How is 3s slow?

You never played MvC2? Relative to DC MvC2 it’s slow I mean.

**Nope, sir. I don’t like it.

But I do like Yoshimitsu. Therefore I skip it and play Soul Calibur.**

Can some explain those Tekken lingo with combos? I see 4_34* fjsdhjkfsdhdsk stuff like that. It’s like being in match class, lawl.

Yah, true, but since you said SFIV and 3s in the same sentence…I was like WHA?! :rofl:

I liked him in Tekken 2.

Yea my fault.

I hated parries but I’m playing more Makoto than the entire SFIV roster :rofl:

http://tekkenzaibatsu.com/legend.php

omg! Tekken is so easy compared to every other fighter out there…all you have to do is mash out juggles and you win…my kid brother does that shit to me all the time and i hate it…

^this is what i read when i see people who have never played a game @ a high lvl try to pretend like they know something.

MYK knows wtf he’s talking about kiddies…i suggest this thread get closed before any more uninformed 2D chimps wax intellectual about a game they know nothing about.

p.s. wake up ultra = hopkick…just don’t get hit w/ the thing and stop complaining about it.

Everyone looks cool and you can mash all the buttons.

Also Koreans.

ah, the famous “try to convince me to like a game I’ll never like” thread.

Honestly 3D fighting games in general just don’t appeal to me. Whether it’s Tekken, SC, VF, or DOA they just can’t capture me. My biggest problem is that all the characters just feel the same to me. Sure they look different and have different moves, but the general feel is too similar. No matter who I pick I’m simply mixing high, low, and throw attacks until I land a hit, and when I do I lead into either a combo or a ground game. This basically holds true for all the aforementioned games, and all the characters within them. The best characters are the one’s who have the best mix-ups and followups. This may sound generic but I miss the stereotypical roles 2D fighting games give their characters. Like Dhalsim playing keep away, Balrog rushing down, Vega doing some hit and run, or Zangief trying to land a single attack. Each of those characters feel like that have a completely different purpose and objective when you play them, which just doesn’t feel apparent in 3D fighting games as a whole.

What you dont like getting knocked up once and dieing? punch … punch punch punch kick DEAD

it animated like rock em sock em robots.

I don’t understand the appeal either but I’ll give it a shot when BR comes out on 360.

Not if you’re playing as Hworang or Baek. I’m usually waiting for my opponet to come to me for I can step back and kick them in the face or sidestep them and throw them from behind. Tekken is slower than 2D fighters, but I think it has almost as much depth. The combos are a lot easier for me to get in Tekken than the special moves in SFIV.

oh same :wgrin:

It sure does. In fact, it has been like that since Tekken 3. Some moves track to right-side only, some track to the left while there are also homing moves which cannot be stepped.

Well, you are referring to wave-dashes in which a crouch-dash is cancelled into another as soon as possible and it looks much similar to ‘Baiagu step’ in VF. And perhaps, movement-cancelling is also another cause of it.

No it isn’t simple, because what is appealing is subjective, and if something isn’t appealing to someone already, no amount of explaining is likely to change that.

goodm0urning already said that…so why are you reiterating this to me? :confused:

I didn’t respond, but I agreed with his original post the first time. Sheesh.

You quoted a post that presented an objective answer to the subjective concept of appeal stating its the simple answer to the question, and I disagreed with that. Don’t pretend you posted something different.

2D fighters are the same, just that most players seem to ignore it and talk about “priority” instead of learning the actual rules of the game.