Ggs sasuke. Yeah I dropped every other combo and didn't punish at all. I was trying to duck the highs and launch but my execution is really in pieces. At one point I just gave up and simply went for ws+4 punishes. I'm still not completely used to pad yet. But GG's. Your backdash cancelling and sidesteps were really good.
Sayah:
First of all, about my statement about Tekken 3's limbs corresponding to each limb I still stand by it. It's something that really appealed to me with Tekken when I first played it. But my original post about that further explained why it was so appealing was because of the control it provided. When you see a move that had 3 hits to it like a hunting hawk or a junkyard you knew you had to press 3 buttons so it felt like you were always in control. Your character on screen was the closest extension to your fingertips. That was the most important aspect where everything felt dynamic and wasn't just a canned animation (which is now the case in T7 thanks to Supers). And just because I liked it doesn't mean I'm not open to change. Like you said earlier, TTT2 is the grand culmination of perfecting all the intricacies of the current system and it's time for the series to be open to new ideas. We always have TTT2 with us to play if we want to experience this style of Tekken.
But most of all, this discussion we're having Tekken's homogeneity. Let me preface to say that it's not necessarily a bad thing. Because of it we got such a balanced game. But again this is a new generation of gaming and some inventive evolution is long overdue. Regardless, all those things you mentioned like Wang's parry, Anna's CAT stance, Jinpachi's teleports, are all nothing compared to the power of backdash cancelling. Wang's parry is definitely different in TTT2 because it neutralize tag crashes which I admit is something crucial. But in a solo match, backdash cancelling is by far safer and more optimal in the overall gameplan. Those things have their uses in okizeme traps and other hard reads but it's hardly "critical" in the overall gameplan if your core movement and character is on point and you know the optimal whiff punishers of the characters.
And to prove this point, it's so evident in Tekken where you have players like Help Me, Nobi, Knee, Anakin, etc. get to such high ranks with a huge plethora of characters. Their core knowledge is so high and all they really need is proper spacing/execution and character knowledge on how to punish to play at a world class level. You don't see that with other games. The best players in Guilty Gear like Ogawa, FAB dominate with their main but can't do the same with half the other cast. Of coarse there are those exceptions like Kuroda in 3rd Strike or Infiltration in SF4 but they are 1 among millions. In TTT2 you can look at so many players like Real Manace, Anakin, BrawlPro, JustFrameNope top the PSN charts with almost half the cast but you can't say the same about the top players many other fighting games. It's all because the playstyle of one character can translate smoothly into any other. They don't need to master Hwoarang's, Zafina's, Baek's stances to play at a high level because the tools to beat any character are already built into every character. It's all in the movement. In many other games, the tools to win many matchups are exclusive to a set of characters.
Manny is also saying the game will be impossible to balance if Tekken deviates from this. I admit it will be difficult, but I still wish they'd try. In this age of online patches and instant communication via twitter/youtube I think they can incrementally keep improving the product to reach a fun compromise with a hugely varied cast and relatively balanced competitive game. And what I'm typing doesn't mean I want them to ditch the movement of TTT2 at all by the way. I simply feel there's so many other variables that the Tekken system can take advantage of to breathe new life into the franchise.
EDIT: I just saw that Last Blade 2 is announced for PS4. That's crazy! Hope they patch Zantetsu and Lee. That game has some brilliant charisma.