No Online Play in Tekken 6 = The Mistake that will sink Namco

PROTIP: Hi Counter Throw against Defensive Holds for MASSIVE DAMAGE (150%).

Or ya know, use the move type they didn’t counter. Or ya know, don’t use predictable strings and actually poke and manipulate the field a bit.

“WAH COUNTERS ARE BROKEN!” are the most stupid comments I’ve heard about the game going on since the DOA3 days.

FACT: There are four counter options. High, Mid Punch, Mid Kick, Low.

FACT: On block, there is a shortened window due to block stun and faster strings. Some faster strings on block become almost impossible to hold without guessing. If a string’s speed passes the full window, uncounterable on guard stun, or even a 2-in-1 on NH or CH.

FACT: Hi Counter Throws do 150% damage against Defensive Holds. For example, an Izuna Otoshi on Hi Counter does 112 damage.

FACT: Damage is based on the timing of the hold. 1-4 is Hi Counter, 5-12 is Counter and 13-22 is Normal. No other parts of the triangle system make its damage timing based. (aka: if you hi counter throw a defensive hold, or hi counter blow a throw, it will do 150% damage revision regardless, but a defensive hold needs to be timed to get full damage.)

FACT: Since in-stun is the time where the defensive hold is most used, setups arise. It’s easier to defensive hold in-stun without guard stun in the way to make it more difficult. BUT - the revision is lowered and the damage becomes 44/55/66 for non specialized holds. Try it out yourself. Another thing is that many throws can become safe in-stun. The deeper the stun type is, the more damaging a throw can be safe. A safe throw in-stun is where you can throw and not be hi counter blown in-stun, but the whiffed grab can still be free grabbed on NH some of the time, not that much of a problem. Therefore you can create setups for throws instun that have little consequence on your part, making the opponent scared to hold in-stun.

FACT: Opponents that wait to hold strings on guess and not reaction get Punch Grabbed all day. And if you held there without seeing shit? Hi Counter Throw, yay!

FACT: A whiffed defensive hold can score the opponent a free stun or launch.

FACT: Defensive Holds force you to poke and not be string based. This is especially apparent with Ryu Hayabusa’s Punch Izuna Holds, and Ayane, Hayate, Spartan, Hitomi, Kasumi’s etc… mid-kick launch holds. They increase awareness, and bias for the defender.

FACT: DOA’s sidestep is used 100% for environmental positioning, not evading. So we needed another secondary defensive option that’s a little less guaranteed, but provides more damage against attacks. The defensive hold is perfect for DOA’s system for this purpose. This keeps the game from being too offensive in general.

I could probably keep going on here.

Stop bitchin about people bitchin about the counter system.The counters are annoying.I still play the game.Get over it.NOW BACK TO TEKKEN 6.

and this thread is now closed. k thx. bitch about doa balance somewhere else

can you guys derail this thread anymore than you already have?