I’m sure a lot of people can but its not easy to stop standing jab pressure. If backdashing was the solution people would have been doing it. Standing jab pressure kills backdash because it will hit their airborne frames. And the jab recovers before they can punish. Which is why the pressure is more or less safe. It is an incredible silly lockdown, but probably the best way to establish offense since you have completely stop your opponent from moving, setting up high low mixups.
This game is not the turtle fest people are making it out to be. I have no once seen anyone reliably escaping jab pressure with backdash. It’s an option, but definitely not the best
I agree, the game is fun, thats why I want it fixed. If it wan’t fun, I would just say to hell with it like I did with MK9 (nothing against that game though).
I also agree that throwable rolls is the best solution. Mostly because that’s how KoF does it and it’s proven that it works.
Throwable rolls seems iffy to me, but I’ve never played KOF so yeah. With as wide as the stages are now, with throwable rolls means when a grappler gets in - they’re in. I’m not so sure if that’s a good or bad thing seeing as it pretty much spells death for any character without a tele or invincible reversal imo. Coupled with the ability in this game to get your grappler in close for free with a tag, it doesn’t seem balanced imo.
All it would mean is that they could punish the roll. If they did a meaty you would be out. But it’s a risk, as opposed to right now where it’s a get out of the corner free card.
Hell in BB you can straight up punch people out of rolls, and rolls are still pretty good in that game.
I’ve had success, tho limited, in keeping an opponent in the corner by doing a double crossover or just straight up not knocking them down so they can’t roll out… idk if there are more viable strategies out there, but its something
1st. all make the UI better. Make the health bars like in SF4, make the regenerating health red like in marvel, make the super bar similar to SF4 but with 3 sections that are also bigger.Maybe its just me but someimes I need more time than I would like to see how much meter, life and reg life me and my oponent have. It should’t take any longer then half a sec.
Make the rolls shit. Make them a last resort. Make them quite punishable.
Add untechable and “unrollable” knokdowns for trows and sweeps ect. Maybe just add “unrollable” KOs on certain special attacks ect. ect.
4.Nerf invincible backdashes. There is no FA in this game.
5.Remove completely the assist gems and quick combos.
Make pandora more useful. Make it last 20 secs or whatever and have its start up animation freez the clock.Its utter shit atm.
Make the (2 chars on screen, forget the name) super just devide the chars hp and cost 2 bars or something.It hurst the balance of 1v2 the way it is atm.
Add 50 secs to the clock and/or freez timer on supers startup.
9.Give throws more range.Not as much as in SF4 but give it some range.Its shit atm.
People keep saying extend the throw range. You can’t do that in this game. 95% of the Tekken cast will get grabbed out of every single move. If you noticed many of their moves are unsafe, so extending throw range would make them even more unsafe. Unless you lessened the vulnerable hitbox for certain characters with ass unsafe normals.
i completely agree with your statement. i was going to go on the record to say it… but meh. i dont believe for one second that people 'could just mash throws" during tekken strings and there was nothing the tekken characters could do about it… lol DONT DO THE ENTIRE COMBO AND BAIT THAT THROW TECH?
also, if that WERE the reason for the nerfing of throws, WHY also buff the block/hitstun throw invincibility? 4 frames now compared to 2 frames in sf4. also why nerf BOTH throw range AND speed? if it was just so that tekkeners couldnt be thrown out of tekken strings im SURE that either a range nerf or a throw speed nerf would have been sufficient.
basically i dont believe seth and i dont believe capcom. they are bold faced lying.
they nerfed throws to put a higher emphasis on overhead/low mixups, bottom line.
Capcom QA: Crap, our Tekken designs have a flaw: the characters’ moves are highly vulnerable to throws.
Capcom Design: I know, lets nerf throws until they are barely useful!
Capcom Dev: Hell yeah, that is way less effort than fixing the entire Tekken cast!
Huh? You mean you can’t deal guaranteed damage to them on a roll, right?
Because you can keep pressure on folks that roll by doing a jump back attack as they roll. If they know it’s coming and where to block, they won’t take damage but you’re still in their face. You can also get a meaty if they’re foolish enough to throw out an attack after the roll though if they defend, they block it, as I recall. But at any rate, you can still keep pressure on them when they roll in this, you just have to guess if they’re rolling or not.
As for the topic, fix the glitches/infinites/messy inputs first and add some balance adjustments then I think we can talk about bigger gameplay changes.
On throws, I’d hate the bigger range on them if they added it unless they fixed more of the normals on a lot of the Tekken characters. There is some seriously awful normals on some of them and it’s ridiculous.
Ok, then I agree with you. Making ALL anti-airs/air to airs a juggle state (counter hit) seems to change the dynamic of the game too much and tilt the game too much in favour of projectile characters imo.
I do agree that some characters would be overpowered with longer throw ranges, but the throw nerf really shits on some characters who rely mostly on frame traps and tick throws for their offense (e.g.: Rog, Bison).
A small throw range buff would certainly help those characters a lot without making them overpowered (in fact, even if you did buff their throw ranges, they’d still be a long way from top tier, IMO).
I think casuals hate throws, so Capcom wanted them nerfed, and then they pulled that excuse out their ass to cover it. Because if they just wanted to emphasize the high/low mixups they wouldn’t have nerfed throws as much as they did. SF4’s throw range might be a bit much for a game with jabs like this, but the range as it stands now is absurd.
Seriously, what could a throw punish that a 3 frame DP with a huge hitbox couldn’t?