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Harada needs to be brave and introduce

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  • Nov 10, 2012 10:03 am GMT
    unceramonius posted...
    As for side stepping hop kicks....hmmmm, ill try to incorporate that...but the problem is just how quick and spammable they are. And the fact they lead to bound.


    Please work on your evasion, everything that you've said that you have a problem with in this entire topic basically boils down to the fact that you need to seriously work on your movement and spacing. Your problem with bounds and walls and damage all goes back to an initial hit that you are taking that can usually be avoided.

    You are looking at the game as where you are and below you, instead of looking at it as where you are and above you. Where you now are hop kicks are a problem, it’s the same for other people on your level, so if you have a talk with people on your level it will probably turn into very anti hop kick/ juggles conversation and the same is true for people on a skill level below you. But when you get serious tekken player in a room that talk goes away because bad hop kicks and launchers get you punched in the face and everyone in the conversation knows it.

    It more of a social thing, you can say things like hop kicks are a serious problem because they are so quick and spammable on Gamefaqs, because there are people at a skill level where they will agree with you, but in couple of hours I am heading out to a Tekken tournament and if I said the same thing in that room everyone would look at me like I was a complete idiot. It's not that I don't know that there is a skill level where this stuff is a problem, it’s just that I also know that once you get past that level these problems go away.

    High schoolers get math work that the average elementary school kid couldn't even begin to understand, if you ask a first grader trigonometry is impossible, that doesn't mean it actually is impossible; in fact that same first grader will probably have no problem with it by the time they finish high school. Practice more, your problems aren’t problems with Tekken's mechanics they are problems with being able to see your current skill level in context .

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  • Nov 10, 2012 10:12 am GMT
    Juggle breakers are a bad idea. Period. End of story.

    It'd be better for the game if they just cut down the length of them instead of add breakers. Seriously, breakers do NOTHING for the game, other than make scrubs feel like they're still playing.

    How would we get them to work anyways? Meter management? 1 breaker per round? 1 breaker per game? AS MANY AS YOU GODDAMN WANT????

    There lies the problem... We're either going to have to add some stupid mechanic that ruins the simplicity of the game (You saw how they did this in SC... Twice. Didn't work), or you're going to make them really week, or over powered.

    1 breaker per round? How bout I just throw out short combos. If you break it, you'll waste your breaker, and I'll go for a big one. If you don't, I'll just do it again.

    1 per game? Yeah, that's helpful. Watch people waste it on the first launcher.



    In the end, it'll become a AUGH IM ABOUT TO DIE button. AKA: Useless.


    As many as you want? You just ruined the game, good job.




    There should not be, and will not be, combo breakers in Tekken. Period.
    If you don't like getting comboed, they might cut down on how long they are. Or play Soul Calibur, because most of the people complaining about this are probably from a SC, SSB, DOA, or SF (Not marvel) background. Or they were never good at Tekken, and are freaked out by it now that other people are. In general, if they played most other fighting games that were not stated above, or Virtua Fighter, they'll run into much longer combos.
    ---
    PSNmegamarth. I play fighting games.
    Washington Redskins 3-6 Baltimore Ravens 6-2
  • Nov 10, 2012 10:22 am GMT
    BlackShinobi13 posted...
    unceramonius posted...
    As for side stepping hop kicks....hmmmm, ill try to incorporate that...but the problem is just how quick and spammable they are. And the fact they lead to bound.


    Please work on your evasion, everything that you've said that you have a problem with in this entire topic basically boils down to the fact that you need to seriously work on your movement and spacing. Your problem with bounds and walls and damage all goes back to an initial hit that you are taking that can usually be avoided.

    You are looking at the game as where you are and below you, instead of looking at it as where you are and above you. Where you now are hop kicks are a problem, it’s the same for other people on your level, so if you have a talk with people on your level it will probably turn into very anti hop kick/ juggles conversation and the same is true for people on a skill level below you. But when you get serious tekken player in a room that talk goes away because bad hop kicks and launchers get you punched in the face and everyone in the conversation knows it.

    It more of a social thing, you can say things like hop kicks are a serious problem because they are so quick and spammable on Gamefaqs, because there are people at a skill level where they will agree with you, but in couple of hours I am heading out to a Tekken tournament and if I said the same thing in that room everyone would look at me like I was a complete idiot. It's not that I don't know that there is a skill level where this stuff is a problem, it’s just that I also know that once you get past that level these problems go away.

    High schoolers get math work that the average elementary school kid couldn't even begin to understand, if you ask a first grader trigonometry is impossible, that doesn't mean it actually is impossible; in fact that same first grader will probably have no problem with it by the time they finish high school. Practice more, your problems aren’t problems with Tekken's mechanics they are problems with being able to see your current skill level in context .


    if you are referring to unceramonius, based on his posts (and not only in this thread) he doesnt have problems with being hit with juggles. he even says he is a good player with a high winning percantage. his problem is how the game is played itself...
    thats a good explanation for players having difficulty in dealing with juggles though
    ---
    PSN: Spectre0415
    currently playing: tekken tag tournament 2, borderlands 2, nba 2k13, resident evil 6, skyrim
  • Nov 10, 2012 11:58 am GMT
    retep_one posted...
    if you are referring to unceramonius, based on his posts (and not only in this thread) he doesnt have problems with being hit with juggles. he even says he is a good player with a high winning percantage. his problem is how the game is played itself...
    thats a good explanation for players having difficulty in dealing with juggles though


    Actually based on his posted I wouldn't say that at all,
    Just in the last half of this topic hes said
    - Hes blocking launchers repeatedly, but they eventually land and he gets comboed, without mentioning trying to dodge the launcher so he can punish
    - that there isn't really anything you can do against hop kicks
    - He can't position himself to get away from walls when hes cornered
    - Hes getting hit be move as slow and reactable as King spinning jump kick

    Regeardless of what someone says about their own skill level these are traits of a beginner level tekken player, who has issues with spacing and movement.

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  • Nov 10, 2012 12:53 pm GMT
    Here is the avoiding the puddle spacing video again
    http://www.youtube.com/watch?v=MVhkZyfLjtA

    notice how Aris says you can get hit with certain things like "random" hop kicks at point blank range, which is exactly why you shouldn't stay at that range.

    Anyway I'm finally finished work and heading over to Bar Battles, its on the http://twitch.tv/8wayrun
    for anyone interested, I have no clue when Tekken is on.

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  • Nov 10, 2012 1:37 pm GMT
    From: frozen37flame | Posted: 11/10/2012 1:57:43 AM | #126
    Azuma my post wasn't in response to yours. It was my response to unceramonius and also I agree with your points. Also I'm not saying that people who complain are people who just keep on losing or something like that. I'm just telling him that if he's getting frustrated and annoyed by the game to the point that he post his hatred nonstop than I suggest that he stop playing or find a way to play that won't stress him out to much. It's just illogical for me to see someone play a game in the way he hates so much.


    My bad lol. You replied not long after me, so I thought it was towards me. My apologies for the confusion. Agreed with your points as well.

    I still see some good in Tag 2, and unlike a lot of people who try to tier-whore or lament the state of their characters, I still have fun playing with DJ, Kaz and Anna despite how difficult it might be to perform well with them online due to lag and the execution needed for even the most basic of their combos. I can't wait until they unlock Angel and I wanna give "Original" Ogre a try as well.

    edit: I also don't see why people always say that juggle damage has been scaled down over time. Well...thanks for stating the obvious. The only reason the lifebars were slightly increased, and why juggle damage was scaled down in Tag 2, is because of the fact that it's usually 2v2, and they want you to do Tag combos more often to maximize your damage output. That's just common sense really, and I find it redundant for people to point it out continuously. Just my 2 cents there, lol.

    My main beef with the juggles themselves are the length of them, not the fact that I get caught in them. EVERY player will get caught in a juggle at some point, it's part of the game. I just hate how long they last, especially in this game since not only do you have bound, you have extended Tag Assault combos, balcony and floor breaks, and walls. It's possible to do a combo that incorporates all or most of these elements. Sure, it's fun when you're doing the combo, but when they get done on me, I'm usually sitting there thinking to myself "*sigh* just hurry up and finish this already".

    Hopefully in T x SF and/or T7, they put less emphasis on extending the combos by an extra thirty seconds and focus on improving the core gameplay for once rather than just slightly tweaking it. It's kinda weird to me how the controls don't feel too different from Tekken Tag 1. There's an obvious difference in terms of the "feel" of course, but the base feel is still there, so it comes off feeling kind of archaic. I'm not suggesting that they completely axe the current movement physics and do some 8-way run style thing or anything, but just...something.

    For T x SF, I expect a lot of new things, and if those things get well-received, they may get into T7. They're gonna have to do something, because I really doubt every SF character will have 100+ moves like most Tekken characters, when SF chars typically only have less than a dozen unique moves in their own games. I think a major facet of what will take a long time for T x SF is the fact that they have to adapt the SF characters into a Tekken-style environment. They will need a crapload of unique moves (no one will accept any clones), find a way to incorporate the projectiles in a way that makes sense, and make sure the Tekken characters aren't overpowered. More dev time will probably be spent on balance and fine-tuning than on anything else.
    ---
    "Azuma ninja!!" - Random guards in Tenchu series
    "Hahahahahahaha" - Mara Aramov
  • Nov 11, 2012 6:06 am GMT
    Azuma_NarooN posted...
    I also don't see why people always say that juggle damage has been scaled down over time. Well...thanks for stating the obvious. The only reason the lifebars were slightly increased, and why juggle damage was scaled down in Tag 2, is because of the fact that it's usually 2v2, and they want you to do Tag combos more often to maximize your damage output. That's just common sense really, and I find it redundant for people to point it out continuously. Just my 2 cents there, lol.

    People keep talking about the incredible damage that juggles do, and how 2 juggles end a match or something along those lines. Because of scaled down damage that is almost never the case.

    Maximizing damage output seems to run counter to giving people more health to withstand damage. If anything, they'd scale up damage for juggles and just make people fall faster. More damage, less hits.
    ---
    The Xbox isn't defined by its ability to moon jump. ~PaddyFinnLike
  • Nov 11, 2012 6:17 am GMT
    > Topic about bringing in a new mechanic
    > Everyone says it's an abominable idea that will ruin the series and that there are already better options
    > Everyone also questions the skill of the players that support the idea
    ---
    Sedix: Baffling Artist
  • Nov 11, 2012 6:43 am GMT
    No prob Azuma. ^_^

    Anyway I just hope that they release an arcade version of T x SF cause that's the only way I'll be playing it. I've totally given up on playing online with fighting games. Good thing there are a lot of arcades here.
    ---
    TTT2 - Jun/Asuka,T6 - Asuka/Xiao, SSF4:AE- Dhalsim/Juri, UMvC3 - X23/Zero/Ammy, Blazblue - Noel
    Time to practice and experiment with Jun and Asuka. I love TTT2
  • Nov 11, 2012 8:46 am GMT
    skyrax posted...
    Azuma_NarooN posted...
    I also don't see why people always say that juggle damage has been scaled down over time. Well...thanks for stating the obvious. The only reason the lifebars were slightly increased, and why juggle damage was scaled down in Tag 2, is because of the fact that it's usually 2v2, and they want you to do Tag combos more often to maximize your damage output. That's just common sense really, and I find it redundant for people to point it out continuously. Just my 2 cents there, lol.

    People keep talking about the incredible damage that juggles do, and how 2 juggles end a match or something along those lines. Because of scaled down damage that is almost never the case.

    Maximizing damage output seems to run counter to giving people more health to withstand damage. If anything, they'd scale up damage for juggles and just make people fall faster. More damage, less hits.


    More damage, less hits = Less combo creativity = Going backwards from what the series has been evolving to. Every game is going for more compex combos, that give more freedom and are more diverse and varied. See UMVC3, Blazblue, Mortal Kombat 9, KOFXIII etc. These games all have long and varied combos.

    Soul Calibur, Virtua Fighter and Dead or Alive are all still like old school Tekken, where there are fewer hits and more damage in combos. Yet, Tekken is a more popular fighting game in the fighting game community than any of these other 3D games.

    So, really, why would Tekken wanna do it? Because casual console players or online players want to have more fun while messing around with the game before throwing it out and playing the next new thing? Namco Bandai have their eyes on the Arcade scene, and they put in the game what Arcade players want. Arcade players like flashy combos, they like impressing their opponent and their viewers with skillful execution, expectators find it hype when someone actually manages to pull off awesome combos that use tag buffered launchers, walls, balcony breaks, tag assault all at the same time.

    No one wants to see just players trading pokes and evading stuff or doing 5 hit combos most. That's exactly why Virtua Fighter, which is an incredibly technical game, doesn't get that much love from viewers... because people find it boring to watch. Western players who are spoonfed on Capcom games also find anything non-capcom or 3D boring to watch, but anyone else would find Tekken, and especially TTT2, a much more hype game to watch than any of the other 3D fighting games, just because of the variety, the longer combos, the tag stuff, the stage stuff etc. And that's why Tekken is such a huge success on asian arcades... because people look at it, they see the enormous roster and all the flashy stuff, pro players destroying other players hitting them non-stop in combos... it's very attractive,

    New players start playing the game with the hopes of doing that absurd combo they saw someone do in the Arcades the other day. They want to have that superhuman feeling of power. Most new players, at least the ones which are drawn by the competitive aspect of the game (which is what happens for most arcade gamers), learn juggles before they learn any other fundamental of the game. They don't know anything about spacing or movement at the beginning, they just wanna land that devastating combo they've learned. It's a sort of knowledge that feels very empowering, but is actually easy to acquire without a lot of "experience".

    At the beginning it feels like a shortcut to victory, but soon enough, they realize it's not reliable to depend that much on launchers, especially when someone win "out-fundamenting" them. So, believe it or not, the focus on combos in fighting games actually draw new players, or at least new players with the drive to win (which are the ones that are here to stay).
  • Nov 11, 2012 9:12 am GMT
    Marvel nowadays is one of the, if not THE most popular fighting game in the west when it comes to the western competitive scene. What's the recipe for success? Balance? Short combos? Fundamentals? Wrong.

    It's the illusion of power that draws players into Marvel. Every character feels overpowered in one way or another, there is a lot of bulls**t everywhere: touch of death combos, x-factor, loops... people initially look at the game, and they think: "hey, everyone is playing this, and there is that death combo... so all I gotta do is learn the combo, play the high tier characters and I'll win!"

    People like things that look like shortcuts for wins. But there's no shortcut for victory in any fighting game. They're just illusions, but they help getting players eager to win into the game. The mindset of "Learning and practicing a godlike combo = victory" feels comforting to new players... at least more comforting than the thought of having to actually play more and get more experience than someone who is already playing the game for years in order to win.

    The reason why many players outside of the competitive circle don't get such mechanics, is because they play for different reasons. They got into the game for what they call "fun". They have notions of what the game should and shouldn't be in order to be more fun.

    Most competitive gamers already have a estabilished mindset that "fun = winning". Some, already more evolved in that regard, see it as "fun = winning AND learning (aka getting better at winning by losing)". Everything surrounds the win. Everything else is just a means to getting to the win.

    As an Arcade game, Tekken is aimed at that competitive mindset, and what people with that competitive mindset have to say about how the game should be. That's also why the games are so conservative when it comes to changes: people that are already winning because they have acquired experience don't want their experience to go to waste. Knowledge involed in gaming is, for the most part, arbitrary, and only serves the purpose of playing that game. The time you spend into mastering backdash cancel is only helpful for, well, playing Tekken and doing backdash cancel. The effort you put into that is good for nothing else. If they just remove such mechanic, that's a profound disrespect for competitive players, who put their time and effort into mastering a technique that is part of the series since... ever.

    Juggles and bound, as they are right now, are the same thing. Sure, one thing is to change the optimal combos for each character, but throwing away the bound system, for example, means throwing away a lot of effort and experience on the part of players dedicated to that game. When the series first introduced the bound system, it was a NEW THING, that was ADDED ON TOP OF EXISTING FEATURES. If you were already good at juggling without bound, all you had to do was implement bounds on top of your prior knowledge, not just throw it away. Same with Tag Assault, for example.

    The same applies for characters, and why they are not removed for the most part (and when they are, they usually come back). Investing a lot of time and effort into learning a character only to have it removed from the game is very frustrating for experienced players. It's just a lot of time of your life being turned completely pointless. If, for example, they remove a clone, it's not that big of a deal, because you can still play with its clone and most of your experience still applies and is helpful. But not if you have to play a completely different character.

    In that regard, even though juggle breaker is a bad idea, it's still better than removing bound, or toning down the juggles, because at least it's a mechanic on top of existing mechanics, not just cutting things that are already in the game, and making the knowledge and experience related to them pointless.
  • Nov 11, 2012 9:29 am GMT
    IngSlayer posted...
    > Topic about bringing in a new mechanic
    > Everyone says it's an abominable idea that will ruin the series and that there are already better options
    > Everyone also questions the skill of the players that support the idea


    And you've brought nothing new to the topic. GG.
    ---
    (SJ-Fox) Gaming Channel - http://www.youtube.com/user/KSJFoX
  • Nov 11, 2012 10:29 am GMT
    Juggles are fine in theory, the risk reward is about balanced out, slightly in favour of launch spam. My only objections are:

    - They take way too damn long
    - The wall carry can be silly

    I think more of the typical launchers (like df2 or hopkick) should just result in a knockback leading to a quick simple 2 hit combo for like 60 damage.
  • Nov 11, 2012 11:18 am GMT
    KenGi1226 posted...
    IngSlayer posted...
    > Topic about bringing in a new mechanic
    > Everyone says it's an abominable idea that will ruin the series and that there are already better options
    > Everyone also questions the skill of the players that support the idea


    And you've brought nothing new to the topic. GG.


    And this is worth pointing out because...?

    To satisfy your elitist ego? Okay.
    ---
    Sedix: Baffling Artist
  • Nov 11, 2012 12:46 pm GMT
    Risk/reward with a hop kick? Please.........

    Launchers should be not so slow that they are absolutely useless....but so enough, so that if blocked.....you will get launched yourself. Now it truly is risk/reward

    Not hop kick....hop kick...hop kick...block...hop kick

    A mere hopkick can nearly end the round. There is no risk in that, only reward for something so little. Block...spam that hop kick...maybe with a side step..win the round!

    Rinse repeat
    ---
    Insanity leads to chaos then to solitude, the fruitless effort of adding meaning to what is meaningless!!!
  • Nov 11, 2012 1:43 pm GMT
    if you block a hopkick, you get jabs and usually plus frames or knockdown, which lead to a free mix up or oki.

    There are plenty of fast mids around 15f that don't launch, do chunky damage, and safe. Slower safe mids generally lead to juggles on counter or even +frames on block. Shall we get rid of those too?

    Don't get me wrong, hopkicks are still very good moves, and I have an issue with so many characters having these generically strong moves, like df2. Lazy way of balancing,but that's a different issue.

    Tekken is a game where random ducking and low jabs can be punished pretty heavily. I had my gripes with hopkicks when they were introduced in T5 too, but now they make sense in the grand scheme of things, especially with buffed ground damage and juggle scaling.
  • Nov 11, 2012 6:21 pm GMT
    So a few of you suggest that the super-long combos attract new players because they look flashy? Why then, do I always see and hear so many people say that the reason they gave up on the game is because they felt that the combos were too long and damaging? Rhetorical question btw, as I already know the answer.

    Anyone who quits that fast is a casual (not the lame-ass slag-off term "casual", but just a casual fightan gaem player). Even with Fight Lab, people are still ragequitting the series. A lot of people rent the game, and rather than decide to fully purchase it, they say "meh, I'll move on to something else."

    Virtua Fighter might be boring to watch, but to me, it's also boring to play. When it comes to 2D fighters, the only ones I can even recall ever liking are SFA3 and the SFIII series. Soulcalibur is fun to me, but my fav. is 2 and I didn't care for III or IV, but V was decent from what little of it I played. Tekken has been with me for well over a decade, so I keep coming back from blind loyalty or something.

    I agree that the flashiness attracts players, but some pr0 players have complained about bound, rage, long combos, etc. from time to time. There's no such thing as a perfect fighter, let alone a perfect game period. There's always gonna be groups of people who don't like certain aspects of a game, even at the highest levels of play. But just because they might not like it, or even hate it, doesn't mean they'll quit playing the game -- they're merely putting up with it.

    I'm outspoken of my dislike of bound and rage and whatnot, but that doesn't mean I'm about to go back to T6. As of Tag 2, there is no reason whatsoever for me to play T6 again. In fact, I'll say it's safe to say that I'll never touch that game again. Others probably feel the same way.
    ---
    "Azuma ninja!!" - Random guards in Tenchu series
    "Hahahahahahaha" - Mara Aramov
  • Nov 11, 2012 7:42 pm GMT
    236P posted...
    Juggles are fine in theory, the risk reward is about balanced out, slightly in favour of launch spam. My only objections are:

    - They take way too damn long
    - The wall carry can be silly

    I think more of the typical launchers (like df2 or hopkick) should just result in a knockback leading to a quick simple 2 hit combo for like 60 damage.


    If they just did that, such launchers would be beyond pointless. Most characters have NCs or even single hit moves that deal almost 60 and come out sometimes even faster than hopkick or generic df+2, and have better range. Why risk throwing out something that is punishable, only hits at point blank range, is linear and sidestepable etc... if you can only get 60 damage with it at most? There are better options.

    Unless you nerf everything else, until the point at which people will only jab each other to death.
  • Nov 13, 2012 5:08 am GMT
    Gotta say I disagree. I think it's a problem when with a huge variety of characters, one of their go to moves is generic df2 or hopkick. It's a generic and lazy way of balancing.

    Let's take Lee for example, and let's say his uf+4 and df+2 resulted in a short quick stun leading to 60ish damage. Comparable meaty damage on nh mids might be f+2,1 which is slower I think and leads to 40 something, but is hit comfirmable and wall splats. Or ff+3 which is slower and weaker still but has range. Blazing kick would be your only viable natural mid launcher, and that makes sense since it's pretty slow and requires a good read.

    df+2 and uf+4 would still have their uses, primarily as i15 block and whiff punishers (or in hopkick case low crush and mix-up tool but punishable), they just wouldn't be the generic go to mid of choice. If anything it would diversify move selection.
  • Nov 13, 2012 5:25 am GMT
    236P posted...
    Gotta say I disagree. I think it's a problem when with a huge variety of characters, one of their go to moves is generic df2 or hopkick. It's a generic and lazy way of balancing.

    Let's take Lee for example, and let's say his uf+4 and df+2 resulted in a short quick stun leading to 60ish damage. Comparable meaty damage on nh mids might be f+2,1 which is slower I think and leads to 40 something, but is hit comfirmable and wall splats. Or ff+3 which is slower and weaker still but has range. Blazing kick would be your only viable natural mid launcher, and that makes sense since it's pretty slow and requires a good read.

    df+2 and uf+4 would still have their uses, primarily as i15 block and whiff punishers (or in hopkick case low crush and mix-up tool but punishable), they just wouldn't be the generic go to mid of choice. If anything it would diversify move selection.


    Baek would be totally ****ed without a proper launching d/f+2, so I'd have to give a HELL NO to this idea.
    ---
    Dayman! aaaAAAaaa Fighter of the Nightman! aaaAAAaaa Champion of the Sun! aaaAAAaaa His a master of karate and friendship for everyone!
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