SF4 links aren't necessary and neither are juggles in MVC3. Well it varies form character to character.
But the exact same thing can be said with Tekken.... You don't *need* to do anything specific in order to win.
SF4 links aren't necessary and neither are juggles in MVC3. Well it varies form character to character.
SF4 links aren't necessary and neither are juggles in MVC3. Well it varies form character to character.
Not really an apt comparison as there isn't a lot of crossover (of players) between 2D and 3D fighters.
I actually generally agree with throws not being terribly useful. But that's true for most fighting games. Only one that ever makes throws dangerous and a core form of attack is VF. In every thing else, it's just an option that's part of your arsenal.
DEATH;42404538 said:The same way juggles aren't that necessary in Tekken. Players can poke/mixup/throw the opponents to death if they wanted to.
What I'm sure is Tekken produces large amount of sodium on every levels. That's the nature of the beast. Maybe that's why....
The basic stuff is still there... It's the same mindgames, same goals. Or else Justin Wong won't be that good in tekken despite it not being his main game...
That's what I don't understand too... Why do people are scared trying out 3D fighters? Less flashy?
DEATH;42404538 said:The basic stuff is still there... It's the same mindgames, same goals. Or else Justin Wong won't be that good in tekken despite it not being his main game...
That's what I don't understand too... Why do people are scared trying out 3D fighters? Less flashy?
Yes I'm aware, but it's universal in other fighters. This makes it a little more difficult to apply said move, since its use becomes limited.
The only difference between Tekken and any other fighter is that it takes longer to actually get to the depth of the game. Tekken isn't more deep than DOA or VF or SC or Street Fighter or anything else. It's just more obstacles and barriers that don't need to be there.
Link
^^^^^^DEATH;42404228 said:Just go to a big two stream... People think that if it isn't marvel/sf, it's trash...
Tried it in T4... BD is removed, focused on SS movement (which is easier), throws have only 1 input (press ~F to make the grab different).
Honestly, every single idea people think tekken needs, I could point them to T4. Reduced chars, simplified throws, movement, everything... and those changes made T4 not feel tekken. It felt like a VF copycat that didn't really copied VF at all, while sacrificing replayability and fun...
I think this generation is just too spoonfed. Just a little amount of frustration causes rage...
This game IMO captures the spirit of martial arts competitions. The hard training, discipline, mind games, frustration (especially in losses despite working hard) and the glory when you get the win, Tekken completely imitates that. That's what makes this game awesome.
I'll take the slap, and shrug it off...
First, this game is the most newbie-friendly game in the series... Just pick solo and use pokes everytime and you can still win against the pros. There's fight lab, and if you S all of that thing, at least you get the grasp of the whole game. And you don't have to know your opponent well enough to win (I keep emphasizing this to everyone I teach at tekken), what you need is just basic understanding of the game, being able to adapt and read opponents, and have discipline to not mash the attacks.
About character reduction, who's you gonna cut? Cut lars? alisa? wang? baek? Even the obsolete Jun and Kuni were requested back... Again, it's easy for people to say CUT! until their mains are cut. It's okay if this game's like SF where you could pick it up easily, but people spent time and money to learn these chars. Making the roster significantly small takes away the replayability.
About long combos, the point of "you shouldn't whiff/use punishable moves" are legit, because This game teaches you to discipline yourself. Again, same spirit in martial arts training. Be lousy in the ring, and dare to throw that wide swing to show off and you'll end up kissing the mat. Much worse if it's a street fight. And aesthetically speaking, remove these long combos and you'll end up looking boring like VF. Despite being fun, VF is boring to watch.
You said it yourself, TTT2 is fun. Fans need to accept Tekken as it is. A extremely deep fighting game, with large diverse characters and large movelist that allows great mindgames and creativity. If we want a simple fanservice fighter, I'll buy DOA, but as you play more fighting games and get bored/tired of how shallow some games are, go to Tekken...
At this point, a company can't afford to experiment. Parts of the reason arcades closed down was because T4 have so expensive machines but the game itself lacks replayability. Not only it hurt the arcades, it hurt the Tekken IP as well...
SF4 links aren't necessary and neither are juggles in MVC3. Well it varies form character to character.
lolno.
Juggles aren't necessary in Marvel? What? Maybe at a casual level, they're not necessary.
SF4 links aren't necessary and neither are juggles in MVC3. Well it varies form character to character.
Do you mean it wasn't necessary for capcom to add them into the game or that they're not necessary to use while playing the game? If you're playing the game at any level above basic then you need to use links to maximize damage.
how do you define depth? I define it by the number of options an engine gives the player and its uses. Tell me how Tekken is deeper once you get past the execution level?
Dark Phoenix, Sentinel, Hulk, Wolverine, Nemises aren't as juggle heavy as say Dante, Viper, Zero, etc. . . there's a varying level.
Of course, if you mean in terms of damage then absolutely, they aren't very dangerous (and I haven't played Virtua Fighter so I can't compare) but they can be very useful to change the spacing in a match (although against players who have more a significant amount of practice it is, of course, not a viable strategy under any circumstances as most will be able to break them).
Unless your strategy consists of camping in one corner all day by using Modok and whoever else, mostly all characters rely on juggles to dish out damage.
Unless I'm forgetting and misunderstanding marvel since I haven't played it in about a year. But as far as I recall, many of the characters are useless without actually dishing out juggle damage. Not looking down on Marvel or anything (I love MvC3) but the same isn't true for Tekken.
You didn't read a single thing I actually wrote.DEATH™;42404228 said:Tried it in T4... BD is removed, focused on SS movement (which is easier), throws have only 1 input (press ~F to make the grab different).
Honestly, every single idea people think tekken needs, I could point them to T4. Reduced chars, simplified throws, movement, everything... and those changes made T4 not feel tekken. It felt like a VF copycat that didn't really copied VF at all, while sacrificing replayability and fun...
You might be mistaking juggle for air combo. Dante, Magneto, etc have very long extended combos and those are juggles, assuming that's what DR2K is talking about. Standard air combos and ground combos are absolutely necessary but you don't necessarily need long strings to deal damage.
DEATH;42404228 said:I think this generation is just too spoonfed. Just a little amount of frustration causes rage...
They aren't as necessary for every character to win a the competitive level. see Guile vs Sakura.
Yup.
I'm assuming you're using the example of guile zoning out sakura. All of Sakura's max damage combos come from links. Guile has close.RH > cr.mp > boom > sweep as one of his highest damage, non meter, combos and works as a meaty frametrap, something Dieminion uses all the time. Guile's most basic link, that I know of off the top of my head, is cr.lk.>cr.lp>cr.mp>flash kick and you need to be able to do that.
I do see where you going with your thinking but it's been proven wrong even in the matchup you gave.
Yup.
As I said above, it's an option. In most games, it functions as a part of the gameplan like to change the flow or positioning of the fight or to set something up. It's not really a main form of attack because of damage and breaking it, though that varies from game to game. There are a lot more factors that go into it of course but that's a pretty big list, heh.
You might be mistaking juggle for air combo. Dante, Magneto, etc have very long extended combos and those are juggles, assuming that's what DR2K is talking about. Standard air combos and ground combos are absolutely necessary but you don't necessarily need long strings to deal damage.
Okay I think people are getting offbase now on sematics.
It boils down to the point that you don't have to do advanced tactics in tekken to win against people. Just like you don't have to use advanced tactics in ANY fighting game to win against people. It all depends on your opponent. So claiming that you *must* learn something in tekken is all based on who you play. Just like any other fighting game.
But you don't need combos to deal big damage in Tekken either, FYI. Fishing for counter hits and short strings is somewhat viable in this game. Long combos are generally the most common method but that's because it's guaranteed damage as long as you don't drop it after you get the launcher or setup.
Eh, Guile isn't going to be using links anywhere near as much as Sakura does nor is it integral for him to win.
What I'm saying is the barrier is much higher in Tekken to actually do some of the simplest of mechancis.
So what do you do against characters you can't traditionally zone. You have to be able to do every link he has. Just because his game doesn't revolve around long links doesn't mean that you can get away without using them, especially at a competitive level. I mean I played Dieminion a long time ago and watched a ton of sets with him playing Europe's best players and even back then all of his damaging combos came from links.
What are the simplest mechanics you're having trouble with? We already know the string issue which I don't even think is an issue but okay.
how do you define depth? I define it by the number of options an engine gives the player and its uses. Tell me how Tekken is deeper once you get past the execution level?
You didn't read a single thing I actually wrote.
-I said keep 1+3, 2+4, 1+2 for throws, but stop using other button inputs. So they would move the other throws to have one of the three inputs I suggested above.
ex. Paul's b1+4 becomes b2+4 (since it's a position change move).
As a King player, I disapprove. You should ALWAYS give the benefit to people who want to do the work, or that would be OP. Just imagine the damage King's GS as b+1+3 and MB as f+1+2?
-I didn't say take out backdash or backdash cancel. In fact, I suggested the exact opposite when I said improve normal bd (in one of two possible ways) and keep bdc as a better form of bd, but with a smaller advantage than it had before (due to the improvement of bd, not nerfing of bdc).
I didn't call for reducing a single thing. Streamline (inputs) and improve (backdash).
If that's what you're saying, then there's BD~SS. An alternative to BDC. BDC is the better form, and as far as Spacing goes, they work almost the same, yet BDC have small properties that makes it better to reward the players who practices it. What people are suggesting right now, it's already there...
It seems to me you see any suggestion of change, think Tekken 4, and write it off.
Soory, but most of the people's suggestions points to T4, I haven't seen any suggestions yet that I can't point T4 with. Well, aside from simplifying inputs to take away the hard work factor... which again, we can show you another set of reasons why it would be bad. (e.g. If BD is too easy and safe, Tekken would be worse that SSF4 turtlefest etc.
A lot of newcomers seem to be put off by the difficulty of the arcade mode. I believe that there is a problem here, but it is with the difficulty curve rather that the actual boss difficulty. On easy, arcade mode is basically a series of punching bags capped off with an actual fight against someone with a few obligatory overpowered boss moves. She isn't that hard compared to a lot of other bosses, but the fights leading up to her do nothing to prepare a you for a fight against a competent opponent. For future games Namco needs to increase the difficulty of the earlier fights in easy and normal mode to give newcomer a smooth and gradual difficulty curve instead of mindlessly easy opponents with a large difficulty spike at the end.
I'm not having any trouble out side of some combo timing and movement. But you have to look it at it from a communities perspective. From the new player to the guy that plays 3D fighters hardcore.
how do you define depth? I define it by the number of options an engine gives the player and its uses. Tell me how Tekken is deeper once you get past the execution level?
I am not good at all with fighting terminology as I have stated previously.
How do we define juggles? Does the opponent HAVE to stay in the air?
Because I always assumed juggles in Marvel = the whole combo. I mean the standard is low, medium, high, launcher which is not very hard to grasp. And then you have OTG stuff. But the opponent is constantly going from ground to air.
Not sure where I'm headed with this. I should shut up. lol
-How does f, hcf +1 turn into b+1+3? It would just be f, hcf+1+2 (because of the break, the 1 break animation would stay the same). Muscle Buster would stay the same. You're arguing against points that I'm not making.DEATH™;42405500 said:Responses in bold
You have moves that cause your opponent to half somersault (e.g. AKing's d/f+3 that forces them to land face first instead of on their back to prevent tech rolls.
Okay, so what simple mechanics are you understanding but people aren't that's causing this barrier?
When I look at depth, I look at gameplay.
Tekken's depth goes beyond the execution level. It's not merely about pulling off combos and moves and pokes and knowing the system and it's mechanics.
With depth, I look at how the game implements mind games, how it allows the player to be creative and how it allows the player to strategize among other things. Most fighters give you these options but the intensity of these options (a la mind games) varies with each game. And for this reason, I disagree that Tekken is no deeper than any other fighter as you stated.
A juggle is just an airborne combo while you remain on the ground. It's really hard to apply them to traditional SF games. SF3 might be the only one I can think of that has a true juggle system. SF4 too I suppose too.
Everything I didn't mention. Just look at some of the posts in this thread by new players or comments other people from other games make.
The 4 button layout, throw breaks, juggles extension, tag mechanics, etc. . . it doesn't help that the tutorial in the game explains jack shit.
The 4 button layout forms a barrier for newcomers? why? It just makes all the sense in the world, one button for each limb, i´ve learned several moves and combos by just watching vids or matches and paying attention to the character´s arms and legs
I just don't understand why hitting two (or more) buttons at the same time is so hard in this game for me. I've never had this problem in any other fighter ever.
Could you give an example of the string or whatever you're doing? Or this just a throw?
Agreed, but that just proves my point. Huge ass combos have been a staple of tekken since tekken 1. Tekken 4 was like the closest departure from that... and look how well received it was.
What I'm saying is the barrier is much higher in Tekken to actually do some of the simplest of mechancis.
The 4 button layout forms a barrier for newcomers? why? It just makes all the sense in the world, one button for each limb, i´ve learned several moves and combos by just watching vids or matches and paying attention to the character´s arms and legs
As I said above, it's an option. In most games, it functions as a part of the gameplan like to change the flow or positioning of the fight or to set something up. It's not really a main form of attack because of damage and breaking it, though that varies from game to game. There are a lot more factors that go into it of course but that's a pretty big list, heh.
Anything with two buttons, throws included. In the practice mode when I look at my buttons I see that if I'm aiming to hit 1+2, sometimes it'll show up as "1, 1+2" or "2, 1+2". It really FEELS like I'm hitting them at the same time, but a 1 to 2 frame fuck up just feels too strict.
I'd argue tekken is on par with any other fighter in terms of shrinking fanbase.
It's a problem across the whole genre.
Anything with two buttons, throws included. In the practice mode when I look at my buttons I see that if I'm aiming to hit 1+2, sometimes it'll show up as "1, 1+2" or "2, 1+2". It really FEELS like I'm hitting them at the same time, but a 1 to 2 frame fuck up just feels too strict.