Yeah, PM me or send me an invite on PSN when you're online.Yo Dereck you wanna have a first to 5 soon? Doing some stuff for my youtube and thought that would be a good show.
Yeah, PM me or send me an invite on PSN when you're online.Yo Dereck you wanna have a first to 5 soon? Doing some stuff for my youtube and thought that would be a good show.
lol, AAK. T7 is no where near as bad as that. It looks like a recent gen game at least.
MKX reveal at VGA. We need something Tekken 7 related at VGA.
lol, AAK. T7 is no where near as bad as that. It looks like a recent gen game at least.
The two people you can't thank enough for supporting Tekken.
https://twitter.com/Flying_Wonkey/status/669783676293484544
https://twitter.com/MarkMan23/status/671507512940720128
7ekken is on my hype radar again. Please be good.
For the moment
I'm still at the top of the Wall of Fame as we're nearing 10k posts.Sh
http://www.neogaf.com/forum/misc.php?do=whoposted&t=955672
If Grayfox didn't have a six month ban, he'd probably beat me. lol.
Why am i number 2 in the shame car?
I just joined this thread as my first
It means you really like us.
Indeed.
Just to drag it and not let the winner keep stomping on the loser like they already have.
Good thing you don't see many counter picks in Tekken compared to other fighters like SF where the matchup ratio is something crazy like 9-1 or worse lol
that's because tekken's character's aren't as unique as 2D characters.
He don't messI just got REKT 5-0 by BrawlPro, guy is seriously good.
I just got REKT 5-0 by BrawlPro, guy is seriously good.
that's because tekken's character's aren't as unique as 2D characters.
I often hear people say this about Tekken (including Aris on stream) and it annoys me because I don't think it's true. Yes, 2D fighters have many archetypes and can vary greatly character to character based on abilities (e.g. teleporting, flying, projectiles, etc.). However, I also don't like it when people generalize Tekken characters as all being "the same." It's really annoying to hear that when the series has characters that do vary drastically and that do follow variable archetypes.Wish we had characters that played the different archetypes purely too.
Tekken-GAF is awesome indeed.
Except Sasukewhen using Ling .
Love me some unbreakable command grabs and characters that use it to threaten you with it and play footsies cos of it.
Nice ideas AAK.
Stance are awesome Sayah but doesn't compare to fully pure archetypes.
IMO Unbreakable grabs shouldn't even exist. Unbreakable throws are a product of an era where all throws were unbreakable. Remember until ST you couldn't break throws in Street Fighter II. That game set the rules. There is really no reason for command grabs to no be breakable. They already are faster and do more damage than normal throws. The only thing making command grabs unbreakable does it hurt balance because you need to limit a character's tools because the grab is so powerful.
Playing the big wrestler dude that's slow. Needs that throw as a threat. Always like using them.
Although when normal characters have them i never really liked it.As much as i like Mika
He doesn't have to be slow. Gief isn't slow in ST. He is slow because his throw is unbreakable not the other way around. Also again if a throw does big damage, fast, and has great range, that should be enough in a balanced game to compensate for slower movement speed. The ONLY reason command grabs are unbreakable in 2D games is because they were in Street Fighter II.
Throws are borderline useless in Tekken the way they are now in top level play. If properly balanced, I'm for unbreakable throws. Akira's guard break in VF can loosely count as an unbreakable throw considering it's speed, unblockable property, and guaranteed damage. Again, if Tekken evolved its design, unbreakable throws could work.
The unbreakable part adds to not wanting to get hit by it at all since you can't even break it.
Letting them in to do it in the first place should n't even happen. Although the speed,range and damage on top of that makes it crazy. Would sacrifice one of those to keep the unbreakable part. Damage maybe..
Look at top 4 of Mastercup 2015, see how many throws were landed. Then watch top 4 of Mastercup 2014 and behold how many more throws landed.
And I'm not even going to go into tier arguments. All I'm going to say is that for the first time ever King didn't get a single new throw in a numbered Tekken game. So if King's throw game is identical to TTT2, how does his throw game make him a better character rather than the other changes?
Doesn't that weaken the character alot tho?
Then they would have to get other stuff to compensate.
There is a difference being unblockable setups and a command throw.
I see, so throws in Combo's are good.
Doesn't change the fact that throws in the neutral game are borderline useless.
Characters are weaker because of unbreakable command throws not the other way around. Grapplers can bait out throw techs just like every other character now that throws are breakable. It actually makes them more dangers in some ways. Would Geif really be a worse character if SPD was punishable but he got better normal for frame trapping? Would it hurt the concept of a grappler trying to close the distance and the threat they are in close? No. The throw is still super fast and can punish things most normal can't, it still has way more range, more damage, better oki. This is my case and what I believe. Unbreakable throws are a stupid relict from the SFII era that unfortunately is a design trope of 2D games that remains intact today.
Why are you basing your argument on a situational moment like a throw break when I'm talking about generic neutral game?
If we're going to talk about unique situations, then Tekken already has unbreakable grabs. You can't break back-turned grabs. And in T6, you couldn't break King's b+1+2 grab.
The two people you can't thank enough for supporting Tekken.
https://twitter.com/Flying_Wonkey/status/669783676293484544
https://twitter.com/MarkMan23/status/671507512940720128
7ekken is on my hype radar again. Please be good.
It's absolutely the best looking fighting game out there right now (without customs).
But once you introduce bad Tag 2 era customs, that beautiful presentation sort of goes down the drain.
Tekken-GAF is awesome indeed.
Except Sasukewhen using Ling .
The character models are more important to me than backgrounds, so I think SF5 looks a lot better.
I know AAK is joking, but KOFXIV looks worse than Maximum Impact. It's like a PS1 game.
No.To phrase it better, Characters are better defined in 2D games because they're not as homogenized as Tekken characters are. While in Tekken besides a few cast members, you can pretty much play the cast the same way while at the same time having very loose archetypes.
Some nice ideas AAK.Sayah I agree there is some variation in that sense of offense, but there is sooooo much more Tekken can do to differentiate its cast.
1. How about completely unique walking and running across the cast that have a massive difference in speeds, animations, distance, moves that come out of it.
YES
2. How about a character that doesn't really have strikes in the generic sense, i.e. pressing 1 with a character does a grab or a hold... maybe a BJJ style character
Steve has unconventional controls already. More would be fine.
3. Make Virtua Fighter levels of hit reactions where big characters have their own animations when launched forcing unique combo's on them.
YES
4. How about set-up style characters that can place something on the screen (like Takeda's Ronin in MKX)
NO!
This is a 3D fighter; stages are too big and characters move in 3-Dimensional space. It won't work. Even if it does, I wouldn't want a character like this.
5. How about a character that has his/her movelist evolve as the match progresses (an example is like Shun in VF or any 2D game where characters have more meter)
Claudio sort of already covers this.
6. How about characters that can get special movement options when their backs are against the wall that aren't just limited to the generic b,b,u/b command the whole cast have
Not sure this will accomplish much but okay.
7. Now that Tekken has Kuni and Yoshi and all those customs... why not fully integrate weapon based characters where spacing will be a huge factor like in SC but with Tekken's style.
Sure, if they can balance it.
Those are just the some of the ideas I have for Tekken to evolve and so much more. There are soooo many avenues already in the Tekken system that they can use to individualize the cast even further to rival the variation in 2D games. Tekken does apply some of it with a few characters like Steve/Capo's/Lei but it should spread to the rest of them as well.
I feel like anytime someone thinks 2D long range gameplay won't work in a 3D game it's because they are mentally referencing the times it hasn't worked in the past because it was poorly implemented. Interestingly enough, Pokken's field phase gameplay shows how projectiles and traps can work properly in 3D space. Generally speaking, the answer is as simple as wider projectiles/traps that can't be sidestepped as easily from close to mid range and the ability to put more than one object on screen at a time.EVERY character deserves to be as ambitious design wise and unique as Steve.
And I don't see how a 3D space nullifies a set-up based character. It's something that's never been done before and deserves a chance to be tested.
And Claudio's powerup is just a one time thing that extinguishes like Leo's powerup from f,f+2. I'm talking about progression to the extent where there are multiple stages of levelling up. Each level has new strings, new punishers, new frame data, and new move ranges.
EVERY character deserves to be as ambitious design wise and unique as Steve.
And I don't see how a 3D space nullifies a set-up based character. It's something that's never been done before and deserves a chance to be tested.
And Claudio's powerup is just a one time thing that extinguishes like Leo's powerup from f,f+2. I'm talking about progression to the extent where there are multiple stages of levelling up. Each level has new strings, new punishers, new frame data, and new move ranges.
I feel like anytime someone thinks 2D long range gameplay won't work in a 3D game it's because they are mentally referencing the times it hasn't worked in the past because it was poorly implemented. Interestingly enough, Pokken's field phase gameplay shows how projectiles and traps can work properly in 3D space. Generally speaking, the answer is as simple as wider projectiles/traps that can't be sidestepped as easily from close to mid range and the ability to put more than one object on screen at a time.