.
Bound or not there are still situations where you should use different combos like for wall carry or spike opponent to prevent teching or fake combo drops for resets.
Totally missed your edit. I guess some of Leo's tools remind me of Xiaoyu which is why playing her comes more natural to me. Xiaoyu/Leo is such a great team. Their combo damage is also quite solid. I get 92 dmg off Xiaoyu's df2~1 and that's her 15 frame launcher. With Lee 84 dmg was the maximum I could do. Combine this with a wall and you get instant death
Oh yeah get as much as you can from this team. Seems their "synergy" is pretty great.
I don't post in "Gaming" threads in general. Way too many posts and opinions... it's chaos. Community is the only place I feel comfortable and where my opinion seems to count somewhat.
Well put, well put.
Guys about
Tekken 7...
I'm sorry for babbling but I'm so hyped I can't stop thinking and posting like a madman.
I have a feeling those
new systems/mechanics will emphasize "hand-to-hand" fighting.
They said one system is taken from 2d games and that new character will be somewhat designed to take advantage of one of the new systems but we don't know which.
I keep thinking KOF when referred to that 2D system. KOF has Guard Cancel to roll away from opponent or behind and Blow Back that breaks opponent's pressure and crates space. This might be one of these things.
But about that Character who's let's say "expert" at some new system. When I think about it I think "Asuka. She's a reversal character." Many characters have reversals but hers is very easy to use and doesn't have restrictions like "only punches" etc.
I've been thinking and...
Maybe it's something like Feng's f+3+4 auto parry. Feng moves forward during the move and parries strings.
Maybe in Tekken 7 everyone can do similar thing. It let's you rush/dash forward through a string combo or slow recovery move but say if someone just, say jabs once or baits with quick move you'll be vulnerable for punish. Say Kazuya does 1 you do f+3+4, it parries but you'll go into recovery frames and he punishes you. If Kaz does 1,2,2 you parry whole thing and are (maybe)at frame advantage.
Kinda aggressive forward counter attack system("Essence of Tekken"?).
The difference may be that everyone has that move "bare" but that "expert character" has special follow ups, movement options(backdash parry?) or stance transitions.
We'll know in 2 weeks or so but the questions about the "new systems" won't let me sleep.
Guys, what are your guesses about what are those new systems?
If someone of us guesses right he's gonna be the King Of IronFistGAF
.