If taunts aren’t for the sole purpose of disrespecting your opponent, then I don’t care for them. I want my opponents to know I’m mocking them and not just doing it for a buff.
Of course, that doesn’t apply to taunts done at the end of the match.
If taunts aren’t for the sole purpose of disrespecting your opponent, then I don’t care for them. I want my opponents to know I’m mocking them and not just doing it for a buff.
Of course, that doesn’t apply to taunts done at the end of the match.
I’m guessing you guys who want flagrant taunting so bad never played in arcades. Shit could get your ass whopped
@pherai
yes it does, but that doesn’t mean you can’t get good at doing taunts. Just look at dan buffs for ultra, a sign that people incorporate taunts into their gameplan. Even smash bas damaging and special taunts. If you give a player a move, they will find a place to use it, a taunt is a move just ask Dudley.
I had a dream once that Tekken had 8 Way Run
1.More ground tech and short-burst combos and less OTG go-smoke-a-cig long winded combos.
2.LESS throw leading to full combo
3.MORE two-button throw input, ESPECIALLY for airthrow. Less option-select air throw mash out with good normals.
More ground based characters with anti-projectile options
Less 1 frame links
More female grapplers
More ground based “SRK” attacks, less traditional “riding uppercut”
More “trap” characters. Trap as in projectile, not trap as in tranny.
All I can think of for now
This made me want to play Tekken. Tekken doesn’t make me want to play Tekken. I hope your dreams come true.
This, especially if it means being able to get decent damage of short burst combos (or 50% off a hit confirm to super).
EDIT: In line with this, less putting big damage behind obtuse execution barriers.
EDIT: In line with this, less putting big damage behind obtuse execution barriers.
[/quote]
This
Guilty Gear’s mobilty and neutral with Savior’s combos, basically. I’ve always wanted this myself.
wavedashing, and marvel 2 mechanics. looked like (in high levels of play) and played like a bawos
2D fighters with grapplers who can do super cancels off command grabs. E.g., Zangief Siberian Suplex XX Final Atomic Buster, with the cancel happening after the German Suplex portion of Siberian.
I’m a fan of garou series, but i kinda liked more the way it works in real bout garou densetsu 2 than in motw. There’s a lot of nuances that make it more balanced in rbff2 (and more important in motw)
edti: thinking better, ryo comand parry cancels in kof xiii is very similar to feint cancels. Maybe it’s a good route too…making it a char specific mechanic
Play more KOF.
Just defense
OTGs
Alpha counters
Those are still in ALOT of games today.
The thread title is “New Mechanics and Mechanics You’d Like To See More”, so those are covered as well.
I’d like the return of high damage normals like Haohmaru’s hard slash.
Bring back the spectator teammates in KOF and let them interfere.
Make opponents thud against the side of the screen like in WW and XvSF.
Have characters get knocked into the background/foreground like in FF3/RB1.
Collectable items during battle like in MSH and Pocket Fighter. Gems, health items etc.